jump back FP will also beat psycho crushers
and if he gets scissor kick happy you can jump at him.
jump back FP will also beat psycho crushers
and if he gets scissor kick happy you can jump at him.
Good Hondas won’t let you reach the opposite wall when there’s nothing going on. There are very few default actions in ST. That’s why wall diving on your own wall is still a great option. And if you can force Honda into a corner and use j.HK, you’re either up against a really bad Honda or you’re playing online relying on lag tactics. The dynamics of this match heavily depends on who has life advantage (as well as by how much) and whether the players want to just duke it out or turtle.
Wall dives are key against dictator. If you can’t do them well, you’ll lose hard since he has an advantage in pretty much every situation except anti-air (now, it is possible to dance around his pokes but that’s requires strong pattern-detecting skills). If you can threaten him with dives, then the match becomes pretty even, esp. since he has to jump to try and counter it, which leads to further knockdowns and plenty of time for you to wall dive.
Mirror matches aren’t random unless somebody doesn’t know how to stop wall dives well (which, coincidentally enough, very few claw players do). You have a pool of moves, the basic valuation of which should be known to both players, and any move is yours to use. All the moves also have clear counters if you correctly predict the next move and/or execute well. Lots of players equate good predictive ability as lucky guessing but as Sirlin pointed out in his articles, people who exhibit these traits are simply on a higher level of yoma.
I do play exclusively online, but the j.HK corner harassment could simply be made possible by bad opponents. And although you say good Hondas won’t let me reach the opposite wall in silence, perhaps I’ll settle for consistently beating less than good ones at this point I ALWAYS go to my own wall out of instinct, which seems like a problem by itself.
I’ll try to work on that element of the matchup. As per above, I could definitely stand to improve on wall tactics.
I wasn’t in the mirror match conversation, but the only counters I do for now are flips and jumping back HKs. The latter is partially instinct and button configuration because I’m still playing with a gamepad, but I’d love to see a basic list of wall spam counters as Vega even though I don’t run into the matchup that often. And my HRAP3 already shipped, so perhaps I’ll have it this week.
Thanks for the tips!
Jumping off your own wall against Honda is gonna get you headbutted immediately.
The point is your generally not supposed to wall dive at Honda, but if you ever do you should be jumping off HIS wall.
Roger. I stopped diving in against him because of the headbutts - but had been neglecting the opposite wall altogether. If I can mix it in occasionally after a blocked slide or whatever I’d be happy to break even with it just to increase offensive threats. It was dumb of me to forget about it in general.
Then ask yourself what you’re doing wrong. You’ve also claimed that claw can’t wall dive against Blanka at all, which suggests to me you haven’t really explored the wall dive yet.
when can you use the walldive vs blanka then? The most successes I have ever had with it is hitting the up ball REALLY early with the tip of the claw. But i have only done it a few times, so i don’t know if its randomness or what.
Both of these were major points for me tonight. Annoyed the hell out of headbutt-spamming Hondas with backjumping fierces, and opposite wall dives were screwing up people’s auto-timed uphit responses and charges with misc characters.
Another big deal was that I switched from LP/LK to MP/MK on my pad since I main Claw. I never used LK and only used MP after fierce roll connects or against blocked Blanka balls, but it does a lot more damage than my jabs did when poking. I also intend to work more MKs into my poke arsenal. My HRAP3 shipment is “rescheduled” and won’t arrive until the 5th :’(
I still get owned by Dic players and I’d like to know a good counter for diving in mirror matches other than flips (ineffective in my experience), jump-back attacks (which is the best button?), or spamming my own dives and trying to out-time them.
If Claw even jumps at the wall, and Blanka has charge (which odds are, he probably will) he can immediately do UP+RH and it’ll hit claw.
Guaranteed.
I know how to wall dive guy, there are just some characters that walldiving is not a smart idea.
Now that’s not to say that you literally are unable to walldive at some characters, but doing so is putting yourself at great risk and putting the opponent in prime position to fuck you up.
EDIT:
Crouching MP is the best poke for Claw. Don’t trick yourself into thinking LP is. You might think LP is because it’s “faster”, but MP is unpunishable. The only way it can be punished is by psychic DPs.
Jumping MP will beat Claw’s walldive for mirror matches.
It does seem flatly superior after going with c.MP over c.LP tonight - I think the only use I see for LP will be anti-air balls in the corner when I predict that someone is going to jump backward. I could also try MP+HP pad rolling now to double down on anti-tick throws.
