Akuma corner lockdown confirmed(crappy vid up)

I have no arcade stick, but on my pad I been tiger kneeing akumas air fireball straight up, but its hard on pad. But it looks that by tiger kneeing it straight up it becomes like his old fireball. No pop up, and look like if done correctly will cause a straight up old skool corner Vanilla ST lockdown by repeated tiger knee straight up hp fireball. I would test it but I suck on pad cause Im a stick player.

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Looks like it, at least. The delay between the fireballs is so short it looks like you don’t get out of blockstun, at least with the jab fireball. I don’t have someone to test with 2 controllers tho.

Woot woot, I broke Akuma lol

If you look in the “Ban Akuma” thread, Sirlin mentions that he knows about this TK AFB corner lock-down, but says that it’s not inescapable or broken. Personally, I’ve never tried it, nor seen it being done yet, so I can’t say either way.

Neet-o, but really it looks gay. If done perfect I see him raping in the corner, which he does now anyway, I don’t see Gief getting out of it. Hmmm idk, I didn’t realize it was known but its at the very least a really strong damn tactic.

It would be fairly easy to test even. If you can get hit after blocking the first fireball it means you get out of blockstun. If you can’t…heh, means akuma has an infinite tha doesn’t need to hit (it’s not easy tho, you need to do d,df,f, u+p with precise timing).

I tried using this on my friend. He would just shoryuken my ass cause he doesn’t get hit with the fireball when he’s doing a DP.

Edit: It wasn’t in the Ban Akuma thread that Sirlin mentioned this, but on his website:

http://www.sirlin.net/articles/street-fighter-hd-remix-akuma.html

This is a quote from the Akuma page:

Then I made one small change that made a world of difference. I allowed his air fireball to be performed very low to the ground. In the original game, it has a minimum jump distance before it can come out, but I removed this. Now it became possible to do a ?tiger knee? air fireball, meaning you roll the joystick from down to forward to up/forward (for a jump), then wait a moment for Akuma to barely leave the ground, then press punch to get an immediate air fireball. This turned out to be way more fun and versatile than I realized it would be.

Akuma can attempt many, many traps and setups with this. An example is immediate air fireball (I?ll call it TK air fireball, referencing the tiger knee motion), then land right next to the opponent with the cover of the air fireball. Then do, say, low strong, TK air fireball and land right next to them again. Then do low strong, low strong (pushes you farther away), and TK air fireball to reset the trap. This time, after you do a normal move or two, jump straight up and do an air fireball.

I just listed three different air fireball situations there: one TK from close, one TK from farther, and one where you jump straight up and don’t do the tiger knee technique. Many characters have to do a different move or act at a different time in order to deal with each of those situations. Against new players, I can create what looks like an inescapable lockdown, but really it?s a mixup that gives the opponent several chances to get out. It?s all an illusion.

I tested this trap against all 17 characters and every single one can get out. Ken can do a medium dragon punch (invulnerable on the way up) to ignore the entire situation. Zangief can use his green hand. Bison can just jump strong. Everyone can do something. Also remember that if these air fireballs hit, they deal only a couple pixels of damage. If they hit as Akuma lands, he can attempt to go into a damaging combo, but due to the way the game intentionally slows down when fireballs hit, this combo will fail about 50% of the time no matter how good you are.

The air fireball was a hit with playtesters because it?s so fun and feels so powerful, yet is actually beatable in many ways.

I tried against some noobs and they kept getting hit with the second fireball. Which means they got out of blockstun.

Altho you could try with different fireball speeds and at different distances, maybe there’s a “sweet spot” that works.

To make repeating the motion easier, do qcf a little before you land then hold up and press punch after you jump again, the timing is pretty lenient. In fact my most common fuckup is doing the tigerknee forward.

He has never mentionned anything about a straight up TK fireball, which is what RSX wants us to test.

You realize his isn’t TK the air fireball straight up, only forward. When he does the straight up jump its a regular fireball. Im talking about TK straight up fireball, to where there is no reset, no going forward. Just repeated straight up tiger kneed air fireballs, not moving forward but in a NEUTRAL jump. This wasn’t mentioned in the quote

I realize that. I was just editing my original post. Carry on.

Hey TVG how small does the gap seem? Enough to lock down anyone with a non-ken/no dp?

I just did like 6 in a row (TK straight up air HP fb), and it looked like Gief would not be able to do jack shit but block. Doesnt even allow for a instant jumping rh or anything, doesnt even look like gief has time to do jack.

If you don’t have a DP with total invicible frames you are fucked period with this jeff. That means Blanka, geif, t-hawk, honda, deejay, chun li, vega, guile, Feilong, and sagat are fucked imo with a well place meaty starting fb’s! While ken, ryu, akuma, cammy, rog have a chance to trade or beat it clean imo and bison escape with the :lp: devils reverse. Good job jeff. Now go and tell damdai of this, so he can add it to his akuma skills since right now he has the best akuma in the usa.

Max range air tk fb I think is safe from alot of that, not sure needs more testing.

Already pm’d damdai, Sirlin, FMJaguar, and Buktooth.

Honda and Dee Jay should be able to beat it cleanly with reversal Jab Torpedo, Short/Forward Splash and MGU.

Hawk, Chun Li, Claw, Guile, Fei Long and Sagat should be able to trade with their reversal anti-air specials. But only if they reversal it though.

Blanka and Zangief are screwed, I think.

Dhalsim might be able to reversal teleport.

No, max range air fireball is too far, and time between air fb is so small or non-exeistent.

Frankly, the difference between esapable and unescapable would like in like 1 or 2 frames, impossible to see really. All i know is that it “looks” even tigher than meaty jab FB, fierce FB.

You’d also need to test it VS crouch blockers, it’s quite different when it’s crouch blocked (and in that case, it really looks escapable).

There’s no other way to test than having two people sit down and test the thing at all ranges and speeds. When and where the fireball hits seems to make a lot of difference. Either that or have someone really great at the motion test it in actual matches. I miss pretty often so my testings are erratic at best.

But unescapable or not it’s still godlike against non DP chars (but i think we all know that). Akuma gets uglier and uglier.