The frame data is wrong, it should be +4 on block and +7 on hit for far lp.
Far lp is +7 actally, so yes. it does link into cr.hk. Maybe you’re looking at cr.lp which is +5 on hit?
usually how i catch ultra is by taking advantage of the invincibility frames at the start and time it JUST as i’m about to get fly kicked or at the end of an opponents long tatsu … also as they’re starting a fireball (even goes through metsu) their foot/ballz of fire go through me and i catch the fools and spank them 1000 times
i’m able to pull this off 70% of the time after a few days practice but it’s still hard and i have to genuinely put alot of effort into making the catch (most of the effort is put into staying calm so i actually input raging demon and not the bloody GTA 3 health cheat haha) … but yeah this one’s all about timing but i’m convinced once mastered it will be an invaluable tool
problem is my mates now all know this little trick and they turn into a teenage mutant ninja turtle the second they see that i have ultra haha … i’m still a little awkward dealing with turtles :pleased:
Not even sure how dudely got Super in 1st video, he neither ducked nor FA the fireball which would hit him into stun causing Super to fail. Weird. The other 2 are legit … I’ve landed them numerous times before even in Vanilla. The best, most practical, is 2nd vid … fireball Utra demon.
Duedly’s has a move that passes through fireballs. He was using that when he got caught.
the first super was actually really smart but I’m not sure it would work had it been ultra. The 2nd one is really basic akuma stuff… you just wait for those long range dash punches/tap/headbutt for meter and punish easily. Third one can be used at close-ish range if you are expecting an opponent to fireball, but basically was stupid the way it was used there. tricky random still is random waste of meter. And none of them (except for doing it on dudley) are new to super as there have been people doing that stuff since sf4 came out (though i think constant youtuber JR started getting a lot of new akuma players to join him in wasting their meter on silly parlor tricks like the 3rd video)
and i’d just like to mention… to people thinking they have a dumb question. NO. No such thing as a dumb question, just dumb ways of asking them. And this thread is FOR questions, so asking it here cannot, therefore, be dumb. And this thread should be double stickied somehow so it always stays at the top of the page…
Ok. Was playing Vanilla IV. I’ve been doing what I can to learn Akuma, I’m definitely no rookie to SF - only a rookie to IV. My BP went down from 2000 to 1400. I then proceeded to wreck house with Guile, a character I never use. My BP is now at 2000+ sigh It seems like I get hit out of everything when I’m Akuma. Air fireball? JUMP KICK! Demon Flip? JUMP KICK! Demon Flip? MISS! Or they crouch under my st. RH, or a bunch of other crap. Would anyone be willing to mentor me? I’m not giving to give up but I foresee a heap of migraines.
Erh, been there, but didn’t take me that long to learn NOT to get hit when you play Akuma. Maybe because you come from maining a charge, you’re used to almost allways be in a blocking position and thus play more defensive automatically.
You have to maintain that defense, but learn when to capitalize with Akumas offense. Hitconfirming also is of huge importance, which you don’t use when playing Guile/Vega as much as with Akuma.
Dunno, I guess The Vortex, option selects and mastering Akumas zoninggame is the way to go.
Get hit out of air-fireball? = you’re using it wrong, try doing airFB as late as possible or not at all so you can land and block the counter the opponent threw out, cuz he thought you did airFB attack. Also mix it up, use more air-lp.Fb to protect yourself, mix in lk.demonflip-palm to build meter, use normal FB in between, hit a few jabs, don’t get predictable and try not to air-Fb at the peak of your jumps too much, if at all. Most important, how does the opp react to your air-FB??
If you get jumpkicked outta demon flip, isn’t it obvious? Don’t use demon flip as a regular attack if the opp isn’t doing anything. Bait a fireball, expect it, then DF, etc. Or, what you should be doing, get the knockdown (also see the vortex-thread), then DF mixup. The fun with DF starts after a hitconfirm and you cancel something into a DF, either landing another dive kick, landing behind with palm or simply get the DFthrow in.
If you miss with the DF, then go practice the 3 spacings some more.
