c.lp c.lp c.mp is definitely a frame trap, but a tight one. Done frame perfect it’s a 2fr trap. so you’ll only caught people that will tech within the 2fr after the block stun end. Mashers so to speak. If you fail in training room it’s mostly because you delay your tech as the opponent and miss the gap. In other words, you’re not playing the role of a true masher but a rhythm techer. Probably cause it’s your own habits.
The method is good, the normal works, but not on what the opponent is doing right now. Space it more, change normals, don’t forget you can also walk back a step to cr.mp or thick throw. Cr.lp cr.Hp is another good trap with perfect “online” gap
Hey guys, quick question from an Akuma main who hasn’t played SF4 since Super (I got 9 new characters!! Lol):
Have you guys been incorperating the new csMK into your BNBs? Or has it just been business as usual? The forced stand element makes it seem worth the adjustment, but obviously you guys would know better than me.
What’s been your go-to meterless BNB in Ultra? cLK cLP sMK xx special move?
Edit: another quick-n-easy question that came up as a result of a play session… I was Akuma vs a Ryu. Several times he jumped in on me with a jHK. I did a late HP DP, and he kicked right through!! So… was there any kind of reduction on invin frames of DP? Is HP the version we wanna use for AA? Am I correct the idea is to be late as possible so as to be fully invincible during the exchange? Also, how reliable do you guys find cHP as an AA? As mentioned, I never ended up playing either version of AE, so even if nothing changed I’m not quite sure our best anti airs aside from HP(?) DP.
Ahh, I knew it! Lol I wasn’t sure if I was confusing it with 3S, but thought I recalled MP DP being the go-to. In fact I checked an infiltration vid just to verify, but in the one I watched he used HP DP -shrug-
And yeah LoyalSol I know whatcha mean about the combo habits. But for purposes of connecting LK Tatsus (which whiff crouchers, correct me if I’m wrong), the forced stand seems totally worth it, as long as the sMK link isn’t more difficult, which it doesn’t seem to be.
Have you guys been getting much mileage out of the ability to EX air FB out of non-EX demon flips? I haven’t really messed w/ it, tho I never really used the EX DF EX FB before.
Question about Akuma in general, not just ‘Ultra’ Akuma, do you guys often find yourselves using the manual dive kick, as opposed to DF dive kick? I basically never use it, and wondered if there was a good reason outside occasional surprise value to do so.
I found that demon flip ex fireball so far is just something you can do to get pressure because of block stun or to bait uppercuts out of Shotos. I am looking for setups but I haven’t found any yet. I don’t know if there will be reliable ones that are safe to reversals but its definitely cool and gives you some breathing room to walk forward/bait jumps.
You shouldn’t always think about anti reversal setups.
fireball will beat clean anti airs planned against regular kick dive kicks.
I haven’t touched Ultra yet but from here I can see a lot of mind game added with this extra DF option.
How do you anti air this ? Is it a serious concern for our opponents or not ?
How is the landing recovery after it ?
Jump in ex fireball wasn’t safe at all either but was a badass way to get in still. No one wanted to use this on wake up.
I haven’t touched it or ultra combo double since the game’s release. I think it’s time as the go to ultra is over. Probably still ideal vs gief, hugo and maybe adon though.
Hmmm, well even in Super I never messed w/ U2 really. Would anyone mind explaining how it is best used? I thought I remembered it being something, like, where you have to cancel it out of the early frames of a teleport or something, which sadly feels a tad impractical w/ my 6 face button pad. Id LOVE to find out that I’m wrong about this, though!
Ive also seen what appears to be, like, a csHP xx U2. if that IS, in fact, what’s going on, isnt that a bit hard to confirm? or judst reserve for dizzies and crumples? Anyway, i obv dont now what im talkin about here. Could someone clarify this a bit more? Thanks!!
So I was watching a video the other day from James Chen and he was discussing specific match ups and spacing. Specifically at what distances you have an advantage and disadvantage for Cammy (his main).
I know this is a fundamental concept but It’s something I have struggled to understand how to learn/discover or apply properly (probably because Akuma has so many options - demon flip being one of them to get in on people). I get basic zoning (especially fireball zoning, watching how they react, and ultimately forcing them to do something stupid where I am in an advantageous position to punish) and the idea of dancing around their poke range and trying to either poke or punish their pokes.
The latter is where I get most nervous because I’m never really sure what’s considered possible to react to (especially online) - like some of the characters faster moves that cover more ground - like Chun’s Hazanshu or Adon’s Jaguar Kick, or even shenanigans from El Fuerte or Abel.
For some characters sometimes it feels like it’s best to stay as far away as possible - Gief being an example.
Is there a video guide or something to explain the best spacing for Akuma against each character (that may also change depending on their meter)?
James Chen’s video went beyond just the poke range and talked about many different ranges on the screen that gave you advantage or disadvantage literally inch by each across the screen.
To note, everyone talks about spacing but honestly I watch a lot of videos and it’s most evident with the top Japanese players. Especially Daigo, where he just keeps inching into the perfect range for him.
I highly disagree with DF being a way to get in. If you mean get in from neutral game.
It’s a slow move for a dive. It’s not properly a dive even, it doesn’t come out from a normal jump like the true dives that can then catch you by surprise from neutral game while opponent jump around. You use DF only on resets and mostly on a downed opponent.
If you random DF and successfully get in, the opponent is asleep.
An other point is range you want to be at.
If you for away from Gief like you said “as far as possible” you’re doing it wrong. The corner will teach you soon.
You have to know your ranges and use them depending on your goal.
There’s a range where you can stand against fireball chars that make any fireball a high risk of jump over big combo. at that same range you can anti air with ease, at that range no poke can reach.
There’s more spot to find depending on your plans and the char type you fight against.
You can also get in range not only by walking, but by choosing wisely your pressure string knowing that at the end the opponent poke will miss and let you whiff punish easy.
If you’re too far, you are just giving space and cornering yourself. if you’re too close you can’t react, stand, and are most likely gona hold down back unable to move.
How does Akuma play now that his vortex game is basically gone? I’ve been thinking of using him as an alt for Elena. How do you think he does against these matchups:
Ryu
Ken
Chun-Li
Yang
Yun
Dhalsim
Rose
T hawk
Juri
Sagat
Rolento
Rufus
Seth
Adon
I wasn’t sure whether to ask here or in the match up thread but does anyone know the properties of Hugo’s (wake up anti air) back breaker? Or EX back breaker? Frame data, invincibility, etc.
I’ve tried safe jumping after a HK (and no DWU) but I get caught every time. I also get caught when I’m trying to bait it with an early jump in. Maybe it’s just my timing or something. Or he recovers quicker?
For Chun, I think the matchup is in her favor now. She is much better in the ground game especially if she has U1 or super stocked. She controls the neutral game and really isnt threatened by anything anymore because the vortex is dramatically weakened, I dont think its worth it going for setups on her at this point.