letztes Update:
11-01-16 Beiträge von SRK kopiert
Adon
Spoiler anzeigen
- außer EX Rising Jaguar ist er ein ziemliches Vortex-Opfer
- gegen Jaguar Tooth (Wall Dive) neutral jump, damit SRK nicht gebaitet werden kann
- far st.HK trifft mit beiden Kicks
Cammy
Spoiler anzeigen
- Backjump Hado ist 'ne schlechte Idee gegen U1
- vorsicht beim Teleporten, kann durch U1 oder Arrow gepunisht werden
Cody
Spoiler anzeigen
- Bingo hat im Startup Inv Frames, nur Lows treffen. Macht der Gegner den oft nach 'nem Knockdown, lieber mit cr. angreifen. Punish geht (je nach Range?) mit HK Tatsu oder cr.MK xx HK Tatsu, da muss ich die Damage checken. BnB-Punish habe ich wegen der Range nicht hingekriegt. Vielleicht geht cr.HK?
- EX Bingo geht durch alles durch, Cody God Mode on
- Cody hat keine guten Antiairs auf Wakeup, ist nach 'nem Knockdown 'n ziemliches Vortex-Opfer; Vorsicht vor U1 - wenn man nicht direkt über Cody ist, trifft der; außerdem auf Bingo aufpassen
- gegen j.MK Crossups teleporten, ich finde die teilweise schwer zu sehen. Müsste man mit Übung aber hinkriegen.
- seine Ruffian Kicks (die Slide Kicks) sind punishbar, IIRC gehen BnB mit cr.LK; cr.HK geht 100%. Die MK-Version kann allerdings so gespaced werden, dass er kurz vor'm Gegner whifft.
DeeJay
Spoiler anzeigen
- Zusammengefasst: Guile + schlechteres Projektil + bessere AA
- häufig mit LP Shakus arbeiten, um ihn zum Springen zu zwingen -> Charge weg
- upkicks mit frühen Palms baiten
- DJ steht ein klein wenig langsamer auf als der Rest des Casts; Wurf 2 x Dash j.HK whifft
- Sobat Kicks sind -6, -7, -9 (lmh) bzw. -8 (ex), also mindestens sweepen
- sein Knee-Jump verändert die Flugbahn
Dictator
Spoiler anzeigen
- OS Tatsu (nur HK?) schlägt Psycho Crusher und Teleports (korrekte Richtung vorausgesetzt)
- Devil Reverse Followup kann mit cr.MK ausgewichen werden, alternativ Focus Absorb (gegen non-Ex)
- gegen Headstomp walk oder dash
Dudley
Spoiler anzeigen
- Vorsicht mit Air Hados, vor allem im Rückwärtsgang. Wird gerne von EX MGB oder Command Dash gepunisht.
- Hados in der Regel nur ab Half-Screen-Distance verwenden, vor allem gegen U1.
Fei
Spoiler anzeigen
- Sweep kann durch Rekkas gepunisht werden. Bait: Demon in Recovery vom Sweep buffern
Guy
Spoiler anzeigen
- Vortex Pressure ohne Ende, wenn er kein EX-Meter hat; dann mit Sachen wie Demon Flip Palm Whiff seine EX Tatsus baiten
- sein EX Tatsu haut alles um, außerdem Hitbox in beide Richtungen; Oki wird auf Safe Jumps reduziert. Sobald er die blockt, kann man wieder mit ihm spielen. Meaty cr.MP lassen ihn whiffen
- vorhersehbare Hados vermeiden, Rutscher, EX-Run und Demon Flip sind gute Anti-FB-Specials
- auf Demon Flip Mixup mit cr.HP oder SRK (Vorsicht vor Baits mit Elbow Drop) reagieren
- cr.MK gegen Run; trifft schlecht getimeten Stopp und weicht dem Overhead aus. Punish mit cr.MK~Ultra möglich
- Slide kann mit SRK gepunished werden
- seine Air Grabs machen derbe viel Schaden, nicht zu viel springen
- vom far st.HK treffen beide Kicks; man ist danach +/- 0 auf Block -> CH cr.MP, nochmal far st.HK, Throw, Dash, xup-Tatsu...
Ibuki
Spoiler anzeigen
- auf Wakeup kaum Antworten auf Vortex
- cr.MK holt sie aus ihrem Slide-Dash raus
- Kunais können durch jeden Normal abgewehrt werden
- wenn sie auf Wake-Up EX-SRK macht, cr.HP drücken; das wehrt evtl. kommende Kunais ab und man hat die richtige Range zum Punish (BnB bzw. Demon Buffer)
- unpredictable teleporten, sonst punish durch Neckbreaker
- nur Non-Crossup-Kunai ist safe, Rest kann reversaled werden
- <i>Pi mal Daumen: wenn auf Wakeup der Kunai weit in die eigene Hitbox geworfen wird, muss man ihn crossup blocken. Kommt der Kunai gerade an, wenn man aufwacht, trifft er normal.</i> testen
- BnB Tatsu close st.HP reset whifft
- gegen ihr Vortex-Game zwischen Teleport, FA Backdash und einfachem Blocken mischen, damit man nicht so leicht gelesen werden kann
Juri
Spoiler anzeigen
- EX Dive Kick und EX Pinwheel können mit U1 bestraft werden
- beliebte Frame Trap: cr.LK, LK Wheel, cr.LK, EX Wheel
- Palm OS SRK nimmt ihr so gut wie alle Optionen auf Wakeup
Makoto
Spoiler anzeigen
- far st.HK trifft sie geduckt
Rufus
Spoiler anzeigen
- solange Rufus kein EX-Meter hat, kann man ihn ziemlich gut unter Druck setzen; sonst ist eher Turtlen angesagt
- bei U2: keine Jumpins, das Teil saugt echt alles auf; sobald man den höchsten Punkt der Flugkurve überschritten hat, holt Rufus quasi jeden Gegner runter. Durch Jump Tatsu kann man den U2 je nach Gegner gut baiten, drüberfliegen und punishen. Bloß nicht zu früh, der U2 trifft in beide Richtungen (aber kann nur nach vorne gesteuert werden). Full Screen Hados gehen gerade noch, alles andere wird ebenfalls aufgesaugt. Während geblocktem U2 u/f halten; die Range ist perfekt für 'ne volle Jump-In BnB
- gegen seine Jumpins je nach Entfernung st.HP (sehr gut gegen schlecht gespacete Dive Kicks) oder cr.HP/SRK (was oft tradet - hab die Damage nicht getestet, ist das 'n "guter" Trade?)
- wenn Rufus Teleports oft mit cr.HP punisht, einfach mal 'nen 3K-Teleport machen und Demon buffern
- (Air)-Hado-Zoning ist A und O
T. Hawk
Spoiler anzeigen
- Keepaway
- Zangief sehr ähnlich, aber durch Dives deutlich mobiler; abwehrbar durch SRK, punishbar mit far st.HK (Timing und Range muss noch getestet werden)
- Vortex geht gut
- auf Command Grab nach Blockstrings achten
Viper
Spoiler anzeigen
- immernoch ein beliebtes Setup/Frame Trap: cr.MK, MK TK, cr.MK, MK TK, ... wird oft mit cr.MK TK Cancel Overhead udn Wurf abgemixt
- sparsam mit Teleports sein, da die von Seismos gut gepunisht werden können
- guter Abschnitt über Viper: Post von don_tknow
Zangief
Spoiler anzeigen
- DF Dives schlagen Lariat im richtigen Winkel, DF Grab schlägt Lariat im Startup
---
Matchup-Thread von SRK: shoryuken.com/f249/updated-ssf…hup-thread-2011-a-262031/
Spoiler for Abel:
Abel
LK Tatsu>Sweep - NO
Fs. HK hits twice on on low block
Guaranteed Demons
Blocked Wheel Kick - Super
Blocked Super/Ultra 1 - Super/Ultra
Blocked Change of Direction (first hit only) - Super/Ultra (Ultra only if second hit comes out)
Ultra 2 (reaction)
Effective Options Selects
Demon Flip palm o/s sweep on wakeup
Demon Flip palm o/s throw on wakeup (if Abel is blocking on wakeup)
Demon flip palm o/s U1 on wakeup
Offense Tips
Abel's roll is a throw or Demon opportunity
Standing HK is an effective pressure tool
Abel has no good reversals so vortex him hard
EX Hadouken is a good way to get a knockdown (combo/cr. MP frame trap ender)
Defense Tips
Almost always avoid both ground and air fireballs (except combo enders/option select cr. MK-Hado) when he has either Ultra - both can easily punish fireballs
Be careful using teleports to escape pressure when he has either Ultra
Neutral jump or backdash out of block strings (both Akuma's or Abel's) if he's using Tornado Throw often - punish whiffed throw
Do not backdash on wakeup (Akuma's or Abel's) if he has either Ultra
Spoiler for Adon:
Adon
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked/Whiffed Ultra 2
Jaguar Tooth (Reaction)
Effective Option Selects
Offense Tips
Normal Vortex mixups don't work because Adon gets up really fast
Adon can be safe jumped, but he wakes up faster than most characters so timing is difficult
U2 can be useful in this match - if you block a cr. MP, do a teleport and if Adon does a Jaguar Tooth, cancel into U2
When Adon dive kicks, hit fs.HP or jump toward/back and HK on land
Jaguar Tooth can be Demon'd on reaction
Defense Tips
Get to know Adon's st. HK range - it can be focused near the end of its range
Spoiler for Akuma:
Akuma
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Shoryuken
Ducked LK Tatsu (Kara Demon)
Blocked Demon Flip Sweep
Blocked LK or MK Tatsu
Blocked HK Tatsu (Super only)
Dash Under Air Fireball
Effective Option Selects
Offense Tips
If opponent does close air fireball, EX DP through it
Defense Tips
Work hard to not get cornered - teleports can be punished with Demon
Avoid using Demon Flip Sweep
Do not get predictable in fireball wars, especially if opponent has meter for EX Demon Flip
If teleporting is important, select U2 so your teleports can't be punished with Demon
Spoiler for Balrog (Boxer):
Balrog (Boxer)
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Dash Straight: Super, must hit deep
Blocked Dash Low Straight: Super, must hit deep
Blocked Dash Overhead: Super
Blocked Dash Upper: Super/Ultra
Blocked Dash Low Smash: Super/Ultra
Blocked TAP: Super, must hit deep
Blocked Headbutt: Super/Ultra
Blocked Super/Ultra I: Super/Ultra
Effective Option Selects
Flip palm o/s late sweep on Wakeup (Beats anything except block - will lose to headbutt if sweep is not delayed)
Flip palm o/s U2 on Wakeup (Beats anything except block)
Cr. MK o/s DP for Dash Punches (incl. EX)
Offense Tips
Getting a KD is crucial in this fight
After knockdown, a good starting attack is DF Palm o/s sweep
When Rog starts blocking the DF Palm o/s sweep, mix in DF throws or whiffed palm into tick throw
Buffer Demon while throwing fireballs - execute if Balrog dashes/focuses through
cr. MK can beat his dash punches cleanly if timed correctly - o/s fireball or DP for extra damage
Rog can be grabbed out of EX dash punches for a KD
HK beats TAP or armored dash punches, as long as it's done close enough to hit twice
End BnB combos with sweeps instead of DP to continue vortex
Crossup tatsu is not an effective wakeup attack - whiffs on headbutt
Defense Tips
When Balrog jumps, he has ~1 second before he can headbutt again
When Balrog moves forward, he has ~1 second before he can dash punch again
Advance forward in small increments - be constantly blocking when trying to move forward
Be careful with throwing fireballs at less than 1/2 screen - EX dash punches and TAP go through fireballs
Do not jump in to begin an attack - Rog's AA normals and headbutt/Ultra are too effective
The only 'safe' fireball string is HP>Hado - he can headbutt, Super or Ultra through others
Only sweep when they're 'guaranteed' to land - his st/cr. HK is too good otherwise
Rog's j. HK will usually beat AA cr. HP, cr. MK and sweep. DP is a good option if Rog is close (i.e. close enough to get hit even if he doesn't hit a button). Going air-to-air or doing an air fireball for him to land are viable counters.