Thanks man. I’m just kinda discouraged because it seems like I’m more likely to win EVO with Dan than beat an average player online with Akuma. I think I’m going to adopt a more passive style, maybe I was too aggressive.
Crossup Air Tatsu / Exploding Heart Technique
I’ve always liked Akuma, I just never knew how to use him until now (LordofUltima you are the MAN! :tup:). Anyway, maybe I’m incompetent or I just need more practice, but I’m having difficulty consistently pulling off x-up air tatsus after a knockdown (i.e. sweep). I can occasionally do it, just not consistently. Does anyone have tips for spacing, timing, etc. for x-up air tatsus? Also, with the exploding heart technique, I understand it, I’ve seen the video, I just want to make sure I’m doing it right. Basically is there a good way in training mode or otherwise to see if I’m dashing fast enough after the throw or if my spacing is right to avoid say Ken’s wakeup DP. Thanks guys!
All I can say to you is, brbrew01, practice. I know that’s not really helpful, but it’s all there is to it.
Hey guys, I’m hoping this is the right place to ask as it IS the FAQ, but please don’t hesitate to direct me elsewhere if it’s not the right place.
I’m a former Ryu mainer who, I will admit, hates him now in Super, and I’ve decided to give everyone’s favorite spikey-haired dredel, Akuma, a shot. Trouble is, I’m getting reamed everytime I play, unless my opponent is TRULY horrible.
I was a pretty competent Ryu in Vanilla, and I had messed around with all the shotos before, so I’m not a total noob, but I was hoping for some tips, maybe from some other former Ryu mains out there.
Footsies is one area I’m NOT getting yet. I know Akuma should dominate on the ground, but what are his pokes? Ryu has the cr. mk xx anything, and it’s awesome, so what are some of Akuma’s equivalents? He has cr. mk as well, and it appears to be pretty similar, so is that a good one?
I sweep a lot… more than I should probably. Oddly I did not have this problem with Ryu; I think it’s the whole “Get an UTKD and VORTEX HIM!!!” thought I have but it’s harming me more than it’s helping.
I can do a ton of Akuma’s combos (I printed out trag’s thread and practiced the piss out of them), I just don’t know where to begin with this guy. I can’t get close, or I eat a jump-in, or something lame. Any and all advice would be appreciated.
If anyone would like to add me on Xbox Live, I’d LOVE a sparring partner, someone who can critique me and help me level up my puny Lv. 1 Akuma to, say, Lv. 5. :china:
Add me and we’ll see what’s up.
C.Mk is a really good poke, but c.mkxxfireball isn’t nearly as bulletproof as Ryu’s so try not to abuse it too much. c.MP is a 4 frame move with good priority, so when trying to advance it can be a good tool as a counter poke inside of that c.mk range. You also get a sweet off of counter hit. Sweep is also pretty damn good, but make sure you’re double tapping jab EVERY time you sweep. SweepxxDemon = no focus for your opponent. Also don’t forget about s.HK, it’s awesome, especially against characters that don’t duck the second hit on block.
As far as wake-up mix up start off keeping it simple. Do your safe jumps and basic mix ups just as you would with Ryu, then start mixing in some demon flips when you more or less have a specific goal in mind when doing it. I.E. You think they’re just going to block so you DFlip throw, or you predict either a back dash or a jump on their wake up, so you palm to take care of both of those options.
Sounds good WhiteShadow, I’ll send you a FR as soon as I get home. I should probably get in some against you as Ryu so you can sort of see where I’m coming from. Really looking forward to this, thanks!
akuma’s pokes are, in use and purpose, exactly like ryu except akuma’s sweep is far more useful than ryu’s outside of combos. To get close, just walk… learn to jump fireballs with neutral jump… keep walking… and then FA through a fireball to finish getting close if they are still spamming fbs at you. FA throug ha fireball so your at the tip of sweep range works really well too as they don’t usually expect the low since you are relatively far away. Honestly ryu and akuma get in on people the same exact way except akuma can force the issue and make people come to him by using his red fb. For the purpose of forcing them towards you though, just simply us lp red fb so your recovery is still good.
s.hk can be used on some characters effectively, to check them out just go to loyal’s stickied thread and look up the hk thread I made a long time ago for sf4 (its exactly the same except it doesn’t have the new characters on it). Against characters that duck the second hit, only use it so that you whiff the first hit and hit with the second… but at that point i’d jsut say don’t use it. Not to say NEVER use it… just realize they can punish it hard.
