Practice against normal 4-f’ers first (the least forgiving) and 5-framers afterwards for a week or so and you’ll get the timing right. It becomes muscle memory. Visual ques help though, so the way I do it is to press forward after landing the sweep and learn how fast I have to jump after reacting to distance walked, adjusting the distance depending on the character’s wakeup.
After a while you even start to recognize whether you jumped too early or late.
If too early: - command dive kick and take the risk of a reversal - empty jump c.lk+c.lp - late lp Zanku to punish wake up throws.
If too late:
- crossup tatsu to beat most reversals - empty jump and block the reversal
The reason why I’d take Akuma’s sweep advantage over a brainless 4f safejump like ryu’s is that an instant empty jump c.lk lands meaty in it’s second active frame, landing a free combo on players that like to throw on wakeup. It’s more difficult to use, but it’s superiority cannot be denied.
ANYONE can learn it of they put the time into it. Being a musician helps though for rythm purposes.
A. How thoroughly has close jab been experimented with for counter hit setups (frame traps)? The move is +3 on block which is some Cammy level shit. Seems like it could be a good pressure tool on characters it doesn’t whiff on crouch (Chun, Cody, Cammy, Juri, Vega, Blanka off the top of my head)
B. is stand forward an underused normal? It’s not that quick but it’s range is deceptively long (goes as far as sweep) and it can go over other crouching attacks. It doesn’t lead to anything but just seems like a safe normal to just throw out at the top of its range
Why s.mk when you have s.lk that leaves your hurtbox much less vulnerable, recovers quicker and can be followed up to punish many pokes afterwards. It TRULY is one of his most useless normals.
It took me some time to get it because I suck, but this is exactly what i needed against this biaatch… I haven’t seen it posted yet but I found that this exact setup is a fake crossup in the corner… good sht KT
I wish things like this could be added to the match up thread
I’m afraid you’ll have to learn your setups for each chars in this game. A mix of different wake up timings, different reversals startups, and the invincibility frames makes “universal” statement inappropriate. You just can’t count on a list based on said reversal startup frames.<br>
Could someone explain to me why some choose to end combos with lp. Dp. I think I heard someone say its for better spacing or timing, but I don’t ever notice a certain followup
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<div class=“QuoteAuthor”><a href="/profile/51434/PCUTTA610">PCUTTA610</a> said:</div>
<div class=“QuoteText”>Could someone explain to me why some choose to end combos with lp. Dp. I think I heard someone say its for better spacing or timing, but I don’t ever notice a certain followup</div>
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Varies. It offers some frame advantage over HP or MP dp, allowing you to walk forward as they are rising and continue pressure. It is particularly useful as a combo finisher in the corner.<div><br></div><div>On KO it offers more meter gain as the hits aren’t distributed across three (post KO hits even on multi-hitting moves don’t yield meter gain) hits and instead only one.</div>
Much simpler question than what’s usually asked here, but I’m new to playing Akuma.<br><div><br></div><div>I main Yun and I don’t want to drop him but since Akuma is a character that needs a lot of time to get good with, is it worth it for me, someone who can only play 1-2 hours a day to pick him up as a second character?</div>