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Just finished this now, here are 5 mixups for ya!!!
oh wow, awesome. thank you sir. definately gonna be taking this to the lab :tup:
did you guys know that akuma has a kara fireball?
its done by combining sagat’s kara tiger shot technique with ken’s kara fireball technique
throw out a lp or mp fireball and as the fireball dissipates, you must first do the fireball motion then double tap hp but with a slight delay in the double tap.
pretty hard to do at the moment but could be a great tool
Never really bothered about Kara Hado, but it should be fun, I main Gen and plays way different from Akuma lol! I just make tutorials with my findings lol! if you have any more issues let me know
After surfing youtube for ya I was able to find this for the TK airfireball
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This is one more flip setup
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Does Akuma recover faster from any of his ground hadous? Thanks.
EDIT: Nice setups, ugo_2u. Chances are the Throw x ST. RH x HK Dive will no longer work in AE2012. Also, its extremely tight on spacing (I get SRK’ed out of it alot).
lol! I dont really main Akuma so I wont know how viable all of this will be, but the others worked pretty well in the matches i tried it on the opponents i played. Akuma hado all have the same recovery of 44 frames
Akumas Hados come out a frame slower than Ryu and recovers a frame faster.
If you have an Android device (cellphone, tablet, etc) then you can download a neat app called “SSF4:AE Pocket Guide”. It contains all moves and frames data for all charcters for the current version of SSF4 AE. But LoyalSol already answered: Akuma’s FB have 14 fs Startup and 44 fs Recovery. Ryu’s FB has 13 fs Startup and 45 fs Recovery.
what’s the inputs to connect U2? for example, from cr.MK and st.HP?
Thanks.
Nope the only difference is the speed of the fireball, but you can use that to screw with your opponent.
^To add onto that, you typically want to use light fireballs when people get closer to you because they are harder to react to. Always mixup your fireball speed and add feints as well when needed.
How they are harder to react to? oO
I mean startup and animation is the same (even the recovery), if you’re looking for a fireball to jump over it from mid to close range, you’re gonna do it without knowing the power of it…
If they jump before the fireball yea it doesn’t matter, but if they jump on reaction the faster fireballs can hit before they can jump. If your opponent is too ancy for the jump in then let them jump and AA them.
Part of good zoning is baiting the attempts to get around the fireball.
Yeah I understand that, but my post was not about zoning.
Jumping in on fireballs isn’t generally something you wanna do when playin stronger opponents: if that happens it’s generally due to some huge mistakes by the them when zoning - just like that Sakura who got trashed by Daigo jumping on him with HK because Sakura’s fireball are ass.
I mentioned jumping because not every character has that many options to get around fireball (Akuma might just DF on reaction, even teleport xx U2 or tatsumakis if you wanna mess with your opponent), and at least that applies to non floaty characters.
I don’t think you can get hit by fierce fireball, assuming you’re really looking for it. Leaving that aside, he said light fireballs are better at close distance because it’s harder to react to them - and I don’t see how lol…
Since light fireballs travel slower, it’s as if you recover faster. It causes people to be more hesitate on jumping and can also delay their reactions and be harder to react to when you mixup fierce and light fireballs.During close range, it’s used more so that people simply don’t attempt to jump at you as much. It’s as if it’s a projected way to manipulate your opponent’s reactions. I may be wrong, but this is how it’s always been for me and how I’ve noticed many sagats and ryus play like. A really weird concept…
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I explained how to combo U2, although it is possible to land it of cMP and cMK I wouldnt suggest using it cos you have to cancel it withing the first active frame or second of the move. especially cMK. just settle for hard punch until you get the motion down
Yo Akuma Mains. can you’s guys share with me the different wake up times of characters?
I need oth hard and soft knockdowns face up and face down.