Ok i know you can learn theoretical punishments by reading frame data. Anyway i’m just an average fighting game player so if you are average or better you can do these as well. I know most already know these but i’m bored and figured might as well. To test these i’m recording the dummy doing a move and instantly crouch blocking. Except when tsting an OH as a punisher then i will have the dummy hold back. If that is a flawed way to test i would appreciate it if some one spoke up. We will start with akuma.
srk any version
if you block all sorts of stuff is free
depends on distance from far not much you can do. Up close you can get a free hit into a combo just do the hit as soon as you see him glow right before he throws the fireball. From mid screen you can tatsu but if you are to far you can recover before you get to him you can also do a super
air fire ball lp version All these assume you actually wait to see the fireball animate
Full screen not sure if anyone would actually ever throw a air fireball from full screen but just in case
You can get a free.super but if you do it to soon you will whiff. You can also get a free hadoken but the timing is actually stricter then on the super
mid screen You can also get a free super but if you time it right you can jump over the fireball then hit him as he lands for a free combo
up close super still works but the jump over no longer works at least i can’t do it. You can however dash in and do something like cr.lp to start a combo
pretty much the same as lp version
HP version only difference is the jump over tactic no longer works
same as the above but everything is harder to time
If you block you have enough time to do a quick normal
You can also counter with an srk and knock him out of it. Even at close to point blank range. You can also counter with a super if you have a little room. If you want to make the srk counter easier just do the ex version
same as lk version
this is the most difficult to counter for me. I kept trying to do an srk counter but kept getting smacked in the face. Crouching fierce was much easier to hit. Also since it hits multiple times you can block it and just mash out a counter srk in between the last 2 hits
As far as i know you must block. I’ve tried alpha countering and srking in between the hits but i can’t get it to work. Although i haven’t tried an ex srk though. So far the only real punish i’ve found is to block and super him on the bounce back as you recover from the hit stun of the last hit but before he hits the ground.If someone has a another punish please share cause it sucks that i have to use 2 bars to teach him a lesson. I’m gonna try to see how a ex srk works and report back later.
depends on whether it is a cross up or not. Depending on how well your opponent does it your options range anywhere from a crouching Fp to a super but all options must be done before the move actually makes contact as it’s +8 on block… If you decide to do the super you must wait just a sec because if you do it as soon as the move animates the super will wiff and the kick will hit you
mk air tatsu
same as lk
HK air tatsu
same as lk and MK
EX air tatsu
same as all other versions. The non cross up version is actually easier to counter as he stays airborne throughout the move
Normals after blocking
Not gonna do every single normal but his normals are fairly safe on block. If done from a far they range from -3 to +2.
not much better but ST.hk and ST.hp become punishable St.Hp is -12 frames so is easy to punish. St.hk is only -5 so much more difficult to punish
His crouching normals are all safe on block save for Cr.hk and cr.HP both are easy to punish
lp version from far away you can do a super or ex hadoken and hit him before he recovers. From mid screen you can do a super or just jump over it and hit him
Mp version pretty much the same as the lp version but it’s faster so much harder to do the ex hadoken counter from a far. I would just block or jump over to close the gap unless you have a super to use.
HP version same as mp but it travels the fastest so ex hado counter from a far seems nearly impossible
Ex version impossible to punish from a far even the super will not reach him in time other then that it’s just another sonic boom
Can’t imagine anyone doing these outside of combos or to punish jump ins but just incase. They are -34 frames if you block them so punish at your leisure. If someone whiffs one from far range which i assume would be an input error you can get a free super. From other ranges you can get a free super an hadoken or even a free normal to start a combo depending on how close they land to you
Almost all his normals recover much to quickly to punish when blocked. Only his medium kick and hard kick ones can be punished and that’s only if they are close or from crouching.
lp version -4 on block so can only be punished be reversal DP and quick normals. from point blank range you can interrupt it with a standing jab. Just hit the button as soon as you see his shoulder go back to start the move. if you wait until he starts coming forward it’s to late. If he is a couple steps away you can do even slower normals. he can also be jump kicked if he is far enough away but not so far that the kick whiffs.
MP and HP version
same as lp version
Same as all the other versions. The fact that it’s an ex move makes no difference. You can still use a jab to counter due to the fact that if you do it correctly you will land the jab before the active frame start.
