At one point I managed 3 wins in a row on him and he didnt look too happy. Still he was very friendly with me the rest of the time :bgrin: Oh and I didn’t get any more wins on him (he went on a 30 win streak ended by Issei)
Hope you guys managed to read my updates from Japan in the SFAC for Xbox forum or the RBUK site :tup:
Don’t Miss Out The Opportunity To Play The Best Player In The Whole World With His Best Akuma Ever. Today Jr Is Going To Be At Family Fun Like Around Midnight. Be There.
Ok I know this stuff is pretty basic, but I have a few quick questions about some of the dive kick terminology in the first post…
1.) When saying you can late or early cancel the flip, is that just referring to the fact that you can initiate the kick at different points in the flip? For example, I’m assuming that “late cancel to combo” refers to starting the kick late in the flip so it hits low, giving you the opportunity to combo into a BnB.
2.) What exactly makes a flip “meaty?”
3.) How does the cross-up kick work exactly? I’ve seen a lot of references to it but I don’t think anyone has explained it…
4.) Finally, what makes a flip empty? I initially took this to mean just inputting the flip and then not initiating anything else, so you slide on landing, but people distinguish between empty flips and slides, so I really don’t know.
Sorry for my n00bness. If anyone could clue me in here I would really appreciate it :lovin:
Like all meaties, it basically means that attack covers the wake up period. Reversal timing of high priority moves such as a shoryu can stuff meaty demon flip kick.
Cross up demon flip kick is a demon flip kick that is initiated on one side, and after it connects or is blocked, allows you to land on the opponents other side.
Empty flip kick is a result of cancelling into the kick or punch (punch is useless since it has slow recovery) so late in the demon flip animation resulting in akuma just plain landing (not attacking).
Hope it helps
You should really only do the lk tatsu in punish situations. c.mk > mk tatsu is relatively safe in non punish situations, and is good to punish ducking characters that can duck under lk tatsu.
Does anyone have any tips on timing for mk.tatsu -> mp.shoryu? I’m having trouble nailing it. I know it doesn’t work on everybody, but I’m having trouble on characters I know it works on.