How can I deal with Rose’s footsies? I get destroyed whenever I use c.MK, cr.HK, cr. MP or cr. HP. Jab and short don’t seem very effective either.
improve your footsies and fireball game. You’ll probably get mad at me again, but that’s the only advice that you can get if you say that all your pokes get beaten. Just get a better spacing and don’t press buttons all the time while you’re being pressured by her c.mp, slides and drills. You’re probably just not experienced enough.
The only thing that I think makes this matchup difficult is her U2…a good player won’t be baited into doing it by walking near him on wakeup or by doing emtpy jumps…and until he doesn’t activate it you’re forced not to do anything on her wakeup. That’s simply stupid, but when it comes to footsies akuma has the tools to deal with her.
About that, is the frame data wrong about her cr.mp? It says that it’s -3 on block and 0 on hit and has 4 frames startup, I don’t get it, it earns her so many counter hits even though it’s not + on block? (cr.mp (blocked), cr.mp has a 7 frame gap)
Am I missing something here and that thing gives different frame data depending on the range? or the secret to getting counter hits is by large gap frame traps
edit: checked in training mode and cr.mp, cr.mp will beat late cr.techs, but if you do early cr.mp+os tech you’ll get the counter hit which you can link into sweep, I’m not aware at all about Rose’s frame traps so I don’t know if that’s useful in a real match, I know I’ll try to check if pressing cr.mp+os tech fast enough vs a blocked cr.mp will result in anything decent, problem is I barely ever get to play a decent Rose…!
edit 2: nevermind trying to press buttons early seems to get raped when her cr.mp is cancelled into hk soul spiral, I thought auto block would work there, guess there’s a reason why Rose’s cr.mp is a good normal even though it’s not + on block :P. I couldn’t find the exact data how much blockstun does Rose’s cr.mp give, if it’s something like 13 frames, her HK soul spiral has 16 frame startup so that’s only a 3 frame gap which explains why it would beat early button presses.
Bro, I’ve never been mad at you. You were mad at me. You’re permanently salty on these boards. You need to chill out.
Anyway, thanks for the advice but tbh it doesn’t really help. “Get better at footsies”? That’s kind of what I’m trying to do. I was hoping for something more along the lines of which normal beats out her spirals, etc, and at which ranges. Stuff like that. From what I can tell it’s just not ever a good idea to play footsies with Rose because it’s not a level playing field. The only things I try now are stuff like zoning here and then trying a EX DF throw or palm. Or, you can just go all out and try to rush down like crazy.
This is a difficult match-up.
no normals will beat spirals…rose will use spirals cancelling from c.mp and will mostly frame trap you with c.mp, slides and s.hk. When she’s REALLY up close, you just gotta learn to have patience and not press any buttons. Thing is, you should avoid the situation where she’s right in you’re face, and the only way to do that is having good footsies/zoning. Up close this matchup is in rose’s favour, mid and long range it’s mostly in akuma’s favour. When you knock her down she has very few options other than U2, so you gotta capitalize…if you’re not good at option selecting she can just backdash and you’ll never gonna win if you let her backdash away freely.
Rose is a matchup, like balrog for example, that will give unexperienced akuma’s lots of problems.
Other than that, good tip is to use many lp shakus…if she reflects you can focus it and dash forward and you’ll probably catch her with a sweep since A) she won’t expect it since it could have been a 2 or 3 hit shaku, and B) they usually start dashing behind the reflected shaku.
-3 is safe from tip range and also if she cancels it then it isn’t -3 because you don’t go through the recovery frames. The thing to also note is the range c.MP has makes it difficult to counter with a normal.
It is the same deal with Akuma’s cl.HP because it is negative even on hit, but if you cancel it then it is safer.
This could be useful. I didn’t think of doing that with LP shaku.
Like I said, I have no problems as soon as I get the knockdown and I can OS just fine. I usually use palm/sweep OS and throw in a DF throw every now and then.
I guess as far as the footsies go, the trick is to stay at medium/long range and go for sweeps? What about s.HP? What about cr.MK with a FB or light tatsu buffered?
Yeah I know recovery frames aren’t counted when you special cancel a move, but I didn’t keep in mind about using the gap between the block stun of the normal and the startup of a special as a frametrap, that’s why I was wondering why her cr.mp would be such a great normal for getting counter hits even though it’s negative on block.
VS Yang I’ve tried my luck with U2. Largely because I try to teleport backwards from his rekkas and swat him with it like you would Balrog’s dash punches. Its very hard to react to however. Likewise Yun’s EX dash punch, which you get a brief cue for as this big trail of shadows streams behind him.
