Don’t hold the stick forward, let it return to neutral slightly before you press mp + mk.
I was wondering you just pianoed mp and mk like you can for Chun, and Oro’s kara UOH.
Works too. Just press ->+MP~+MK
So I’ve been trying to work on being able to capitalize on wake up. I notice when I play better players a good chunk of damage comes from them making me guess wrong on wake up (like wiffing throws, trying to tech, blah blah). Has Akuma’s options and strategies on an opponent’s wake up been discussed in this thread? I’m trying to figure out a way to better my mix up game so I can land stuff like super or the lk hurricane more often.
edit: I find that my “mind games” are really basic and my only real combos come from short short super or baiting and blocking a shoryu.
Akuma actually has some of the best wake up options.
A couple of things I do is wake up teleport (not always safe mind you) and wake up demon flip.
The demon flip throws a lot of people off.
Thanks for the response, but I’m actually looking for advice on the reverse of the situation. Like after I throw my opponent or get a knockdown some other way.
cl mk xx lk demon flip throw, repeat with kick instead of throw, tatsu dp. Just be random.
As you play better players, the only safe options are hit confirms into super, (kara) throws, and meaty pokes. I don’t really go non punish tatsu juggles anymore unless its post crossup and even then its risky. Also, if I have time, I will always throw a meaty air fireball to set up a nice 50/50.
I do like the air fb to make em guess kara throw/standing attackxxd flip or what ever awesome shit with akuma you want to do
man ive been fuckin around with that kara demon a little and it is FAST
im gonna end up breakin my fingers doin this shit
FYI - I finally got to play against Justin Wong a few games this weekend when he was down for Battle of Destiny.
Obviously I didn’t get any wins :sad: But I got close. And I did land a demon (pretty shit one though)
He mentioned lavaheart as well. Hit me up on AIM for some new tips
[media=youtube]PuVwjHZeWVk[/media]
at 4:28 in this video, kuroda does a reset to super fireball, then breaks the parry with a bullshit kick and then combos ANOTHER bullshit kick, then HP dragon punch
me and my homeboy were trying this the other night and for some reason the second bullshit kick completely whiffs. i was wondering if a certain amount of hits from the super would maybe max the juggle or maybe im not using the right strength kick. hoping maybe somebody is familiar with this combo or something similar and can tell me what im doin wrong
Its just a VERY hard combo, thats all.
How many games did you play?
I thought for sure that you would get some wins against J Wong considering you have Akuma/Chun experience vs CIV.
C4 is nowhere near Justin’s level. We probably played about 4 games in total i think. Check the match vids thread where someone has posted my exhibition match against wong.
I believe it, however it just hard to tell since Chun’s all seem to play the same.
Will do.
Just out of curiosity Naz, where do you place the elite UK 3s players vs the other non Japanese elite.
For example PaulT/BOC/Hong from Aus or HK and Jwong/Pyro Lee/Amir from the US.
Obviously Ryan Hart is in there with those guys, but are other UK players on that level IYO?
Use roundhouse hurricanes, super jump into the second hurricane.
ive played wong a few times and his shit is especially slow paced, but scary. turtle style indeed but deadly cuz he really knows his shit
most chuns are poke happy
sorry to double post but i was just in training mode with my homeboy and super jump did the trick, thanks for the tip
now im workin on 1:58 but that doesnt seem to be super jump
I noticed a couple of cool things against Urien last night in training.
After a forward throw against Urien, if you do UOH right afterward it will be meaty to link into sa1 if they don’t tech roll. If they do tech roll, you’ll be at max distance for the UOH, and it will still link into super.