Does anyone have tips on how to AA Sakura? My game plan is basically to zone her out with Fireballs whilst fishing for a knockdown since close-up she has potential to do a lot of damage, however at the distance just outside of my poke ranges(sweep,low forward) her jump ins can become very ambiguous for me. Basically its either a normal jump-in roundhouse or a air tatsu mid-way that changes her trajectory, making my uppercut whiff. I’ve tried using Crh.Fierce but if the spacing is a tad off and she just does an empty jump, I’m gonna eat a 30% combo just like that. Does anyone have any tips on how to deal with it? I’ve been pretty scared to AA Sakura and is hurting my zoning game against her by a lot.
c.hp, j.mp, nj.hk or fs.hp.
I don’t dare dp aa a capable Sakura. Its in her gameplan to exploit her ability to make dps whiff as anti-airs so deny her the option. Blocking is always a viable option too.
I stand corrected. doing it flatly it’s about 30 more damage, but as soon as you start doing FADC to restart it, it scales too far
It still even with the scaling does more damage though it is more useful for the meter hain and stun than the damage at that point.
that’s something I never understood. does stun scale at all?
or do more hits = more stun … end of
Sure does. Same principles apply as damage.
can someone explain to me what is akuma’s vortex and how to do it…? do i have to keep demon flipping and switch around from kick,grab,palm and stuff like that…? what options do i have when im doing the vortex?
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im too lazy to explain rite now… so just watch this vid , it is still relevant now
The vortex is basically the ability to repeatedly apply a wakeup mixup that ends in a knockdown.
Akuma has about a million ways to hit/throw you on wakeup from different heights, sides and timings. If you hit an opponent who’s getting up with a crossup tatsu for example, you can sweep him… oh, down again. Next mixup, you land something into light tatsu into sweep and so it goes. with your initial mixup you can end whatever combo you have in another knockdown to apply another one and then another… your opponent gets sucked into a vortex of damage he has to guess his way out of, that’s the reason for the name.
Cool, do you know any videos of someone doing the vortex in a match?
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So any uses for that weird EX demon flip > EX fireball thing you guys got?
Besides blowing meter…not really.
What EX moves do you guys consider the most important? I understand they all have applications that are useful, but which do you feel are the most “Important”?
Ive been saving my meters for FADC and EX Air Fireballs recently. I love to get as much damage from that s.HP as I can so I love FADC after the Hado. And Air fireballs just because I like them. Usually for a f.MP mixup or something.
ex badass tatsu for sure ! life savior on crouchers.
I’m a complete Zanku addict.
My top EX moves:
1- EX Air Fireballs, amazing pressure tool with Very low recovery, a lot of the cast have a hard time dealing with it.
2- EX ground fireballs, great stun @200 and good knockdown
3- EX demon flip, it keeps fireballers honest and not get predictable with their patterns even from full screen.
4- EX SRK, high damage/stun @ 190/200 and most importantly a lot of invincibility frames (18 IIRC) pretty much only Seth and Oni’s EX SRKs can fuck with it, great chip too.
does anyone have a frame data list. rather the sort of data that shows how safe/unsafe akumas moves are…
I’m getting counter hit too much recently… because I’m spamming moves after doing an unsafe on… round house being my biggest failure…
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Akuma
http://www.eventhubs.com/guides/2008/nov/13/akuma-gouki-frame-data-street-fighter-4/
You have to understand how frame data works in order to do that (seeing the hitbox and hurtbox of moves helps too), because it would take way too much unnecessary time to create an Akuma exclusive list that shows how safe are his moves compared to every single move within this huge cast of characters.
For example when it comes to far standing roundhouse, it’s always very unsafe vs characters that can avoid the second hit on block while crouching e.g Ryu. In AE 2012 it was nerfed to being -2 on block and that changed A LOT of how we can use the move.
For example lets take Abel vs Akuma and these moves:
Akuma far roundhouse: 0 on block in vanilla AE and -2 on block in AE 2012 after they nerfed it
Akuma cr.mp: 4 frame startup
Abel far standing lk: 5 frame startup
In Vanilla AE if Akuma threw out a blocked far roundhouse, pressed cr.mp immediately after it and the Abel player threw out a far standing lk at the same time, Akuma’s cr.mp will win and earn you a counter hit because your move came out faster then his (Akuma’s 4f cr.mp > 5f Abel fs.lk).
On the other hand in AE 2012 after the -2 nerf, if you threw out a cr.mp immediately after a blocked far roundhouse and Abel pressed far st.lk at the same time, Abel’s fs.lk will win and gives Him a counter hit because his move came out in 5 frames while your move came out in 6 (2 frame disadvantage + 4 frame cr.mp startup)
Hope that cleared it out a bit.