Sorry for the boring (maybe obvious) question, but how are “safe jumps” performed? I don’t have a clue.
Nothing is boring in Street Fighter What you want to do is basically time the jump so that you land in a block position right before your opponent performs his wake-up attack. Some characters cannot be safe-jumped, such as Ryu or Ken who have a 3-frame reversal (in simple terms they have an instant attack).
So, let’s say you get a throw knockdown. Using your timing knowledge of untechable knockdowns, you dash in and then jump. You land right before they perform the wake-up, allowing you to punish.
Let me know if I need to clarify further
Nope, that is exactly what I needed
So akuma’s best safejumping moves are J.HK and flip>palm right?
Yup. The palm is especially excellent, it comes out very fast and has practically instant recovery. Just remember that you can’t use it against Ken, Ryu, or Akuma. Not sure about Seth, Sagat, Cammy, Sakura, and so forth.
With the right timing, you can juggle a RH Tatsu afterwards
PLEASE HELP!!
How do I input a gohadoken after a crouching medium kick??? Shoryuken always comes out if im walking forward and i keep losing matches please help someone tell me the input!!
Try to start doing a half circle forward for the hado.
SF4’s input leniency is pretty annoying…
Ok… Now this is getting ridiculous… A few nights ago, I decided to play some ranked and hopefully pad up my BP and PP score a bit from the 4700BP/ 1200PP I left it at after the first month of playing SSF4.
After a few successful fights where I managed to keep a slightly better than 50% win ratio, I got hit by an avalanche of Ryu, Ken and Guile players! Laggy, shitty and mega cheesy. I kid you not, I must have gone through the same three characters dozens of times without fighting anyone different in hours. The end result is that I lost a shit ton of BP (I’m down to 3800) and my PP had gone down to 900 until I could bring it back up to 1200 again.
I’d like to know how do you guys deal with Guile or Ken’s annoying cheesy tactics? I can deal with the projectile spammers easily enough, but I often get flustered when they start the frame traps as I don’t really know how to get out of them effeciently. There has to be a better way than just block and hope you can tech enough of their throw/kara throw attempts to make it out in one piece. There has to be a tactic that makes them think twice about just walking forward without a care on Akuma.
Guile:
Knock him down. Cross him up. Knock him down. loop();
If you throw him, remember to time your demon flip with a st. :hk:. It beats all flash kicks.
Ken:
Be patient. Don’t fall for his :r:+:mk: bullcrap. Most of them will try the :r:+:mk: and follow it with a :d:+:mk:. If he does it a lot, you can just srk his :d:+:mk:. Memorize his bad habits, like wake up shoryukens, throws, focuses and backdashes and what he does after these. Punish accordingly.
I have the same problems dealing with counter-pokes, seems like I have zero priority sometimes!!
vs. Guile
- Use the Shaku Hadou to force him to block or jump after his booms. Once he does this slowly close in. After the knockdown you can totally fuck him up with HK Dive Kicks and safe-jumps. Personally though I’d avoid safe-jumping and just keep dive kicking and mixing it up with throws. I like to use the JR techniques in this match, particularly this:
HK Dive Kick -> st. FP -> Demon Flip Throw
This will catch Guile off-guard since he’ll be blocking high and won’t have a Flash Kick charge. I’d know, I mained Guile in the early stages and got harassed with this tactic hard. On punish you can tatsu-sweep as well.
vs. Ken
Fuck, I don’t know. I’ve hated Ken since ST :lol:
Yup. This works well when I can get him there. But when he gets out and starts his shennanigans… That’s where the problems start. Which is why I want to know how to get out of it, not how NOT to get into it. :razz:
I try to be patient, but there’s always that kara throw threat looming behind any of his poke pressure. I can’t just wait him out because he’ll stick in a throw at random intervals and fuck me up. One throw is fine, and I can certainly tech some of them, but if he even gets me with two or three throws, I’m in trouble. Timing a reversal is also risky because if he baits it, I’m left wide open for a shit load of hurt from a combo or ultra. Again, if I knew some tricks for negating his pressure when he starts it, I could make this matchup less of a headache.