Be mindful of his incredibly long sweep distance - focus attacks can be used to close the distance
cr.MK causes headbutt to whiff, which makes it a good attack to use following a blocked/FADC'd DP, blocked s.HK, blocked focus or following a cr. LP (frame trap)
Spoiler for Blanka:
Blanka
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block
Guaranteed Demons
Blocked Slide (Super only if far, Super/Ultra if close)
Blocked Blanka Ball
Blocked Up Ball
Blocked Rainbow Roll
Blocked Super/Ultra 1
Effective Option Selects
Offense Tips
Patience is key in this match - mostly boils down to baiting moves and punishing mistakes/jump ins
Sweep or cr. MK are good ways to punish electricity, but some space between Blanka and Akuma is required
Upball is punishable on hit with a sweep (assuming you're grounded when it hits)
On wakeup, try doing a DF palm whiff that lands just outside of electricity range to bait electricity
After a sweep, if Blanka has no meter, immediately do a MK Demon Flip kick - it should beat everything but block or FA
Mix tick throws into block strings if Blanka is mashing electricity during blockstun
Command dive kick stuffs electricity
Blanka can be safe-jumped, but it's a 1-frame window
Defense Tips
Teleport when Blanka activates Ultra 1 unless you can afford to take the chip damage
When Blanka activates Ultra 2, forward jump for the first 'hit' and demon on landing. Another counter to Ultra 2 is to EX Demon Flip (or non-EX, if at the right distance) dive kick into BnB or cancel into Demon
Be careful throwing fireballs at less than 3/4 screen - EX balls go through fireballs and his slide hits from almost a half screen.
Don't do air fireballs at the top of the jump arc if Blanka is within a half screen - reaction slide can punish
Focus Attack rainbow rolls (especially EX) if they look like they're going to hit you - this avoids crossups and can get Akuma a free punish
Do not use jump-ins to begin attacks - electricity beats air attacks and does a lot of damage
If Blanka moves forward, he has ~1 second before he can Blanka Ball again
If Blanka is doing the command hop, he's likely trying to get in for a throw/mixup, so teleport toward him
Spoiler for Cammy:
Cammy
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
Blocked cr. HK (Super only)
Blocked Spiral Arrow (Super for far, Super/Ultra for close)
Blocked Cannon Spike
Blocked Super/Ultra 1
Spin Knuckle (cr.MK/cr. HK kara)
Effective Option Selects
Cr. MP o/s throw tech on dive kick pressure
Offense Tips
s.MK beats far Spiral Arrow
Focus Attacks beat everything except for close HK Spiral Arrow and Spin Knuckle
On wakeup, try Demon Flipping over Cammy (just outside of DP range) to bait Cannon Spike
Safe Jump setup: After a sweep, immediately hold up/forward and do command dive kick.
Safe Jump setup: After a sweep, immediately do a HK demon flip - it should cross her up and any reversals should whiff
Defense Tips
This match requires Akuma to play defensively and patiently
To deal with dive kick pressure, do cr. MP o/s crouch tech - MP will come out if they miss a block string, throw will get teched
Dive kicks can be DP'd or Focus Attacked on reaction
When she's applying dive kick pressure, hit jump back fierce as soon as she jumps
Avoid teleporting when Cammy has Ultra 1 loaded
Spoiler for Chun Li:
Chun Li
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
Blocked f+MK (Super)
Blocked SBK (Super)
Blocked Hazan Shu (Only if it hits deep)
Blocked Super/Ultra 1/Ultra 2
Effective Option Selects
Demon Flip palm o/s DP on wakeup
Demon Flip Throw o/s delayed sweep ion wakeup if they're not doing reversal EX SBK (slightly delay sweep, or sweep will be hit by reversal)
Offense Tips
EX SBK is safe-jumpable and can be beat cleanly by Demon Flip Dive Kick (delay kick in the air) if it hits in the middle or df palm o/s shoryuken
After a tatsu>sweep, step forward and do a MK Demon Flip to be put in a position just outside of EX SBK
Defense Tips
Her aerial target combo has two overhead hits, so don't immediately block low after the first overhead
Many Chun Li players like to end block strings with Hazanshu, which must be blocked high. Learn to focus these attacks.
Spoiler for Cody:
Cody
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block (close)
Guaranteed Demons
Blocked/Whiffed Ultra 1/2
Effective Option Selects
Demon Flip palm o/s Sweep on wakeup (only use if Cody has no meter for EX Zonk Knuckle)
Demon Flip palm o/s EX Tatsu on wakeup (beats EX Zonk Knuckle)
Demon Flip palm o/s Ultra 2 on wakeup
Offense Tips
Use fireballs liberally - the rocks can't keep up and he doesn't have easy punishes
A good zoning strategy is to throw LP fireballs from nearly full screen, step forward and s. HP if Cody forward jumps over the fireball - it will often connect due to Cody's large hitbox
Cody lacks good AA so pressure him on wakeup with Demon Flip mixups
Wake up EX tatsu beats all wakeup options except block
Defense Tips
Try to keep Cody away from the knife
Be careful of Cody's hop kick during footsies - it will punish low attacks
Both of Cody's Ultras work as AA, so don't jump in when he gets Ultra unless it's safe
If Cody has Ultra 2, do not try towards jump air fireballs
Spoiler for C. Viper:
C. Viper
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
f+MP (Super)
Blocked MP Thunder Knuckle (Super)
Blocked HP Thunder Knuckle (Super/Ultra)
Blocked Super/Ultra 1
Effective Option Selects
Demon flip palm o/s Demon on wakeup
Demon flip palm o/s SRK on wakeup
Offense Tips
Demon flip dive kick is a good wakeup attack - delay the dive kick slightly
Exploding Heart Technique stuffs her reversals effectively (and makes EX uppercut whiff)
It's possible to do cr.MK kara Demon to punish a Burn Kick
For DF dive kicks, slightly delay the dive kick (wait until Akuma is above Viper's head) to beat EX Seismo, HP TK and reset backdash and Burn Kick
Defense Tips
A good block string to avoid getting tagged by mashed reversal burn kicks is cr.LK, st.LK, fs.HP (i.e. Akuma's kara throw setup)
Be careful with using fireballs to zone - Burn Kicks and Seismos can punish fireball recovery, and LP TK can go under air fireballs
Viper has good stun output, so don't engage her immediately after getting hit by a combo
cr. MK can avoid burn kicks
Spoiler for Dan:
Dan
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Koryuken
Blocked MK or HK Dan Kicks (Super only)
Blocked Super/Ultra I
Blocked Ultra II (mid screen or closer)
Effective Option Selects
Offense Tips
Defense Tips
Don't use fireballs at a close distance when he has either Ultra
Stay on the ground - do not go air-to-air
Spoiler for Deejay:
Deejay
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
DRS (Reversal Super)
Deep Low High Kick (slide)
Whiffed Upwards Kick
Blocked MGP (Super)
Effective Option Selects
Offense Tips
Meaty attacks (cr. MK) on wakeup are effective - he doesn't have any fast reversals
Deejay has slower-than-average wakeup, so exploding heart technique or forward throw,double dash, jumping HK will barely whiff on his wakeup. This is good for baiting wakeup moves.
