Oh ok thanks for the info! Is that the same for j.hk OS demon rage? The demon rage should only come out if I miss the j.hk but if the opponent blocks it doesn’t come out? Why wouldnt it if the input is being done?
The jab to sweep option select should look like :lp: (slight delay) :lp:+:hk:. If the opponent blocks, two jabs should come out. If they backdash, one jab will whiff and then the sweep comes out.
Basically, option selects work because whenever you do a move and it is blocked or hit, both characters actually freeze in time for a little bit. So, if you do a safe jump hk and your opponent blocks it, you will be frozen in the air unable to do anything. But if your opponent does a move with invincibility, your jumping hk will miss causing you to NOT freeze in the air and thus letting you fall down to the floor faster.
So, in these few frames where you land faster, you input a move causing it to come out. But again in the other circumstance where they block, you will be doing this inputs while you are frozen in the air and the move will NOT come out because you are still in the air.
A good place to practice is against Bison. Go to practice mode and have Player 1 be Bison and Player 2 be Akuma. Put it on record and have Akuma walk forward and do a forward throw, then two immediate forward dashes and do jumping hk OS hk Tatsu. The hk Tatsu should NOT have come out (if it does come out, you did the Tatsu too late; do it earlier).
Now, put it on playback and restart. Let Akuma throw you and when you wake up, do a reversal teleport back with Bison. The Tatsu should come out now (if it does not come out, you did the Tatsu too early; record again and do it later). Restart again and do a reversal EX psycho crusher instead. The EX psycho should hit Akuma so this is a bad OS against the EX psycho.
However, put it back to record and do the forward throw, two dashes, but now with a jumping hk OS lk Tatsu. Now, restart and do the reversal EX psycho. The lk Tatsu should hit, but it won’t hit a reversal backwards teleport.
Once you get those down, practice OS Demons. You want to do it like this (read from down to up like the input display of training mode and with Akuma on the 1P side):
:l:+:lk:+:hp:
:hk:+:lp:
:hk:+:lp:
:uf:
So reading from down to up, you jump forward, then do a :hk:+:lp: twice (this is just a jumping roundhouse that is buffering jabs for the Demon). Time it so it’s a safe jump. And then just go and finish the Demon input with the last three inputs.
Now, go back and have Bison as Player 1 and Akuma as Player 2. Do the same forward throw, double dash, but now do the above inputs to get the OS U1. Set to playback and this OS should beat both backward teleports and EX psycho crusher (but lose to EX headstomp/reverse and forward teleport).
Your too good Richard. Seriously.
So basically against Bison, lets say I have Ultra ready. Should I basically do this OS like, most of the time? Because if the opponent does end up blocking, it wont come out so theres nothing to worry about right? Well now I know the ex headstomp and forward teleport can counter it, but lets say I know they are not going to do it, I should be doing this OS whenever I get the chance too right? Same goes for the OS cr.hk? I saw the Akuma OS thread and he has a ton, I see OS can really benefit a player and im really trying to incorporate them in my game as much as I can.
Should all of Akumas OS be used against everyone? Hopefully I can find a list in the akuma section that shows which OS works best on which character.
Ok I got the jumping fierce kick to hk tatsu pretty well. But I cant seem to the j.hk to hk tatsu to bisons ex pycho. Im really inconsistent with this, it seems like its a small window for this to work. Do the j.hk always have to be meaty ones?
Never mind, it was my dashing that was messing everything up. Once again, thanks in advance to everyone whos answering these noobie questions.
No problem. And your hk Tatsu should NOT beat the EX psycho consistently. The :hk: Tatsu is to beat backward teleports; the :lk: Tatsu should beat EX psycho. And U1 should beat both of these options.
Yeah, you generally wanna use OS U1 against Bison since many Bison’s (especially nooby ones) will do either EX Psycho or teleport on their wake up.
And practice your own OS’s against the other characters. It will allow you to get more familiar with characters’ wake up options. Basically, the jump in OS’s are either mp/hp srk (for Honda), lk/hk Tatsu (Bison), teleport xx U2 (Akuma), Super, U1 (Bison), U2 (Balrog), sweep (Ryu), and slightly delayed sweep (Viper, Chun).
I just gave a few examples there in parantheses, but go experiment everything out for yourself. Just remember that safe jumping with df palm is the same thing as jumping in with jumping roundhouse, except that the df palm will break armor and might be a little hard to hit some crouching characters. And you cannot safe jump 3-frame reversals, so I said OS sweep against Ryu but that’s just to catch his back dash.
richard, why would you need to delay the sweep on viper and chun? Also, instead of using light tatsu OS to punish bison ex crush, why not use jab dp? since it beats back dash, ex crush and ex devils reverse.
