Playing fast and aggressive is all about understanding spacing. If you understand what situations you are at advantage in you can figure out how to consistently put yourself in those situations.
Playing offensive is still playing smart. You just press your advantage.
I need more games, I really do have to try to play some more to work on my spacing. I’ve been working on my footsies, but I find that I get hesitant to use my buttons in close.
Another thing. Defending: what is the basis for a solid defense with Akuma. Anti-airs? Correct use of focus? (I do not focus much defensively) Or just a patient back/down back with smart use of throw tech in between?
I asked this question awhile ago but I feel like the answer I got was wrong.
What is the exploding heart technique? I was told it was his throw, but in the matchup thread, it says EHT beats yuns dk. Doesnt make sense to me. theres gotta be something else to it
Forward throw, dash, dash was a pretty universally working timing before the throw nerf from what I understand. That setup is known as the exploding heart technique.
Sorry, I really don’t have time to dig through all 64 pages, although I’ve been making my way through the vids slowly.
I can only remember 1 matchup in which I’ve seen U2 used… I forget what happened, but the commentators were wondering why he picked it (think it was Tokido?). Anyways, he actually used the specific counter, I think it was an immidiate teleport into U2 to punish something airborne.
Is that question answered here, or are there any good examples of U2 in action?
U2 is common vs Rog because you can option select it on his wakeup with demon flip palm which will hit him if he does Anything but block.
U2 is also used in these matchups depending on the player’s preference:
Vs
Rufus (dive kick is very hard to AA with U1, U2 can beat his EX messiah kick follow ups but people have found a way to avoid U2 now).
Seth (can get out of his DP/SPD mixup with teleport and punish both on reaction with U2).
Cammy (dive kicks are hard to AA with U1, teleport xx U2 can make escaping her pressure safe from option selected ultras).
Viper (can punish airborne flame kicks and can make teleports safe from option selected ex thunder knuckles).
Akuma mirror (can punish air fireballs with teleport xx U2, can make teleports safe from U1 punishes)
Honda (teleport xx U2 can punish headbutts, buttslams or ochio throws).
Cody (OS U2 is useful on his wakeup to limit his options even more with a serious threat).
It’s all about preference though, even though U2 is a great ultra, U1 is amazing and generally chosen over U2 because it has very unique properties that when used right it’s devastating. I remember there was a thread dedicated to Demon Armageddon alone, you might want to look it up to learn more about its uses.
hey just started learning akuma, and I have a few questions for you guys. One being, are there demon flip setups after throw and sweep that will consistently stuff reversals? am always suppose to do a delayed dk if i want to stuff a reversal or do it as early as possible?, or are there no truly reliable setups that will consistently do this. Also after a sweep, what do you guys use to time j.hk safe jump, is it just a tiny step forward? Thanks for the help guys, much appreciated.
How you execute the dive kick usually depends on what reversal you’re going against so it’s kinda specific.
Forward throw x2 dashes DF palm is a 7 frame safejump vs characters that wakeup normally and can safejump faster reversals vs characters who wakeup slowly after forward throw (e.g Cammy and her 5f canon spike).
DF throw , backdash, DF palm is a 5f safejump.
After sweep you gotta manually time the safejump with j.hk, either walk forward, backward or crouch then jump-in, you can immediately jump-in and execute the command dive kick (down + mk) as fast as possible to safejump 4frame reversals.
IIRC I saw Ricky Ortiz delaying the overhead followup to avoid U2 punish.
You can use it for Seth, but I have basically come to the conclusion I prefer U1 since Seth players love jumping and his dive kick is actually rather easy to AA U1. They also love to abuse his Focus attack. U2 can be nice, but it is always mad risky to go for.
For Cody I use U2 against bad Cody players since they refuse to block on wake up, but against good ones I switch to U1 because it is better for the match up.
Cammy is a match up I prefer U1 and only switch to U2 if wake up is really a problem.
Balrog you can use U1, but U2 is so hard not to use since it gives you a lot of options as well as one of the most dominating OSes in the game.
Honda is match up I believe U1 is highly inferior to U2. The amount of tools U2 gives you is much more significant.Likewise I find U2 to be better against Ibuki.
In the Akuma mirror you can use either Ultra, but I like that U2 at least removes a random factor in that it forces your opponent to actually do something skillful to punish the teleport instead of the easiest teleport punish known to man. That and it gives a punish for Jump forward > Fireball.
I’ve found teleport > U2 beats the tricks to get around it, but it isn’t as easy to use correctly. If I know the Rufus player can’t do it I just use raw U2, but if I know he can I teleport then U2.
Could you developp on why you use U2 against Honda and Ibuki, is there an OS or easy punish?
And do you have any tips to combo U2 after close HP? I can’t input fast enough
Against Ibuki U2 is an amazing punish ultra which limits what she can do.
Get tired of the Kunai after EX Kicks Shenagans? Teleport U2 beats both options
Get tired of Penguin kicks? U2 punishes it for free
Get tired of jump in Kunai? U2 punishes it.
Hate Ibuki’s back dashes? U2 OSed beats it.
It does so much in the match up that it is hard not to pick.
Likewise with Honda U2 gives you the option to punish things that U1 normally cannot punish. It punishes Headbutt, Ocho throw, and Butt slams. It also can be OSed on Honda’s wake up. \
Usually if I use U2 in a match up, it isn’t just for teleport protection. I use it because it has a legitimate use in the match up.
I use FA to get rid of blocked ex kazegiri -> kunai.
But so you say she can’t meaty kunai our wake up if we have U2 ? Nice to know I need to test this asap. I hate the poor auto correct U2 after teleport. Always risky on a cross up punish.
What’s the Penguin kicks ? f.HK poke ? Overhead ? Tsumuji ?
Edit: got it it’s her Hien move (jump steps on your face). Always read that’s unsafe but never found a way to punish it on hit or block as supposed to be.