A good player is A LOT more likely to get hit by an ex tatsu or srk rather than a counter hit c.mp > sweep. Good players don’t press random shit while blocking and couterhitting them isn’t easy…on the contrary a good delayed walk up ex tatsu or srk will often get them. Just look at the alex valle v combofiend (was it combofiend right?) match…
isn’t that kind of the same thing? ch cr.mp or ex tatsu? it was joosebox.
isn’t that kind of the same thing? ch cr.mp or ex tatsu? it was joosebox.
It was both.
So when are we getting a WestAB vs ShinAkuma204 set? I would pay money to watch 2 of the best Akuma’s on XBL.
LoyalSol’s last post in the (very informative) thread Vegas Odds: Gambling on Akuma’s Resets hints that there’s some updating to be done, and that was almost a year ago so I’m wondering if Super changed anything to Akuma’s resets?
And what do you people use for resetting after a 3*lk/lp hitconfirm xx lk.tatsu?
Also, I’m looking for a way to hitconfirm my cr.mk xx hado pokes into big damage, is the best option to fadc into cl st.hp xx bnb?
Last question, in MuKen’s zoning thread he writes about hp fireball zoning, however a friend playing Ryu says lp fb is better because it travels slower, giving us more time for an eventual anti-air if the opponent jumps in. What do you people use? Should I just mix it up depending on range and to keep the opponent guessing?
Ok i was away for a while. I finally got to play with my friends (rare times cause i live far away from them ;/ ) and i got fantastic experiences, got beaten up mostly but im a Saiyan so ill be twice as good soon lolz.
About the blockstring to ex tatsu thing i said. Yeah as you’ve seen it loses to c.lp+c.lk spammers, wasnt really sure if it loses by EVERYONES c.lk so excuse me for any confussion.
Superlollo said its about timing for the ex tatsu to “win”, i agree, although if you KNOW that the opponent is gonna spam the c.lk then you might aswell shoryuken his ass or even better (imo) fish a CH c.mp to sweep (as Nu-Skoool said now that i notice).
I dont agree on this one at all, because you see, its all a mind game. Yeah sure weaker opponents will often press random shit, on the other hand pro players will probably be aware of your option at a given time so they will try to screw your gameplan up, with say for ex. a c.lp, not even c.lp+c.lk just because they anticipate an ex tatsu. They are aware of their choice, its risky, but hardly random. Of course dont stand on that example i gave, its only to make you see the bigger picture of what i mean ^^
We got a Ryu player here you plays a very wierd yet extremelly efficient gamestyle, doing some “random” lp shoryukens from some distance beating pokes etc, doing other crazy stuff that may look extremelly random, but knowing him it actually is a calculated risk (which btw my Viper takes advantage by punishing stuff to quick stun lol.)
Heh unfortunately that was during the school year so I got swamped with work and forgot to finish it.
For the most part Akuma’s reset game is identical with some damage changes. Resets are actually a little less risky damage wise because of all the damage nerfs.
The only set up that has changed is the MK Flip against Sagat can no longer be used as a safe grab. Before in Vanilia there was a set up where if Sagat did a TU or TK it would completely whiff, but if he did nothing or tried to use a normal you could grab him.
I would go with cr.MP xx hado FADC into w/e because it wont push them as far back, meaning cl.HP will connect more often. Again this is situation dependent because sometimes cr.MP wont reach
I was trying to OS this dhalsim player yesterday with the palm os hk tatsu. but i noticed that sometimes he teleports behind me and I tatsu the other way so I dont hit him. is there a way to punish all teleports including the one that gets behind u? (maybe delaying the inputs a bit???)
I just got finished with an Akuma Combo. Nothing too flashy but some fun stuff. Added a “Why I Love The Raging Demon”, showing off random in-fight Demon punishes and finished with some credits showing off akuma colors / taunts
Question is, what do I call it Suggestions needed please
Can someone please give me some general tips about when to use the different kinds of Akuma’s normal fireballs (lp, mp and hp)? I find myself rely too much on the lp fireball so I’d have enough time to anti air if they jump, but I have difficulties vs characters with fast jump speeds like Blanka, Adon or Vega, specially when they decide to empty jump over the fireballs.
I’m sure experience is the best way to understand zoning with normal fireballs, but some general gudielines that would help me understand when to use which version of the fireball depending on the spacing/situation would be great.
From mid-range and closer, throwing out a fireball randomly should be avoided, and try to fake out your opponents by just doing standing light punch or kick to confuse them. If they jump over it, you can AA and if they don’t you’ll get them to doubt your fireball pattern and they will hesitate on wether to jump or not the next time they see your akuma move.
Fireballs are worthless in this game unless you’re Guile or Sagat, and even then its pretty easy to jump over. From mid-range you want to avoid using them unless its in a block string (ex. cr. mk > hado)
Yeah tell that to Daigo
Even in mid range block string you should avoid using them cause better players will focus dash and punish you (or even ultra etc).
I agree with Sizar though
But Guile and Sagat aren’t in 3s…
Oh wait you’re talking about SSF4 lol.
^ I see what you did there xD
how do i get demon flip dive to crossup in the corner
if opponent is absolutely pushed into the corner, ie. forward throw or dflip throw, any strength dflip kick should cross up.
akuma feels left out…he says he has an airfireball he’d like to share