I think the most intelligent way to fix the loops would be to adjust the hittable character boxes so that they made some sense rather than having characters who can be hit from miles away (Sagat) and characters who can barely be hit from in tight. (Balrog)
Or they could have just increased the pushback on the ST HK.
Honestly, I think that increasing the pushback on s.hk would have been the worst way of fixing it…it’d be much harder to be at the right distance to combo it it had more pushback.
Adjusting sagat’s & co. hitboxes looked like a viable idea, but they decided to take the “easy” route instead and just add a startup frame to s.hk
Hi guys, I’m new to the fighting game scene and I had a few questions (I apologize if these have already been asked before).
I’m trying to pick up Gouki as my main and was wondering other than the obvious jab srk and fierce srk in the combos, which do I use for reversals when I deem necessary and for what reason?
Also, how exactly do I do the autocorrect srk and when should I be attempting this? (on what kind of crossups/what characters)
Lastly, what would I use as my main air to air attack, whether it be a defensive jump-back RH or Fierce / colliding jumps with the opponent.
… I don’t have that problem as the list for non-tatsu -> sweep chars are fairly short so I memorized them and mentally tell myself not to even try it before the match starts :tup: . Likewise, I tell myself this is a tatsu -> sweep char before the match and try it (failing 9/10) thus reverting back to BnB HP srk eventually :razzy: .
Yeah, I know I just have to grind that “shiet” out until I can land it consistently but it is very frustrating given that after all my fruitless efforts I am still getting nowhere. Also, it varies with each character plus the startup furthering the increased difficulty=timing. Wtf! And I’m not a plinking expert - tried and tried but :tdown: - so I’ve pretty much given up on it. (Read all the tips, tricks, etc. on plinking with zero results.)
I hate that I cannot tatsu -> sweep especially against Balrog and Sagat. I hate Balrog’s and Sagat’s wake-up mash/spam jabs and dps.
Air to air is practically a “no-no” for Akuma as he will be whooped 9/10 in the air. Some will suggest LP as it has the longest active frames but most is situational. Best practice is to stay non-airborned as much as possible. If you have to go airborned then I’d suggest tiger-knee air fireball, HK, HP, or demon-flip mixups in that order.
Auto-correct srk is timing, waiting for the last possible second before executing it. As for reversals, though I do the HP srk 9/10 - bad habit, the LP srk is better as it always gaurantees a knockdown for mixups etc. HP srk requires all 3 hits for a knockdown else Akuma will fly forever in the air just begging to be punished, ultraed, throw, taunted etc. - basically your opponent can go take a pissst and come back to punish etc.
Would like to follow up question on “What SRK to use as reversal?”
Often when I mash out the fp.SRK, I hit him once (no knockdown), and he follows up with punish of choice. Should I be using jab.SRK there? What about mp.SRK with invincibility on startup? This only happens when we are too far away, right?
I heard that (at least for AE), I should be using mp.SRK for anti-air (because it does more damage than fp.SRK since we’re hitting only twice, not 3x), and using fp.SRK for combos. (Opting to use jab.srk occasionally as a finisher for positioning)
If we go for fp -> tatsu -> srk -> shaku, IF we do the full bnb we should use jab SRK. What if we only do srk -> shaku? Then FP is better because of the lack of damage scaling? If we are going for STUN instead of DAMAGE, mp.SRK -> lp.SHAKU is optimal?
A lot of configurations to commit to muscle memory =_____=…
is there any other safejump option select for honda apart from safejump srk?
because my opponent seems to be extremely stubborn and is willing to take the srk damage over and over till i make a mistake…
his buttslam and ex headbutt…
or maybe phrase it better? what is a good punishes against honda on wakeup?
if he buttslam or headbutt?
btw fullscreen headbutt is punishable right?
another note.
after blocking headstom from dictator. i tried to do c.mk demon. but the dictator always do a zigzag motion before landing making my c.mk going the other way or worse demon going wrong way. is there anything i can do to counter this? lately i’ve been doign c.mk grab or just c.hp them when they are landing. but i hope for something with greater return if possible
can’t punish honda’s full screen headbutts on block…of course if you can see them coming you can hp srk on reaction before he hits you.
safe jump OS hp srk is the best way to punish hondas that never block on wakeup…if you’re really sure he will headbutt (and not buttslam) you can jump behind him and do ultra 1 as soon as you see him flash yellow (buffer 2 lp while jumping) and your demon is gonna chase him and grant you good damage + mixups after ultra
You can fully stuff all of his headbutts (most importantly LP and EX which have invincibility frames) with properly timed DF dive kick and land a full combo.