Thanks! Will try that next time.
I’m not sure if it beats it clean, but when he jumps off the wall jump at him MP. I’m not sure who wins if he sticks out his claws early. He might get his throw off or beat you, but quite frankly it’s better than just sitting there.
j.MP in Claw mirrors beats wall dive clean.
Right, so if you just described the situation where you can’t wall dive, then it should follow that you can recognize the situations where you can wall dive. The only risk occurs when the claw player isn’t able to consistently execute the wall dive at the optimal time/position. Otherwise, it’s a safe poke from the highest priority aerial in the game with optional cross-up and throw mixups along with additional high damage potential if it connects.
Still, there’s no questioning that messing up is dangerous against quite a few characters (Blanka, Chun Li, grapplers, etc.) so yeah, if the claw player isn’t extremely confident about his wall diving, he’ll have to take it slow & steady in the ground game, which is effective as well.
The idea is that in Claw vs Blanka, you shouldn’t be walldiving much at all. You’re supposed to be gay turtlin’ Claw, and then Blanka will go “What do I do” because turtlin’ Claw is annoying.
It’s not just up+RH that beats walldives, Blanka can jump and do a normal attack. Or even normal Blanka Ball. Walldiving at Blanka is just plain dumb, and if you ever successfully get one, you’re getting one hit at best, even if you get to knock him down. Going in for a second one after knockdown is asking to be aerial blanka balled.
Trust me, even if you think you have “the opportune moment” you’re probably wrong because walldiving at Blanka isn’t a good idea.
I agree walldiving is an amazing move, just not against Blanka or Honda.
the only time i wall dive vs blanka is when i see him lose his down charge and sometimes after a knockdown if i know my opponent is not going to wake up vertical ball.
And that’s getting near what I was referring to. Honestly, play the game how you want. I’ve wall dived to win matches against great Blankas but turtling is probably the simplest, safest, and most conventional strategy. Just please lay off the “can’t do this or that.” That’s about all I can say on the matter.
For anyone else out there, take in mind but don’t glue yourself to strategic advice. It’s easy to make hasty opinions and then possibly dismiss options prematurely (as many claw players do by not abusing his excellent standing pokes). Try out each move exhaustively against better and better players to empirically determine what works for you and what doesn’t.
I think another problem with a lot of players is that they think they can’t do something against certain characters. Maybe we should all quit thinking about who’s the worst match-up against Claw and have the mindset of that we can take anyone on.
When i’m playing online, I just use what i’ve learned from people when i’m playing Tekken: Wait for the whiff, throw shit out and run around. This game is a major mind game. Alls you guys gotta do is mindfuck them! haha
Ok I finished my detailed breakdown on ALL the characters. I gotta thank Nevermore, deadontime101, astrostl, DanielRGT, Ganelon, DS and Ouroborus for their useful advices.
WARNING: I am not a top player for any means, Vega is my main yes, but keep in mind that the breakdowns are just from my own experience online and no more. So you will make yourself a favor if you don’t take them too serious. I am not trying to prove Tiers or anything with this, like I said this is my own experience online.
Get ready for a long ass read. Enjoy.
Ryu - First things first: your ground game is better than his, you just need to worry about his jab shoryu, because it will shut your pokes and slide if timed right, but that is why you have to mix your game and keep him guessing. If you feel lucky, you can jump at him and do j.hp,cr.mk,cr.mp and it does pretty decent damage, or, you can also go for a throw after the j.hp. If they Tatsu kick you, stop it with st.mk. If the he starts his shoryuken loop a well timed slide will stop it BUT miss and you will eat a shoryuken, cr.mp also works. Do not be very agressive when he gets his super, you WILL regret it.
Walldiving: Do not do it to often or you will regret it…shoryuken to the face mate. Faking your dive is good, but be fast, cause jab shoryuken recovers FAST, and you are not gonna have enough time to punish it.
Flipkick: Use it often, works amazingly well againts his jump ins, reversal to the face baby. It also stops Tatsu kick if timed right.
Roll: It may not be very safe if the Ryu player is good with reversals, good thing is that if the fails at it then he will eat the whole roll damage, use it mainly as a poke (jab version). Also you may know already but it has nice block damage.
Backflip: Works really well against crossups, but do not abuse it or Ryu will learn the timing and punish it.
Ken: Slightly worse ground game compared to Ryu, but Ken players tend to be very agressive. Knee Bash game can be a pain to deal with, just get out of there and try to gain distance …or something, sorry not many Ken players use it on me. DO NOT try a meaty if Ken has super, you will get the super right on your face. Hmm yeah I think thats it.
