apparently just pressing st.lk looks like a fireball feint but I doooon’t really see it. st.mp “looks” like it more to me but why st.lk I’m unsure. If the opponent is aching for a reason to jump in and punish a fireball, pressing st.lk is a good way to jolt his sensitive reactions I suppose.
Lately I’ve been using DF Kick on Dee Jay’s wake up. I know it trades with his Ex Up Kicks but you don’t take that much damage and it gets him to waste a stock. Useful or no?
you can crMK or crMP underneath all of his jackknife’s if you have any space between the two characters at all, causing them to whiff over you, and crMP is also a safe meaty against his EX machinegun upper and ultra 1.
Ok so i want to implement OS’s in my game but first i want to have a complete understanding of how and why it works. So i looked at Loyalsol’s thread of links and found this page http://shoryuken.com/f261/attempt-option-select-guide-222234/ There, he adresses a few things about why safejumping is possible. But i don’t get 1 thing. He says that if you jump in with an attack you can’t block for the first 2 landing frames. But wouldn’t it be impossible to DP a safejump because it has 3 startup frames, meaning it starts on the 3rd frame? Wouldn’t you land 1 frame sooner than the DP starts having an attacking hitbox? He says you can’t safejump a DP and i know you cant, but i seem to be overlooking or misunderstanding something.
Edit; A safejump implies you are going to hit them if they do nothing, but can land in time to block a reversal. If you don’t throw an attack in your jump, its basically an empty jump to bait a reversal.
When you jump in you need at least 1 active frame so that you can actually hit the opponent. The perfect safejump will be 1 frame active and 2 frames landing for a total of 3 frames. The problem is, a DP starts up in 3 frames and they are usually invincible, so while your jump-in is active you are going to get hit and they are gonna be invincible. If they have a 4-frame startup move, you can use your 1 active frame to land a hit if they block, then land in 2, and be blocking on the 4th frame.
The only way to safejump a 3-frame startup move is if your character has a strange normal that is out of reach to their reversal on frame 3. Chun’s neutral jump RH stretches far enough that if you space it correctly you won’t get hit on their first active frame, essentially making their reversal 4 or more frames.
Does that answer your question?
I didn’t take that 1 active frame of the jump in in the equation But yeah, you compeletely answered my question, thanks :D.
Don’t know where to ask this, but since i main gouki, i’ll ask my question here (forgive my ignorance):
About frame data, why is there no block/hit advantage for jumpin attacks?
I don’t know to be honest, but if I had to guess, it would probably be because the hit advantage is variable depending on how early/late you time it. ie. j.lk only gives frame advantage if it hits deep.
I completely fuckin’ suck with Akuma. I get hit out of everything I do, also whiff demon’s when I want to punish something. sigh Ok, need some help once again. Can anyone give me a few basic notes in general? Nothing character-specific, just some basic ideas and concepts to think of when using Gouki.
It’s variable, that’s why. Depends on if the jump-in is meaty, early, late… etc.
May want to reword that it’s a little misleading. J.lk still deals block stun but it needs to be deep to cover your landing frames, if you plan to combo off it at least.
Sounds like your timing is screwed on wakeup and/or youre taking too many risks if you are getting hit out of everything.
Sorry, I should have said frame advantage there as well.
Okay, super basic Akuma play:
Fireball game:
If you’re playing against a fireball character, use ground fireballs more than air fireballs. Non-fireball characters, air fireballs are very good, but the grounded one is still good as well.
Don’t just throw fireballs blindly. For example, for characters without an invincible anti-air (ex. Shoryuken), you want to trap them. Like throw an air fireball and when they jump over it, do a demon flip palm/throw so it would hit them sorta right when they land.
Use red fireballs to “win” the fireball war. I loveee using the jab version. It’s because if you use them, it’s very hard for your opponent to distinguish between the 1-, 2-, or 3-hitter. So, even if you’re throwing the jab ones the whole time, you will find your opponent just neutral jumping all of them. Now, you’re gaining meter (and you can gain even more by doing short demon flip palms) while your opponent builds none.
Pokes:
Sweep is your best weapon. It’s friggin’ fast (6-frame startup) and relatively safe (-9 blocked advantage but long distance). You can seriously go through a lot of matchups just using this poke. It’s godly. And once you get the knockdown, rape faces.
If you have trouble with people focusing and crumpling your sweep, start using it a bit less. And when they do charge up an FA, just jump at them.
Pressure:
So, once the gap is closed, use crouching jabs a lot. They have 3-frame start up, can combo into everything, and are great for tick throws. Leave gaps in them and use crouching strong for anti-crouch tech frame traps. Combo counter hit crouching strongs into sweep (or just regularly use this as a block string anyways).
Use standing roundhouse character specifically. (Did this sentence even make sense? :P)
Knockdown Pressure (aka Vortex):
The knockdown pressure you want to apply is character specific. But generally, you want to pressure in two ways: regular jumps and demon flips.