To safe jump, do a forward throw, double dash, tap down and then do jumping HK.
HK Demon Flip whiffed palm is a good mixup tool in this match
Use LP Shakus to mess with his fireball game
Demon Flip Kick beats his AA special at the right angle
Start wakeup attacks with a meaty cr. LK to beat most of his defensive options
Defense Tips
Be careful attacking from the air - Deejay has good AA and his Knee Shot is a very good air-to-air
Slide beats Demon Flip Kick clean
Spoiler for Dhalsim:
Dhalsim
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
Blocked Mummy deep
Blocked Drill deep
Blocked Drill shallow (super only)
Blocked Slide
After being hit by jump back HP
Blocked point blank Super (Super only)
Effective Option Selects
Demon Flip palm o/s HK Tatsu (catches teleports)
Offense Tips
Patience is the key in this match - Sim wants Akuma to recklessly rush in and get hit by normals
Slowly advance close to apply pressure
End combos with sweep instead of HP SRK to continue the vortex - keeping the pressure on is vital
St. HP beats many of Sim's pokes - if Sim moves forward a bit and is at normal distance, hit HP
If Sim hits Akuma with an instant jumping HP, and is just outside sweep distance, he can be Demon'd
EX Demon Flip is a great way to punish Sim's fireballs
Defense Tips
Teleport out of Ultra 1 setups
Be careful with jump-in attacks - his AA knee will stuff everything
His Ultra 2 can punish teleports
Dhalsim's fireballs do not travel full screen
Sim likes to slide+throw, so if Akuma has 2 bars, do HP SRK on the slide (block) to catch the throw attempt. Cancel if they block.
Do not jump at Sim unless he does Yoga Fire
Spoiler for Dudley:
Dudley
LK Tatsu>Sweep NO
Fs. HK hits twice on low block (close only)
Guaranteed Demons
EX Machine Gun Blow
Blocked Ultra 1/2
Effective Option Selects
Offense Tips
Use crossups liberally - Dudley does not have effective reversals
cr. MK beats many of his rush punches and has better range than most of Dudley's fast normals
Try to keep Dudley on defense - keep up the pressure
Buffer HK tatsu and HP Hado into cr. MK to apply pressure
Defense Tips
Don't press buttons during Dudley's block strings - it's difficult to reversal him and not generally worth the risk
Try not to get cornered in this match
Backdash out of his strings
Spoiler for El Fuerte:
El Fuerte
LK Tatsu>Sweep - YES (Difficult, only feasible from certain distance)
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Quesadilla Bomb
Blocked Run Slide (Super)
Blocked Super
Back Jumped Ultra
Effective Option Selects
Offense Tips Standing HK is effective on El Fuerte
Defense Tips
Teleport out of mixups
Do not throw fireballs at less than half-screen; he can EX Run or Ultra through a fireball
Spoiler for E. Honda:
E. Honda
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Butt Splash (Super only)
Blocked ex Butt Splash (Super only)
Blocked far Super (Super only)
Blocked close Super
Blocked Ultra I
Blocked Ultra I (between hits)
Whiffed Ultra 2
Effective Option Selects
Demon Flip palm o/s MP SRK (should beat buttslam)
Offense Tips
TK Fireball into mixup is a good pressure tool
AA consistently - don't let Honda jump in
Cross Honda up on wakeup - buttslams don't defend against this if Akuma jumps early enough
HP headbutt can be punished by walking forward a bit and sweeping - headbutt *must* be blocked high (difficult timing)
U2 can be helpful in this match - teleport cancelled into U2 can punish headbutts on reaction
Defense Tips
Be careful with jump-ins when Honda has EX or Ulta 1
Focus Attack buttslams to avoid crossups and possibly getting a free combo/Demon
Don't advance too quickly on Honda - nj. HP beats out most jump attacks and headbutt is fast
Headbutts (except HP) and buttlslams (except for HK) are safe on block - try to get some distance after a blocked splash to avoid being thrown
Don't throw fireballs at less than half a screen - Honda's j. HP covers an amazing amount of distance
Spoiler for Fei Long:
Fei Long
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked double kick (deep)
Blocked Rekkas (Super)
Blocked Flame kick
Blocked Super/Ultra
Effective Option Selects
Offense Tips
Rekkas are unsafe on 3rd hit (blocked) - punish accordingly
HP and cr. HP beat Chicken Wing
Standing LP beats rekka
Fei can be safe jumped - Flame Kick is a 5-frame move
cr. MK kara Demon on reaction will punish Chicken Wing
Crossup tatsu on wakeup often beats Flame Kick
U2 can be useful in this match - it can punish Chicken Wing and Flame Kick
Defense Tips
Concentrate on zoning for this match - Fei has superior footsies
Only sweep at far range - blocked close sweeps are easily punished by Rekka
Spoiler for Gen:
Gen
LK Tatsu>Sweep - NO
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Gekiro
Blocked Mantis Super/Ultra
Whiffed Crane Super/Ultra
Blocked Crane Ultra II
Effective Option Selects
Offense Tips
Punish blocked waterfall kicks
Apply constant pressure to prevent Gen from changing stances
Defense Tips
Watch out for crossups - Focus ambiguous attacks
Spoiler for Gouken:
Gouken
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked cr.HK (Super only)
Blocked Dash punch (must hit deep)
Blocked ex Dash punch
Blocked Flip sweep
Blocked Tatsu
Blocked Super/Ultra
Effective Option Selects
Demon flip palm o/s sweep on wakeup
Offense Tips
Use Demon Flip Palm and Demon Flip Throw to beat his reversal move on wakeup
Defense Tips
Be very wary of throw setups and tech the backthrow
Spoiler for Guile:
Guile
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Flash kick
Blocked f+MP (Super only)
Blocked target combo (Super only)
Blocked cr.HK (do it between the two kicks)
Blocked Super/Ultra
Effective Option Selects
Offense Tips
Forward throw, fs.HK, HK Demon Flip Kick stuffs reversal Flash Kicks
Focus Attack the 2nd hit of Guile's sweep (if 1st hit is blocked) for a free combo or Demon
Defense Tips
Watch out for his target combo: cr. MK-overhead punch
Guile can easily do a grab when he's hitting you with jabs, so may be a good idea to crouch tech if being hit with jabs
Spoiler for Guy:
Guy
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Whiffed/Blocked Spin Kick
Effective Option Selects
Offense Tips
EX Spin Kick can be safe-jumped - try to bait it out and punish. Then play mind games on wakeup.
MP/HP Hozanto are punishable with LP Shoryuken
Slides can be punished with cr.MPxxEX Tatsu
fs.HK is an effective pressure tool
Focus attack when he rushes - dash if he cancels
Guy's EX tatsu can be safe jumped (4 frame startup) but timing is tight
Try to play defensively against Guy - he has trouble penetrating Akuma's defense
Defense Tips
Don't overuse Demon Flip - you will get air-thrown
Don't use air fireballs at too close a range - slide can punish on landing
Bushin flip throw does not work on crouching opponents
cr. MK will make elbow drop whiff
Spoiler for Hakan:
Hakan
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Whiffed Ultra 1/2
Effective Option Selects
Offense Tips
Hakan players like to slide to punish air fireballs - whiffing air normals can bait the slides out
Watch for oiling animation - EX demon flip can often punish with a BnB
Defense Tips
Do not jump in if he has Ultra 2 - it has a relatively large horizontal range
Spoiler for Ibuki:
Ibuki
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block
Guaranteed Demons
Effective Option Selects
Offense Tips
Ibuki's best reversal is 5 frames, so she can be safe-jumped
HP reset after LK Tatsu does not work on Ibuki
When Akuma blocks her EX DP and she does a follow-up kunai, immediately do fs. HP and cancel into U1. If no Ultra is available, forward dash under and punish with BnB
TK air fireballs apply good pressure
Defense Tips
Be very careful with fireballs, especially when she has meter - EX neckbreaker easily punishes fireballs
Don't do a lot of jump-ins on Ibuki - she has decent AA or can dash under and punish
Do not go air-to-air
Neck breaker punishes teleports, so teleports can't be used (often) to escape from her vortex
Ibuki likes to o/s her command kick into cr. MP, so don't attempt a counterhit if you block a cr. MP
Block HIGH when she has Super loaded, since she can hit confirm her penguin kick into Super
Spoiler for Juri:
Juri
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block
Guaranteed Demons
Blocked Dive Kick (Deep)
Pinwheel
Blocked Super
Effective Option Selects
Demon Flip palm o/s sweep on wakeup
Offense Tips
Demon Flip Palm/Throw are useful if Juri uses her reversal/focus move a lot
Stay on the ground for most of this fight
Focus attack throw fireballs (up close) and dash forward - Juri usually can't punish
Defense Tips
Be careful with jump-ins/cross ups when she has meter - EX Pinwheel beats most jump-in attacks
Do not get too predictable with fireballs - dive kick punishes fireballs
Do not try to focus air attacks - command dive kick is armor breaking
Spoiler for Ken:
Ken
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block
Guaranteed Demons
Blocked Shoryuken
Blocked f+MK (Super only)
Blocked LK or MK Tatsu (Super only)
Blocked HK Tatsu
Hit by his HK Tatsu (Super only)
Blocked EX Tatsu (Super only)
Blocked Super/Ultra I
Blocked Ultra II (f. MP kara - cr. MK kara usually causes Akuma to duck under Ken)
Effective Option Selects
Offense Tips Focus attack is a good tool against f. MK
Defense Tips
Watch out for kara throws - get to know distance and tech timing
Don't try to punish a blocked f. MK (step kick) because Ken will often mash DP and hit your normal
Be careful when trying to punish LP DP (online) because Akuma will often eat a HP/EX DP done on landing. Bait the follow up DP by whiffing an attack (cr. LK) before Ken lands.
