What do you guys do when you are caught in blockstrings? I have a really bad habit of trying to push buttons for counterhits against characters and always end up losing 99% of the time. I’m guessing teleporting is the only safe option or maybe a srk mash if you are desperate and have the meter to fadc it lol. Even worse if you’re in the corner until you can tatsu out.
Block. Seriously, try it. And no, I’m not being an asshole
Wait things out and see where it puts you. Sometimes opponents base a lot of their offensive momentum around people mashing out or trying to do something during a block string which ends in counterhit combos or srks/reversals. Deny them the satisfaction and just wait. You said it yourself - pushing buttons often gets yourself counterhit, so just plain stop it and see how you go.
I used to be inclined to tech a lot, but I’d eat a counterhit combo which actually yields more damage. I’d rather eat 120 - 140 damage from a grab than 200 - 250 (or worse) from a combo that I essentially gave to my opponent by being impatient.
I think its also good to just plain block and ignore your teleport option just so you can build up a good defence mentality which also helps you keep your shit cool under pressure. Once you start being a cool bastard under pressure very little can phase you provided you pay attention to what’s happening. Many people tend to crumple or cave under pressure and do stupid stuff - try to avoid falling into that trap. How? By blocking and remaining cool. Hell, try wearing sunglasses while doing it
Remember that when you ‘mash’ you forego control. Personally I don’t mash as I like to keep myself in control the whole time where possible.
You have to wait for a move that will allow you to escape. No block string is air tight and eventually your foe is going to have to move forward or use a move that will end the string. If you foe is playing with frame traps you need to watch carefully for an opening and use the fastest move possible. Long start ups get eaten by frame traps.
Akumas Cross up fireball how do you do it
So I saw tokido pull this off against hugo 101 at evo what is the best way to practice the execution so you cast the fireball and right when they wake up the light fireball is hitting them on the top of their head and you are ready on the other side of your enemy to attack when it connects
Just like the others said. Block. And if you see a safe stiuation to teleport out, do it. Even if you have meter to fadc a mashed srk, don’t try it. With LP.SRK fadc you should be pretty safe (though it has the least invincibility), but MP and HP.SRK tend to whiff the second and/or third blocked hit and fadc’ing messes up then. But generally I’d advise not to mash at all (besides countering Ultras with demon :D). If your opponent stops after two or 3 c.LPs it’s possible your mashed LP.srk whiffs.
Just enter training room, do a backthrow and wait a bit (or take a small backstep) and do d, df, f, uf, f + LP. Do this tigerknee-like motion very fast and the fireball comes out early enough. You don’t have to do this backstep. If you get familiar with this motion you can speed it up until the fireball comes out immediately. And because of the angle and slow travel speed the fireball stays a long time “active”. I hope you know what I’m trying to say.
This is a pretty good tutorial for it [media=youtube]QUK3fSke4JQ[/media]
Hello! New member here…I’ve already learned a bunch of good stuff by reading through this and other threads, so thanks to all of the contributors!
I’ve been messing around with all of the ways to input the demon (‘straight up’ 3-input, buffering in a HK or f.MP, etc.) and I’ve found the absolute fastest, input-wise, is plinking LP+MP then doing :l::lk::hp: . I don’t really see people recommending this input method - is it worth practicing, or should demons be buffered in slow-startup normals like f.MP, as a general rule?
Im not sure that method works, because you can only plink lower priority attacks into higher prority attacks in this order: lp, lk, mp, mk, hp, hk. (maybe i messed up punch and kick but the order is definitely light medium hard). Also, if your way works, it is definitely faster but it isnt helpfully faster. Kara’ing an ultra is only useful if you want to punish and are afraid that you’ll hit them with your light punches. And for kara’ing a super, i guess it doesn’t really matter if your super comes out a frame or some earlier.
