Heh I am slowly pumping it out. I had a problem with my capture device so it slowed things down big time. Also the fact I have had two tournements to practice for within two weeks has cut my time down.
I am really pushing to get the first part done and make sure it is of good quality.
I have a question I’m trying to understand how the unblockable works or needs to be set up. I know the only way is off forward throw into the corner correct? Going against someone that knows are there OS made more these situations.
Forward throw into corner, Instant Dash x2, j.MK cross up.
I was pulling this off in a tournament today. It is actually really easy to do if you get the forward throw. I basically just mash forward on the stick and jump after the second dash.
I know there was one more character it works against. I want to say Makoto, but for some reason it escapes me who the third was. I am sure Shin or someone else will come in and correct me on that.
Keep in mind though. It is unblockable not unescapable. Players are not helpless against it though it is difficult.
Ken, Ryu and Makoto are the three you can hit with the unblockable. These characters can escape eating your full combo but as long as you are aware of their escape options they will still take damage.
Most sources of frame data will include one active frame in the number under the column labelled “startup”. (This is done for the convenience of the reader.) So, for example, you would say that boxer’s jab is 3 frames/has 3 frames startup. And what that means is 2 frames of actual startup and the 3rd frame being active.
It doesnt feel different to me. It still carries forward but it just stops after a certain distance instead of having that floating effect. In Super it would just carry you over the opponent and whiff anyways so it doesnt matter much that its gone in AE.
Yeah…is it just me, or does Akuma feel, in general, a bit faster? Most noticably, his air fireballs seems to be quicker all around, but it might just be my imagination.
I didn’t notice much of a difference except that the connections during online games were a bit slow in general (more than usual). But that’s probably a given knowing that there were probably a higher than normal number of people connected to the game and playing online matches.
Two weird things i experienced today:
Did ultra 1 autocorrected on wake up in ssf4? I did ultra 1 as a wake up AA and gouki actually turned the other side to catch the crossup. It happened 2 times today.
The other thing is that messed up a crossup tatsu on boxer and he did a raw ultra1 when i was clearly behind him but i landed in front after the animation. Also against dic i was in the corner blocking his ultra1 then wanted to punish with focus+ raging demon but the focus came the wrong side Maybe its just me but i think i never had those weird sides things in ssf4.
Coward copter (tatsu out of the corner) is gone, MP SRK has more invincibility so it’s better as an anti-air, U2 has a lower hitbox out of teleports so it hits crouching opponents too. That’s it i guess.
i’m a relatively new akuma player has mained vega up until now. so i go to the thread of links to useful information thread and none of those links work. anyone know how i could access all the links on that thread?
What do the numbers to the right of one’s BP and PP mean? And why am I fighting guys with 1000s of PP and BP when I only have sub 100s and the skill level is set to “same”?
Because Capcom’s point system is so awesome… Here, I want to play only against players who are MORE SKILLED than me. Oh cool, a D rank with 50BP/40PP and I’m C rank with 1200BP/800PP… So if I win, I get like 2 points, and if I somehow lose because of lag, I lose a shit-ton of points! Sooooooooooo Awesome!!