That sounds extremely annoying D:

Thanks for replying in so much detail! I’m gonna read it on my phone in bed in a sec, but I didn’t want to wait until tomorrow to thank you

:frowning: Thanks for trying to teach, I was excited to see if you had any advice because I’ve seen you around here so much and it always seems like you know what’s up

Anyone know this Canadian Akuma player “Titz”?
Bastard overtook my nr1 spot for Akuma on pc ranked:’((((((

I fought him in endless on PC 2 months ago when I was messing with Yun and Fei, he decimated me for an hour and planted the seed that would inspire me to try Akuma! I have him friended on Steam and I talked to him a bit after he annihilated me

I’m Canadian too but iirc he’s nowhere near me, I think he’s in west Canada. Besides that, his name used to be Xtorsion, and that’s the extent of what I know

I’m on that ranked climb myself. #13 right now. I’m coming for you @Rikudou‌ !

I enjoyed the #1 spot for at least 2/3 months and enjoyed it everyday. Kept making Steam screenshots to bath in the glory hehee. Great feeling. Now I’m sad :frowning:
They did nothing to stop the PP/BP points hack, this month alone a C level Akuma player gave himself 20000 points. Thought they would have fixed this by now.

Awesome!

question on the crossup air fireball- where should you aim the fireball? I’m trying a setup off back throw and the fireball is easily punished on block and on hit and it doesnt matter if I land in front or behind, the opponent has a fair amount of time to hit me before I’ve recovered.

Should I be aiming the ball to wiff and land behind them? The video below shows what I’m basically trying do:

The air fireball set up doesn’t work on standard back throw but it may work on an opponent who has used DWU on back throw.

It only works on hard knockdowns by DF Palm, DF Grab and DF Slide.

Also works in the corner after sweep, ex.hadou, hp/ex shaku

What do most people consider Akuma’s worst match-ups? Is there an agreed upon few?
I try and play a couple different characters competently just so I don’t get into a rut with Akuma but what would be a couple characters that I should try and get decent with to maybe help cover Akuma’s bad match-ups?

Is the wiki data for his cl.mk wrong? Listed as +1 on hit which is not enough to get a f.hp afterwards even on counterhit, yet I see Tokido land this a couple of times.

Its +1 on a standing opponent and I think its +3 on a crouching opponent.

Yep, my bad. Forgot to say on crouchers.

I was playing around against E-Ryu. And tried to find original ways to punish a blocked DP.
Never though of it before but you actually can start the punish with a instant ex hado point blank, land and keep going. Haven’t explored much. So try it yourself :slight_smile:

What do you guys feel are the strongest block strong into kara throw mixed with frame traps to go for? Sometimes I think I get too fancy and wait too long which leads to people cr. lk ing out of my pressure.

I used to think getting a CH wasn’t that hard against mashers or from a read. Then I used my training tool and replicated several tech masher patterns to find out it’s as hard if not even harder than teching throws.

You let 2 frames gap, well that only mean the opponent only have a 2 frames window to push something. And they are just like you, they push the tech with the same rhythm they would block string you. One input at the end of each end of block stun you put them on.
Thats roughly one push per 14 / 18 frames. And you want this to be caught by a 2 frame window :slight_smile:

That’s why it looks so random.
I know what you mean, I also struggle to trap people and often eat a cr.lk. But I think it’s mainly because I never trained this seriously.
Once you start your home work on this subject, you’ll find how to use far HP, and cl.MK at a range after you backed off a step.

I play by the rules :
Fast masher -> traps with LPs or cr.LP into cl.HP trap.
Slow masher -> dual cr.MP or cr.LK, st.LK into far HP
Delay techer / stand techer, the standard 2 lights + walk back, walk in throw rule. Far HP traps also should work.

And never underestimate a cl.LP xx DF grab on those mashers. While they mash, they can’t DP :slight_smile:

Thanks man

A feel that I eat CH more often when playing against noobs. They just push buttons at weird times. But that can mean something for me. Like huge gaps are effective, not only tight holes.
Huge risk, balls on the table = better result when fishing for CH.
Eating a cr.LK only mean you did your trap too close. There’s long range CH for this situation. Will be kind of safe if you miss it, but still can be followed if you succeed.

So I’m really not understanding the frame data on the teleport. Everywhere I look it only lists the active frames but it can be an easy punish so clearly it has recovery frames. Anyone have any idea how many recovery frames it actually has?

good question, a ton I believe.