Use HK for the most damage, try to activate it when you’re on top.
Got it down. Thanks!
okay so what am i doing wrong here. Sometimes i will try to crossup after a throw with a hk df palm to land on the other side and then start off a combo with os lk, now it seems that 80% of the time this doesn’t work because i still get grabbed? This is supposed to tech obviously but i don’t know why it rarely works, i get techs like 2/10 times really. The same happens when i will empty jump and try the same thing right in front of them, i get grabbed rather than teching.
sup guys, quick question:
should i plink the HP in a QCB+LK, HP reset? im not very knowledgeable with frame data so im not sure if there is any advantage in me doing so (since its not a link?)… I looked at Loyalsol’s thread discussing this reset but he didnt address this question.
Well, a grab is 3 frames and your cr. lk is 4 frames. I’m not exactly sure on how many frames there are to successfully crouch tech, but you have to do the OS tech AFTER they grab to tech it. So, if you are doing the OS tech on the same frame or even a frame before they grab you, you will get grabbed.
If they are the type that mashes throw a lot, a good thing to do is a do a demon flip and do the dive kick as late as possible (like right in front of their face). Because it looks like you’re going to land, but then you get suspended in the air of the dive kick, they mash throw, and then now you get a huge dive kick combo.
This technically is a link. So, yes, you should plink it for higher success rate.
You mean when you’re directly above them?
At the apex of your jump?
Can anyone please help me?
c.HP means close (standing) HP. cr.HP means crouching HP.
The differences in the followups after standing HK are just about damage and effective range.
I think they yoinked Akuma’s demon flip throw option select (can someone confirm)? Have they changed anything else? I dunno.
If they tag you during the startup or recovery of your move you will get interrupted.
I need some critiquing on my akuma but I cant record videos. Can any experieinced Akuma play a few matches with me?
Just add me if you can
Captin SWAGGA - xbl
^ Message me sometime tomorrow night and ill record our matches if ya want
Is there an updated list of characters (inc new chars) that you can lk tatsu into cr.hk? Also, is there a list (also inc new chars) of characters who have to block both st.hk hits while crouching?
I’ve seen a lot of stuff people have posted about what to do after a landed forward throw. And even watching different vids, it seems diff players have their own preferences. I’m wondering what you guys like to do off a midscreen fwd throw as a baseline? I know there are many mixups, but I mean as your main safe go-to before mixing things up.
I asked a buddy of mine which sequence is being refered to when people talk of Akuma’s safe jump. He said dash dash MK demon flip - kick.
JR seems to like throw, jump fwd air fb, demonflip (somehow I seem to be too late a lot when I do this)
And then someone else on here also posted something about throw, sHK (as the dash), then HK demon flip, which seems decent too.
What do you guys like off midscreen throw and why?
I’ve read here and there that akuma players dont like the fadc shaku combo anymore bcuz of the stun. So my question is has anyone tried a mp dp after tatsu fadc on the 2nd hit and lp shaku? I was able to get 494 stun on ryu in training.
If this post were a thread, it’s title would be “But… but… that never happens to Tokido!”
I do the same setups- backthrow into lk demon flip divekick, and this Ryu player gets out of that by… walking. Even if I mash the hell out of the demon flpi he gets up in time to simply walk far enough that the kick apparently whiffs, and I can’t grab him.
… wtf?
Likewise, forward throw into standing hk into demon flip doesn’t work- he gets up too soon, and forward throw into 2x dash into demon flip doesn’t work either, for the same reason.
Yeah that happens to me too, and the worst part is that they dont even know what to do when they see a df coming since it mostly happens when i fight scrub ryus, but i guess if someone catches on to that and starts walking underneath, you can do a df kick placed slightly in front of them so if they walk towards you, they walk right into it. If they walk back, then you can either block or tele out.
Also, what are some good frame traps for Akuma? To get those counterhits.
If done correctly, this can actually beat out Bison’s EX psycho crusher, but I only whip this setup out if the Bison demonstrates to me that they use EX PC as their go-to escape on wakeup, assuming they have meter. Normally I just use safejump demon flips and react to his teles with sweep, punish EX SK with SRK, EX headstomp by walking beyond it, and EX DR with crHP. But the Bison’s that use EX PC to get out of wakeup, it’s hard for me to do much, so I use that setup if they seem to use it a lot.
What is to be done after a forward throw is really matchup dependent, but for safejumps you want dash x2 DF palm, and with any safejump you open up the door to option selects. Some reversals can be stuffed by the DF kick instead of palm, but it can be dashed through by some characters, so be careful - I only use this on, like… guile/ken/sagat and occasionally chun if i’m lazy and i don’t feel like going for option selects.
The sHK into HK DF is something I only do on occasion and only to characters who have terrible wakeup options / can’t challenge my jump-in with anything. Using the DF kick here works as a meaty so that’s nice.
Hmm, see now I was told the best safe jump setup was dash dash demon flip, KICK. SO many options lol And that vortex thread, while excellent in general, doesn’t really specify a. which is the safe jump b. which is sort of the “go-to” baseline option. But per your comment, I will definitely try the palm safejump (I’m assuming you go w/ MK demon flip?)
Out of curiostity, since Ive been thinking about it (I’m at work so cant test), might dash dash, jump HP be a viable safejump attempt?
Ok, I have too many questions to ask. Bare with me through this, I’m really trying to learn how to use Akuma.
I’ve been trying to use Akuma but it seems I’m just playing him wrong. My general approach is zoning a bit with hadou’s and then using st. HK to initiate some combos. Once they’re down I use DF Palm and Dive Kick to start some setups, many of which I’m still largely unfamiliar with. However, I can vortex quite well. I also use HK DF Palm to cover distance and get in, and I know how to make it safe. HOWEVER, I’m really bad at dealing with close pressure and find that my FP SRK trades wayyyyyy too often (I’ve been using cr. HP lately and its much more effective). So, the questions:
- What basics do I need to learn? Please be specific, don’t assume I know anything (I probably don’t lol).
- What is the best way to practice all this? Hard mode A.I.? Endless battle?
- How do I know which OS’es can be performed on which character?
- What are you guys generally using the EX meter for? Is there a point in SRK-FADC’ing into a hadou or anything else?
- Why are AA’s so unreliable? Can someone link me a video showing when to SRK? I always do it late but I still trade???
Lately I’ve found that Guile is the character that works for me most, I’ve also become immune to losing to randomness with him (I still lose to bad players with Akuma). I never played the Shoto’s in ST or HDR but I know that their game revolved around cr. mk > fireball. Anyway, I really want to learn Akuma just because I’ve always wanted to use him but didn’t because he was broken in HDR. Would someone be willing to tutor me and help me? I’m a cool person to chat with, I also play loads of HDR. Let me know, fellas.
So the forward throw setups (into 2x dash into demon flip, and into standing hk into demon flip) and the back throw into demon flip setup can be avoided that easily? Theres no trick to it that I’m missing?
Why don’t people just walk forward whenever Tokido or Eita or Momochi or whomever does one of those setups then? A backdash would get caught by an OSed tatsu but if he walks forward, then Akuma lands behind him, then wouldn’t the tatsu get blocked?