I think you guys are trying to dig a little too deep into this. The real problem with Akuma are his defensive options. He can runaway all day by littering the screen with air fireballs and ground fireballs. And let’s not forget his teleport.
And obviously, Sagat isn’t exactly a candidate for this because his tiger upper has startup frames out the ass.
Have you tried testing with reversal backflip with Claw and going for throw when he lands?
You think Dhalsim needs one? He’s basically money against 3-4 characters with corner shit in ST. It’s weird how everyone is going balls out about Akuma, but if you guys aren’t beating “good players” left and right with this stuff mentioned, and they are still winning, then I don’t see the big fuss yet. It’s good this stuff is being mentioned and discussed, but everyone cries wolf over it. He’s still nowhere near as good as Nakoruru in CVS1 even or dare I say Akuma in 2nd Impact.
Shinblanka: You know it’s true, lol! Just like with Blanka’s cross up bite trap sometimes. Don’t get hit by it. Run, or you die. The game is high damage and deadly, so you need be very very careful, people need to realize that…
I can’t debate your logic sir. JUST DON’T GET HIT BY IT is a very true statement. That’s the code of ST. That and DON’T JUMP UNLESS YOU HAVE TOO! Nako was stupid, but not banned in cvs1 and akuma in 2nd impact was stupid also. Run bitch ruuuuuuuuuun! ST is a very dirty game. That’s the main reason why people want to fight it out before banning him. I see both side of the arguement. We just need more good SHOTO players using akuma seriously and not just to prove he is broken or not. Like some serious shoto players need to stop playing ryu, ken, and sagat and play with akuma.
I don’t play with shoto’s nor am I nowhere near top level in skills with the characters I use. I’m ok at streetfighter, but I know my limits that’s why I think i’m a fair judge of shit. I see alot of people online thinking they are better than they REALLY are. So they have a fucked up view on how good shit is when they can’t figure out how to beat it due to their limited knowledge of ST. It must be broken when they can’t figure out to aviod some dirty ST shit. Most of the time it’s due to them thinking they are great at SF when they are just ok at SF. I’ve played against real top tier skills so I know who is good or who is great on psn.
No names will be said because I don’t want to hurt anyone’s feelings. This post wasn’t directed at anyone that has posted in this thread. That last part was just what i’ve seen on psn and in the srk community as a whole. My personal feelings akuma doesn’t cloud my judgement about seeing both side of the arguement. I can’t say that for others. Most of the time these threads turn into flame wars for 1 side or the other. No one wins and wiz ends up closing the thread after it turns into a total flame war.:rolleyes::looney::looney:
The main thing people have to remember is ST is a dirty son of a bitch type of game. I think that is another reason why people aren’t on the ban hammer side of things. Don’t turn this thread into that people. :wonder:
That should be tested next. Good call DS. It seems that the low tier is mostly effected by this corner trap. The funny thing is I haven’t been cornered by akuma yet!:looney::looney: Most of them are jumping backwards with air fb’s and zoning with regular fb’s and dp’s. I’m usually trying to chase them down and when I finally get close to them they air hurricane/teleport to the other side and start zoning all over again.:rolleyes::looney: I think it can be a tool against the characters it will work against, but the chance of akuma getting hit by shit goes up when he get’s closer to me. He still loses damage like a hoe and if you fuck up that trap you could eat big damage. It’s just one more tool for akuma to put in his stupid tool bag.:looney::nunchuck: Best akuma’s i’ve played didn’t pay him like akuma until they got knocked down by going for the air fb’s cross up dirties.:nunchuck:
see, thats the thing tho, you want non shoto players and non top players playing akuma. cuz if an average or sub-par non-shoto ST player can just dive in and use akuma and beat very well respected ST players in tournament, then the whole ban argument can start to be valid. If you get top shoto players using akuma, it’s not proving nothing, since they were gonna fuck everyone up, regardless if it was akuma, or ryu.
my 2 cents. Let’s say this is indeed 100% lockdown. considering this is a modified tk motion that needs to end in up(not u/f), and also considering the fact that the air fireball does shit damage. You would have to be insanely consistent at executing this, and I really can’t picture people consistently doing it 384573846538754 times without screwing up and getting a neutral jump early fierce, or a forward jump early fierce, and open themselves up to massive damage.
Also, keep in mind that the trap apparently has to be done with a bit of space between the characters(which it sounds like), so I would assume, if the opponent doesnt block the fireball, there is no realistic followup for akuma to capitalize off that, except to keep going for more neutral air fb’s. So now the question is this, what if I take the hit on the air fb for a couple pixels of damage, and cause the forced slowdown(which causes dropped inputs), and cause you to fuck up the next fb?
not saying the trap can’t be avoided, but I’ve watched vids of flawless RCs, full kills off CC infinites and ROM repeated to 40 hits back into reset into rom.
