The good point of the slide isn’t the low hit but the amazing range it have after you land. It surprises everyone. It’s not to be used for a close DF but faking a too short DF.
Hi, I’ve been practicing the corner unblockables (ibuki in particular: dash cr.mp jmk or lk) and i’m having a really hard getting it down consistently. Is there some special way of make the dash/cr.mp come out on the first frame? Or is it a matter of just doing it a bunch of times until i memorize the just frame timing?
Thanks
Apart from plinking it is simply practice.
Question about tats cancel combo.
Tried it because I’m a bit tired of the usual fireball fadc.
Confirmed that light tatsu can’t be fadc’ed ? So I use medium or hard for the moment but I have a feeling the follow up is a short short window.
Can’t do the s:hp: for example after s:hp: xx :d: :db: :mk: FADC ->
The timing isn’t the same for the fadc, I think it’s easier to fadc the tatsu (more time) than the fireball witch is great, but damn the :hp: looks like impossible after it or a 1 frame thing maybe.
Any infos on this tatsu variation ?
I never really use tatsu FADC combos, but don’t people just use hk tatsu for that? Unless of course the first hit of mk tatsu does more damage.
As for the combo ability after it, I’ve always thought it only gives +3 frame advantage which makes it possible to link a close s.mp after it or a crouching jab, but I heard some people mention that you can link a 4 frame normal after it. There are some weird stuff in SF4 where in certain situations you gain additional frame advantage depending on the opponent’s stance, so maybe doing the combo on a crouching opponent will give you room to link cr.mp or s.hp after it?
standing :mp: seems to be the way to go.
What is Akuma’s c.HK (sweep) on block?
-9 on block, it has 3 active frames so it could be spaced to be safer.
thanks brah. just wanted to make sure it wasnt changed AE to 2012
hi guys, i was wondering is there any tips on doing c.mp/c.mk into u2 easier?
i can only do combo into u2 with s.hp/c.hp as starter…
Ero, there is a whole thread about U2 and techniques
try there
I’ve noticed a lot of akumas do MP in the middle of a BnB combo… now I’m 99% sure this actually causes less damage overall due to scaling…
are they doing this to increase stun?
does stun scale in the same way as damage?
I’ve started plinking everything now but I’m having a weird problem.
Sometimes when I will do cr.mpx2 (plinked) into fireball sometimes an ex fireball comes out. I am 99% sure it is because of the plink that is somehow counting it as a double punch input for some reason. And when I go to fadc sometimes I just end up wasting 3 bars on a crappy combo.
negative edge, your holding punches too long or doing it too late. keep a hole between the move and the cancel
Asked this question in the setup thread but I am sure it applies here.
Hey new to Akuma here, I am wondering what the guaranteed safe jumps are against normal wakeup times. Does Akuma have easy things to mark time like other characters or do you just have to feel it out? So far I have only been playing footsies and keepaway so I need to develop my vortex.
Also, does Demon Flip have different timing than say a cross-up jumpin on wakeup or does it work the same way?
I’m having a lot of trouble doing :
cross up MK > cLP >sHP >>> bnb or flip
I can do bnb route easily enough, but when try to flip, doing the input always screws me up, and it comes out as a srk
I tend to hold forwards to do the sHP… is that’s what messing me up? how do other ppl do the cLP>sHP combo?
plink the s:hp: with no direction or back if going for the fireball FADC
But for the reset you could use c:mp: if you keep plinking because :mp:~:hp: with a forward give an overhead (or maybe plink :lp:~:hp: but I never tried it with my poor execution)
the plan was to do cLP > sHP and then change the attack depending on whether they’ve connected or not
if I do cMP > sHP it moves the opponent too far for the standard bnb follow up, removing that option from the mix up.
maybe I just need more practice… or my fingers are too heavy and I’m double pressing HP forcing the srk
the reset s:hp: to DF is always a high risk anyway, specially when from a blocked string.
I guess you’ll have to train to do the s:hp: without any direction, clean. I need to do that too btw
that’s something I can already do
just my mind isn’t fast enough to react if I’m hitting from the sHP alone, hence when I want the cLP in the combo, along with the jMK
yeah I was talking about the entire combo with c:lp:
Anyway it’s probably the hardest thing to do when you want to cancel a move with a shoryu motion but can’t rely on inputing the forward with the previous input cause there is a special overhead that takes the priority… thanks to plinking with :mp: to do the :hp: more often.