The quickest method to get the Ultra out is this: :r: + :lp: ~ :mp:, :l: + :lk: + :hp:
Two inputs. But hella hard to actually get it to come out consistently (unless you have double jointed fingers or something)… I still prefer :r: + (:lp: + :mp: x 2), :l: + :lk: + :hp:. I can get this to come out 98% of the time in any situation.
me and one of my teamate (5v5 teamate) were playing some casuals last night and he was playing honda spaming far standing hardkick meanwhile i was just hitting normals to see what would beat it outright. its prety touch timing but it seems that far standing hp is the best option. id say maybe 40-30% of the time it beats it outright (not the best odds) and the rest of the time it trades evenly. just thought i would share maybe get some other input from you guys.
Have a couple of questions if anyone can help me please.
- Can I crossup Tatsu Ken and time it so that its safe and he can’t hit me with a Shoryuken, If so what is the timing like?
2)Sometimes I hit people in the high up in the air with a tatsu, how come most of the time I can’t hit them as there floating down to the floor? I have seen Tokido do it, what do I need to do?
- Im just learning to fadc whatcombo should I learn first? is it BnB to fadc to ex fireball?
I’d go for cr.MK-Hado>FADC>BnB and HP-Hado>FADC>BnB. From what I’ve gathered, FADC into shaku isn’t as useful in Super and you may be better off ending the BnB with EX DP.
1: You will just need to learn the timing through trial and error. A good way to practice crossup tatsu is by setting the training mode dummy to crouch. If you are hitting him while he’s crouching, you are doing it well.
2: You can only hit them afterwards if the tatsu hit once. If the tatsu hit twice, the second hit counts as the followup.
3: I would suggest to practice HP>fireball>FADC>bnb. And just try other normals into FADC into fireball. Basically what Moody Steve said. But in SSFIV a different combo ender would be sweep after a light tatsu, to set up a vortex. Gamogo has a post somewhere where you can see what characters the combo works on (it doesn’t work on all characters).
Breaking an old habit
So I made a thread about this yesterday and it got locked. But im a newer akuma player and I have always input Akumas BnB with Cr. Fierce instead of just S. Fierce. I just realized the other day that their is a difference and certain situations REQUIRE S. Fierce. So I learned the BnB with Cr. Fierce and have always done it that way. I have spent hours in the past day and a half trying to learn it with S. Fierce and its extremely difficult to get down. Does anyone have any tips on unlearning the bad habit? Also tips on how to input the BnB with S. Fierce better? Thanks!
I have the same habit and it is difficult to kick. I’ve managed to get the standing HP in my combos on occasion now and the difference seems to be you have to slightly delay the QCB + LK input to get the tatsu out. At least, that’s how it works for me.
Ya in the last couple hours thats what been working for me on jump ins and stuff. Just wait until you like hit the ground almost then just hit Fierce then Delay the L. Tatsu for a tiny bit longer
You’re having trouble with st. hp xx lk Tatsu? Turn on input display and do it. Many newer players make the mistake of hitting the lk for the Tatsu too early when they’re still at down-back. Make sure you’re pressing it at back.
If you see perfect inputs but it’s not coming out, then you are doing the Tatsu too slow. Speed up your motion.
Delaying the Tatsu motion will only make it not come out, so I don’t know why you guys said that.
A good practice method is to put Super meter on infinite. Then, just do the infinite combo of:
{st. :hp: xx fireball FADC} x n
Practice this on both sides.
What I usually do is press the button and completely let it go before doing the tatsu motion, comes out most of the time.
That is called Negative Edge. Try holding punch, doing a quarter circle forward motion and let go of punch. A hadouken will come out. But you will only have 1 opportunity for the hadouken to come out, whereas if you do a qcf first and then a punch you will have two. One for pressing the punch, and one for releasing it.
EDIT: a repost of something i asked in the matchup thread but got ignored =D
I tried to palm OS srk an Abel wakeup reversal U2 (to see if it could be option selected or armor broken) but i kept getting hit by U2. Is this bad execution on my part or is it not possible?
try lp dp, i dont think that can be grabbed. but idk if it will solve the prob. you could always just safe jump and jump over him after the flash