Nah just got back from a 6 month deployment
[INDENT=1][FONT=Helvetica]Original post:[/FONT][/INDENT]
[INDENT=1][FONT=Helvetica][FONT=Trebuchet MS]http://forums.shoryuken.com/t/beginner-match-analysis-gameplay-critique-thread/150977/49[/FONT][/FONT][/INDENT]
[INDENT=1][FONT=Helvetica]Hello, I was told to redirect my question about Akuma here. [/FONT][/INDENT]
[INDENT=1][FONT=Helvetica]#1)Block-strings: What is the ideal result of a block-string? neutral distance like the start of the round? I usually do [c.lp, c.lp, c.mp, fireball] to push the opponent away, but I remembered I saw some gameplay video that I could be punished by ultras between my c.mp and fireball. In that case, are there any other safer options to prevent that? SInce if I don’t do the fireball, I am within sweep range, and that linked to the next question…[/FONT][/INDENT]
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[INDENT=1]#2)Opponent crouching / crouching block- Of course, I made liberal use of the overhead chop to score some damage, or I just flat out walk up and throw, which were extremely effective. However, even if I got a hit-confirm going, I can’t land my tatsu in since he’s crouching! So far as I know I can use c.HP to make him stand but I can’t link it with light punches. My only solution was [c.lp, c.lp, s.hp, DP—FADC bnb—] or c.mp, fireball[/INDENT]
[INDENT=1]Are there any other options to make him stand up in order to combo into tatsu?[/INDENT]
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[INDENT=1]#3)Meter management- I almost always have a full super meter bar, and I don’t know what to spend on, as my game is not solid enough to make good use of the super demon (when I have the demon punish window, my ultra always is up and it does more damage). [/INDENT]
[INDENT=1]My question is, is it ok to not use it, and let all additional meter gain to be wasted? Everytime I saw a full meter I just have an urge to use it. What are some basic strategy / mindset in terms of managing my meters?[/INDENT]
- You’re safe after a cr:mp: on block so why you want to do a fireball ? afraid of a sweep on your block ? it’s your luck at that range cause YOU will punish it.
And you don’t have to worry about ultras inside an unsafe cancel like this one cr:mp: xx hado cause they just can’t know you’ll do it. It’s pure random play if they do it. Or you did it so many time before you’re predictable and it’s you own fault.
And… cr:lp:, st:hp: xx hado is a true block string and works on crouching block, use this instead maybe.
I wouldn’t double the cr:lp: cause you’ll whiff the HP after that more than once.
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In thit case I use HK tatsu ender, force stand if close, good damage and push very far
But to begin with if you hit, why you don’t cancel the hp with a hado FADC then cr:HP xx lk tatsu ? -
If you don’t know, give it to me. You should see what Ex tatsu does to crouchers when you’re not good enough to use an FADC everytime, or because you only have one bar. Another point is look at the damage bonus of a ex SRK ender agaisnt a simple HP SRK.
Another point again, Ex air Hado, pressure or covering a jump in, this is a must have tool.
Tonigh I was playing online using Arcade mode and against guile CPU while waiting for an opponent, the CPU did Ultra xx Shades…
I was like WTF this is the CPU trolling me really ?
I had an argument the other day on a stream chat (PandaxGaming) with some dudes about this. They insisted that Akuma DOES have a safe jump against 3fs reversal. Now I’m just a casual player, but I have made an effort after the AE 2012 nerfs to Akuma, to study his setups and safe jumps, etc. And from what I’ve learned here in these forums, it’s impossible for Akuma to safe jump 3fs or 4fs reversals after fwd throw.
The way I understand it, a “Safe Jump” is where I stick out a normal during my jump in that the opponent can’t hit me out of with his reversal timed special on wakeup. In other words, If after a fwd throw, I do dash x 2, J.HK as Ryu wakes up and he does a reversal SRK, it would only be a SAFE JUMP if I would land and block the reversal. This is different than an EMTPY JUMP where I stick nothing out in order to bait out a reversal.
There are setups to STUFF 3fs/4fs reversals on some characters, yes. But that’s not the same as a “safe jump”. But at the end of the day, if I would try to safe jump ryu on wakeup, I’d get reversal SRK’d each time. Even empty jump on Ryu wouldn’t work after fwd throw, dash x 2.
True for 3f, but on paper you can safe jump 4framer, with frame perfect setup. The only limit of safe jumps is the game mechanic that give 4f recovery on landing for anyone that jump and push a button. This limit say even if you have 334 frames advantage after a knockdown you can’t time a safe jump on a 3framer reversal simply because after landing your meaty hk (who will whiff because the revesal invicibility on first frames) you’ll eat the reversal one frame before you can block.