Walldiving: Same as Ryu
Flipkick: Same as Ryu
Roll: Same as Ryu
Backflip: Same as Ryu
**Guile **- Keep the pressure on the guy, and eventually (and very easily) you will corner him VERY oftenly. Be very careful when jumping, or eat a Flashkick, if he does cr.hk the Flashkick IS ready do not let yourself be fooled by the long recovery of the sweep. The only time you wanna jump at him is when you are certain he is not charged or when he throws a Sonic Boom, but do it quick! cause Sonic Boom has fast recovery and that allows him to jump and anti air you. Your slide is a must on this matchup, but do not get carried away or very predictable, or he will Flashkick you on reaction. Mix your ground game and you will achieve victory, keep your jumps limited and play it safe, apply pressure on corner, do not let him get away…that is all.
Walldiving: No No NO! Same reasons why you don’t want to jump very often. Keep in mind you don’t need walldives to win this matchup. If you want you can bait flashkicks with a Fake Dive, and that will work, I have baited supers and works pretty well on my experience.
Flipkick: Have it ready if Guile uses Sonic Boom, a jump in may follow the fireball, other than that it has no use whatsoever.
Roll: Use it for block damage and corner pressure, watch it if he attempts a reversal tho.
Backflip: No use.
**Chun Li **- She is my second main and I have been on both sides of the matchup. Chun Li knows that a well timed Dive will be her doom, so her j.mk will shut Vega’s air game and Wall Dive. I play very agressive when I am Chun Li and I tick throw ALOT, corner is bad against Chun Li, she will st.mp you to the last pixel of your life. If she scores a knockdown she will keep the pressure and will not let you go. Lighting Kicks will beat your pokes, but do not fear, you can also apply some pressure on Chun Li, keep her grounded and look for an opening to knock her down, and THIS is your chance to take the advantage, jump ins and Wall Dive will be a major pain for Chun Li, cause she lacks a solid anti air, and her Up Kicks will miss most of the time if you do a Wall Dive, specially if its a crossup.
Walldiving: You may feel cheap or boring doing Wall Dive alot, but it is a safe way to secure your victory, do not do it on a standing Chun Li or she will counter with j.mk. Keep your crossups and keep her guessing.
Flipkick: Same use as for everyone else, Chun Li takes her time to land so your timing might be a little off if it is your first time againts her.
Roll: Very good for block damage, as she lacks a solid reversal, it may help your poke game as well.
Backflip: Hmm I don’t use it alot againts her, just focus on scoring a knockdown and ignore this one.
**Dhalsim **- I do not have alot of experience againts Dhalsims, there is just too few of them online, best Dhalsim I’ve played is Fatboy’s and the matchup was decided by our skills as players…so I don’t think that will help.
Walldiving: If you score a knockdown start a loop. You can also use then normally, but beware of his weird chop anti air (don’t know the command) and his Upwards Flame.
Flipkick: On reaction you can counter his drills.
Roll: Good for block damage, other than teleport he doesn’t have a good reversal on wakeup, save for a throw.
Backflip: Hmm you may use it if he gets very close to you, but you can just jump backwards so its up to you.
Zangief - Possibly the EASIEST matchup I have encountered online. Your basic game is keeping him away and running, I mean come on, a Tall-hairy-possiblygay-russian guy trying to hug you is not healthy. Use cr.mp as your main poke, slide at at safe distance so you can just jump backwards or poke again if he blocks. Zangief knows he can’t beat you on ground so he will try to jump, LEARN the distance of your cr.hp and st.hk, they are your best anti airs against him, worst case scenario the hits will trade. I swear Zangiefs give me so many perfect rounds its not even funny. DO NOT let him knock you down or its over for you, but that is why you must be playing as a ninja TURTLE. Do not let him bait your with lariats just let him spin and keep your pressure from a distance, you can slide if you feel lucky. Let him come at you.
Walldiving: I don’t use it at all, Lariat will beat it most of the time, but I have heard ppl saying you can time it, and you can use it as a poke, but I am on the dark on this.
Flipkick: Your only answer if you run out of luck and let him knock you down, even if the tries a crossup you may still be able to escape, don’t lose hope!
Roll: Mainly use it as a poke or use the last hit as a meaty, use the jab version.
Backflip: Zangief is slow, it may help you out run him in a tight situation, experiment with it.
