I didn’t say he does, but with his current stun and damage output, it certainly would have been nice to hitconfirm into lk.tatsu vs crouching opponents.
Ken doesn’t need it. His combos consist of low forward in to tatsu or links into heavy DP.
As it stands, 7/10 times you start your combos you use a move that stands on hit, hits against a standing opponent, or punish on block. 2/10 its off counter hit so you can combo into sweep or s.HK. 1/10 you can’t stand your opponent or get the knockdown.
Not to be rude, but I feel that is a little bit of a nitpick.
You said he needs it and I pointed out that none of his BnB’s really use his crouch fierce. I don’t see how that is a nitpick unless you think he needs it for something other than combos…?
The main point I was making wasn’t necessarily that Ken needs it rather that Akuma doesn’t.
Which is a valid point but how you presented it is a bit confusing. It seems as though you meant that Ken needed his crouch fierce to stand opponents up.
hi guys, me again.
So, Basically I want ways to get in and cause alot of damage ( of cource ) apart from doing something like cr.lk st.lp.cr.hp xx lk tatsu … and so on. What are my options to get some serious damage in? also I never really noticed but if the first hit you get in is while there standing can they change to crouching while there getting hit and every hit of the combo is connnecting? so i think im trying to ask what setups can i use to force stand, also is the demon flip, dive kick any good in game? does it have a use? it forces stand but they can block low so it seems harder to get it to connect. what situations would they be standing anyway? just sitting there neutral stick and everything. maybe a setup to condition them your gonna throw then jump in and cr.lp cr.lp lk tatsu etc. [edit] question: what are setups to make them stand [/edit]
also can i have examples of.
b&b jump in
b&b grounded
b&b crossup
b&b punish
force stand punish ( something to work on )
I wouldnt be asking but all the combos are from vanilla and maybe the changes since them have mixed it up a bit.
thanks!
They can’t crouch during hitstun when it forces them to stand.
People never block low from jump in anyways. Do DF palm whiff into OS crouchtech BnB and I guarantee you they will get hit by it because they were blocking high, or they’re impulsively pressing throw and it gets teched.
He doesn’t? Without meter both Ken and Ryu have the possibilty of reliably doing cr.lk, cr.lp, cr.hp xx Tatsu/dp for 260 damage or more. Akuma only has that damage if he leaves out the cr.lk, which doesn’t punish people who don’t block low. Can you explain how he doesn’t needed?
Are you asking me or are you asking LoyalSol?
We really lack the stun that two 200 stun moves in a row add:
Ryu’s cr.LK, cr.LP, cr.HP xx HK Tatsu 206/400 (227/400 with DP)
Akuma’s cr.LK, cr.LP, cr.MP xx LK Tatsu > HP Shoryu 237/305 (in Vanilla it was 370)
100 less stun while landing 1 more special. Bleh.
But the thing is, we can’t always do this on crouching opponents, and they nerfed to oblivion EX Tatsu so we’re forced to go EX fireball (cr.LK, cr.LP, cr.MP xx EX Fireball does 182/320, and consumes 1 stock) during b&bs.
Any one of you really. I see you both as the most knowledgable akuma experts on the forums.
Anyway just yesterday I found an alternative bnb just for crouching opponents. It involves a normal I’ve never seen anyone recommend for anything before: cl.s MP! Most people say that you might as well use cl.s HP, but not in this scenario.
How do you guys feel about cr.lk, cl.s mp xx HK Tatsu?
Cr.lk is +3 on hit and the only moves he can link with it are cr.lp and cl.s mp. I tested it against characters with very small hurtboxes when crouching (ryu), and cr.lp xx HK tatsu whiffs the part of the tatsu that is supposed to hit crouchers. I found that cl.s.mp and cl.smk have a unique property that ALWAYS makes them hit the following Tatsu. I suspect it’s because both moves move akuma forward untill his cancellable frames arrive, making him close enough for the first hit of HK tatsu to hit completely.
Upsides:
- Good damage, as HK is his most powerfull non meter special
- Works on everybody
- HK Tatsu is FADC cancellable into a cl.s.hp(1frame link)/cl.s.mp(2frame link) and does more damage(80) than a fireball (60) FADC.
- After FADC opponent is standing.
Downsides:
- cr.lk, cl.s.mp is a 1 framer.
- cl.s.mp has very few cancellable frames, so inputs must be done very fast.
- on block cr.lk, cl.s.mp has a 3 frame gap as it cannot be chained. On the otherhand, you can see it as a frame trap.
Try it out and tell me how you feel. I am curious if you guys see it as viable or not worth the difficulty.
Well when I think about it I would not trade Akuma’s cr fp for Ken or Ryu’s mainly because it is so good as an anti air. Would I like a way to stand the opponent up outside of the df dive kick? Absolutely, but that would mean changing something else on him and probably more because it would make him too good. As it stands Akuma’s balance is so fragile that any more changes would be detrimental.
Akuma can do good damage and stun on a croucher for 1 bar, and no bar on a standing opponent while maintaining good positioning. I find that to be satisfactory.
Tbh I’d gladly trade for Ryu’s cr.HP anytime. It’s still a very good antiair (it just doesn’t it above his head iirc, compared to Akuma’s), his range is also good so that you could go for cr.LK, cr.LP, cr.HP lots of time. It’d also force standing, allowing for LK Tatsu > followup on everyone. It also adds damage, it’s +24 damage on third hit, compared with cr.MP.
I’d really trade some antiair ability with damage/stun off b&bs (because that’d really help during the vortex game).
I’m not with you on this Shin, since SSF4 everyone basically hits harder than us, when you compare the % of damage dealt.
That aside: which combo are we talking about? Because if it’s standard b&bs starting from cr.LK it doesn’t look spectacular (stun wise it’s just bad).
From a cr jab stand fierce into ex fireball.Good damage and stun and gives great positioning.
If you land a cr lk they are probably standing. If you crossed them over you can confirm from a single jab.
It’s a good anti-air, but I’ll take Akuma’s over Ryu’s any day. Akuma’s guards against cross ups while Ryu’s is a little reduntant because it covers almost the same situations as his SRK does. Akuma’s c.HP is up near the top of the normal anti-air tier list. Only really beat by things like Sakura’s c.HP and a few really awesome AAs.
To be honest if you are playing Akuma correctly there should only be a hand full of situations where you are comboing on a crouching opponent. Half the other time you can BnB, jab sweep, or sweep off counter hit. That and if you really want the knockdown you can always burn two bars to get it. Most of Akuma’s combos start from moves that stand up on hit anyways.
Dude that’d be ridiculous. Akuma would be vortexing all over the place and Capcom’s nerf bat would be smeared with our blood in a matter of minutes.
anyone heard about daigo picking up gouki for new AE? i am surprised abt it.
How certain and reliable is that info? That would be sooo awesome. I really missed momochi’s Gouki since vanilla as a more footsies and zoning character. There was infiltration, but he was never quite as good as momochi.
As the twins get nerfed badly, Akuma’s standing in the tier list could rise even more despite the nerfs. Perhaps he’s seen something in sf2012 Gouki? Would be great.
can we start a thread on how to properly utilize training mode for akuma, besides execution
i mean for OS and character specific stuff ? that would be great