You delay the sweep a bit so that you get to block their reversal options - SBK and Thunder knuckle.
ty :] wasn’t sure why i kept getting counter hit… love u long time.
during vanilla, you can safejump ryu due to his dp have vulnerable hitbox.
ryu dp in super still have that vulnerable hitbox. but however that nerf/buff he get with his dp if you try to aim that hitbox and succeeded you hit him plain less than 100dmg? but they go into floaty state and after that when both of you land you are risking a very uncomfortable position where they can dp,grab,sweep,fireball(those mashers random input) and its not funny. everytime i hit them with dp i got scared and i back teleport away and guess what i eat random fireball/hk tatsu…
i oftenly call this pseudo-safejump after that safejump o/s clip by mastermindleet
[media=youtube]7LZulowZvkE&feature=related[/media] @7:40 (pseudo safejump, i liked the term alot makes explanation easier)
[media=youtube]BczROdC78wI&playnext_from=TL&videos=l1G9nDGR_BY[/media] <-- i want the scenario at 0:20 make them whiff.
i just want a scenario setup or whatever that can make dp whiff…or even hit them clean. since their dp have only 2frame invicibility my odds of dp palm hitting them is higher rather than trading which i will follow up into tk fireball which pwned all the scrub so bad. but everything involves risking.
i do pseudo safejump, but i do pretty little somehow because i don’t really like it. alot of the times doing it my opponent did nothing and did ex-tatsu i got hit lol very random. its useful but just not enough tools to shut ryu mouth up.
if the mixup involves risk and its not really in my favour i don’t feel like doing it…
I think my approach at dealing with super version of ryu majorly got affected because I loved divekicking so much at ryu’s face back then and I am still doing it atm. I am not losing much against ryu but however I think some of the game I shouldn’t have lost either and made me mad salty. will try to revisit this matchup properly
and lastly i hope this question to be answered by richard/shinakuma…
does this safejump work on 4framer? grab dash*2 jump hk somehow i hardly got it right and success rate is well under 50%.
however from sweep safejump success rate is darn high against 4framer.
im getting the impression that grab dash*2 due to them having a different wakeup time (face up?/facedown…?) therefore doesn’t really work
Do you do a tiger knee air fireball or not when you do the cross up air fireball?
Just wondering, how do you tell what combos and what doesn’t? I want to implement some new stuff in my game, but I’m a bit lost. It’s kinda hard to get across what I’m trying to say as well. I guess the bottom line is - how are combos discovered? Can you see what’s possible just from looking at frame data?
Recently, I have been noticing frame traps. I have watched so many Akuma like everyone else here, but I have just noticed how counter hitting is so important. I recently saw this video and it blew me away to see how many times Tokido got counter hits on this Honda, and how he perfectly did a combo string late to counter hit the Hondas moves.
[media=youtube]gKq_QGV84CE[/media]
Then I noticed what he was doing here is what people call frame traps. Is there an effective way to practice this? It looks like hes basically killing his OS tech throw. I notice everyones Akuma doing this but mine. I try to use 2 cr. strongs but it never really pulls off for me.
Just do c.jab then delay the low strong, you don’t want it to combo. Also, if you see the c.strong counterhit, you can combo into sweep
Aa ?
I mean Guile , than I trying akuma as my second . i got diffcuclt with akuma anti air , seems like akuma only got a very small hit box C.HP and a poor srk. I thought I need some help .
I know i’m not the type who can play akuma very well , but i just keep trying lol.
Akuma’s c.HP is godlike. And Akuma has one of the best SRK’s in the game so yeah…
may be I use too much guile C.HP than Akuma C.HP. it’s little timing different between both char C.hp . look like I need some more pratice on akuma’s normal AA.
i 'm not good with frame data . but i think ryu srk is more solid . and ken’s srk faster recovery .
akuma’s srk how come it’s one of the best ?
double post
Akuma hp srk has more invulnerability than ryu’s, it does more damage and is hit confirmable.
Akuma has become sort of my defacto main and I?m having a generally bad time with pressure. I just don?t know when to demon flip, or air tatsu. And as a result I can?t handle characters with strong anti air/reversals (ryu). My mix up game sucks I don?t know how to be unpredictable. Do any of you have any general tips for mix ups, I never land the dive kick from demon flip it?s always blocked. I have a hard time utilizing palm. A lot of akumas I watch whiff it intentionally and go into a block string. What kind of spacing am I looking for to make this reasonably safe? And canceling into demon flip seems to suck timing wise, I can?t get it to be consistent do you just need to do it really fucking fast? When I do score a knock down I?m just not sure what to do. I try to just bait out reversals since I always get slammed for demon flip.
The landing of combos is just alluding me if I can land it twice in a match that?s a huge success. I?m getting better at trying to go into the bnb off anything that hits but general tips are appreciated. I?m trying to not mash srk after the tatsu and input it cleanly to make fadcing easier but like 50% of the time it?s just not coming out. Anything I should be aware to get this more consistent? Sorry for the stupid long post but I figured I would just lump all my issues together instead of posting a hundred times. I have read a ton and watched a ton of videos before posting too but I finally just got to the point where I need to ask.
which o/s beats viper ex seismo cancel into grab? this move have been viper saving grace against my akuma today. don’t really know what i can do to stuff it up.
o/s palm delay crouchtech?
i haven’t been playing viper much. but recently have to deal with bunch of 3k-4kpp vipers that knows how to deal with akuma really well. having quite an amount of trouble if I can’t mix her up well worse she can escape everytime with her ex.
which o/s beats viper ex seismo cancel into grab? this move have been viper saving grace against my akuma today. don’t really know what i can do to stuff it up.
o/s palm delay crouchtech?
i haven’t been playing viper much. but recently have to deal with bunch of 3k-4kpp vipers that knows how to deal with akuma really well. having quite an amount of trouble if I can’t mix her up well worse she can escape everytime with her ex.