Sometimes I do it for fun. Not like Akuma has problems building meter. Shaku also gives you better positioning.
after FADC Shaku, you can immediately HK DF Palm to the other side for a nice mix up.
mp dp (2 hits) fadc light shaku does more stun and sets up better vortex. I like to do it now and again when I know they’re close to stun, but that won’t stun them.
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Mason, I agree mp dp into lp shaku does do more stun and I do like the setup timing on a follow up safe jump a lot more than lp dp into hp shaku
So i’ve been practicing the un-reversable df dive kicks. Trying it off the forward throw and just a close sweep. I’ve come close to getting it I think, I’ve gotten it so that a Lp srk will get stuffed but not an ex or hp srk. What exactly am I doing wrong here? Does this setup have a term so I can look up examples?
Unrelated but are there any sure fire ways to know your safe jump was you know safe? Aside form just feeling that you did it right?
Do training mode, pick a character and pick akuma as the second character. Record akuma to sweep (or another untechable knockdown) and safejump, set it to playback and use the reversals the first character has. This way you learn what timing to use. A sure way to know is usually through certain setups, such as f.throw, immediately dash x2 and then jump hk.
For your first question, do f.throw , immediately dash twice, then input mk divekick during the second dash. This way you stuff shoryukens, and it gives you a visual cue of when and where to hit the divekick. Later on you will be able to judge the distance without the setup.
Whenever I do a DF kick on srks, Ken gets stuffed while Ryu just flips back. Is that supposed to happen?
Yeah ken has frames where he’s still on the ground after invincibility, so that can work. But a good ken will never get stuffed because they can just non reversal their MP dp and beat it every time since the setup is not meaty.
Got a couple questions for you Akuma pros! Despite lots of text in the questions, the 1st and 3rd should probably have quick, straight fwd answers. The 2nd one may warrant some elaboration. Thanks in advance to anyone willing to drop his two cents!
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When you watch Tokido play, he will often DF dive kick in such a way that it actually crosses up. I used to think this was just a random occurence that results from spacing it really ambiguously, but more and more I’m convinced this is very very intentional. Anyone have any good info about how to do this? For example, maybe a specific spacing setup, or perhaps an aiming goal, or perhaps data suggesting it can only be done to certain characters, etc etc? Of the characters I play, I haven’t been using much Akuma lately, but damn… if I could intentionally crossup DF dive whenever (or something close to whenever), I wouldn’t use anyone else (well, Sim is too fun not to use, but anyone besides them!)!
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Also, just curious, but I’ve seen jHK, DF dive kick, and DF palm all referred to when talking about the safe jump. Maybe it’s more a matter of preference than concrete theory, but when vortex-ing, which do you guys prefer to use when looking for a pure safe jump? I suppose there’s probably an answer for matchups vs a 3-frame reversal and matchups not vs a 3frame reversal. I’m not sure about that tho, but can anyone say a word or two about the safejump? I know it’s been discussed a lot around here, but again… sometimes they say palm, sometimes they dive, sometimes they say jHK… and all 3 seem to work beautifully some times and all 3 seem to fail sometimes. Any thoughts or opinions on that?
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Anyone have some fun setups you like utilizing EX air FB? I’ve always loved that move, but didn’t know if it was my best use of meter. But the more I watch Tokido’s Akuma, the more I see that dude seems to use EX air FB more than any other EX move! Some applications can be obvious, but if anyone wants to share any cool tricks or specific setups utilizing my favorite double shot, I’d love to hear!
Thanks guys! If what I heard, that AE Akuma’s U2 is going to be FADC-able off a DP, I’ll probably drop Rufus entirely LOL
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I don’t know this.
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Jump HK and df palm are both safejumps. The difference is that df palm has armor break properties, so it destroys the wakeup of Balrog, Gouken and Juri (and others). A lot of characters can’t do much against DF palm OS sweep. Then you can go for df throw mixups. Jump HK does not have armor break properties, but it is still usefull in mixing up between crossup tatsu and regular jump HK. If they guess wrong, they either eat crossup tatsu > sweep, or eat a jump HK > whatever combo. DF dive kick is not a safejump (i don’t really know how i can explain why), but it has a good hitbox, and can stuff many reversal moves if timed and spaced properly.
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You can use it as a wall of some sorts to get in, but don’t abuse it because if they know you are going for it, they will just walkup sweep you in your recovery frames. This is more about your own creativity i guess than really knowing setups. One nice thing that Tokido did at EVO was after an untechable knockdown, he jump at the opponent. Usually the opponent does a crouch tech on wakeup, but Tokido did a late EX air fireball. This caught a lot of players (the air fireballs hit the opponents cr.lk) and he continued with a combo.
Can someone give some medium-difficult links and combos for Akuma
Thanks
Is there are a reason why some people use c.lp, c.mp over c.lp, s.hp?
http://shoryuken.com/f249/[sf4]-trags-akuma-combos-1-0-a-177247/
The first post on this thread contains more combos than you’re likely to need or use, but there you are!
For myself, I find it easier to combo from cr.LP into cr.MP. Though I believe it’s better to cr.LP into cs.HP because it gives you more time to hit confirm it into something else. JR likes to use it as a block string sometimes: cr.LP, cs.HP xx LK DF Throw.
And cr.mp is a good way to frametrap people as it leaves you on +2. s.hp is -3 on block so you need to cancel it into something (like a hadouken or tatsu).
Alright, thanks for the insight. I just hate it when my light tatsu sometimes whiffs on cr.mp.
Thanks
Does forward throw st.rh fierce df dive kick stuff reversals? Someone told me it did but I figured I would check here.
There are many reversals in this game so it’s best to check in training mode vs the one you’re trying to beat, it does stuff reversal canon spikes IIRC. Also, since this setup is not meaty vs most characters (if not all), I’m pretty sure a lot of the cast can forward dash under your dive kick on wakeup.
In my experience, I’ve used this set up to only stuff 4-frame Reversals (Cammy, Guile, etc)
For Shotos, double dash mk df if perfectly timed can stuff SRKs, or at the very least trade
I saw a match with Eita in which he used st.RH immediate HK DF Palm to go right over a Ryu’s reversal lp SRK, and punish accordingly