the people i play will burn meter if they need to (max range c.MK, enemy empty jumps with low life), otherwise they tend to hoard it until its useful (and its especially useful to have 2 stocks just to make being point blank insanely scary).
the point of having 2 stocks really isnt for using a demon setup or kkz, its it makes akuma a lot more threatening, and you can just flat out burn a stock on an sa1 whenever.
For a grounded punishment I find myself Bnb-ing and not burning meter
I would tag the super at the end of the Bnb only if I think it will kill him…
But in a non-punishment situation I use SA1 whenever I get the chance…
so after cr.lk, cr.lk or meaty cl.MK etc…
Definately use it as an AA whenever the opportunity presents itself
Its not very often I have two bars…
I’ve seen akuma do an air hurricane kick (i think) then a rh (?) hurricane kick that hits yun like only twice, then he does dash in uppercut midscreen…not exactly sure of the setup/versions of hurricane/uppercut…any help?
Also, in cooperation cup one I saw akuma do uoh to dudley into low forward -> mk hurricane then mp upper…anyone else able to get this to work on dudley? the mp upper always whiffs for me
Yeah you got it right, RH Hurricane (1hit), RH Hurricane (2Hit), Dash, FP.Shoryu
This entire thing is extremely strict timing.
I usually just fp.shoryu after a jump in hurricane hits, or do a lk.hurricane then fp.shoryu.
I set that thing up differently, though…
as an AA (usually after I had walked under a jump in, which doesn’t happen against yun realistically, but other chars):
St.lpxrh.hurricane(2hits of hurricane), dash, FP.shoryu
Its very tough land and punishable if you do the shoryu late (it will happen frequently) so you don’t see too many people try it, especially in a tournament setting
As for the dudley thing… you need place yourself at the exact distance that allows the UOH to hit very late…
I am not sure in dudley’s case, but try cr.lk, cr.lp, cr.lk on a blocking dudley… I think that should push him to that range where you can do this combo… doesn’t just work on dudley by the way, but the same block string set-up doesnt work on all chars
I’m not sure how you have the opponent setup, but I think the air hurricane has to hit the opponent while they are mid air, kind of late in the arc. After that, it’s rh hurricane, then fierce uppercut.
Dudley is difficult to connect that juggle on. You might have an easier time with rh hurricane after the mk hurricane.
Is there some trick to getting mp shoryu to connect on dudley after mk hurricane? I can do it vs the normal characters (shotos, twins, urien, etc) but for some reason it always whiffs vs dudley
The mk tatsu into mp shoryu on Dudley seems to have one weird property that I found. Basically you can do the dragon as long as the hurricane wasn’t cancelled/combo’d off anything.
Though that gets contradicted if what you saw in Co-op was true - uoh into low forward then tatsu. Are you sure? Because I’d put my money on the fact that mp shoryu will not connect on Dudley if mk tatsu was cancelled off low forward.
If you’re gonna hit someone midscreen I think it has to be a midair opponent. Either that or the timing’s hella strict. I need to get another copy of 3s.
If you’re doing it in the corner you can hit a grounded opponent.
And what you saw actually happened I’d bet money that the UOH is the only thing that’ll you can combo off of and still land that combo.
Now that I think about it, it might have just been uoh into mk tatsu to mp shoryu…i don’t have the coop cup 1 file anymore so I can’t check But for sure it was combo’d off a move and wasn’t a lone mk tatsu
P.S. I did the midscreen combo the other day at school…felt great
Which characters does it connect on? I did it vs yun.
A bit late to reply to this, but just wanted to say that the tactic u mentioned is indeed a plausible way to beat the bait, but still it will not guarantee a win against EX hurricane, since if the hurricane is touching akuma (which the ken probably will try to make it do, after he gets hit by this the first time), it will beat you out of the super. Or maybe, if bad luck is happening to you, you’ll fire it off in the wrong direction.
I like the fb->super when you believe ur opponent is gonna chance an empty jump at an angle where the possible shoryu XX super will fail due to being off the ground after the first parry, thus catching them off guard at a time where they knew they would have been safe by just parrying the srk. Incidentally, they might go for the EX tatsu crossup at this same angle, so you might get the turn-around super to hit them anyway ^^V . But in my experience, I think it’s not very safe (compared to other options) to employ the fb_>super with the primary objective of beating the EX hurricane, so just smile when u get it. Or point and laugh if it was the deciding game ^^.
That was the idea pretty much. The ex tatsu is usually to bait the AA sa1, and it crosses you up so you’re a sitting duck, but when I threw a fb > sa1, I changed sides for the sa1, so what I was saying its fb>sa1 might give you an option select of sorts by not getting crossed up like you would with sa1.
Also, I think block f+mp is pretty safe on block, but I usually just block low afterward.
are there any special inputs for KKZ that makes it easier/faster to pull off, i just dont understand it when i see ppl pull it off without seeing the crouch animation
The way I learned it (and many others) was to split up the inputs. Just learn buffering one of the downs in the tatsu. You definitely do not want to see any crouch animations. Then practice 2 downs in the standing jab. I don’t think I even go all the way down when I do it, just far enough to hit the switch.
Practice doing it without the tatsu. So just standing :d::lp::d::d::3p:
Press the punches at almost the same time as the last down. You will see that you don’t actually have to be that fast (kara demon is much quicker).