For example after forward throw:
x2 dashes, immediately MK DF and dive kick ASAP (just mash the kick), here’s what happens:
All headbutts = Stuffed while on ground for a full combo. Backdash= Stuffed for a full combo (this is gone in AE, everyone’s backdash is airborne there until the recovery frames, yeah capcom fucking sucks). Buttslams except lk= they’ll whiff and land near you for a full combo while they recover U1= You will LOSE to U1, so once the opponent has it, even though it’s very risky for him to throw it out there on wakeup since the thing can be punished on block, as Akuma I’d suggest using normal safejumps OS SRK when Honda has U1 because the risk is just too high if the opponent knows this can counter the setup. Wakeup jump= Since the setup isn’t meaty, he can wakeup jump just to get a reset damage from the dive kick, but wakeup jump is a very risky option if you’re not Adon lol, DF palm and regular meaty jump-in HK would rape it.
As for lk buttslam, it’ll land over your head, you can do these things against it:
1- OS the dive kick with a late backdash (DF dive kick has a lot of hitstun so you can still continue your combo easily), this will able you to automatically dash under the lk buttslam so you’d punish it while it lands near you, problem is the ex and hk versions will probably land too far for you to punish 'em.
2- OS the dive kick with a cr.fierce to hit the lk buttslam while in the air, you should be able to recover in time to punish the rest of the buttslams while they land near you.
3- Walk/dash under the slams on reaction and punish them when they land, I couldn’t check how difficult is this to do because I only checked these stuff alone in training mode recording Akuma as the dummy, but if this ain’t hard to do on reaction since you’re pretty much only looking for one thing (buttslams), it should be the best option. I’m going to check it later with my brother, stupid PSN’s still down lol.
If you noticed your opponent ain’t using lk buttslams on wakeup, the dive kick alone should handle reversal happy Hondas very well.
The dive kick can be used with other knockdowns as well to get such results (df throw, sweep…etc), you just gotta experiment with the timing.
forward throw, dash, whiff low MK, jump HK
BnB sweep, whiff crouch LK, jump HK
are they supposed to look like crossups but hit in the front? all the times i’ve done it with a test dummy, i was able to block that setup both ways. i think it even whiffed if i was holding block away from the corner. how is it supposed to work?
Wtf is wrong with my OS low tech. Its retarded because i just got grabbed EVERY single fucking time i tried it. Ok i was fighting a new player which was obvious, and always grabbed on wakeup, so i decided to try it out against him. He was gouken and every fucking time i hit os low, i get grabbed.
What the fuck?
Ok i just tried it in training mode. If i mash grab it sometimes techs and sometimes doesnt with the recorded akuma. The other half of the time he gets grabbed. How do i prevent this?
Hey guys i have a problem, my normal attack string is usually, cr.lk+cr.lp+cr.lp+cr.mk> FB I cant seem to properly get the cr.lk+cr.lp into tatsu, if i hit cr.lp hit confirmed from a DF kick i can link it, I just find myself unable to move my stick properly as i when im doing my normal string i tend to have my stick safe on block ( position number 1). Do you guys mind sharing your ways of linking them?
EDIT: What I mean is i find it hard to link input Tatsu motion when im attacking with my normals as i am always on block. So is there any easier to way to link the cr.lp to light tatsu when the joystick is on block?
If the problem wasn’t caused by lag, it was probably because you were pressing the cr.tech early and was getting grabbed out of your cr.lk (or cr.mp) startup frames. You have to time the cr.tech late, when I’m playing against someone who keeps on going for obvious throws, I tend to get pissed and press the cr.tech buttons early which will lead me to getting thrown and start raging lol
I found that I tech best when I’m calm, just learn to tech late, the throw tech window is larger than most people think it is. Mashing cr.tech is a very bad idea if you’re doing that BTW, you’ll get thrown half of the time and even worse eat huge counter hit combos against good players.
Sup my Akuma comrades, I need some tips from some of you masters.
I am still no master but being able to fight in footsie range has greatly improved my game.
Even still there are some match ups where I feel lost in the footsie game. Rose and Bison I find my self constantly giving up ground with no real advantage.
Bison That s.hk does so much damage hard to focus or get under with cr.f. So at this range I feel like I am losing so I get in and then feel like I lose to cr.s & light Sk. I try to use s.f after a bison sk some time I get counter most the time it whiffs.
Rose’s block strings are redick and I am afraid to throw Fireballs or focus in footise range.
Anyone know how you can autocorrect dp with akuma? I think there was a way to do it but i dont know the inputs. Do you just mash the opposite direction dp motion if you think they will crossup?