Do not try to safejump Ken - his DP comes out too quickly. He can be early jumped.
Do not teleport out of mixups often - Ken can o/s tatsu and catch the teleport
Spoiler for Makoto:
Makoto
LK Tatsu>Sweep - NO
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Hayate (super only)
Blocked Tsurugi (c.MK kara)
Blocked Ultra I
Blocked Ultra II
Effective Option Selects
Demon Flip palm o/s sweep on wakeup
Demon Flip palm o/s HK Tatsu
cr. LK o/s LK Tatsu during footsies (expecting Makoto to dash forward)
Offense Tips
Dash punch can be Focus Attacked
Makoto is safe jumpable
Defense Tips
Neutral jumping when she does a dash punch is often a good defensive option - Akuma will avoid the choke grab and will, at worst, eat one attack
Avoid fireballs from more than 1/3 screen or so if Makoto has Ultra 2 loaded
Spoiler for M. Bison (Dictator):
M. Bison (Dictator)
LK Tatsu>Sweep - NO
Fs. HK hits twice on low block (close)
Guaranteed Demons
Blocked close slide
Blocked far slide (super only)
Backstepped Stomp (Kara the demon)
Blocked Psycho Crusher (any aside from max distance lp)
Blocked/Whiffed EX Psycho Crusher (see details in Offense Tips)
Blocked MK, HK, or EX Scissors
Blocked Close Ultra I
Ultra 2 (right before Bison stomps)
Effective Option Selects
Demon Flip palm o/s LK Tatsu on wakeup (Beats EX PC and backdash, safe against other options)
Demon Flip palm o/s MK Tatsu on wakeup (EX PC usually whiffs, beats teleport and backdash, can HP DP if Tatsu hits)
Demon Flip palm o/s MP DP on wakeup (beats EX PC, Devil's Reverse, backdash, trades with EX Scissors, loses to Head Stomp and teleport)
Demon Flip palm o/s back jump on wakeup (to bait moves)
Offense Tips
Zone with fireballs until he has EX (scissors) or Ultra 2
To get the first sweep, try to bait out s. HK and sweep it. A good way to do this is to neutral jump and punch (fake an air fireball) and sweep if Bison hits s.HK
Mash a normal (cr. MK, for instance) after a mid-screen fireball to catch a Bison that focuses through the fireball
EX Psycho Crusher can be punished with Raging Demon:
* Safe Jump Palm o/s Demon will catch EX PC in startup (tight timing)
* Crossup palm into Demon will work if Bison uses EX PC to escape crossup
* Super can punish nearly all blocked EX PC (even point blank)
* Ultra can punish any EX PC that goes through Akuma
Defense Tips
If Bison makes a noise after a jump, it was not a normal jump
Backwards jumping HP beats headstomps unless Akuma is in the corner
Do reaction nj. HP when Bison does a command jump (stomp or DR)
LK Scissors is safe on block, so don't try to punish
Spoiler for Rose:
Rose
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
Blocked slide (Super only)
Blocked Soul Spiral (Super only)
Blocked Soul Reflect
Whiffed AA throw
Blocked Ultra I
Effective Option Selects
J. HK o/s sweep on wakeup
Demon Flip palm o/s sweep on wakeup
Offense Tips
Rush her down
If Akuma has an EX bar, try throwing a fireball to bait an Absorb or Reflect - do EX Demon Flip to punish
Demon Flip palm and crossup kicks/tatsus are good wakeup attacks
She has a relatively slow jump so look for AA opportunities
Early jumps on wakeup can bait Ultra 2, if you want Rose to waste it
Defense Tips
Don't use many fireballs - Ultra 1 can punish, and she can reflect/absorb them
Don't jump in or do risky wakeup offense unless you have a safe jump opportunity - AA throw or Ultra 2 are too good
Block when she's close - don't try to counterhit
Only blocked spirals that hit deep are punishable (cr. LP>LK Tatsu) - if it hits at the tip, it's safe
If Rose throws a LP fireball from a corner and follows it, just walk up and block the fireball - don't jump or counter
Spoiler for Rufus:
Rufus
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block
Guaranteed Demons
Blocked Messiah Kick (do after first hit, if he flips you'll still block, so repeat)
Blocked f+MK (Super only)
Blocked Super/Ultra
Effective Option Selects
cr. MP o/s throw tech on dive kick pressure
Offense Tips
Throw a fireball or two and watch how Rufus reacts
Try to DP dive kicks
Messiah Kick can be DP'd on reaction
Fs. HP is a good tool against Rufus' dive kicks and other offense - at the proper spacing
Rush him down when he was no meter
EX Shoryuken beats all follow-up options to EX Messiah
U2 beats all follow up options to EX Messiah
Defense Tips
Teleport out when Rufus' pressure becomes unmanageable
Don't jump in on him - Snake Strike is good AA or he can j. roundhouse>Ultra
Be careful throwing fireballs at less than half screen if he has Ultra 2
Spoiler for Ryu:
Ryu
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block
Guaranteed Demons
Blocked cr.HK (deep)
Blocked Shoryu
Blocked f+MP (Super only)
Blocked Tatsu (Super only)
Blocked ex Tatsu (deep)
Jumped Ultra
Blocked Ultra I (close)
Blocked Ultra II
Effective Option Selects
Offense Tips
This match comes down to fundamentals - gimmicks do not really work on Ryu
Demon Flip mix up is essential in this match up, just be careful with the spacing so as to not get AA'd
Bait j. HK - step closer and cr. HP or DP them
Command dive kicks can mess up the Ryu player's sense of timing on AA
Use demon flip palm whiffs to get closer to Ryu
Don't try to counterhit a lot - Ryu players often focus attack anticipated normals to advance
Focus the early fireballs to build Ultra meter
Defense Tips
Don't jump in if Ryu has Ultra 1 or 2
Ryu's main poke is cr. MK so try to stay out of the range when moving forward
Do not try to safe jump Ryu - LP Shoryuken comes out in 3 frames
Spoiler for Sagat:
Sagat
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Tiger uppercut
Blocked close Tiger Knee
Blocked Super/Ultra
Effective Option Selects
Offense Tips
Make Sagat go on offense - Akuma can win a fireball war
Exploding Heart Technique is effective on Sagat - uppercuts should whiff
cr.MK is a good tool to interrupt knee loops - hit confirm for BnB or demon if he Focus Attacks
Defense Tips
Be careful of his block strings into safe Tiger Knees - use teleports and Coward Copters to escape
Be careful with jump-ins - he has decent AA and trades are greatly in his favor
Do not throw fireballs if Sagat has Ultra 2
Spoiler for Sakura:
Sakura
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked f+MK (Super only)
Blocked Shouoken
Blocked MK or HK Shunpukyaku (Super only)
Blocked Ultra I
Point Blank Blocked Ultra II
Effective Option Selects
Offense Tips
She can't win in a fireball war, so zone accordingly
Don't get too predictable with fireballs, or she'll do her jumping overhead smash
Defense Tips
Her tatsu can cross you up at the end of a block string, so be careful
Sakura players often reset at the end of her EX tatsu, so don't stop defending because you assume you're getting knocked down
Spoiler for Seth:
Seth
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Super
Whiffed Ultra 2
Effective Option Selects
Offense Tips
Play hit & run offense with Seth - get in, deal damage, get out
Defense Tips
Don't throw out random moves when he has Ultra 1
Spoiler for T. Hawk:
T. Hawk
LK Tatsu>Sweep YES
Fs. HK hits twice on low block
Guaranteed Demons
Effective Option Selects
Offense Tips
All strengths of Condor Spire can be DP'd on block
Blocked Condor Dive is a good punishment opportunity - Akuma may have to walk forward a bit to be in proper attack range
Anti-air with Shoryuken instead of cr.HP to avoid getting hit by Condor Dives
Defense Tips
Backdash or jump back at end of block string to avoid getting command grabbed
Spoiler for Vega (Claw):
Vega (Claw)
LK Tatsu>Sweep YES
Fs. HK hits twice on low block (close)
Guaranteed Demons
Blocked Flying Claw
Blocked Flip kick
Blocked d/f+MK (super only)
Blocked/Whiffed Wall Dive
Effective Option Selects
Offense Tips
Focus attack wall dives or teleport away if Vega uses the throw
Vega has poor AA so don't be afraid to jump in on wakeup
Try to bait his dodging flip and punish
Zone Vega with fireballs
Defense Tips
Do not throw fireballs when he has Ultra
Try to avoid staying in his poke range for too long
Vega's kara throw has incredible range, so watch out for throws when he's just outside of normal throw range
Teleport away from wall dive super
Don't abuse sweep too much - Vega has many ways to punish blocked/whiffed sweeps
Be careful of teleporting when Vega has meter - EX wall dive will punish
Spoiler for Zangief:
Zangief
LK Tatsu>Sweep YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked far long sweep (super only)
Blocked close long sweep
Whiffed Lariat (hit the recovery, not the Lariat)
Blocked Green Hand
Hit by Green Hand
Blocked ex Green Hand
Effective Option Selects
Offense Tips
Bait lariats with properly spaced air/ground fireballs, then sweep the lariat
Defense Tips
Stay away most of the time - one missed link in a block string can mean eating a SPD
Don't go air-to-air with him if he has Ultra 2
Be careful with the spacing on air fireballs - EX green hand can close the distance quickly
If he's jumping in and is out of range for an AA or s.HP, teleport back to avoid being in SPD range
Don't throw out random sweeps if in SPD range
EX Green Hand is used to get out of pressure - try to bait it out by feinting stutter stepping after block string or feinting a move (e.g.cr. LK at sweep range)
11-01-16 Beiträge von SRK kopiert
Adon
- außer EX Rising Jaguar ist er ein ziemliches Vortex-Opfer
- gegen Jaguar Tooth (Wall Dive) neutral jump, damit SRK nicht gebaitet werden kann
- far st.HK trifft mit beiden Kicks
Cammy
- Backjump Hado ist 'ne schlechte Idee gegen U1
- vorsicht beim Teleporten, kann durch U1 oder Arrow gepunisht werden
Cody
- Bingo hat im Startup Inv Frames, nur Lows treffen. Macht der Gegner den oft nach 'nem Knockdown, lieber mit cr. angreifen. Punish geht (je nach Range?) mit HK Tatsu oder cr.MK xx HK Tatsu, da muss ich die Damage checken. BnB-Punish habe ich wegen der Range nicht hingekriegt. Vielleicht geht cr.HK?
