Anyway, anyone ever though of using hk tatsu instead of srk for ender after a lk tatsu ? It’s a bit hard to find the right timing but it works well. Wondering if there’s any application for this. Despite the obvious sweep and shoryu advantages in vortex damage and stun, maybe there’s some hidden trick with hk tatsu as it cross up. (I doubt it)
How do you beat DP’s? It seems I can do no wakeup pressure in the slightest because I get DP’d to hell and back. I lose a game to a guy that did nothing but walk back hadouken and uppercuts. It was my fault, sure. But im not sure what knowledge i was supposed to leave with.
Pressure = DP
Neutral = cr.MK + Hadoukens with a DP if I jump (orly)
Full screen = He just jumps over my shit.
What do. With Gen I can just maul them with pokes, but with Akuma im just like da fuq do I do ere.
I know about Safejumps, But then I just get thrown…
if you get thrown out of safe jumps that’s because 1 you failed the safe jump because it have to be a meaty attack to avoid any wakeup throw attempt, and you even fail the crouch tech on landing.
If you get DPed out of pressure, learn to do a frame trap, patience, and also back dashes after block strings. 3 tools you need to apply any pressure.
There’s a lot of others things, it’s just universal SF gameplay, the throw/back dashes/counterhit/safejump game. Solid footsies or random play.
Can someone give me a point-form breakdown of how to practice safe jumps in training mode? I need a step-by-step on how to setup the AI. I know its a stupid question but I’ve never actually practiced safe jumps at all (probably why my Akuma sucks). Thanks!
Alright its time to improve some aspects of my Akuma that I’ve been neglecting for far too long. Got a few executional questions here, I’m sure the answers are all “work on your execution” but if you have any tips at all I’d appreciate it.
Getting c.lp into s.hp. Do you guys plink the fierce or just know the timing? I plink very few things because I find it awkward to do and then try and execute a special move after.
Fireball FADC into s.hp. Same problem as before. Hard for me to get the tatsu if I plink the fierce. I can get it just off timing along but its very inconsistent.
Roundhouse after a counter hit. Do you guys just do it or do you actually look for the counter hit notification? I’ve tried doing that and its extremely difficult.
plink for sure for 1. and 2.
And training to do it clean with separated inputs (that’s my best translation for this atm). You have a lot of time to cancel a st:hp: when you’re trained enough so you can focus landing the plink and releasing inputs, and then doing the qcb lk tatsu.
3. maybe next year I’ll think of it.
Plinking is a good thing to learn, but you don’t really Need it at all for either #1 or #2, first being an easy 2 frame link and after a fireball FADC you have plenty of frame advantage to connect a 4 frame close fierce.
The problem I had with cancelling close fierce into tatsu was more of an issue with cancelling a standing move into QCB rather than getting the fierce to connect. Best way to get it down for me was to hit the fierce while the stick is in neutral position then very quickly do a QCB.
As for #3 , good players do that on reaction, connecting a far roundhouse after cr.mp counter hit is difficult specially for beginners and people like me who have slow reactions because it’s a 1 frame link, connecting a sweep on reaction is MUCH easier. When I fish for counter hits and do the block strings I keep an eye on the side of the screen where the “Counter Hit” notification will pop up, it’s a lot easier for me to react that way when I’m looking for it.
If you timed the setup so the cr.lk won’t be meaty, you’ll get thrown out of it’s startup vs players who like to mash throw on wakeup, you can add cr.lk+lp so you would have an OS tech in there in-case they’re going for a throw.
Such setups mostly work when you train your opponent to respect you on wakeup, for example when you have meter you can empty palm then HP SRK to beat their wakeup throws (FADC out if blocked). My favorite punish for wakeup throw mashers is to empty jump into a very delayed lp air fireball right before you land, their wakeup throw whiff, get hit by the air fireball and you’ll get a FULL ground combo for huge damage.
also in same instance as before (ie fourwude) after palm he standing close HP into BNB or massive fadc combo. i fail or a cHP come out (when i add the light tats).
you’re not alone… it takes a lot of concentration to keep your fingers to touch those buttons too fast ^^
A work around is to always do your cl.HP as ( + cl:hp: ) (suggesting plink the :hp: of course) giving your left hand something to do to avoiding an early :d:
And the Os tech is a must have every time you wanna do a cr:lk: starter. I do it like a plink so even if I’m too early on landing and miss the lk, a lp come out, if the opponent wakeup throw, I tech it.
Its used to stuff dive kicks, characters with big hitboxes, characters with floaty jumps. Its a superb AA. Here’s a very nice thread on Akuma’s anti-air options:
st:hp: advantage is pretty obvious : long range as it moves you forward a bit, invincible hitbox on he fist, good active frames. Use when opponent jumps in at range. A srk could whiff, so this one is a safer anti air.