Can Akuma’s Demon Flip Divekick be used to stuff anti-air normals on wake-up? If so what set-ups does he have to do this?
Just hit them meaty. They can’t do a normal on a meaty attack.
Blargh. As much as I like Akuma’s teleport, it seems like more of a liability sometimes, especially when you’re in the corner because of the stupid auto correct. Too many times have i mashed teleport and it teleports me backward into the corner and then I die. Any way to do it so it doesn’t auto correct most of the time?
Nope it auto corrects better than anything in the game. I wish his DP would auto correct that well. Funny since a teleport should never auto correct since the direction on the stick is supposed to control the direction of the movement.
Teleport isn’t based on direction, but on forward or backwards.
lolwut?

I mean that the direction of the teleport doesn’t depend on the whether you input left or right, but forward or backward relative to the position of your opponent. That’s why it can autocorrect. Say you are in the right corner and your opponent jumps in on your wakeup and you input teleport towards the left corner (forward teleport), if your opponent happened to be behind you JUST when you hit the KKK, it would count as a forward teleport towards the right corner.
What happens after that is that through some game mechanic, you once again switch places and end up in the corner anyway just ripe to be punished hard.
At least, that’s what I THINK happens. Lol
It’s supposed to be direction but SF4 may treat it different. I’ve never ported the wrong direction in 3s or alpha.
Anyway dashes have the same problem. It is possible to input back x2 and get a dash in the opposite direction which is totally stupid.
Yeah, ESPECIALLY against cammy vortex
Ever DP > FADC > redball Abel under certain circumstances and have Akuma hurl his ball of fury off in the wrong direction?
Its pretty funny until you eat a monster punish.
Guys is there any sort of os that prevents people from continuously backdashing out of attempted frame traps/block strings?
You mean something like this? ( #2 )
Cr.jab, cr.jab plink with cr. rh and cr.short, s.short plink with s.rh.
@1:28
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I’m familiar with those, but if I leave gaps in my strings to attempt a frame trap the sweep is too late sometimes. It’s annoying as hell when I play someone who just backdashes over and over, it’s predictable and sometimes I’ll demon them for being so predictable but it doesn’t work all the time.
What should i go after a sweep on Ken? MP dp is the end of me
tatsu cross up or empty jump block sounds good for the opponent you’re describing.
Although instant mk dive kick “late” will make DP whiff.
so sweep >hold jump forward empty jump? delayed auto correct beat tatsu. need to check my timing then i guess
you can always bait a reversal with a empty jump if someone is a DP happy opponent. You can whiff a cr:lp: just after the sweep to make it look like a setup. Empty jump backlash is another way covering wake up throw too. I think you can even instant DF palm whiff -> block to bait a DP. I don’t have the game here so can’t test it but you should land way before they wakeup and your 4 frames of recovery will end before the reversal window start.
To beat a cross up tatsu with delayed DP need some practice and lose to regular meaty jump ins, so don’t say it like it’s an universal answer you can’t deal with
I think I never saw it or maybe once or twice last couple years in tournaments. And it was prolly pure desperate mashing we’ll never know. Anyway, it’s a gamble cause delaying a reversal is opening up the meaty attack window. Unless you’re predictable with the tatsu, they take a risk going for a delayed DP
Dive kick “late” (at the end of the jump arc) is a realy good way to attack shotos and make the DP whiff, learn how to do it and enjoy.
Next you’ll have to deal with their cr:mk: making your jump in whiff… but this lose to meaties, DF grabs and palm and properly spaced DF kick of course.
Back to first question, you should not be scared by reversal wakeup DP from Ken because it’s moving him forward a lot more than a Ryu, and thus is easier to whiff if the opponent is straight above you, like you should be…
Once you punish a whiffed DP hard, they will stop mashing DP even if you jump attack them with unsafe trajectory. If you don’t why would they stop doing it ?
There are dive kick set ups to stuff the SRK, just the timing is more strict on Ken because his SRK is so good.
what are some setups or mixups you can do after a knockdown from sweep?
Just picking up Akuma today so I have no idea how to run his offense.