Just curious, is your jump in connecting or whiffing? I’ve had some safe jump ins completely whiff against gouken (with characters other than Akuma) for some reason and get thrown right when I land.
No that answered it just fine thank you.
Either you are jumping too early or you are pressing the attack button too soon.
Just a note the palm seems to whiff against Ibuki and Honda from certain Angles or rather it is harder to hit them than other.
Question on the Vortex: According to what i’ve read there are the 3 sweep ranges, close, medium and far each with different follow ups.
Question: After doing the exploding heart technique with forward throw, dash, dash, jumping cross-up tatsu link sweep…
From my testing this appears to be the far range sweep, can some akuma veterans confirm?
thx
No, that’s usually medium range, though it may depend, sometimes, you can manage to land it when the opponent is farther away then usual (happens when they do something on wake up which moved them away from you a bit before they got hit with the cross up tatsu), and the distance would be somewhere between the two.
Max range sweep usually comes durning footsies and whiff punishing. The way you can acknowledge the max range sweep from mid range is by the follow ups they have. From mid range you can attempt to do another crossup tatsu, from max range, you can do a DF Palm whiff to travel to the opponent and land on the other side for a crLK to hitconfirm into a combo. From max range it’s impossible to do a crossup tatsu, too far away xD
P.S. even when the opponent is traveled a bit from you on wake up before getting hit by a crossup tatsu, you are still able to perform a crossup tatsu from there, so it’s still mid range sweep. BUT after that, if you attempted another tatsu crossup, they CAN be at a max range sweep (because of the trajectory of the air tatsu, it’ll land you farther away from him, once youre on the other side), so from there you can easilly go DF palm whiff and landing on the other side, so keep that in mind.
But obviously this above is quite situational (as is everything with Gouki) so you’ll be able to tell the difference just by looking after a while.
I seriously need practice with ult 1, if I was able to throw it out on demand every single time, I would win so many more matches. Does anyone have any tips for practicing it? I usually just sit there in training mode trying to get it out as fast as possible over and over, but it doesn’t seem to help at all.
I honestly think my biggest obstacle is my hand placement, but I don’t know what I could do to improve that, since my hand seems to be positioned pretty much exactly the same as most regular players.
I kinda hoped there was a better (i.e. more damaging or otherwise advantageous) answer to it, but yeah, that’s what I’m gonna do. Against chars with worse neutral jump buttons I’ll probably continue using fs.hp as it should trade less often.
What motion do you practice? Cr.mk xx demon is the best for anti-air, I’d recommend practicing this one first. There are several shortcuts for it, the one I’m using takes 3 steps:
:db:( :lp:+:mk:):db::lp::ub:( :lk:+:hp:)
The overhead xx demon is also quite handy, by doing it you’re sure you’re not gonna hit the opponent and ruin your demon, and it can also be used for super gimmicks. Input:
Ultra: :f:( :lp:+:mp:):f::lp:( :lk:+:hp:)
Super: :f:( :lp:+:mp:):f::lp::df:( :lk:+:hp:)
If there’s better shortcuts out there please share!
I actually think using the cMK version is easier than doing just raw with the jabs coming out. For whatever reason, it just seems that way. I’ve been practicing that one the most, but your motion is slightly different than mine and I think it’s for the better, so I’ll make the slight adjustments.
I’ve tried the overhead demon, but I’m really bad at it. Going to have to drill the crap out of that one. I mean, I can do it, but I do it so slow the overhead would have already hit by the time I cancel.
Thanks for the help. I think next would be the plink demon. I wanna be able to reversal the hell out of that.
Just speed it up a bit. I usually press :lp: + :mp: together twice instead of just :lp: for the second input.
i asked this a few posts up…
what is akuma’s frame data on a blocked 2-hit fp.srk> FADC?
anybody?
If you FADC the 2nd hit of a blocked HP DP and dash forward, you’ll be at -1
Which means:
- If you try to pressure with normals, the opponent can throw you out of it with a normal throw
- 0 and 1 frame ultras/supers can punish it (such as Gief’s U1, Akuma’s super, Honda/Guy…etc 1f grab ultras)
- You can block/avoid 2f reversals such as Gief’s normal SPDs
Are we in + frames with the first and third hits of the dp?
Does anyone happen to have compressed information on the cast’s wakeup times?
The fastest way I get U1 to come out is Plink :lp:~:mp:~:hp: , +:lk:+:hp:
It basically makes it 2 inputs. It takes practice to get it though.
Also, if you’re trying to do the demon while crouching and blocking. You can change the +:lk: +:hp: to :ub:+:lk:+:hp:.
When you go from downback to upback, you will also get credit for doing back. This way you dont need to go neutral while blocking, plus you get another back input.
This also helps when doing kara demon off f+mp. Instead of going neutral after (f+mp)x2, you can do ( :f:+:mp:)x2, :df:+:lk:+:hp:
Wow, I’ll admit, it never once crossed my mind to do down forward when trying for that kara demon, stupid me. That should help out a lot, thanks.
After this happening more than once, and confirming in training mode, it looks like Forward throw, dash, dash, Immediate jump kick wiffs on some characters.
In training mode this always wiffs on rose and always hits ryu. What gives? Is there a list of who this works on and who it doesn’t?
[media=youtube]99qONJFFydU[/media]
Not all characters wakeup the same and it even depends on how you knocked them down.
Here’s a list I’ve posted around here several times, I’ve done it for SSFIV but it should be viable in AE as well except for Adon who’s ridiculous wakeup was fixed, I also didn’t check the data for the 4 new added characters (Yun, Yang, E.Ryu & Oni).
It shows all the abnormal wakeup times compared to those who wakeup normally, i.e anyone not mentioned in the list wakes up “normally” like Ryu, but compared to that Rose wakes up 2 frames slower after forward throw, which is why your attack will whiff if you do the regular x2 dashes immediate j.hk safejump vs her.

Great info. Man its crazy to have so many things be character specific. I’ll have to add this to my lk xx tatsu and 2 hit far HK cheat sheet.
I’ll do some testing and see about the 4 new characters as well and post back maybe tomorrow.
I’ve only done some quick tests vs the new cast and I’m like 99% sure all of their wakeup times are normal, but I haven’t tested enough so I didn’t include those to avoid confusion in-case I’m wrong.
Also I heard Yang has some weird invulnerable frames on wakeup like Ibuki did in SSFIV pre patch, I don’t play vs the twins much so I’m not sure about this and would be great if someone could confirm it.
Anyone know the startup on the teleport? I seem to be getting hit out of it but my input may be off.