QCf+p strings ( assumes you blocked the first hit)
You can interrupt with crouching mk but it’s sketch and you will just get hit clean or trade more times then not . Better interrupts are are MP srk ex srk and super
This move is easier to deal with from point blank and close range due to the 21+ frame start up. In short his crouch will be wide open for about 5 minutes before the move starts. From farther it becomes more difficult to deal with. I would stick to blocking unless you have an ex move at your disposal. The ex srk works great. MP srk also works but depending on the distance it can be risky. Ok mid range is the most difficult to deal with. Honestly the only counter i’ve found if EX srk. You can’t super because it will miss due to the arc. A regular srk misses more times then not. Technically it’s -7 on block but abel usually recovers to far away for any of ryu’s quick normals to reach. Even a reversal srk will usually whiff. You can block and super if you want to use the meter. From a far is the best situation for you. You can even use a jump kick to start a combo. If he is near the bottom of his arc before he hits you just time the kick to hit him as he lands. Another way to look at is if he starts from far enough away that the kick would hit low below the waist then the jump kick is a good counter.
As expected this is the hardest version to deal with. Up close non of the counters i mentioned above actually work to to the armor on the move. Also perhaps my reflexes aren’t up to par today but i tried interrupting with an ex srk but the kcik hit me before i could get the srk out every time.
you can hit him with lows if you time them to hit him as he is coming out of the roll. Just gotta get the timing right. Do the move to soon and it just whiffs as he is invincible to late and he will block. I’ve tried interrupting with an srk but so far no dice. Ok srk interrupt does work but is much more difficult then just doing a low .
Its -3 on block so nothing is guaranteed if you block it. You do have the frame advantage but if you attack you might get frame trapped. Only guaranteed punish is the alpha counter but that waste 1 bar for minimal damage. So far i’m having trouble finding a good punish for this move.
Ok with a little more practice this move isn’t hard to counter. When you see him start to duck down ie the start of the cd you can just stick out a jab and counter him and go into a combo. If you are quick on the stick or have the motion buffered you can do an srk. Ok the srk counter is not that reliable. I Did find a couple more things though if you are already crouching you can counter with Cr.lk CR.mk or CR.hk
block and punish ou have all day
Dragon uppercut all versions
-20+ on block so you can punish with just about anything
+2 on block but if you anticipate it or know how to read the starting animation of the move you can counter with a jab.
Same as lp version but it can be punished after a as it is -11 on block
HP version same as the other but even easier to punish on block
also the same as the other versions
lp and mp version safe on block but easy to see coming and counter
also see to see but can also be punished on block
also easy to see and counter and it’s-21 on block
Lp version -2 on block so nearly impossible to punish but it has a 14 frame start up so you can can counter it with any punch button. Just watch his shoulder and when it moves ht a button
slow start up so easier to interrupt.Puls i’s -4 on block so you can block and punis
Even easier to punish. -6 on block and it has the slowest start up of any version
lp,mp, and hp versions.
You can counter with sweeps and srks just wait untill he is coming out of the roll but before he can block
not much difference then the regular version but i does have more frames of invincibility so countering can be more risky. Sometimes your counter move will whiff and they can get a free headbutt
lp,mp version, and hp version
up close it must be blocked but it’s -22 on block so easy to punish. From farther away you can land a counter srk, and a counter tatsu
Despite the invincible frames it is easy to counter with an sr. You just have to wait untill closer to the ending of the animation for the move.
st.lp can not be punished
st.mp-4 so can be punished by reversal srk
st.hp-13 so punish at your leisure
St.lk can not be punished on block and with a 7 frame start up i personally can not beat it on reaction
st.mk even quicker start up but it is -2
st.hk -6 on block but it pushes kuma to far away at times to be punished
CR.lp -1 on block so can not be punished
Cr.mp-3 on block so can only be punished by a reversal super.
CR.HP -3 so you can reversal sup but only if you block it standing.
CR.lk can not be punished
cr.mk -4 so can be reversal srked
cr.hk-10 but it pushes him away and lots have moves that should hit will whiff, I prefer to start a combo with cr.mk or just use a joudan.
Lp,MP,hp versions can all be punished by a super
Ex version can not be punished
From mid screen
You can jump over all versions for a free punish
Lk version can be countered by mp srk and punished by a super if you block it.
MK version safe on block but can be countered by a mp srk
hk version same as mk version
spinning bird kick
Lk,mk, and hk version
can be reversal srked if you block and you can counter/interrupt the move with a super or mp srk
-10 on block but push back makes it difficult to punish. A lot of the time the only thing that will reach is a super
st.lp is + on block so can not be punished
st.mp -3 so you can block and super
st.hp same as st.mp
st.lk 0 frames on block so no punish
st.mk canm be punished by a super
st.hk-7 so you can start a combo with a normal
st.lp (close) is unpunishable
st.mp (close) -3 so can be punished with a super
st.hp (close)-5 so you can add reversal srks to the punishment list
st.lk(close)+3 so no punish
ST.mk(close)-0 so no punish
st.hk(close)-5 so punish with reversal srks or supers
cr.lp no punish
cr.mp punish with reversal srk
cr.hp punish with reversal srk
cr.lk no punish
cr.mk punish with super
cr.hk-8 so you can start a combo with a normal but lk and lp will not reach her.