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wafflemonkey
09-23-2004, 05:28 PM
i kno this is kinda dumb but wat do you do against an akuma who keeps shootin hadoukens and if u jump, does a shoryuken? i can get in a few times by parrying then doing his command overhead. but after that he knocks me back and does the same thing over and over again.

part 2. wat do i do against a ken who doesnt jump but just c.mks b+mk and shoryukens?

part 3. wat do i do against makoto in general?

thx

Thongboy Bebop
09-23-2004, 06:03 PM
You're going to have to learn to parry. No, seriously.

You can command throw :hcf: :k: through the fireballs if you're close enough, but outside of that you really need to work on parrying when they do obvious stuff like that. If people are using ST fireball traps on you and it's working, you're gonna have to step up your game a notch.

Also, you can jump forward and then RH drill kick down to keep from hanging in the air for too long.

N

FullMetalRoss
09-23-2004, 06:20 PM
If they are just sitting there ground fireballing you parry a few and if you think they are going to throw another, jump foward and use the MK drill kick it will hit them out of their fireball and you should land before they can punish you and now your nice and close to them. If they are air fireballing there are a few different things that you can do normally I just walk foward and parry. Then when I get close enough. I back and fierce when they jump if you do this right it will hit them out of the fireball.

As for the Ken problem, I think you just need to get better at the game. If he's just doing that and you can't get around it, you need more practice simple as that.

I don't play many Makotos so I don't know what to tell you. Makoto is like fighting a good Magneto in Marvel. Sometimes She'll hit you with every mixup in the book and you will die. Other times you'll see everything coming and own her. Just don't get to nervous and be patient look for you openings and watch out for the command grab.

BananaWeed
09-24-2004, 02:33 PM
For the akuma, just advance slowly and parry. They probably won't air fireball you when you're in close.

Akuma's kinda a tough match-up for Necro (for me at least) cause Akuma has higher-priority moves. He also has dash in -> raging demon, which is hard to escape unless you see it early and jump, cause Necro seems like it takes him long to get into the air. He can also uppercut/air hurricane you out of your drills ;(

Only good thing is that I play SAIII, and it's easy to stun Akuma - if I can bust a combo on him.

Ken's another hard one cause he'll double-shoryuken you to death :P Just gotta learn your opponents' play style, and hopefully learn their pokes, then parry and punish.

Makotos can usually kill my Necro cause he doesn't have any quick high-priority moves to whip out after being hit by a hayate. Karasukas go pretty much through everything, and then you die. :P Usually I try to jump, but then she can jump and roundhouse your ass. Just try and keep her off of you. b+MP when she's trying to dash in and stuff. If she gets in, you=dead. :P

wafflemonkey
09-24-2004, 05:30 PM
i can parry but if the fireballs keep coming and i keep parrying nothing really happens and he just tries to run out the clock. i dive kick but he srks. it gets out prioritized. i didnt try moving up inbetween each fireball though that might work. and i didnt know the command throw goes through firebals. i usualy use it off a bk+mp but besides then i only use it once or twice for mix ups. but ill try your suggestions and get back to you thanks.

DooM
09-25-2004, 12:21 AM
ofcourse is parrying better: it gives you more time to slowly advance, even if he spams them, you're getting closer AND gaining meter, and if Akuma is bumd and only throws out fireballs, he doesnt get any meter

DeAdSpAcE
09-26-2004, 08:34 AM
I totally understand how you feel dude so the first thing you gotta do is to chill. Parrying is a must against the akuma situation, parry, walk up closer, take note of what might happen next. The thing is if he's got all day to throw fireballs at you then you should have all day to just parry them and sooner or later he's gotta realize that he aint going nowhere, especially if no damage has been dealt yet. He's got you beat by taking advantage of your impatience, just gotta bite it and see if he's got the guts to make an advance on you rather than you doing the work on him.

One last thing, whenever we see ourselves getting beat by dumb and simple shit that usually means that we got a lot to improve on so you just gotta suck it up and start learning.

knives
09-26-2004, 11:34 AM
jump over a fireball and hk drill down.
that way you get in without giving him the chance to dp you.

also don't forget about necro's s. strong. it easily stuffs fireballs if whoever youre playing is dumb enough to do them at mid range.

D'_Fly
10-24-2004, 03:57 AM
when fighting ken u want to stay at the maximum range of your s strong, this poke hits ken while he's ducking so use it to apply constant pressure. cancel s strong into super when it hits. from this distance ken only has standing fk and sweep to attack with which both come out too slow to stop s strong. ken shouldn't be throwing fireballs at u unless they're ex, if he throws regulars out, anticapate them with hcb punch. Ken is one of necro's best matches IMO. :tup:

EVIL5150
10-25-2004, 11:35 PM
QCB+P is good if you anticipate the fireball, QCB+PP can punish a fireball on reaction. Also a well timed D/F+FP can go under a fireball and punish.

wafflemonkey
10-28-2004, 12:12 AM
ha! now that akuma fool at the arcade calls me cheap for using lk dive kick (finnaly! a use for it) and qcb+pp at the beggining of the round combined with rush down kicked his ass back to that dark room he came from. thx for the advice all. ive learned and gotten a whole lot better at parrying. and im not gettin "angy" anymore im just relaxin and if i lose. ive usually got another quarter to see what i did wrong and not do that the next round. things are definately going better now.