- EX Bingo geht durch alles durch, Cody God Mode on
- Cody hat keine guten Antiairs auf Wakeup, ist nach 'nem Knockdown 'n ziemliches Vortex-Opfer; Vorsicht vor U1 - wenn man nicht direkt über Cody ist, trifft der; außerdem auf Bingo aufpassen
- gegen j.MK Crossups teleporten, ich finde die teilweise schwer zu sehen. Müsste man mit Übung aber hinkriegen.
- seine Ruffian Kicks (die Slide Kicks) sind punishbar, IIRC gehen BnB mit cr.LK; cr.HK geht 100%. Die MK-Version kann allerdings so gespaced werden, dass er kurz vor'm Gegner whifft.
DeeJay
- Zusammengefasst: Guile + schlechteres Projektil + bessere AA
- häufig mit LP Shakus arbeiten, um ihn zum Springen zu zwingen -> Charge weg
- upkicks mit frühen Palms baiten
- DJ steht ein klein wenig langsamer auf als der Rest des Casts; Wurf 2 x Dash j.HK whifft
- Sobat Kicks sind -6, -7, -9 (lmh) bzw. -8 (ex), also mindestens sweepen
- sein Knee-Jump verändert die Flugbahn
Dictator
- OS Tatsu (nur HK?) schlägt Psycho Crusher und Teleports (korrekte Richtung vorausgesetzt)
- Devil Reverse Followup kann mit cr.MK ausgewichen werden, alternativ Focus Absorb (gegen non-Ex)
- gegen Headstomp walk oder dash
Dudley
- Vorsicht mit Air Hados, vor allem im Rückwärtsgang. Wird gerne von EX MGB oder Command Dash gepunisht.
- Hados in der Regel nur ab Half-Screen-Distance verwenden, vor allem gegen U1.
Fei
- Sweep kann durch Rekkas gepunisht werden. Bait: Demon in Recovery vom Sweep buffern
Guy
- Vortex Pressure ohne Ende, wenn er kein EX-Meter hat; dann mit Sachen wie Demon Flip Palm Whiff seine EX Tatsus baiten
- sein EX Tatsu haut alles um, außerdem Hitbox in beide Richtungen; Oki wird auf Safe Jumps reduziert. Sobald er die blockt, kann man wieder mit ihm spielen. Meaty cr.MP lassen ihn whiffen
- vorhersehbare Hados vermeiden, Rutscher, EX-Run und Demon Flip sind gute Anti-FB-Specials
- auf Demon Flip Mixup mit cr.HP oder SRK (Vorsicht vor Baits mit Elbow Drop) reagieren
- cr.MK gegen Run; trifft schlecht getimeten Stopp und weicht dem Overhead aus. Punish mit cr.MK~Ultra möglich
- Slide kann mit SRK gepunished werden
- seine Air Grabs machen derbe viel Schaden, nicht zu viel springen
- vom far st.HK treffen beide Kicks; man ist danach +/- 0 auf Block -> CH cr.MP, nochmal far st.HK, Throw, Dash, xup-Tatsu...
Ibuki
- auf Wakeup kaum Antworten auf Vortex
- cr.MK holt sie aus ihrem Slide-Dash raus
- Kunais können durch jeden Normal abgewehrt werden
- wenn sie auf Wake-Up EX-SRK macht, cr.HP drücken; das wehrt evtl. kommende Kunais ab und man hat die richtige Range zum Punish (BnB bzw. Demon Buffer)
- unpredictable teleporten, sonst punish durch Neckbreaker
- nur Non-Crossup-Kunai ist safe, Rest kann reversaled werden
- <i>Pi mal Daumen: wenn auf Wakeup der Kunai weit in die eigene Hitbox geworfen wird, muss man ihn crossup blocken. Kommt der Kunai gerade an, wenn man aufwacht, trifft er normal.</i> testen
- BnB Tatsu close st.HP reset whifft
- gegen ihr Vortex-Game zwischen Teleport, FA Backdash und einfachem Blocken mischen, damit man nicht so leicht gelesen werden kann
Juri
- EX Dive Kick und EX Pinwheel können mit U1 bestraft werden
- beliebte Frame Trap: cr.LK, LK Wheel, cr.LK, EX Wheel
- Palm OS SRK nimmt ihr so gut wie alle Optionen auf Wakeup
Makoto
- far st.HK trifft sie geduckt
Rufus
- solange Rufus kein EX-Meter hat, kann man ihn ziemlich gut unter Druck setzen; sonst ist eher Turtlen angesagt
- bei U2: keine Jumpins, das Teil saugt echt alles auf; sobald man den höchsten Punkt der Flugkurve überschritten hat, holt Rufus quasi jeden Gegner runter. Durch Jump Tatsu kann man den U2 je nach Gegner gut baiten, drüberfliegen und punishen. Bloß nicht zu früh, der U2 trifft in beide Richtungen (aber kann nur nach vorne gesteuert werden). Full Screen Hados gehen gerade noch, alles andere wird ebenfalls aufgesaugt. Während geblocktem U2 u/f halten; die Range ist perfekt für 'ne volle Jump-In BnB
- gegen seine Jumpins je nach Entfernung st.HP (sehr gut gegen schlecht gespacete Dive Kicks) oder cr.HP/SRK (was oft tradet - hab die Damage nicht getestet, ist das 'n "guter" Trade?)
- wenn Rufus Teleports oft mit cr.HP punisht, einfach mal 'nen 3K-Teleport machen und Demon buffern
- (Air)-Hado-Zoning ist A und O
T. Hawk
- Keepaway
- Zangief sehr ähnlich, aber durch Dives deutlich mobiler; abwehrbar durch SRK, punishbar mit far st.HK (Timing und Range muss noch getestet werden)
- Vortex geht gut
- auf Command Grab nach Blockstrings achten
Viper
- immernoch ein beliebtes Setup/Frame Trap: cr.MK, MK TK, cr.MK, MK TK, ... wird oft mit cr.MK TK Cancel Overhead udn Wurf abgemixt
- sparsam mit Teleports sein, da die von Seismos gut gepunisht werden können
- guter Abschnitt über Viper: Post von don_tknow
Zangief
- DF Dives schlagen Lariat im richtigen Winkel, DF Grab schlägt Lariat im Startup
---
Matchup-Thread von SRK: shoryuken.com/f249/updated-ssf…hup-thread-2011-a-262031/
Spoiler for Abel:
Abel
LK Tatsu>Sweep - NO
Fs. HK hits twice on on low block
Guaranteed Demons
Blocked Wheel Kick - Super
Blocked Super/Ultra 1 - Super/Ultra
Blocked Change of Direction (first hit only) - Super/Ultra (Ultra only if second hit comes out)
Ultra 2 (reaction)
Effective Options Selects
Demon Flip palm o/s sweep on wakeup
Demon Flip palm o/s throw on wakeup (if Abel is blocking on wakeup)
Demon flip palm o/s U1 on wakeup
Offense Tips
Abel's roll is a throw or Demon opportunity
Standing HK is an effective pressure tool
Abel has no good reversals so vortex him hard
EX Hadouken is a good way to get a knockdown (combo/cr. MP frame trap ender)
Defense Tips
Almost always avoid both ground and air fireballs (except combo enders/option select cr. MK-Hado) when he has either Ultra - both can easily punish fireballs
Be careful using teleports to escape pressure when he has either Ultra
Neutral jump or backdash out of block strings (both Akuma's or Abel's) if he's using Tornado Throw often - punish whiffed throw
Do not backdash on wakeup (Akuma's or Abel's) if he has either Ultra
Spoiler for Adon:
Adon
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked/Whiffed Ultra 2
Jaguar Tooth (Reaction)
Effective Option Selects
Offense Tips
Normal Vortex mixups don't work because Adon gets up really fast
Adon can be safe jumped, but he wakes up faster than most characters so timing is difficult
U2 can be useful in this match - if you block a cr. MP, do a teleport and if Adon does a Jaguar Tooth, cancel into U2
When Adon dive kicks, hit fs.HP or jump toward/back and HK on land
Jaguar Tooth can be Demon'd on reaction
Defense Tips
Get to know Adon's st. HK range - it can be focused near the end of its range
Spoiler for Akuma:
Akuma
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Shoryuken
Ducked LK Tatsu (Kara Demon)
Blocked Demon Flip Sweep
Blocked LK or MK Tatsu
Blocked HK Tatsu (Super only)
Dash Under Air Fireball
Effective Option Selects
Offense Tips
If opponent does close air fireball, EX DP through it
Defense Tips
Work hard to not get cornered - teleports can be punished with Demon
Avoid using Demon Flip Sweep
Do not get predictable in fireball wars, especially if opponent has meter for EX Demon Flip
If teleporting is important, select U2 so your teleports can't be punished with Demon
Spoiler for Balrog (Boxer):
Balrog (Boxer)
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Dash Straight: Super, must hit deep
Blocked Dash Low Straight: Super, must hit deep
Blocked Dash Overhead: Super
Blocked Dash Upper: Super/Ultra
Blocked Dash Low Smash: Super/Ultra
Blocked TAP: Super, must hit deep
Blocked Headbutt: Super/Ultra
Blocked Super/Ultra I: Super/Ultra
Effective Option Selects
Flip palm o/s late sweep on Wakeup (Beats anything except block - will lose to headbutt if sweep is not delayed)
Flip palm o/s U2 on Wakeup (Beats anything except block)
Cr. MK o/s DP for Dash Punches (incl. EX)
Offense Tips
Getting a KD is crucial in this fight
After knockdown, a good starting attack is DF Palm o/s sweep
When Rog starts blocking the DF Palm o/s sweep, mix in DF throws or whiffed palm into tick throw
Buffer Demon while throwing fireballs - execute if Balrog dashes/focuses through
cr. MK can beat his dash punches cleanly if timed correctly - o/s fireball or DP for extra damage
Rog can be grabbed out of EX dash punches for a KD
HK beats TAP or armored dash punches, as long as it's done close enough to hit twice
End BnB combos with sweeps instead of DP to continue vortex
Crossup tatsu is not an effective wakeup attack - whiffs on headbutt
Defense Tips
When Balrog jumps, he has ~1 second before he can headbutt again
When Balrog moves forward, he has ~1 second before he can dash punch again
Advance forward in small increments - be constantly blocking when trying to move forward
Be careful with throwing fireballs at less than 1/2 screen - EX dash punches and TAP go through fireballs
Do not jump in to begin an attack - Rog's AA normals and headbutt/Ultra are too effective
The only 'safe' fireball string is HP>Hado - he can headbutt, Super or Ultra through others
Only sweep when they're 'guaranteed' to land - his st/cr. HK is too good otherwise
Rog's j. HK will usually beat AA cr. HP, cr. MK and sweep. DP is a good option if Rog is close (i.e. close enough to get hit even if he doesn't hit a button). Going air-to-air or doing an air fireball for him to land are viable counters.