You’re right re: U1 being kinda tricky to connect with (much like VS Rufus) as they can vary their dive kicks to deal with it outside of the brief invuln window we have.
A lot of the twins’ attacks (so far as I can tell) are safe on block. I’m certain there are spacing dependent punishers (I’ve landed super for example) for U1, but I’m yet to get a chance to properly figure them out.
In short, at this stage its comparable to using only U1 VS Rufus. i.e. its tricky to connect. Unlike the Rufus match-up in Super, I can’t find any (yet) viable windows to reliably apply U2.
Due to their low health its extremely satisfying once Akuma gets his teeth in with some monster punishers, but finding those windows is difficult.
The problem/blessing for us here in Sydney is that our country’s top player is maining Yun and alting Yang. He’s an extremely talented player so I’m getting some brutal lessons in how good these chars are. Personally, the main hurdle I have is actually attacking. The reason is because I’m force to defend a lot due to their relentless offense. While this is good in itself (defending against a low/overhead mix-up Super from Yun for example is satisfying) but the problem is that while I’m focused on keeping myself alive and avoiding dive-kicks, I realise that “oh shit, I’m not actually doing any damage!”
Key is figuring out how to reliably stuff or stop those dive-kicks. Its looking like they can be shut down with a well placed normal. I just got figure out exactly what that is.
Oh, first and second place at our AE tourney last Friday was Yun and Yun xD Third was Ibuki, fourth Abel and fifth Gamogouki
How reliable do you guys think the Safe Jump OS Sweep is againts Fei Long? I mean, the Safe Jump is rather easy but nailing a perfect os sweep safe jump has been really hard me to the point of not being sure if its a to-go maneuver on 100% of my jump-ins. Is anybody there nailing this like it`s c.mk xx hadou or is it something that should be used cautiously ?
Also, again, against Fei Long, i’ve been managing to hit Fei out of his flame kick quite some times with the cross up MK and the opponents are reversaling it. Are they dp’ing it wrong or is this a reliable tactic ?
And Vs viper, i know a lot of OS work agains her but shouldnt the OS sweep be the most used? What does the other os’s have that the os sweep dont in some scenarios ?
Thx!
The thing about Fei is he has two very different reversals to get out of trouble. He of course has his flame kick, but at the same time he also has his “WOOHOO!” chicken wing too. So while OS Sweep tends to work against reversal and back dash, if he chicken wings your sweep will whiff and he gets out for free.
I personally prefer not to OS unless he gets predictable with his back dash. I do a safe palm and if he chicken wings I pursue him and sweep him to put him back into the vortex. Also you can U1 on reaction to it.
I like to DF dive kick against Fei, if spaced properly (it’s not that hard) it’ll stuff flame kicks for a free combo which he can’t FADC out, it’ll stuff the ground frames of his backdash for a full combo (this is gone in AE, everyone is airborne there) and it’ll reset the chicken wing in the air, it’s not that bad since he’ll fall in front of you so you’d apply pressure.
If the Fei is chicken wing happy on wakeup, I think it’s best to just safejump him and punish the chicken wing with a sweep on reaction. Pretty sure adding an OS sweep in your safejump will not give you enough time to punish his chicken wing.
About Viper, from what I’ve checked OS sweep gets blocked a lot in most safejump setups when the Viper player does an ex sesimo faint on wakeup, she can punish you too. OS EX SRK should beat all of her options, backdash tends to whiff sometimes though.
New to shoryuken
HEY FORUMITES
CHECK OUT MY VIDEO OF ME TAKING ON AN A+ DHALSIM AS AKUMA BEAR IN MIND IM ONLY C+ AND STILL MANAGED TO KEEP UP WITH HIM AND WIN!
[media=youtube]AZTPndoEVe0[/media]
Honestly…quite terrible.
I’m not sure if you have good reflexes or if you were just mashing. If those were reflexes then at least you got potential and could actually become better in time.
EDIT Nevermind, I just looked at the rest of the video, you were mashing.
reflexes if you watch carfully you will see for your self
i never button mash my dpad is on its last legs by the way need to invest in a arcade stick
its never good to be a hater
Well lets see where this goes…
nu-skool check out the link and comment
u can obviously see from part 1 the difference in how i learnt how the opponent fights
also if you read my other posts im not one of those fighters that sit back and block/time my opponent i prefer to get on with it whoever is quickest off the mark