As a jump-in, try using command dive kicks a little more. Most people don’t use it but the air time is MUCH less than a demon flip and it will beat most normal anti-airs clean if timed correctly since it changes his drop speed and distance (and it messes dhalsim up rather nicely). Only negative is you don’t get a lot of stun on block/hit so when you do hit you basically have to use c.lp, which isn’t too bad really for good or bad players. I do c.lp, s.hp almost every time I do a command divekick, but c.lp c.lp isn’t horrible as both force you to be hit-confirming instead of going straight into a hard punch or something. Otherwise, use demon flip sparringly. naked demon-flips should be few and far between as any decent player will catch on after you using it once or twice and start jumping towards you with a normal/air grab every time. When somewhat close, learning the ambiguous cross-tatsu spacing without a set-up is VERY helpful, though it still loses to people with godly anti-crossups like akuma and balrog.
As for eating jump-ins… sweep less and I’m telling you that you’ll eat FAR fewer jump-ins. c.mk gives you time to anti-air jump-ins with hp srk if they jump over the poke while its about a 50/50 to whether they jumped fast enough to get a combo if you sweep and they jumped.
That being said, what was it about ryu that all of a sudden changed so you don’t like him? He is almost EXACTLY the same beast he was before. I don’t see why people who consider it worthwhile to move away when all that really changed is when he can use his super, that he can’t trade ultra, and that his HP srk works differently so its not as easy to use as an anti-air (making it somewhat more like akuma’s actually… so it made 0 difference for me). I’m just wonderin’, what was it that made you decide you wanted to play akuma instead of ryu? Because basically everything ryu lost were things akuma never had in the first place.
quick question, can you always juggle after an air hado? Like if you and your opponent jump towards each other and they get hit by your air hado and you land safely, can you srk them all the time or what? I’ve seen it done on some videos
If there is enough time to safely SRK them, then yes.
Thanks for the great info, GATOR. Maybe I’m just thinking too hard; I know most of this stuff, I just think I get intimidated by how many options Akuma has available and do something stupid like DF out of NOWHERE for no reason… haha.
As for what changed with Ryu, I dunno, it’s hard to say. He just doesn’t feel like my boy anymore, lol. I think that what’s really unfortunate for me is, it feels like everything I specifically used got nerfed a lot. I was a hardcore SRK abuser against jump-ins, and now I find it trading left and right, rarely in my favor. He’s not garbage by any stretch but he just doesn’t feel like my style anymore.
Also, I was feeling it was time for a change. I was always intrigued by Akuma and his incredible offensive options, and frankly my Ryu was getting more and more agressively rush-down style the more I played, so one night I just comitted to learning Akuma and here I am.
anyone knows how to setup crossup divekick from demon flip? I seem to get it randomly outside the corner, and Id like to know if there’s specific setups or positioning for that
I agree. There are a few nuances with this character that you can’t simply read an explanation for and have it work magically every time.
There is a lot of variability with the crossup tatsu e.g. is your opponent crouching, standing, how far you were after knocking them down, are they in the corner, do they have a small hitbox, did you execute too early or late, were you too close or too far before jumping, are they in the corner, etc. A lot of factors come into play. The setup isn’t always the same due to all these variables.
My best recommendation would be to just plain commit to doing it more so you begin fleshing out your own internal recognition as to when it’ll work, when it won’t and the spacing required. Its a little like SRKing a jump-in in terms of being able to recognise when its possible, when its risky and when you just plain won’t reach. After a while, identifying when a cross-up tatsu is possible will begin to make clearer sense and you’ll it without thinking. My advice is to keep hammering away at it to develop this familiarity.