Dee Jay - He is not much a problem, but one word: CROSSUP. Yeah most Dee Jay players will try a cross up 70% of the time. Other than that I don’t think he is a problem at all, treat him like Guile, just without Flashkick (thank god) and with a godly crossup. His Upkicks are slow compared to your Flipkick, so jump ins are not that risky but do no get predictable. I think his throw range is better than yours so watch it for that.
Walldiving: It is safe if you Wall Dive to the opposite wall, his UpKicks will miss and his only answers is jumping backwards but you are to fast for that, unless Dee Jay knows what you are doing.
Flipkick: I have been saved by it many times, as an anti air and as a crossup counter, if the crossup is not very deep it will miss, thus giving you enough time to recover and walk away.
Roll: Regular use, block damage, poke and meaty, just watch it if he is good at reversals.
Backflip: A reversal Backflip may help you against crossup attempts. Learn the timing and experiment.
Fei-Long - I have been fighting many good Fei-Longs lately and after lots of matches I can say for certain that Fei-Long will have a hard time beating Vega. If you use your ninja turtle technique Fei-Long can’t do shit about it, if he comes at you just stop him with pokes and slides and your whole ground arsenal. Just watch it for Flame Kicks, they are fast and can catch you if you if you are not careful. Fei-Long has an overhead to keep that in mind. I don’t have a strategy against him, just adapt to what he is doing and counter attack his every mistake and see for yourself that he is no match for you at all.
Walldiving: Flame Kick…you can use it as bait or poke tho I don’t have alot of information on this.
Flipkick: Stops his jump in easily with this, also a well timed Flipkick will stop his Chicken Wing.
Roll: Good for poking and block damage, watch for his Flame Kick, do not get very predictable with it, meaning don’t roll everytime you knock him down.
Backflip: No useful use at all.
**Cammy **- I am starting to learn Cammy, you may call it my 4th main, and I know one thing, she is LOTS of fun to fight with/against. Her amazing mixup game will keep you guessing, her safe Cannon Drill can be a pain to deal with, as she is a mini Balrog when it comes to pressure. Be VERY careful she knocks you down, her entire game starts to get hot when this happens, Cannon Drill, Thrust Kick, cr.mk, cr.mp, j.mp, crossup, Hooligan mixups… she has TONS of options to deal with a knocked down Vega. Her super is fast, and if you block hit and you are not fast enough, she will add another Thrust Kick at the end to punish you if you are too late. You will have to use your whole ground game, do notu underestimate her, she may lack distance compared to you, but her specials make up for that and trust me she will abuse Cannon Drill, you can jump and punish it before it hits you, but be too slow on this and she will Thrust Kick you. All in all this is no easy matchup IMO, she may be a little bit harder than Chun Li if you are not careful.
Walldiving: You can bait Thrust Kicks with your Fakes, or even bait her super, but keep in mind her Thrust Kick, use mainly as a poke and a crossup.
Flipkick: Your anti jump ins and from my experience it can stop Cannon Drills (hard)
Roll: Poke, block damage …watch it for reversals.
Backflip: Cammy has godly walking speed, so don’t use it or she will punish you.
T.Hawk - Easily the least used character online, so I don’t have alot of info here, I won againts damdai’s Hawk not to long ago…but I could tell he was just getting the hang of it, so I don’t think it really counts. Treat him like Zangief i think.
Walldiving: Not bad if you can avoid his Hawk Headbutt…or whatever you may call it.
Flipkick: Beats Hawk Dive cleanly every single time, shut his Dive with it and there goes one of his main attack points.
Roll: Same as Zangief.
Backflip: Same as the rest.
Balrog - The king of pressure. You will have to work to win, and here is how. Use your WHOLE ground game mainly, cr.mp, st.mp, st.mk, cr.mk, st.lp, and slide. Stop his Dashes with cr.mp, poke with st.mk and st.mp, predict a Dash with slide and knock him down, DO NOT let him go berserk. Jump when neccesary but watch it, his Headbutt his good on ground and air, that is why mixing is a must. Get of of there if you block a Headbutt, or use st.lp, cause you know what follows, headbutt throw, same if you block a TAP. If he jumps st.hk may help you a bit depending on the distance, but I think it is safer to just jump away. Keep it safe and be smart, keep and eye for his super. Note: A WELL timed Flipkick will stop his super! but be careful.
Walldiving: Headbutt will get you if you are not careful, or a st.mp or even a Dash, Wall Diving to the opposite wall is your best bet.
