In Street Fighter it has always been that when you connect with a move, that not only do you put your opponent in hit/block stun, but you deal with a similar form of hit stun. This prevents any type of movement or attack from coming out if your normal connects. This is why OS’s work because if the move whiffs there’s no stun to prevent any additional inputs.
Where’s that chart with the wakeup timings for 2012?
Speaking of, Evil Ryu does wake up faster than the rest of the cast, right?
Absolutely I agree there, but you forget the specificity of the jump and it’s own buffer canceled at landing. You can os a tatsu of a palm whiff, but for a sweep you have to tweak the inputs so you definatly input it at landing and not 2 frames before.
In reality the air buffer can remember the stick movement you did right before landing (let’s say it the 2 last airborne frames) for example the :d: :db: of the tatsu. but not the :hk: . And you use the freeze of a hit or block that delay your landing when you connect with the opponent (hit or block) to choose for you if your timing will match these 2 last airborne frames or not. Resulting in OS to come out or not.
If you hit nothing you land 2 frames earlier and the :hk: is inputed “grounded” the grounded buffer remember the 2 last airborne frames ( :d: :db: ) and tatsu start. If you hit the opponent, you land too late and the last 2 airborne frames are the freeze frames where you didn’t input anything => no OS.
So to do a OS sweep, you HAVE to input the HK and :d: grounded, air buffer won’t remember :d: alone it’s not a special move. You’ll whiff palm and nothing will come out if you do it like you’ll do the OS tatsu.
I agree it’s a matter of timing and you can learn it with pure timing and not a true “on reaction”. The freeze is so long that you can’t mess up and sweep a guy that blocked your jump in.
I spoke a bit too fast saying we need godlike reaction to react to a blocked palm with the plan B.
It’s an easy OS I was in a bad mood after 2 hours of Online shit.
@lockdown
The wakeup sheet is in the setup thread 2 page from last.
What do you prefer?
I use U1 against shotos and their jump ins.
and U2 against others to punish their wake up special meaty attempts when I’m knocked down.
Mainly because the guys online repeat the same tactics over and over. I’m pretty sure any shots will abuse unsafe jump ins. So U1 is pretty much granted is lag isn’t too bad.
For U2 it’s the same, there’s patterns really easy to punish with it like Bisons air attacks or Vipers seism xx burn kick.
wouldn’t u1 be better for beating out their meaties on wakeup?
nop cause it’s a 1 way move.
With U2 you have teleport, then cancel U2, giving you a kind of confirm before you cancel to U2 if you see the meaty and just teleport away if you see nothing. You save it of later.
oh ic you said special meaties.
So i became a B Rank today with my akuma. Woot, not really a big deal. but Im looking to improve my game a lot more and I wanna know where to start. I Want to know safe jumps, OS’s, stuff like that. Where should I start with it all.?
It may be worth looking at what behavioural patterns allow opponents to slip through your gameplay – that is to say, for example with akuma and his vortex options, what’s the first thing you already do after a knockdown? What can you observe from your opponent’s behaviour after a few knockdowns? You can use the answers to questions like these to select things that cover things that you have trouble dealing with. I know it’s daunting cause you essentially are left with a huge number of things but if you always focus on the ones that you feel you have most trouble with then that’s at least a way to sanely progress.
A starting default I fond useful for me on knockdowns is to do a late crouch tech into hit confirm. This is is an option that will leave you safe to a range of opponent options that will allow you to scout them out, if at the cost of momentum sometimes, so use it early to gauge their wakeup habits and then move onto the appropriate solutions. If you have those solutions in your bag of tricks, then awesome, if not then you’ve got your answer on what to start working on next.
Its a win win situation if you look at it right.
On trial #22, is there a special way to FADC the GoShoryu from the LK Tatsu?
The easiest way to do it is to FADC the third hit of the shoryu, but don’t try it online unless your going for a SC, because it’s not that great anymore
You don’t FADC from something, you FADC something, period.
So what’s your problem here, it’s not clear enough.
It was easier after some time away from it. My muscle memory kicked in. Akuma’s trials all done.
Don’t feel bad, lol. I’ve invested 50-100 hours into Akuma, still lose to awful players all the damn time. Nothing I do works. I’ve done ok against good players, its weird. It hurts me because I’ve put in about 10 hours into characters like M. Bison and Dee-Jay, and I generally do well with them. Akuma is damn hard to use.
Welcome? (Extreme confused face)
For me its not that he’s hard to use really its the fact that he has so many options for so many situations that it can be overwhelming at times which can lead to repetitive use of the same options for the same situation. Hope I didn’t confuse you bro lol
EDIT: What I would suggest is going to the match up thread read and ask questions of course, or when your playing really analyze all of your options try to clear your mind and mix up your attacks ie. instead of doing Demon Flip Palm try cross up Tatsu or Demon Flip grab, also it wouldn’t hurt to post some gameplay videos if you need help with that I have a pvr on xbl hope this helped
GT: rS Messatsu
I don’t have trouble to apply a matchup as far as I have some hours playing against them. The thing is “online”. Akuma short active frames + delay result in wide damn host holes in my combos and eating grabs or light masher where they should just can’t be able to move a toe.
I can cross up medium kick someone with the plan to just follow with :lk: :lp: BNB and just eat a grab if they block the cross up, eat a light before mine goes out (???). Things like that. When I fight a Fei long :lk: masher I know I’m gona be bored soon eating 4 lights AND full rekka every time I try a cross up that goes wrong.
I refuse to mash lights because after 2 lights Akuma have very few options unless you start at point blank like in training room…
I lack confidence mainly I’m sure. It’ll be better in some months if I can get less salty after each losses.
Speaking of online delay, didn’t you notice that even a footsy walk results in dashes ? moving back and forth the stick online is gambling. Akuma walk speed is hard to use for footsy and pressure. I can’t even look for counter hit using the cr:mp: walk forward cr:mp: technique.
I think I should also start using alts because I must have a wrong overview of the game only analyzing it from the Akuma eyes.
Well I got annoyed with Guile match ups so I became a Franklin lol