is there a way to prevent it?
Got to agree here.
Even on its own, c.mk xx tele xx u2 is a retarded combo. Its inconsistent as all hell and very finicky to pull off.
sometimes when im trying to teleport or autocorrect dp on wakeup, i get red fireball. HELP!
Some characters have setups that actually force borked inputs and some can specifically cause Akuma’s teleport to screw up. Balrog for example can with his fake cross-up j.hk.
Try your third option.
Maybe I’m retarded but teleport isn’t forward or backward, it’s left or right, shouldn’t be any auto something on the process. If you input left TP, you go left no matter what the other guy is doing. No ?
Nope, it is teleport forward and teleport backwards. So if your inputs get flipped the new forward is usually in the direction that will get you killed.
Ah… The ever popular “block” option! So easily forgotten during online matches.
Getting shaku instead of teleport can be prevented by not holding db or df before the teleport input. it’s very rare anyway.
Ok, so I had a lengthy session at the arcade last night and faced off against a decent amount of Ibuki players. Sweet geezus that OS U2 is great. It even kicks her arse out of that little dash~teleport thing she has, bwaha.
That isn’t even the half of it.
LK Penguin kicks = U2 punishable
EX Up Kicks can be punished with teleport > U2 regardless of Kunai or no Kunai.
Forces the Ibuki player to react to the teleport.
Jump forward Kunai can be punished with U2.
Overall it is mad useful against Ibuki.
How do you effectivly open up turtle shotos? I’ve been playing a Ryu/Akuma online who is the biggest turtle I know. Don’t get me wrong he knows how to play and NEVER JUMPS. if I randomly jump in I eat a cr.fierce or a dp. in fireball wars I eventually eat a tatsu going through my fireball. The rest of the time he uses safe blockstrings. so that’s basicly his game plan: get the life lead and sit back waiting for mistake. no fadc into ultra no huge combos. I feel like I have to work so hard to get a win it’s annoying
Spacing and footsies. If he doesn’t want to open himself up you need to bully him until he does. If you get superior spacing on the screen he will have to take risks to regain positioning.
Ok, so I’m trying to understand the math in the safejumps for the ‘nerfed’ throw, but there’s something I don’t understand.
The classic safejump after a f.throw was dash, dash, which took up a total of 36 frames and safejumped 5-frame reversals on normal wakeup times. Two dashes also meant a shoto unblockable in the corner. So, the throw was delayed 2 frames in 2012 and people found that dash (18f), c.mp (15f) was the new unblockable, but I don’t understand how that works. This takes up a total of 33 frames, which instead of 34, which would compensate for the throw nerf. How does the unblockable still work? And after a f.throw, shouldn’t dash, c.mp, j.hk technically be a safejump against 4frame reversals?
The frame data on eventhubs says c.mp is 4f startup, 3 frames active and has 9 frames of recovery. First active frame overlaps the last startup frame, so it really is 15 frames right?
The start up frames in most frame data actually includes the first active frame. So if you straight up add start up, recovery, and active frames you overcount by one so you need to subtract it out.
And some unblockables or fake cross ups are not frame exact, some have windows of a couple of frames. That’s why Dash c.MP works.
That’s what I said though, if I didn’t compensate for the overlapping active frame c.mp would be 16 frames. 1-3 startup, 4-6 active, 7-15 recovery. So that means the only reason the unblockable works is because there’s 2frames leniency in the setup, where the old one hit on the last possible frame for it to be unblockable and the current one on the first?
What I’m trying to figure out in the first place is to figure out a safejump for 4f reversals after a throw. If my calculations are correct we need to kill 33 frames after a throw and then jump, right? 36f used to safejump 5f reversals so 35f used to safejump 4f reversals. Substract 2f for the current throw and you get 33, right?
If you throw an opponent into the corner, this will work, but it won’t reach from midscreen. It’s possible with manual timing, but that’s a bit scetchy.
What I REALLY want to know is how many frames the df palm takes compared to a regular jump attack, I know it’s a couple of frames slower than a regular jump attack. If I knew that, I could dash, kill some frames and safejump 4-framers mid screen with palm.
another good question is what’s the landing recovery time after jump hk/mk whiff and df palm whiff.
df palm recovers immediatly on landing I think.
edit: I was wrong. 4 frames. Then why did they nerf the overhead proprerty? I always thought it was justified because its landing was fast.
DF Palm recovers like any other jump in. 4 frames.
But does anyone know how much slower it is than a regular jump attack?
Same for me, I always heard this on whiff was a particular Akuma’s unique property of fast recovery. At least compared to a jump whiffed attack. I would have said it was the recovery of a empty jump witch is ??
Anyway the magic comes probably from the fast animation of the move. Unlike other moves that can be clearly seen and sometimes delay the landing, this palm animation looks pretty much like an empty DF -->“nothing” if this was possible