Spacing is the key to this trap. I doubt you will get into the perfect range unless on knock down. Akuma can do anything if the air fb hits as a follow up since the trap is within sweep range. We was mainly testing if I could get out of it with the characters I use. Deejay get’s hit with his up kicks, but the michinegun hand hits the fb, but akuma can combo when he lands before deejay’s arm retracts. I will say jeff did lock me down 3 times in block stun when I couldn’t move, but is only last for 4 reps. I don’t know if he was fucking it up or was it all he could do before I had a chance to move. He was missing it alot also. We wasn’t even fighting. I just was trying to see who could escape it if I was unfortuate to get in the corner against someone that knew about this lockdown with hd akuma.
I feel you on the whole randoms or pretty good players with akuma doing shit to be very good players without akuma. I see your point, but the pretty good players only learn by X-COPYING japanese players or top usa players. hardly anyone plays the game and truely learns shit anymore imo. Where’s that youtube vid again of gameplay?!?!?:looney::rolleyes::rolleyes: Main question asked in the community now of days. The hard part is you have to tiger knee into the straight up jump. Not tiger knee up forward jump. If you jump forward you can just :lp: :dp: 2x to beat anything they try to do to counter akuma.
Or if they have the super just super they ass because he lands before the block stun is over and is able to jump before the block stun ends. That’s how he locked me down for 4 reps. He had the correct spacing. I don’t think he totally realized where he was suppose to be when starting the trap. I was try to tell him where to stand, but he was up for 40+ hours of no SLEEP, so that could have alot to do with him missing shit. Damn hd crack head! :lol:
Because doing Dps a couple times in a row is REALLY HARD, right? Have you not played STHD, let alone ST? The command interp. is very stiff, if you don’t do it EXACT, you will fuck up, STHD also has a “rumor” saying the command interp. is shaky, so you have ST’s stiff interp, and the shaky interp, yeah it won’t last too long. (Also CvS2’s and Marvel’s command interp is pretty loose, buffering is much more easier in those games.)
haha, i think im one of the last people that you should be asking on srk if they’ve played alpha3 =)
and in comparison, the execution required for all that you mentioned is ridiculously more reliable to execute, in games where execution is way more forgivable. and like i said, the chip damage on air fireball is small, you would have to repeat it for a really long time, using an unreliable motion. And if you think about it, most people had issues doing a regular TK motion in ST to begin with, and this motion is a little more demanding.
sorry, i cant see this trap being a huge threat due to execution requirements. I could be totally wrong and not giving people enough credit in their execution abilities. But I just don’t see it
Yea he wasn’t doing it back to back everytime either. This was just a test session between us just to test shit out to see who could get out of it sir. I agree that the motion needed to pull this off is very hard to do and he was getting it only 50% when I was standing still in the corner letting him try the lockdown, just to see if I could get out of it man. I haven’t seen it at all in a fight and I doubt I will. I hope people do try to get near me and try that shit. I much like akuma close to me instead of pelting me across the screen with fb’s.
PS-Akuma red fb’s stop’s honda’s Super clean! It also stops the :lp: headbutt from honda!!! I guess my honda counter to akuma was a huge FAIL!!:shake:
I think it’s a coner trap, but not lockdown. Lockdown means you can’t move because you are in blockstun for the duration of the trap. He did lock me down up to 4 reps with honda, sagat and blanka and I couldn’t move. Most of the time it was just a corner trap that I couldn’t get past the air fb’s. I got the reversal message on the screen but I got snuffed with the following characters:
cammy unless I used the backhand, but he lands and combo me for free. deejay unless I used machinegun hand but just like cammy eats damage combo when he lands or super
Sagat is fucked period unless he has a super! Blanka is fucked period unless he has a super! chun Li same as sagat and blanka Geif fucked for free. Nothing you can do but hope he fucks up and get close to you so you came spd his punk ass!
haven’t tried bison, rog, sim, vega yet.
shin, yeah, in the end, its just another trick, maybe best used to finish off a player if they almost dead? who knows, i guess we will find out in the coming months =)
k… just like how fei flying kicks were insanely strong in ST, and not even the fei veterans, after 15 years, could pull it off perfectly, and that motion is easier than this motion, and they only had to use it a few times a round
im not saying no one could get pretty good at executing it. but you would also have to execute it 3875638765873657836578385 times in a round just to eventually kill someone. not happening. i dont care what game it is. akuma messes up that motion, he loses a shit ton of life.
Yea but this motion is very hard to do imo. Its harder than the original tiger knee motion because they have to jump straight up and advance forward. Its not practical to use in a real fight unles you are fighting against geif for the most part right now imho.
You beat me to responding to him! That’s pretty much how I feel about it right now. All I know is akuma will = the falcons and the cardinals will be geif stuck in the corner trap during the playoff game on saturday. That’s how bad my falcons are going to own the cards in the playoffs! :razz: :lol:
If an air fireball is going to hit her foot, Cammy can mash standing short at the last moment to make it miss.
Akuma can still keep out of Cammy’s spike / jump roundhouse range if he moves close enough for this to not work, but it makes the spacing a lot stricter.