Flipkick: You know the drill, Balrog is slow when jumping and it makes it easy for you to Flipkick his nuts.
Roll: DO NOT use it as a poke, and if you can use it as a meaty but keep an eye for a reversal.
Backflip: Don’t use it please.
Sagat - Sagat is a beast, and he can be a pain in the ass. Do not let him scare you with his pressure ground game, but you can’t play ninja turtle against the guy, he will get to you in a matter of time if you are not careful. So what to do…Keep it safe, poke him, keep it on the middle, meaning don’t be too agressive and don’t be a turtle, change your style from time to time, slide if you see a high Tiger Shot. You may even want to treat him as Balrog but with way better anti air. Sorry not alot of Sagats online to add more.
Walldiving: Same as with shotos, a well timed Dive will catch him just as he is about to fire a Tiger Shot.
Flipkick: Your main anti air, Sagat is huge so that makes it easier.
Roll: Same as with shotos.
Backflip: Use it and you will eat a Tiger Knee juggle.
Vega - PAIN IN THE ASS. Seriously you will have a hard time even if the Vega is not that good. You will find yourself using cr.mp, Roll, slide and Wall Dive the whole match. God help you on this one.
Walldiving: If you score a knock down USE IT, do not let him escape the Dive loop!
Flipkick: I have seen Vega’s using it as an anti air againts Wall Dive, don’t bother.
Roll: Main special if you want to apply pressure.
Backflip: This is debatable…from my experience it helps me escape a Dive loop, but time it wrong and you will eat a slide, you have to do it very early in order to recover faster than your opponents Dive…experiment I guess.
-Worst Mathcups-
Honda - Ok lets try this again. If it wasn’t for his Headbutt…oh well. Your ground game is better than his, save the Headbutt. Keep the pressure on Honda, watch it if he attempts a Headbutt reversal or Ochio reversal. Jump back and hp will stop the Headbutt but it requires timing and practice. Corners suck for you, watch him spam his Slaps. His Bearhug is very random and can change the whole match if you are not careful. -Sigh- Well…I need help with the matchup itself so yea…
Walldiving: It depends, if the Honda reacts to your Dive your will eat a Headbutt, if you try to Wall Dive into the opposite wall Honda can jump and punish you, its a matter of luck.
Flipkick: Flip his fatt butt when he tries to jump at jump, can also stop his Headbutt but it needs timing and it is hard.
Roll: Reversal Headbutt to the face if you try to use it as a meaty.
Backflip: You can escape some of his moves if you do it right, Honda is fat and slow so he will have a hard time catching unless…he…well…Headbutts you.
Blanka - Out of his 3 worst matchups, Blanka is the easiest, and here is why. Keep in mind you will have to be a ninja turtle with skill, unlike Zangief, Blanka can get close to you in a matter of seconds, so your main strategy will be using cr.mp the whole day, wait for him to attack you, if he jumps jump back and attack with j.mp or j.hk. Punish rolls with st.hp or cr.mp. He will eventually try to fake his Balls to try to get close to you, get out of there or punish with cr.mp. DO NOT let him get near you, his throw range is huge, keep a note on that. Slide if he tries to shock you. Basically play it safe…very safe, punish everything you can and keep him away, easier said than done but it can be done with experience.
Walldiving: Electricity…you can use it as a poke tho. Also your super will beat electricity cleanly.
Flipkick: You can stop Balls with it, but you are better off blocking and punishing with your pokes. Blanka is fast when he jumps, and your Flipkick may miss if you don’t time it.
Roll: Nice as a poke and good for block damage…that is all.
Backflip: No…Blanka is fast, and he will catch up to you and bite over and over.
Bison - In my very humble opinion, your boss is your worst matchup. He is my 3rd main and I know what he is capable of. His ground game is better than yours, he will shut your air game with neutral j.mk/j.hk. You can stop Psyco Crushers with jumpin back and j.hp, but it needs timing and practice. If you manage to knock him down that is your best bet at keeping pressure, that is a free jump in, Wall Dive or Roll for you as he lacks a solid reversal. His throw range is better than yours. Corners are your worst nightmare, get cornered and you can just block and pray that his joystick explodes…seriously. I need serious help with this one. The again that is why I have Chun Li as a main for.
Walldiving: Only if you knock him down, otherwise he will stop you without much effort with his kicks.
Flipkick: It is hard, but it can stop both Psycho Crushers and Scissor Kicks. It is not easy to stop his jump ins with it.