I won’t go into the vortex that much, but you always to want to pressure when you get the knockdown. Avoid doing meaty red fireballs and such; this only grants small amounts of chip damage. You want to mix your opponent up with crossup tatsu’s and the likes.
Aim to get knockdown with good position to set your vortex. These are sweep, forward throw, Shoryuken FADC red fireball, demon flip palm, demon flip throw, EX Hadouken, and either Ultras. “Bad” knockdowns are back throw, Super, EX tatsu, and Shoryuken.
ALWAYS (except if Shoryuken will be for the win) go for sweep after short Tatsu when you can do it. That sweep knockdown is godlike.
Using EX Meter:
Here are useful things to do with your meter:
-Jump forward and do EX fireball.
-End combos with EX hadouken when your opponent is crouching, and follow up with demon flip whatever.
-FADC Shoryukens to red fireball, and follow up with demon flip whatever.
-FADC blocked Shoryukens for safety.
Anti-air:
Mainly use crouching fierce. Fierce Shoryuken is good but is risky in some circumstances.
Defense:
Teleport, back dash, and jump tatsu out of pressure. Don’t straight up abuse these options, but do use them especially if the risk is somewhat low (ex. when opponent doesn’t have an Ultra stocked that could easily punish it.)
Honestly, with the above information, I’m pretty sure you can do well. If not, please post up a video of your gameplay. I’ll be happy to help you. :karate:
Geez, about the only thing you didnt cover was playing the corners. haha
What options do I have when both my opponent and I are both jumping at each other in the air? For some reason I always lose when we both try to attack when we meet in the air. Thanks.
Well, it depends how far you guys are. If you meet in the air and are super close, it’s basically the one to press a button first wins. But like jumping short/jab come out in 4 frames while jumping roundhouse starts up in 7 frames, so there are exceptions blah blah blah.
But the easiest way to win them is to STOP JUMPING. Stay grounded, then anti-air with crouching fierce or fierce Shoryuken.
I have some replays in my battle log, if I save them would you be able to view them?
I am having a seriously difficult time against an unfamiliar matchup to me: T. Hawk. The thread on matchups isn’t helpful. Anything I try to do, he has a move that overrides it including my ultra and super. And when I engage him on the ground, he just interrupts me with a command throw. Any suggestions?
Try backdash when he does blockstrings so you would avoid a throw, though his f.RH will get you, but then again you have avoided command throw to mix up, small price to pay imo. Since you are Akuma you can teleport if he tries to command throw you betwin blockstrings/empty jumps/crossups.
On the offence dont count on dive kicks after fwd throw/sweep because his ex tomahawk beats its and does big damage with the follow up, same goes for his U2. So your options after a knockdown are crossups (tatsu crossup to U2 is sweet :P) and safe jumps with demon palm or air normals.
I find using air fireballs very effective vs Thawk cause he cant really get closer to you safelly without ex Condor Spire and if he tries to do Condor Dive and you get a block you can punish easy scoring a knockdown. As ppl tend to sometimes spam command throws during the opponents blockstrings, you can bait it by doing say c.lk-c.lp, neutral jump to big dmg.
Hope this helps even a tiny bit ^^
Annoy him with fireballs until he loses his temper and starts doing reckless condor dives. When he does you can block and demon him, if you have ultra meter that is.
This is probably the one of the most boring matches to play as Akuma but it can get pretty intense since the rounds tend to run down the clock and getting hit hurts soooo much.
well what i do is zone t hawk out with air FB’s, but don’t give him ground. if he tries to go under the FB’s, you should land with a njMK or something, he has no reliable way to hit you from underneath before you hit him. as far as pokes go, you should pressure him mainly with sweep, but watch out for an instant jump condor dive, because that will hit your leg. also remember he has to jump forward to use his condor dive IIRC… just abuse your godlike walk speed and sweep him out of everything he does. your sweep should be at the maximum range possible, which means just hitting with your foot. honestly with just sweep and air FB’s you can keep t hawk from accomplishing anything really. punish all condor dives with sweep, or if you have it, ultra 1. only his ex tomahawk buster has i frames, so you can jump in on him for free with anything unless he has meter, although his EX version and his ultra 2 can both be safejumped (5 frame reversals). dont use stHK at its farther ranges, because he actually doesnt get hit by both hits despite his body being so big.
there are a lot of problems with t hawk’s that make him an easier fight than zangief.
a) he can’t punish jumpins and crossups with a simple lariat
b) his EX condor spire is nothing near as effective as giefs EX green hand in terms of punishing fireballs and getting in akuma’s face, as far as i remember there are no iframes on it, and if he does try to use it, he loses meter for his EX tomahawk which he needs to scare you from jumping in
c) he has a much weaker corner game, doesnt have gief’s headbutt or far stHK and his command grab range isnt quite as far