Ok, need ideas. Got my ass kicked by a Bison last night. He’s new to the game and solid, but I feel I threw it away because I kept losing to the same shit. My biggest issue was his headstomp. He was getting it 100% and escaping from ALL my wake-up setups. DF kick, palm, and WHATEVER would be avoided by his stomp. What the FUCK am I doing wrong? The angle of the stomp would sometimes make it look like I couldn’t even SRK his follow-up.
He would stomp as my DF kick would land. I imagine a jumping fierce would trade and NOT in my favor. Ugh, what a fucking annoying matchup. Everything that piece of shit Bison does is safe. If only fireball zoning was better…
Any other ideas, friends? I feel like I can win here but need to figure this headstomp shit out.
ex stomp beats pretty much everything, but it isnt a good option for his wake up as you can simply walk behind him and punish. If you wanna do an OS for his tp/ex pc/ex scissors then do mk/hk tatsu, not srk.
When u block it you can cr.fp/jumpback fp/cr.mk the follow up or just gtfo with tp.
The biggest problem is scissors in the corner
Fireballs work really well unless Bison has charge, any jump attempt over 'em is pretty much a free SRK since he stays in the air for like 6 hours. For wakeup EX headstomp just do a safejump and walk under him to punish with a full combo when he lands near you, EX HS is one of the last things you should worry about on Bison’s wakeup since he has much better ones (EX DR, EX PC & Teleport).
As for regular headstomps during a match just stop them with neutral jump fierce or walk backwards and punish him when he lands in-front of you. About the follow up, do not attempt to SRK it, it’s better to just use cr.mk xx EX fireball, it’ll lower your hitbox and catch his recovery, if the cr.mk didn’t connect just throw his recovery frames after you avoided the follow up.
Akuma can kara throw and kara focus with his fs.hp, can he technically also kara cancel it into a special or only certain moves in the game can be kara cancelled into specials?
Obvious use for this if possible with one of Akuma’s normals would be to kara DP, any increase in range would help since Akuma’s DP horizontal hitbox is pretty small and puts you in some risky situations that’ll make you think twice to go for a DP AA or not.
I just had a crazy idea that popped into head after a 14 hour work day and watching a few youtube matches to calm down.
The Goal - I’d like to figure out a mixup involving a lvl 3 focus on wakeup at max range or whatever after sweep, or throw in corner or DF throw in corner unless the range is right mid screen. The idea being a 50/50 lvl 3 focus on the exact frame of wake up where you can backdash to avoid an invinicble SRK or move that can hit you or let it rip for a crumple to rinse and repeat.
The problem - I’ve main’d akuma since SF4 came out and i unlocked him in arcade mode immediately, understand frame data to an extent of what works in block strings and the sort. But not to the extent of figuring out setups like our lovley unblockables or the entire thread made for setups. I have the frame data app on my android (not current to 2012) and have been using it for brushing up on safe jumps and the sort.
The Solution - If someone can explain to me the following or where to find the info: 1. When does the sweep end (throw, df throw) where i can start a new move (recovery, active, first frame recovery (special cancel)?
The wakeup times for every character/ technical wakeup times.
How to figure out when it will hit the first frame of wakeup.
Am i wasting my time figuring Akuma’s FA3 is 65 frames?
PS. Maybe this will open a new door, maybe not. But think outside the box and maybe more technology will come out of akuma instead of a throw setup in the corner involving a 50/50 air attack.
PPS. While at work, i have no problem throwing data into exel and trying to come up with a formula or something. I have generally 6 hours per work day where i can do whatever the fuck i want and would like to contribute to the community after leaching off the info for 2-3 years Won’t be able to lab test as much as some of your guys, but hopefully ideas i come up with via math can spawn something great for Akuma so he can be the next AE Yun forever… with less health
How do I setup Bison’s headstomp in training mode? I want to set it up so that Bison does a wake-up headstomp, that way I can see it in motion and figure out the best punish.
Best way to punish his slide on block? I’m guessing cr. ab xx tatsu?
1- It’s pretty difficult to set it up to act as a wakeup reversal specially because it’s a charge move, it’s best IMO to just use Bison and record setups with Akuma, i.e just do forward throw x2 dashes j.hk and crouch block, see if Bison will land behind or not, or walk a bit forward after the jump-in and maybe even try some option selects.
2- His slide has a ton of active frames and can be spaced to be entirely safe (0 or even +1 on block if it hit at the last couple of active frames), if he’s very deep st.fierce xx ex-fireball is good if you don’t want to risk going for the regular lk.tatsu BnB, if he’s not that deep but still in a punishable range cr.mp xx ex fireball (I just prefer the ex fireball because it gives great stun and positioning).
How should a beginner in fighting games learn akuma
I’ve started practicing alot but im unsure on a lot of things like how to learn footsies anti air what excactly are footsies and anti air moves set ups etc
Footsies won’t be the most important when you are just starting out because a lot of the players you will be playing won’t be trying to use their pokes wisely. Start with anti-air which is actually straight foward. If your opponent jumps at you, smack them out of the air.
Start by learning how to use c.HP and SRK for anti-air then work your way up from there.
Start with anti-air, that will get you the most mileage online and work on punishing mistakes. Follow that up with learning how to hit confirm. Once you get those down then you can start working on some of the more advanced stuff.
cr. MP xx EX Tatsu is what I prefer… Yeah, it doesn’t do as much damage or stun as it used to, but I like it for the “psycological” aspect where it’s very unnerving for your opponnent to get smacked repeatedly and then flung into the corner like a sack of excrement! Another bonus is that it gives you some breathing room if they’re constantly on you.
The down side is that it’s not that great for positioning if you want to go on the offensive and apply some pressure of your own.
You can also Super Demon him if you have the meter built up…
Hit confirming is simply using a longer hit string in order to give you enough time to realize “OMG it is actually hitting!” before going into an unsafe move such as the LK.Tatsu
The best way to learn it is to go to training mode and first work on comboing jabs into each other. I still use three jabs as my basic hit confirm. So first work on
Jab, jab , jab, Tatsu
Once you have that set the dummy up to randomly block. Then work on making sure you only Tatsu when you are hitting.
cr.lk, s.lk puts you in the perfect range to go for Akuma’s kara throw
s.lk is option selected with fs.hk (he plinks hk~lk), so if they backdashed out of the cr.lk the far roundhouse will comeout to catch 'em (I’m pretty sure this will only lead to a full combo vs certain character backdashes only, others will just give you a reset since you hit them during their airborne frames).
s.lk is +2 on block, which is great to fish for counter hits after it with cr.mp which leads to a knockdown if done successfully.