I honestly never land that, when I do that I just get blocked since cr.LP is HL. By the time I landed they had at least blocked H in the right direction, so I can only hit from lows.The damage from there is not as good, especially since at times cr.MP xx Tatsu can get you out of range.
That really doesn’t matter if you ask me. Majority of time one’s antiairing correctly with DP, far HP and cr.HP. I have the tools to antiair, I even got tools to escape if I see that coming. A worthy opponent shouldn’t be jumping on me like that, let alone shallow jump ins where I have time to hit them on top of me with a 6f move.
I’d much rather deal some damage and stun when I land mixups, instead of playing defense (something Gouki would still be great with) with a 850/850 character.
Btw what are these “moves that stand up on hit anyways”? I recur only cr.HP and st.HK do it, the first not being usable in combos (startup and pushback) and the second one being a huge risk on half cast - and you really can’t combo from overhead.
I don’t expect this.
Your place on the tier list is made by adding up all the matchups. While should get like +1 in the matchup against the twins, they basically buffed 80 % of the cast, and we lost some spice considering the nerfs to palm and crossup options off a midscreen fwd throw. Some matchup will get a bit harder.
I doubt Daigo will use Akuma, would be really great if he does though, but we know Akuma will get nerfed further if Daigo ended up maining him lol, just look at poor Ryu. He’s probably really thinking of going back to shotos since he prefers using 'em and just checking out his options.
Demon flip Dive kick and s.HK which I would say I start my large combos on a regular basis. Against crouching foes I tend to land more counter hits than anything else which those you can combo into sweep or s.HK.
I only find a few situations where I can’t combo into BnB and even in those situations you always have the choice for more stun or the knockdown.
I’m trying to get some more complicated combos down. I’m trying to do cr.lp cr.lp st.hp xx hp tatsu. I can do the link really easily between cr.lp and st.hp by its self really easy plinking etc. but in the combo its tougher to pull off. I think I’m trying to keep track of the timing of the first two lp’s then hitting hp, instead of just doing lp ( forget about it) next lp then time the hp. anyone got any tips for pulling off links more consistently in combo? And yes, I’m practising in the lab
Uhm it’s not like it’s so hard to finish combos or anything, but st.HK is still very situational (counterhit from cr.MP is a 1f like, not really as easy to land as a 2f link from a chain lol - and against half cast is kind of a gamble due to the 2nd hit whiff), and divekick might very well be the hardest thing to land in our vortex against a solid opponent.
But again, I’d really love that cr.HP for the damage and stun added during b&bs, which is what we lack most these days. Back in Vanilla we could burn bars to get shitloads of stun (that was way too much actually), cr.HK as a combo ender was still good for damage and stun, now it’s just for the setup sine it will deal like what, 45/50 lol.
A quick question.
This combo with Akuma - cr.lk, cr.lp, cr.mp xx ex.tatsu
Sometimes the ex tatsu whiffs, sometimes it hits and sometimes it does the weird glitch thing where you don’t get all the hits and just end up standing in front of them.
This is a question of did this combo always work in Vanilla and Super or did the properties of this move (ex.tatsu) get nerfed in A.E? That’s all I wanna know
I used to use ex tatsu a lot since vanilla and it has always been fine (though I usually used cr.jab to get the full hits), I don’t know if it’s me but the thing hates me now lol (pretty sure they did Nerf the hitbox along with the stun output in AE), I just end the combos with cr.mp xx ex fireball for a good knockdown and stun.
They did nerf it in AE, and badly, since the move is now essentially useless as a combo ender.
EX Tatsu didn’t use to whiff in Vanilla or Super. On very few istances it would glitch (you opponent got sucked but only a few hit got him, and when the tatsu ended he was right in front of you - both of the players being like “wtf?”), but it was still a lot rarer than Ryu’s - which had to be addressed, it could also be used in corner to reset damage.
The thing is, not only they made 1 hit whiff every time you are not point blank, but they also nerfed the damage. Frame data wise it went from 200/250 to 175/200, but with 1 hit always whiffing it goes down to an horrible 140/160.