Roll: You get a free attempt if you knock him down, but you are better off using Wall Dive IMO.
Backflip: No real use.
**Akuma **- - Useful advice here- Do not let him attack you…keep the pressure and win, he takes damage like a lusty bitch…that is all. damdai’s Akuma scared me for life.
Walldiving: - Useful advice here-
Flipkick: - Useful advice here-
Roll: - Useful advice here-
Backflip: - Useful advice here-
Jadow, thanks for the post, definitely some helpful stuff (if not already said, refreshers are always a good thing).
Ryu has the better recovery time of the two shotos, but I wouldn’t be super afraid to jump in on him if your reaction game is good. Normally, my reaction is better from longer distances (duh, right?) so I’d come in with j.hp, cr.mp since I’m not going to connect with the cr.mk.
cr.mp or cr.mk (if you have the distance, linked to cr.mp) is the safer option here for the jab shoryuken as the timing on the slide is harder do to more frames on startup for the slide.
This is generally true against any jump-ins. The flipkick is invulnerable on a number of startup frames, so it will work against most jump-ins. This should be your FIRST option against anyone who chooses to jump-in on you.
People who play any of the charge characters should treat Vega the same in terms of charging.
I’ve seen a good number of Kens tick-throw (tick-mash?) with j.mk then knee bash (into a loop on release). Flipkicking on wakeup is a better option here than backflip (you can piano/drum the keys for a flipkick easier than a backflip). If you know their timing is not right (throwing the j.mk early or late), then punish them by suplexing them.
Fake walldiving is a bad option here due to the range of the fierce shoryuken.
Ken’s recovery time for the fireball is worse than Ryu’s, so jumping in to punish on a fireball is a decent option here.
You can get a c.mp in there.
Guile and claw players have overlapping strategies, but all of them emphasize quick charging. You should assume any Guile/Blanka/Honda (and dictator as well, but he doesn’t have a good aa charge move, so not so much) player worth their salt is going to have a charge.
I agree here, but I’ve found as a last-ditch resort, if Guile is in the corner, and you can get to the wall behind him, then he will whiff the flashkick.
j.hp works very well here as well, but as mentioned before, flipkick is always going to be the safest bet. It has much more range going out than you think (for the hk version).
You can get a poke in here, and even better a grab, but you have to get it in between the rotations of the lariat. It’s a crap shoot, IMO.
A much better option against gief is the claw dive (charge d, u, p). I haven’t seen many giefs that counter this well.
God, I can’t stand her. A lot of Cammy players I’ve seen on PS3 are pretty good, and her Cannon Drill is much safer on block. Unless she drills you super close, wait for the second drill, as it will put her much closer in range to counter.
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I actually think he is much easier. His projectile game is somewhere between ST and O.Sagat.
Be careful when walldiving against Sagat after knockdowns. I find that a lot of Sagats online that are not that good will do the crouching sk tiger shot, crouching hk tiger shot then standing fp tiger shot. Most claws will try and wall dive after the second crouching tiger shot, and eat the third.
This is an understatement. Just to random compared to other mirror matches.
A neutral j.hp or j.mp works well against a wall dive.
I wouldn’t time it against a wall dive, as good claws will try and get behind you and your kick will miss completely, and then the board resets.
It’s more a question of skill of the opponent. I usually will try one early on to see if they can counter, but if they jump back and whack me out of the air, then I don’t do it again unless I’m trying it as a surprise tactic.
That’s why he’s the boss!
He is a lot like the shotos, with better reaction time, more damage, and the air fireball. The angle of the fireball has been decreased, so he can’t control as much of the screen as he used to, but it can still be a PITA.
A lot of Akuma’s like to throw the air FB when they jump in, which you should take as an opportunity to flip kick him out of the air. You are going to trade, but since he takes damage much more than other characters, the trade off works in your favor.
And just like everyone else, ALWAYS go for the juggle with the flipkick, and maximize the damage.
Jadow-Thanks for taking the time for that list. I’m sure it will come in handy.
So I’ve been applying things I’m finding here…and my game is much improved all around. Matches in the past that I would have won by a little I’m now winning by a lot. Matches I would lose by a lot in…now only losing by a little.
But there are always better players…
So I got pummeled by a Cammy today…and the question is how do I deal with her short drill? Are jump ins the best way? I discovered, as the rest of you have, that flip-kick goes over the short drill…and well thats just no good. Any pointers?
Thanks.