Not true. If you want to active it and you are too close to the opponent you might hit them the overhead is useful for ultra.
Thanks guys! This really helps I actually don’t own my own copy of SSF4: AE so I play at our local comic shop every Thursday. I took notes so I can remember. Thanks again LoyalSol and Shabrout.
Yep Loyal, this could be the only reason to use overhead to launch a WORD Ultra without hitting the guy and screw all up.
Enjoy it while you’re playing noobs vs noobs because after that level you’ll probably never see that.
I may be wrong though, show me the light.
Btw Proto there’s a ton of vids on youtube with “akuma kara demon” search, lordofUltima’s channel etc you will find execution tricks.
People still whiff uppercuts in upper level play. Granted not as often, but you do run into situations like that.
I just backdash or hit them with lv 2 focus if I am not certain to hit the ultra clean.
Actually this can be avoided consistently by hitting cr.mk, :hcf: :hp. The extra ensures a fb instead of dp. Crucial for advanced footsies for shoto’s, because often you need that extra step forward.
Yes Loyal, you’re pointing out the example I was waiting about, whiffed attack with opponent in the air = kara cr:mk: to me, I’ll never use overhead to anti air (it’s a kind of in this situation).
Riku, I saw your trick in another thread before and was very interested but it’s very hard to do consistently. Basicaly it cost you a bit of range due to the early you have to input. I’ll give it another try though, thanks for the reminder =-)
I use Kara Ultra Demon in situations where the opponent is too close to me and I don’t want to hit him accidentaly with Jabs had I done the inputs the “traditional” way. But yes, the best use for the overhead kara demon is to use it with Super for an instant grab suprise attack that does 300 damage to your opponent.
Maybe I didn’t explain it properly then, but you shouldn’t lose range compared to the regular inputs. You walk forward and press down + mk at the same, then you press back and perform a hcf HP input. You don’t lose range because you won’t be able to move during the cr.mk animation. If you do it fast enough (but not too fast) and then back to down-back, it ensures a fb in case the cr.mk connects AND makes your medium kick safer against whiff punishes because you are pressing down back already.
Good luck
Hooo yeah got it now a HCF fireball, thank you I’ll train that.
Hey guys and thank you for all the information everyone has posted over the years.
Just a quick question regarding Makoto’s light punch dp. It’s supposed to be rather slow (8 frames start up) but I cant seem to jump in safely with kicks or palms. It’s hard because I’m afraid to do even a basic palm OS sweep. And pressuring from the ground is risky when she has any meter.
Can someone explain me if there are any specific properties or if I am just mistiming my jumps.
You are not timing your jump in correctly. After fwd throw, Dash x 2, j.HK or j.LK should be safe against her reversal Fukiage (up punch). If she starts to backdash, then O/S sweep to catch her. Be careful if the opponent Makoto is using U2. Once it’s stocked, you can almost garantee that on your next safe jump attempt, she WILL reversal U2 you hoping to catch you with your foot out…
Thanks a lot Venom, your advice helped me a lot. I still have some trouble reacting to her dashes so I just try to buffer stuff into low kicks.
Well timed fireballs are your friend in this matchup. Makoto’s walk speed is just shy of molasses going uphill in the month of January, so she relies heavily on normal dashes and her Hayate (dash punch) to get accross the screen in a hurry. If she starts to focus dash in when you throw a projectile, you can throw a cr.HK if she does it mid-range to knock her down.
You can also punish a blocked Hayate with cr.LK xx LK Tatsu, SRK. If she like to jump over your fireballs and do Tsurugi (Air Axe Kick), you can hit her when she lands as it has a lot of recovery (you can even demon her from full screen if you anticipate it and she’s trolling you by doing them over your projectiles).
Ok so something weird happened in a match I was just playing. It was a mirror and the other akuma caught me crouching with a combo cr.lp cr.lp cr.mp into sweep on NON CH. Someone explain how this is possible? I even watched the replay again to make sure it was on non CH. The hell?
guard droped, hand phantom move ?
if the cr:mp: wasn’t CH maybe the sweep was ?
I had this happen to me, but it was a match against a Chun-Li player where I did cr.MP x2, cr.HK it was non-CH and it comboed (watch around the 30 sec mark):
[media=youtube]5XrtBqpB3PI[/media]
Something about weird hitboxes sometimes allow weird shit to happen. :xeye:
I’ve seen that too, but it is very rare.
ho the cheaters !!!
^.^
[my life : on]
Sometime it takes a little to make a huge step forward…
Tonight I removed the additional spring and square gate to retrieve a floppy stick with way more movement and the octagonal “I know where I block” gate.
Note that I started to play with a fixed stick screwed in my table so the hard stick with the additional spring felt great. This month I started to play the stick on my knees and all went wrong.
Well, I guess It’s fixed now, floppy stick is definitely better. I used to be too fast screwing FADC a lot. Now that my hand is trained for the usual moves, I really feel I have all the time and need to learn to push buttons slowly.
[/my life]