Is there a solid counterto afocus back dash on wakeup after a jump in attack? This strategy correlates positively with Rose/Chun-Li players. I jump in with HK/HP OS whatever. OS doesn’t come out (fair enough) and I’m just sitting there after my attack got absorbed and all momentum gone.
I know the obvious is to do palm to keep my opponent on his toes but what’s a Gouki player to do when he/she don’t feel like doing palm?
Thanks in advance.
People with good reactions can react to the focus absorption and punish with a sweep as they’re backdashing, it helps to keep on looking for that focus dash on wakeup so it would be easier to react to. I’ve seen players like Uryo react to those and punish with freaking ultras lol
There are certain strings that work to punish the focus backdash, e.g j.hk, st.hp xx fireball, if I’m not mistaken if the opponent focused the j.hk, far fierce will hit them out as they’re dashing, not sure if that will work against Chun/Rose’s Godlike backdashes though, but I’m sure there will be other similar alternatives for 'em if you’re looking for something that will punish 'em without involving your reactions.
Other than DF palm, you can also DF throw 'em if you don’t do that already, because they’re focusing first before the backdash which is vulnerable to throws.
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i’ve read a couple of conflicting things on them, and that’s what i’m asking here so i can hopefully get a clear answer.
when i can’t sweep an opponent after the LK tatsu, which version should i do? i know HP version does the most damage, but should i do a different one so i can have better placement/timing to try to mix the opponent up again?
when i do LK tatsu into DP FADC red fireball, which version of the DP should i do? one place said LP DP (which seems weird), and another place said HP DP, and FADC the second hit.
also, when you catch an opponent with both hits of Akuma’s st.RH, is there generally a best cr normal to do after, or is it always distance-dependent? i’ve heard that you can link any light or medium normal after his st.RH, but i know you have to be closer to link jab and short.
and when you do the crossup tatsu into sweep, does that work on all characters?
It really depends on the situation and character you’re playing against and (to a certain extent) what your playstyle/preference is. The main points to remember however is that HP (or EX) DP after lk tatsu is done for max damage while LP DP is mainly for positioning (I.E.: it gives you time to set up again to continue applying pressure on a downed opponent).
What you need to remember here is that there is a limit on how many “juggle” hits you can do in SF4, which is 5 hits. So if you opt for the HP dp and fadc on the 2nd hit, then you need to finish with MP shaku instead of HP shaku like you would if you did LP dp.
Again, it all depends on the situation and your preference. For example, I like to go for damage so I try to cr.MP and then finish with one of Akuma’s BnB options. Online though, you may find that the window for linking cr.MP from fs.HK is rather tight, so in that case I would recomend cr.LP if you’re fairly close. If you notice you’re a bit far, then use cr.LK.
Yes. But know that any character can escape it by doing FADC away from you as Air Tatsu doesn’t break armour. Shotos (like Ryu and Ken) can also time a cr.MK to duck under it or they can simply delay their DP on wakeup so that it auto-corrects and nails you. Some characters are practically immune to cross-up tatsu like Zangief thanks to his Lariat move or Makoto thanks to her Fukiage (up punch). Even Dee Jay is mostly immune to x-up tatsu with his EX Jacknife (up kicks) which auto-corrects so easily. Once you connect with the cross-up tatsu though, you can then land the sweep, no matter which character it is.
if akuma demon flips and the opponent is in the air at the same time(meaning the jumped when you flipped) what should you do if you are right next to them?
i was just watching a new match on YogaFlame’s channel that featured Funijo’s Akuma. when he landed a demon flip kick or some sort of mixup, he’d do a jab or two, then do cl.st.HP into tatsu. is that a realistic thing i should learn? i haven’t practiced it yet since i just now saw it, but i know it can do more damage than the other options into tatsu. i know it would be distance-dependent too.
here’s the match where he does it (about 28 seconds in):
thanks for the tip. just out of curiosity, what did they change about it? is the LP SRK or shaku less damaging now? i’ve been following the Akuma combo thread in this forum, but it’s from vanilla iirc, so i’m not totally sure what his best/most-used list of combos would be for AE 2012.
At the end of the combo perhaps. But in situations where you tag an opponent with a reversal LP DP and then FADC (in case it’s blocked), it’s very useful. If you get the hit, you might as well finish it with the HP shaku for bonus damage, even if it’s not what it used to be.
Or, if you’re looking for stun, then LP shaku just might be what you’re looking for…
Not only is it realistic, its pretty much the best option you can go for from there. Ideally you should actually be getting HP to lk tatsu every time you can hit confirm into it. The only better option would be to do a straight HP, but that requires better reactions and is a little harder IMO.
It might seem strange at first to try and incorporate that into your gameplay but that is why training mode is your friend. Just set the dummy to random block. Every time you land a kick that isn’t blocked go for it. Its very important that you maximize your damage whenever you can. Throwing the jab in before leaves you room to hit confirm just about anything else you would want to like frame traps or tick throws. Once you practice w/ random block enough it will become second nature to you. More damage = more matches won.
Agreed and if I may try doing the demon kick alittle bit late in the jump you don’t wanna make it too obvious what your going for, oh and when you said straight HP did you mean HP into demon flip grab?
Well in fact the point was to prefer the cr:lp: hit confirm before the st.:hp: because
more time to confirm
more follow up options if shit hit the fan, block strings, frame trap, backlash, jump back, neutral jump, HP xx teleport out
reset the time delay you got for hitting hight or low with the DF kick to execute the combo with regular timing
worth a bit of damage scaling imho
and because without it, using st:HP: directly after the DF kick
If you hit deep with the DF kick good luck hit confirming unless you’re on autopilot not giving a shit
it’s a one way road ending with life loss if you got blocked, if you cancel blocked HP with fireball you still ain’t going nowhere to win the match and lost the opportunity.
3)…
yes because it’s a cancel so you’re safe for some frame till the opponent is in HP blockstun, but that’s gambling and you need to train him to not mash srk before you attempt such risky moves.
The DF is slow and he’ll get out of stun enough time to input what ever he want, dashes, srk, anti air, etc.
If he’s mindfucked, you win, If he’s noob masher or a decent player you’ll get owned.