On 4 framer you’re good. And for others the same rule apply with the invincibility or not depending on their reversal property. Thus this is not related to the wake up timing witch is only used to time a setup to do a safe jump properly.
If I learned the lesson right of course…
Against 3f/4f reverals try any combo ending with lp dp FADC HP shaku.
Then mk flip palm.
I was having a tinker with this recently and managed to bait out a bunch of stuff with it (DPs occurring as reversals, etc). It needs more testing though.
It works like an empty jump right? Because that shouldn’t work on 3f DPs unless it’s a weird hitbox avoidance thing, which I doubt because palm’s hitbox isn’t exactly godlike, if they blocked your attack should whiff since you did it too early.
If that’s the case, you should be able to do the same setup after sweep and EX fireball too, just do the flip palm immediately after those knockdowns, a real safejump would take like a couple of frames or so of manual timing before doing it.
If you end with MP DP>FADC LP shaku you have enough frame advantage to mk/hk flip palm or dive kick.
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Also induces heavy stun. If you opt for a palm strike and they don’t quick rise you can crossup air fireball or DF again.
^ this. Im actually surprised I dont see more Akuma’s using mp.SRK FADC lp.Shaku. It gives the most stun and only sacrifices minimal damage plus gives better post combo setups
I’m a bit disapointed after a good level up in my game last month I’m now facing a wall.
Should I mash reversal on opponent pressure or not ?
Because I never trained mashing srk and I lose so much games because I block and miss the punish.
It’s even harder when the guy ends a completly unsafe full combo on block that push me to far for a Srk, and to thigh windows for the sweep “online”. Let’s say against Cody’s upper.
Another example is against Guy pressure, hard time seeign the oppening in his mix of block string and target combos. I usualy block but I die if I try something it usualy goes bad for me.
On the other hand when I try to be a bit random with normals to do some kind of guessing pressure, I do eat reversals. I’m not good at pressure without KD to be honest, as I know the counter to my random moves, I tend to just don’t do it.
That’s against good player, not scrubs I can deal with wirth basic anti masher tactics. So I have a feeling this is a huge part of the game I’m missing. Make the guy respect you.
How, where I can buy this ??
If I don’t have u2 stocked vs. boxer should I os cr.mk off of demonflip palm safejumps? hits backdash, and makes headbutts whiff which allows a nice punish. Seems super solid.
I actually OS nothing till I get U2 for mutliple reasons. One the only real escape route is the back dash which you can almost react to. Everything else you can block.
Second against average Balrogs it gives them the sense they can do something which later on in the match means they might try something when I OS U2 which means they get smashed for it.
whenever guy dashes during the pressure string get ready to mash DP that thing is -5 at least so you can throw him or mash DP
I noticed kara ex dp from hp dp gives a little more horizontal range. If I aa with ex dp is this more reliable in getting multiple hits?
MK tatsu into 2 hit dp is possible on some characters at least are there practical benefits? only thing I can figure out at the moment is that rose falls out of dp ender on certain strings to lk tatsu more than other characters so if you were going for a kill combo you can combo to mk tatsu and get more damage than if you did a string that would keep you closer but did less damage.
Generally the MK and HK tatsus are useful if you are at a range where LK will whiff.
I mean specifically doing mk tatsu to dp in situations where lk tatsu might actually hit. vs. rose for instance there is a range where lk tatsu will hit, but hp dp actually whiffs(hits or sometimes completely) where you can get 2 hit mk tatsu to launch to 2 hit hp dp guaranteed.
I tested this a little on rose. For a combo such as: crossup mk, cr.mp, cr.mp xx lk tatsu, hp DP. If you do the DP late you will only get 2 hits, if you do it as fast as possible you get 3 hits.
I can’t find a combo that gives the situation you describe.
do cr.lk, cl.lk, cr.mk xx tatsu
my meaty/os string vs. her.
After lk tatsu I managed a few times to make EX DP hit 3 times but I couldn’t get very consistent with it, seems you have to do the DP quite late. Couldn’t get it at all with HP, not sure why that was tbh if it can be done with EX. Personally I’ll sacrifice the damage for an easier link in that scenario and just use cr.lk, cl.lk, cr.lp xx lk tatsu.
That is an interesting property of his mk tatsu though, the first hit keeps rose on the ground much like the first hit of a point blank hk tatsu which leaves FADC options available.