Pretty much, in both these instances (Guile and Ken) I tend to lame it out, stuffing their projectile wars with random LP, MP, HP shakus to keep them guessing and at a safe distance. Once they find out they’re not gonna win the FB wars, they move in. Guile will throw a slow boom and follow it in. If I focus and he’s in range he’ll throw a standing HP to tag me at the same time as his boom. If I jump over it he anticipates it and grabs me in the air. Air Tatsus keep him honest for a while, but then he can just bait them out and tag me when I land instead. On the Ken side, once he sees he can’t just chuck FB’s from full screen, he’ll creep in, jumping over any FBs of my own and when he’s in range he’ll start F + MK, D + MK, Cross up EX tatsu, kara throw, etc. I keep the cross-ups to a minimum with cr. HP of my own, but online it can trade a lot due to delayed inputs and they know this. My main concern is to not let him apply the pressure he wants without becoming too predictable (I.E.: backdash, jump away, teleport).
Dont forget command divekick.
You can safejump anyone who has a 4 frame, or more, reversal with any of those 3.
Hey, I’ve just switched to maining Akuma; my previous main was Abel but I decided I wanted to switch to someone with decent footsies and reversals.
Is Cr.jab into Cr.Forward Kick a 1 frame link, I read the frame data and it gave me the impression that it is, but then again i’m new to frame data so I could be wrong.
I can’t seem to do it very consistently, maybe 30% of the time at most, has anyone got any tips for timing it? Plinking helps make it possible, but i’m still not very consistent at it.
Against Guile.
neutral jump his sonic booms. He can’t do other sonic booms when there’s one on the screen. You should be aware of his range and if he’s walking toward you when neutral jumping, though. Block is ok, sonic boom’s chip isn’t that great. This is the trick. By doing this you’ll “train” him into throwing another sonic boom at certain range, because you will block, or at least that’s what he should think. When you have meter, you can always ex DF on him.
Against Ken:
If he keeps jumping your fireballs, you need proper spacing when throwing them, so you can srk the jump in. As I said, if he does :r:+:mk:, :d:+:mk: a lot, just :lp: srk it. He’ll probably stop when he notices that you’re punishing it. Just buffer it on your blockstun. Or else he’ll keep poking you with this. And you don’t want it.
So that option select is kicking my ass any tips? Also that tatsu after srk is tight but im glad I’m aware of it.
Blocking is always a good start.
What annoys me with the Kens in fireball wars is some of them do it at 3/4 screen; spamming fireballs and EXs a-plenty, then if I get impatient about using normals fireballs/blowing EX, they jump Shaku on reaction.
(I’m aware that EX Demon Flip on a badly thrown fireball is the answer)
I feel that vortexing the fuck outta Guile is where that match is decided. I personally think his SSF4 Boom charges makes him too cheap to focus on competing with him in the ground game. My advice for him is to put your energy into converting the knockdown game.
Then again, I spend most of my time on vanilla anyway.
(Racked up about 30 stuns today… anyone jealous?)
What exactly is the secret to hitting people in the corner with the demon flip dive kick? Tokido does it all the time and it seems to always work. Example of what I’m talking about here: [media=youtube]F3Rz0npvrLg#t=4m13s[/media]
I think it doesnt work vs all chars, but basically dash after a hard knockdown and to a HK DF divekick.
vs Guile: sigh, this fight is a bit annoying if you dont know what to do, but basically you need to stay away until you can get a knockdown, you know, basic SSF4 akuma but dont worry, he cant zone you (but you can zone him). Once he’s down he’s free, I dont bother safe jumping him because its hard to do online and its very easy to miss and eat a flashkick (FADC Sonic hurricane) to the face. So my mixup is between DF throw, x-tatsu, DF divekick, normal crossup and empy jump/empty DF palm cr.lk. Sweep after tatsu helps a lot in this match. Also, if you’ve got a decent life lead and he blocked one of your mixups, dont try more, get out and zone the shit out of him, he wont be able to catch you, and if you get another knockdown, do your thing there.
HK DF divekick crosses up in the corner. I also believe you can do it outside of corners.