Be mindful of his incredibly long sweep distance - focus attacks can be used to close the distance
cr.MK causes headbutt to whiff, which makes it a good attack to use following a blocked/FADC'd DP, blocked s.HK, blocked focus or following a cr. LP (frame trap)
Spoiler for Blanka:
Blanka
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block
Guaranteed Demons
Blocked Slide (Super only if far, Super/Ultra if close)
Blocked Blanka Ball
Blocked Up Ball
Blocked Rainbow Roll
Blocked Super/Ultra 1
Effective Option Selects
Offense Tips
Patience is key in this match - mostly boils down to baiting moves and punishing mistakes/jump ins
Sweep or cr. MK are good ways to punish electricity, but some space between Blanka and Akuma is required
Upball is punishable on hit with a sweep (assuming you're grounded when it hits)
On wakeup, try doing a DF palm whiff that lands just outside of electricity range to bait electricity
After a sweep, if Blanka has no meter, immediately do a MK Demon Flip kick - it should beat everything but block or FA
Mix tick throws into block strings if Blanka is mashing electricity during blockstun
Command dive kick stuffs electricity
Blanka can be safe-jumped, but it's a 1-frame window
Defense Tips
Teleport when Blanka activates Ultra 1 unless you can afford to take the chip damage
When Blanka activates Ultra 2, forward jump for the first 'hit' and demon on landing. Another counter to Ultra 2 is to EX Demon Flip (or non-EX, if at the right distance) dive kick into BnB or cancel into Demon
Be careful throwing fireballs at less than 3/4 screen - EX balls go through fireballs and his slide hits from almost a half screen.
Don't do air fireballs at the top of the jump arc if Blanka is within a half screen - reaction slide can punish
Focus Attack rainbow rolls (especially EX) if they look like they're going to hit you - this avoids crossups and can get Akuma a free punish
Do not use jump-ins to begin attacks - electricity beats air attacks and does a lot of damage
If Blanka moves forward, he has ~1 second before he can Blanka Ball again
If Blanka is doing the command hop, he's likely trying to get in for a throw/mixup, so teleport toward him
Spoiler for Cammy:
Cammy
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
Blocked cr. HK (Super only)
Blocked Spiral Arrow (Super for far, Super/Ultra for close)
Blocked Cannon Spike
Blocked Super/Ultra 1
Spin Knuckle (cr.MK/cr. HK kara)
Effective Option Selects
Cr. MP o/s throw tech on dive kick pressure
Offense Tips
s.MK beats far Spiral Arrow
Focus Attacks beat everything except for close HK Spiral Arrow and Spin Knuckle
On wakeup, try Demon Flipping over Cammy (just outside of DP range) to bait Cannon Spike
Safe Jump setup: After a sweep, immediately hold up/forward and do command dive kick.
Safe Jump setup: After a sweep, immediately do a HK demon flip - it should cross her up and any reversals should whiff
Defense Tips
This match requires Akuma to play defensively and patiently
To deal with dive kick pressure, do cr. MP o/s crouch tech - MP will come out if they miss a block string, throw will get teched
Dive kicks can be DP'd or Focus Attacked on reaction
When she's applying dive kick pressure, hit jump back fierce as soon as she jumps
Avoid teleporting when Cammy has Ultra 1 loaded
Spoiler for Chun Li:
Chun Li
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
Blocked f+MK (Super)
Blocked SBK (Super)
Blocked Hazan Shu (Only if it hits deep)
Blocked Super/Ultra 1/Ultra 2
Effective Option Selects
Demon Flip palm o/s DP on wakeup
Demon Flip Throw o/s delayed sweep ion wakeup if they're not doing reversal EX SBK (slightly delay sweep, or sweep will be hit by reversal)
Offense Tips
EX SBK is safe-jumpable and can be beat cleanly by Demon Flip Dive Kick (delay kick in the air) if it hits in the middle or df palm o/s shoryuken
After a tatsu>sweep, step forward and do a MK Demon Flip to be put in a position just outside of EX SBK
Defense Tips
Her aerial target combo has two overhead hits, so don't immediately block low after the first overhead
Many Chun Li players like to end block strings with Hazanshu, which must be blocked high. Learn to focus these attacks.
Spoiler for Cody:
Cody
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block (close)
Guaranteed Demons
Blocked/Whiffed Ultra 1/2
Effective Option Selects
Demon Flip palm o/s Sweep on wakeup (only use if Cody has no meter for EX Zonk Knuckle)
Demon Flip palm o/s EX Tatsu on wakeup (beats EX Zonk Knuckle)
Demon Flip palm o/s Ultra 2 on wakeup
Offense Tips
Use fireballs liberally - the rocks can't keep up and he doesn't have easy punishes
A good zoning strategy is to throw LP fireballs from nearly full screen, step forward and s. HP if Cody forward jumps over the fireball - it will often connect due to Cody's large hitbox
Cody lacks good AA so pressure him on wakeup with Demon Flip mixups
Wake up EX tatsu beats all wakeup options except block
Defense Tips
Try to keep Cody away from the knife
Be careful of Cody's hop kick during footsies - it will punish low attacks
Both of Cody's Ultras work as AA, so don't jump in when he gets Ultra unless it's safe
If Cody has Ultra 2, do not try towards jump air fireballs
Spoiler for C. Viper:
C. Viper
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
f+MP (Super)
Blocked MP Thunder Knuckle (Super)
Blocked HP Thunder Knuckle (Super/Ultra)
Blocked Super/Ultra 1
Effective Option Selects
Demon flip palm o/s Demon on wakeup
Demon flip palm o/s SRK on wakeup
Offense Tips
Demon flip dive kick is a good wakeup attack - delay the dive kick slightly
Exploding Heart Technique stuffs her reversals effectively (and makes EX uppercut whiff)
It's possible to do cr.MK kara Demon to punish a Burn Kick
For DF dive kicks, slightly delay the dive kick (wait until Akuma is above Viper's head) to beat EX Seismo, HP TK and reset backdash and Burn Kick
Defense Tips
A good block string to avoid getting tagged by mashed reversal burn kicks is cr.LK, st.LK, fs.HP (i.e. Akuma's kara throw setup)
Be careful with using fireballs to zone - Burn Kicks and Seismos can punish fireball recovery, and LP TK can go under air fireballs
Viper has good stun output, so don't engage her immediately after getting hit by a combo
cr. MK can avoid burn kicks
Spoiler for Dan:
Dan
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Koryuken
Blocked MK or HK Dan Kicks (Super only)
Blocked Super/Ultra I
Blocked Ultra II (mid screen or closer)
Effective Option Selects
Offense Tips
Defense Tips
Don't use fireballs at a close distance when he has either Ultra
Stay on the ground - do not go air-to-air
Spoiler for Deejay:
Deejay
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
DRS (Reversal Super)
Deep Low High Kick (slide)
Whiffed Upwards Kick
Blocked MGP (Super)
Effective Option Selects
Offense Tips
Meaty attacks (cr. MK) on wakeup are effective - he doesn't have any fast reversals
Deejay has slower-than-average wakeup, so exploding heart technique or forward throw,double dash, jumping HK will barely whiff on his wakeup. This is good for baiting wakeup moves.
To safe jump, do a forward throw, double dash, tap down and then do jumping HK.