As metallica already said, you don’t want to use it anymore and it’s for the best to go with EX fireball (120/200), since the damage is essentially the same, but EX Fireball deals a little more stun and gives better positioning (EX Tatsu just throws your opponent far away, it’s worth using only against those chars we lame the match out like Gief).
Yeah, the weird sucks you in only get 2 hits thing happened to me today when playing a Sakura. We both stood there for 5 secs like…wtf? lol
I’m still in the habit of using the EX tatsu as a combo ender a lot Gonna have to get into the habit of doing EX fireball I guess.
I don’t remember saying we lacked knockdowns but tbh I thought we were talking about Ryu’s cr.HP lol…
Anyway, regarding the choice between knockdowns and stun, it’s since Super that knockdown and positioning is the core of our gameplay imho. In Vanilla we had the damage output, and burning meter for stun had a sense even without knockdowns. That’s gone now, if we choose to go for a FADC LP Shaku in a no stun situation of 99 % the time we’ll end up having wasted meter and overall damage (in Vanilla, you could add some pressure on your opponent)
EX Tatsu nerf makes that even worse, it was the highest damage/stun special. :E
Uhm, maybe you’ve tried Ryu more than me James, but Ryu’s Tatsu felt great in AE, it doesn’t really glitch and always get full hits, basically dealing more damage and stun than Akuma’s (and he got great followups).
It’s kinda ridicolous, but thinking about it: we had the best working Tatsu (didn’t glitch that much, no ways to actually exploits the few times it glitched) and they took it and replaced with one which not only still glitch, but also loses hits AND was nerfed in damage/stun.
You can use HK. Tatsu for a meterless boost in stun that leaves you with decent position and damage comparable to a BnB ending with SRK if you know you are close to stun. Also EX Fireball does the same stun and has even better position.
Just a couple of options.
I really would not trade for Ryu’s c.HP. Akuma’s is way better in terms of functionality and as I said he has plenty of ways to get around the crouching problem.
Eh, I know (wrote in the part you didn’t quote actually lol), but for HK to pick opponents we need to be close, don’t we? I mean we can’t, say, cr.MP, cr.MP xx HK Tatsu, same for b&bs starting from a low etc…
The damage/stun drop is kinda noticeable in b&bs though, like in cr.LK, cr.LP, cr.MP xx EX Tatsu:
SSF4: 248/355
AE: 196/292
w/ EX Fireball: 182/320
That wasn’t a go for combo, but damn it’s a 52-66 damage nerf.
Even if it’s rare for the opponent to be crouching it still happens. I raged yesterday when watching Tokido’s stream, he couldn’t kill because that b&b is now horrendous lol.
I think the crouching thing doesn’t even matter (that much, sure cannot hurt) there, it’s essentially choosing between damage/stun and better antiair (because cr.HP doesn’t add anything else). I think we can defend ourself pretty effectively even without it, and I’d rather have the ability to deal some damage/stun and go for Tatsu > Sweep every time without burning meter.
I tell you what, reading all these threads, Capcom had better give us SOMETHING more than that pitiful +20 damage on U2 or I will be more salty than a packet of Walkers’ Ready Salted.
You want to take away two of our major vortex options, then give us our stun back, or give us some more health, or make tatsu sweep possible on everyone, or make fs.HK hit twice on block on everyone! We need something to be able to work with FFS!
Goddarnit, I can’t do OS U2 for the sake of my life, would really start using it in some matchups.
I either get CH’d or Akuma simply jumps, both are obviously execution mistakes on my part. I can’t really get it to come out even once, it’s horrendous fgs.
Any advice/tip/something which worked for you execution wise guys?
:S
That’s because you used the wrong theme James, should’ve put the original version! D:
I only use it vs Rog so far, I do a demon flip then input the palm and OS U2 like this:
:u:+:lp:, :u:+:lp:, :lk:+:mk:+:hk:
All done in 1 quick motion, inputting the 2nd jab isn’t necessary since the first one already covers the palm input, but it’s easier for my muscle memory to just input a 2nd one and overall helps me pull it off with high success rate.
If the OS U2 is done after a j.hk, just replace those jabs with hk.