You have more options after c.MP and c.LP. Also after a hit confirm the HP reset is iffy on some characters.
whats the best way to punish people who like to mash option-select tech throw??
Here’s a question that may seem basic, but an answer would help me a lot. What are akuma’s AA options aside from the obvious SRK? I know c.HP is an AA normal, but what are the details on the hitbox? The animation looks like it just hits straight up, but I’ve AA people who jump in on me multiple times with very few trades. Could i get some advise on his basic AA game and/or the details on that c.HP? I just seem to have some trouble with my AA game when pressured.
C.hp early and srk late and should win clean mist of the time
c.HP has good horizontal range although it does tend to be more useful for cross up defense. c.HP is a good generic anti-air since it either beats or trades with almost all air attacks. It is one of the best AA normal in the game because it is fast with good priority.
Akuma actually has 5 usable anti-air moves. The two major ones are his HP.SRK and c.HP since that will punish the majority of common jump ins. His lesser used moves that are still very useful are his c.MK, far.HP, and Ultra. The one I think is a highly underrated anti-air is far.HP. It can be used to punish deep jump ins that are at the edge of HP.SRK range and you would be shocked what you can punish with this that you can’t punish with any other his his anti-air. The ultra is self explanatory. If you use normal like c.MK or s.HK and cancel into a demon it makes a great anti-air if you time it correctly. Last c.MK is a good situational anti-air. I use to use it a lot against Sagat’s elbow and Bison’s D-Reverse. It is hard to time, but there are a few situations where it is great to use.
Questions regarding how to approach a Akuma with a Turbo controller… by this i mean whats the strat to beat one who can spam Grab/Srk 20 times after he blocks your J.mk so he always can tech your throws and he can also always Srk you out of your block strings regaurdless if the Akuma players with the most skill wins or not its annoying watching the replay and he doesn’t have to try because the turbo spams faster then my fingers can hit the buttons :annoy:
online just gets better and better everyday lol :nono:
Keep those block strings air tight, use frame traps if he’s using OS tech and intentionally stop your block or hit strings to catch those pesky SRK’s.
Frame traps. c.lp/c.mp (slight pause) c.lp/c.mp/s.hp. Are among the most used.
What button gives the best range for a kara throw? HP? HK?
Unless I am ignorant, I don’t think you can kara throw off of HK.
You can kara throw off almost any normal, even crouching ones. HP > HK
I need help getting safe jumps down. How early do you need to jump in order to safe jump sucessfully, it seems that sometimes it works and sometimes i eat whatever reversal they do. Usually ill try to safejump from a max range sweep/throw/df throw depending on the char and how my opponent plays, but for example sagat’s TU most of the time hits me because I’m prob not timing it right.
Sagats uppercut is probably one of the hardest moves to safejump (or any wakeup option that has a 5 frame startup).
As a general point of reference, after a sweep, the amount of time it takes akuma to reach a neutral stance is the point you should be leaving the ground. If its off a throw or palm, a step back/forward followed by the jump should suffice. These aren’t the definitive rules to safe-jumping but it should give you a general idea.
Also, if you want, try practicing on slower reversals such as Rog’s headbutt or Ibuki’s Kazegiri.
:edit: minor change :bgrin:
Sagat’s uppercut is a 5 frame start up.
Don’t know why I was thinking 4. I blame it on a long day.
SHITSUMON!!!
regarding the loop:
many say that the loop is gone, but i was in training fooling with abel as my dummy. i was able to get this (s.LP,s.HK,s.LP) to come out… no counterhit on… so does that mean the loop is effective on abel? i was consistent with it for 3 or 4 tries, but the timing is way harder now… even with plinking, i feel its like a .00123 link compared to the 1 frame on vanilla.
i think we need more frame data…
*sumimasen! accidental post…
The jab before the roundhouse must hit on the second active frame in order for the link to connect. However, this is highly unreliable in nearly all situations.
One pretty consistent setup I found is against Dee Jay. Go point blank to him and do cr. mp, cr. lp, st. lp, st. hk. You can get the roundhouse to link there but you are put in a position where you can only follow up with a cr. mk.
There are probably a few other setups but, in general, the roundhouse loop is most likely dead for realistic uses.
ahhh kk thanks… i think i need to learn more about frame data…
FORUM HUNTING HERE I COME!
Got a question not related to akuma but to all characters. When your doing safe jumps, and the opponent blocks is the attack suppose to hit them? Because I can never get the attack to hit but I’ll still dodge the reversal but I think I’m doing it wrong.
Yes the attack is suppose to hit. What you’re doing is early jumping, your landing your jump-in while they’re still in non-neutral state from wakeup.