HK Demon Flip whiffed palm is a good mixup tool in this match
Use LP Shakus to mess with his fireball game
Demon Flip Kick beats his AA special at the right angle
Start wakeup attacks with a meaty cr. LK to beat most of his defensive options
Defense Tips
Be careful attacking from the air - Deejay has good AA and his Knee Shot is a very good air-to-air
Slide beats Demon Flip Kick clean
Spoiler for Dhalsim:
Dhalsim
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
Blocked Mummy deep
Blocked Drill deep
Blocked Drill shallow (super only)
Blocked Slide
After being hit by jump back HP
Blocked point blank Super (Super only)
Effective Option Selects
Demon Flip palm o/s HK Tatsu (catches teleports)
Offense Tips
Patience is the key in this match - Sim wants Akuma to recklessly rush in and get hit by normals
Slowly advance close to apply pressure
End combos with sweep instead of HP SRK to continue the vortex - keeping the pressure on is vital
St. HP beats many of Sim's pokes - if Sim moves forward a bit and is at normal distance, hit HP
If Sim hits Akuma with an instant jumping HP, and is just outside sweep distance, he can be Demon'd
EX Demon Flip is a great way to punish Sim's fireballs
Defense Tips
Teleport out of Ultra 1 setups
Be careful with jump-in attacks - his AA knee will stuff everything
His Ultra 2 can punish teleports
Dhalsim's fireballs do not travel full screen
Sim likes to slide+throw, so if Akuma has 2 bars, do HP SRK on the slide (block) to catch the throw attempt. Cancel if they block.
Do not jump at Sim unless he does Yoga Fire
Spoiler for Dudley:
Dudley
LK Tatsu>Sweep NO
Fs. HK hits twice on low block (close only)
Guaranteed Demons
EX Machine Gun Blow
Blocked Ultra 1/2
Effective Option Selects
Offense Tips
Use crossups liberally - Dudley does not have effective reversals
cr. MK beats many of his rush punches and has better range than most of Dudley's fast normals
Try to keep Dudley on defense - keep up the pressure
Buffer HK tatsu and HP Hado into cr. MK to apply pressure
Defense Tips
Don't press buttons during Dudley's block strings - it's difficult to reversal him and not generally worth the risk
Try not to get cornered in this match
Backdash out of his strings
Spoiler for El Fuerte:
El Fuerte
LK Tatsu>Sweep - YES (Difficult, only feasible from certain distance)
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Quesadilla Bomb
Blocked Run Slide (Super)
Blocked Super
Back Jumped Ultra
Effective Option Selects
Offense Tips Standing HK is effective on El Fuerte
Defense Tips
Teleport out of mixups
Do not throw fireballs at less than half-screen; he can EX Run or Ultra through a fireball
Spoiler for E. Honda:
E. Honda
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Butt Splash (Super only)
Blocked ex Butt Splash (Super only)
Blocked far Super (Super only)
Blocked close Super
Blocked Ultra I
Blocked Ultra I (between hits)
Whiffed Ultra 2
Effective Option Selects
Demon Flip palm o/s MP SRK (should beat buttslam)
Offense Tips
TK Fireball into mixup is a good pressure tool
AA consistently - don't let Honda jump in
Cross Honda up on wakeup - buttslams don't defend against this if Akuma jumps early enough
HP headbutt can be punished by walking forward a bit and sweeping - headbutt *must* be blocked high (difficult timing)
U2 can be helpful in this match - teleport cancelled into U2 can punish headbutts on reaction
Defense Tips
Be careful with jump-ins when Honda has EX or Ulta 1
Focus Attack buttslams to avoid crossups and possibly getting a free combo/Demon
Don't advance too quickly on Honda - nj. HP beats out most jump attacks and headbutt is fast
Headbutts (except HP) and buttlslams (except for HK) are safe on block - try to get some distance after a blocked splash to avoid being thrown
Don't throw fireballs at less than half a screen - Honda's j. HP covers an amazing amount of distance
Spoiler for Fei Long:
Fei Long
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked double kick (deep)
Blocked Rekkas (Super)
Blocked Flame kick
Blocked Super/Ultra
Effective Option Selects
Offense Tips
Rekkas are unsafe on 3rd hit (blocked) - punish accordingly
HP and cr. HP beat Chicken Wing
Standing LP beats rekka
Fei can be safe jumped - Flame Kick is a 5-frame move
cr. MK kara Demon on reaction will punish Chicken Wing
Crossup tatsu on wakeup often beats Flame Kick
U2 can be useful in this match - it can punish Chicken Wing and Flame Kick
Defense Tips
Concentrate on zoning for this match - Fei has superior footsies
Only sweep at far range - blocked close sweeps are easily punished by Rekka
Spoiler for Gen:
Gen
LK Tatsu>Sweep - NO
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Gekiro
Blocked Mantis Super/Ultra
Whiffed Crane Super/Ultra
Blocked Crane Ultra II
Effective Option Selects
Offense Tips
Punish blocked waterfall kicks
Apply constant pressure to prevent Gen from changing stances
Defense Tips
Watch out for crossups - Focus ambiguous attacks
Spoiler for Gouken:
Gouken
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked cr.HK (Super only)
Blocked Dash punch (must hit deep)
Blocked ex Dash punch
Blocked Flip sweep
Blocked Tatsu
Blocked Super/Ultra
Effective Option Selects
Demon flip palm o/s sweep on wakeup
Offense Tips
Use Demon Flip Palm and Demon Flip Throw to beat his reversal move on wakeup
Defense Tips
Be very wary of throw setups and tech the backthrow
Spoiler for Guile:
Guile
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Flash kick
Blocked f+MP (Super only)
Blocked target combo (Super only)
Blocked cr.HK (do it between the two kicks)
Blocked Super/Ultra
Effective Option Selects
Offense Tips
Forward throw, fs.HK, HK Demon Flip Kick stuffs reversal Flash Kicks
Focus Attack the 2nd hit of Guile's sweep (if 1st hit is blocked) for a free combo or Demon
Defense Tips
Watch out for his target combo: cr. MK-overhead punch
Guile can easily do a grab when he's hitting you with jabs, so may be a good idea to crouch tech if being hit with jabs
Spoiler for Guy:
Guy
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Whiffed/Blocked Spin Kick
Effective Option Selects
Offense Tips
EX Spin Kick can be safe-jumped - try to bait it out and punish. Then play mind games on wakeup.
MP/HP Hozanto are punishable with LP Shoryuken
Slides can be punished with cr.MPxxEX Tatsu
fs.HK is an effective pressure tool
Focus attack when he rushes - dash if he cancels
Guy's EX tatsu can be safe jumped (4 frame startup) but timing is tight
Try to play defensively against Guy - he has trouble penetrating Akuma's defense
Defense Tips
Don't overuse Demon Flip - you will get air-thrown
Don't use air fireballs at too close a range - slide can punish on landing
Bushin flip throw does not work on crouching opponents
cr. MK will make elbow drop whiff
Spoiler for Hakan:
Hakan
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Whiffed Ultra 1/2
Effective Option Selects
Offense Tips
Hakan players like to slide to punish air fireballs - whiffing air normals can bait the slides out
Watch for oiling animation - EX demon flip can often punish with a BnB
Defense Tips
Do not jump in if he has Ultra 2 - it has a relatively large horizontal range
Spoiler for Ibuki:
Ibuki
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block
Guaranteed Demons
Effective Option Selects
Offense Tips
Ibuki's best reversal is 5 frames, so she can be safe-jumped
HP reset after LK Tatsu does not work on Ibuki
When Akuma blocks her EX DP and she does a follow-up kunai, immediately do fs. HP and cancel into U1. If no Ultra is available, forward dash under and punish with BnB
TK air fireballs apply good pressure
Defense Tips
Be very careful with fireballs, especially when she has meter - EX neckbreaker easily punishes fireballs
Don't do a lot of jump-ins on Ibuki - she has decent AA or can dash under and punish
Do not go air-to-air
Neck breaker punishes teleports, so teleports can't be used (often) to escape from her vortex
Ibuki likes to o/s her command kick into cr. MP, so don't attempt a counterhit if you block a cr. MP
Block HIGH when she has Super loaded, since she can hit confirm her penguin kick into Super
Spoiler for Juri:
Juri
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block
Guaranteed Demons
Blocked Dive Kick (Deep)
Pinwheel
Blocked Super
Effective Option Selects
Demon Flip palm o/s sweep on wakeup
Offense Tips
Demon Flip Palm/Throw are useful if Juri uses her reversal/focus move a lot
Stay on the ground for most of this fight
Focus attack throw fireballs (up close) and dash forward - Juri usually can't punish
Defense Tips
Be careful with jump-ins/cross ups when she has meter - EX Pinwheel beats most jump-in attacks
Do not get too predictable with fireballs - dive kick punishes fireballs
Do not try to focus air attacks - command dive kick is armor breaking
Spoiler for Ken:
Ken
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block
Guaranteed Demons
Blocked Shoryuken
Blocked f+MK (Super only)
Blocked LK or MK Tatsu (Super only)
Blocked HK Tatsu
Hit by his HK Tatsu (Super only)
Blocked EX Tatsu (Super only)
Blocked Super/Ultra I
Blocked Ultra II (f. MP kara - cr. MK kara usually causes Akuma to duck under Ken)
Effective Option Selects
Offense Tips Focus attack is a good tool against f. MK
Defense Tips
Watch out for kara throws - get to know distance and tech timing
Don't try to punish a blocked f. MK (step kick) because Ken will often mash DP and hit your normal
Be careful when trying to punish LP DP (online) because Akuma will often eat a HP/EX DP done on landing. Bait the follow up DP by whiffing an attack (cr. LK) before Ken lands.
Do not try to safejump Ken - his DP comes out too quickly. He can be early jumped.
Do not teleport out of mixups often - Ken can o/s tatsu and catch the teleport
Spoiler for Makoto:
Makoto
LK Tatsu>Sweep - NO
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Hayate (super only)
Blocked Tsurugi (c.MK kara)
Blocked Ultra I
Blocked Ultra II
Effective Option Selects
Demon Flip palm o/s sweep on wakeup
Demon Flip palm o/s HK Tatsu
cr. LK o/s LK Tatsu during footsies (expecting Makoto to dash forward)
Offense Tips
Dash punch can be Focus Attacked
Makoto is safe jumpable
Defense Tips
Neutral jumping when she does a dash punch is often a good defensive option - Akuma will avoid the choke grab and will, at worst, eat one attack
Avoid fireballs from more than 1/3 screen or so if Makoto has Ultra 2 loaded
Spoiler for M. Bison (Dictator):
M. Bison (Dictator)
LK Tatsu>Sweep - NO
Fs. HK hits twice on low block (close)
Guaranteed Demons
Blocked close slide
Blocked far slide (super only)
Backstepped Stomp (Kara the demon)
Blocked Psycho Crusher (any aside from max distance lp)
Blocked/Whiffed EX Psycho Crusher (see details in Offense Tips)
Blocked MK, HK, or EX Scissors
Blocked Close Ultra I
Ultra 2 (right before Bison stomps)
Effective Option Selects
Demon Flip palm o/s LK Tatsu on wakeup (Beats EX PC and backdash, safe against other options)
Demon Flip palm o/s MK Tatsu on wakeup (EX PC usually whiffs, beats teleport and backdash, can HP DP if Tatsu hits)
Demon Flip palm o/s MP DP on wakeup (beats EX PC, Devil's Reverse, backdash, trades with EX Scissors, loses to Head Stomp and teleport)
Demon Flip palm o/s back jump on wakeup (to bait moves)
Offense Tips
Zone with fireballs until he has EX (scissors) or Ultra 2
To get the first sweep, try to bait out s. HK and sweep it. A good way to do this is to neutral jump and punch (fake an air fireball) and sweep if Bison hits s.HK
Mash a normal (cr. MK, for instance) after a mid-screen fireball to catch a Bison that focuses through the fireball
EX Psycho Crusher can be punished with Raging Demon:
* Safe Jump Palm o/s Demon will catch EX PC in startup (tight timing)
* Crossup palm into Demon will work if Bison uses EX PC to escape crossup
* Super can punish nearly all blocked EX PC (even point blank)
* Ultra can punish any EX PC that goes through Akuma
Defense Tips
If Bison makes a noise after a jump, it was not a normal jump
Backwards jumping HP beats headstomps unless Akuma is in the corner
Do reaction nj. HP when Bison does a command jump (stomp or DR)
LK Scissors is safe on block, so don't try to punish
Spoiler for Rose:
Rose
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
Blocked slide (Super only)
Blocked Soul Spiral (Super only)
Blocked Soul Reflect
Whiffed AA throw
Blocked Ultra I
Effective Option Selects
J. HK o/s sweep on wakeup
Demon Flip palm o/s sweep on wakeup
Offense Tips
Rush her down
If Akuma has an EX bar, try throwing a fireball to bait an Absorb or Reflect - do EX Demon Flip to punish
Demon Flip palm and crossup kicks/tatsus are good wakeup attacks
She has a relatively slow jump so look for AA opportunities
Early jumps on wakeup can bait Ultra 2, if you want Rose to waste it
Defense Tips
Don't use many fireballs - Ultra 1 can punish, and she can reflect/absorb them
Don't jump in or do risky wakeup offense unless you have a safe jump opportunity - AA throw or Ultra 2 are too good
Block when she's close - don't try to counterhit
Only blocked spirals that hit deep are punishable (cr. LP>LK Tatsu) - if it hits at the tip, it's safe
If Rose throws a LP fireball from a corner and follows it, just walk up and block the fireball - don't jump or counter
Spoiler for Rufus:
Rufus
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block
Guaranteed Demons
Blocked Messiah Kick (do after first hit, if he flips you'll still block, so repeat)
Blocked f+MK (Super only)
Blocked Super/Ultra
Effective Option Selects
cr. MP o/s throw tech on dive kick pressure
Offense Tips
Throw a fireball or two and watch how Rufus reacts
Try to DP dive kicks
Messiah Kick can be DP'd on reaction
Fs. HP is a good tool against Rufus' dive kicks and other offense - at the proper spacing
Rush him down when he was no meter
EX Shoryuken beats all follow-up options to EX Messiah
U2 beats all follow up options to EX Messiah
Defense Tips
Teleport out when Rufus' pressure becomes unmanageable
Don't jump in on him - Snake Strike is good AA or he can j. roundhouse>Ultra
Be careful throwing fireballs at less than half screen if he has Ultra 2
Spoiler for Ryu:
Ryu
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block
Guaranteed Demons
Blocked cr.HK (deep)
Blocked Shoryu
Blocked f+MP (Super only)
Blocked Tatsu (Super only)
Blocked ex Tatsu (deep)
Jumped Ultra
Blocked Ultra I (close)
Blocked Ultra II
Effective Option Selects
Offense Tips
This match comes down to fundamentals - gimmicks do not really work on Ryu
Demon Flip mix up is essential in this match up, just be careful with the spacing so as to not get AA'd
Bait j. HK - step closer and cr. HP or DP them
Command dive kicks can mess up the Ryu player's sense of timing on AA
Use demon flip palm whiffs to get closer to Ryu
Don't try to counterhit a lot - Ryu players often focus attack anticipated normals to advance
Focus the early fireballs to build Ultra meter
Defense Tips
Don't jump in if Ryu has Ultra 1 or 2
Ryu's main poke is cr. MK so try to stay out of the range when moving forward
Do not try to safe jump Ryu - LP Shoryuken comes out in 3 frames
Spoiler for Sagat:
Sagat
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Tiger uppercut
Blocked close Tiger Knee
Blocked Super/Ultra
Effective Option Selects
Offense Tips
Make Sagat go on offense - Akuma can win a fireball war
Exploding Heart Technique is effective on Sagat - uppercuts should whiff
cr.MK is a good tool to interrupt knee loops - hit confirm for BnB or demon if he Focus Attacks
Defense Tips
Be careful of his block strings into safe Tiger Knees - use teleports and Coward Copters to escape
Be careful with jump-ins - he has decent AA and trades are greatly in his favor
Do not throw fireballs if Sagat has Ultra 2
Spoiler for Sakura:
Sakura
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked f+MK (Super only)
Blocked Shouoken
Blocked MK or HK Shunpukyaku (Super only)
Blocked Ultra I
Point Blank Blocked Ultra II
Effective Option Selects
Offense Tips
She can't win in a fireball war, so zone accordingly
Don't get too predictable with fireballs, or she'll do her jumping overhead smash
Defense Tips
Her tatsu can cross you up at the end of a block string, so be careful
Sakura players often reset at the end of her EX tatsu, so don't stop defending because you assume you're getting knocked down
Spoiler for Seth:
Seth
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Super
Whiffed Ultra 2
Effective Option Selects
Offense Tips
Play hit & run offense with Seth - get in, deal damage, get out
Defense Tips
Don't throw out random moves when he has Ultra 1
Spoiler for T. Hawk:
T. Hawk
LK Tatsu>Sweep YES
Fs. HK hits twice on low block
Guaranteed Demons
Effective Option Selects
Offense Tips
All strengths of Condor Spire can be DP'd on block
Blocked Condor Dive is a good punishment opportunity - Akuma may have to walk forward a bit to be in proper attack range
Anti-air with Shoryuken instead of cr.HP to avoid getting hit by Condor Dives
Defense Tips
Backdash or jump back at end of block string to avoid getting command grabbed
Spoiler for Vega (Claw):
Vega (Claw)
LK Tatsu>Sweep YES
Fs. HK hits twice on low block (close)
Guaranteed Demons
Blocked Flying Claw
Blocked Flip kick
Blocked d/f+MK (super only)
Blocked/Whiffed Wall Dive
Effective Option Selects
Offense Tips
Focus attack wall dives or teleport away if Vega uses the throw
Vega has poor AA so don't be afraid to jump in on wakeup
Try to bait his dodging flip and punish
Zone Vega with fireballs
Defense Tips
Do not throw fireballs when he has Ultra
Try to avoid staying in his poke range for too long
Vega's kara throw has incredible range, so watch out for throws when he's just outside of normal throw range
Teleport away from wall dive super
Don't abuse sweep too much - Vega has many ways to punish blocked/whiffed sweeps
Be careful of teleporting when Vega has meter - EX wall dive will punish
Spoiler for Zangief:
Zangief
LK Tatsu>Sweep YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked far long sweep (super only)
Blocked close long sweep
Whiffed Lariat (hit the recovery, not the Lariat)
Blocked Green Hand
Hit by Green Hand
Blocked ex Green Hand
Effective Option Selects
Offense Tips
Bait lariats with properly spaced air/ground fireballs, then sweep the lariat
Defense Tips
Stay away most of the time - one missed link in a block string can mean eating a SPD
Don't go air-to-air with him if he has Ultra 2
Be careful with the spacing on air fireballs - EX green hand can close the distance quickly
If he's jumping in and is out of range for an AA or s.HP, teleport back to avoid being in SPD range
Don't throw out random sweeps if in SPD range
EX Green Hand is used to get out of pressure - try to bait it out by feinting stutter stepping after block string or feinting a move (e.g.cr. LK at sweep range)
Lattenrost ist keine Geschlechtskrankheit
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