Hey guys, I was just screwing around in Training Mode with Akuma. I am normally a Chun player and have been playing Akuma on the side to try and figure him out, since it’s my worst matchup.
I don’t have anything matchup-specific, but I was wondering…
MK and HK Tatsu are FADC-able on first hit. Is there any use to doing this?
Also, his Hadoken and Shaku are cancellable into Super (but not Ultra). I also wondered if there are any applications for that. Seems like it might be useful if you are close against someone who is Focus happy, especially if you’ve conditioned them to focus absorb your fireballs.
I dunno the practical usage of the FADC on the tatsu. But I have used the fireball trick a few times. It’s more of a gimmick tbh though. It can catch people who are focus happy or in close ranged fireball wars.
Haven’t noticed anything useful with Tatsu FADC that makes it worth doing. (might have been different if you could cancel hits beyond the initial one) You get 20 points extra damage over fireball FADC but the follow-up options are limited.
JR Rodriguez likes to use Shaku~Super cancel. You can see it in action by looking through some of his vids. I’m very unfamiliar with the benefits and haven’t really explored it, so wait for more than just my word on it. It moves Akuma along behind and makes jumping the Shaku with forward or vertical jump a bad idea, plus Akuma is in position to juggle with SRK on hit (I think) when used mid-screen and do close up stuff if you block it.
Most besides him don’t use it coz that’s pretty darn ‘meh’ for costing your whole bar.
I dont even think thats correct (no offence). You can neutral jump the fireball and then just do a normal to hit akuma out of the super. Snakeaes, besides the mindreading you posted i really can’t think of a usefull way when to shaku/fireball xx super, and besides, if you know when your opponent is going for a focus attack there is plenty of other stuff to hurt him. Also, im not completely sure, but i thought that in SSFIV prepatch (the small one where they fixed a few things), tatsu fadc did more damage then fireball fadc, but post-patch SSFIV changed the damage done by a tatsu was changed so that now it does equal damage total but FADCing the first hit results in less damage.
Hmm. The only use I can think of then for FADCing Tatsu is if you did it when you didn’t mean to and are cancelling to make it safe.
Because HK/MK Tatsu FADC Shoryu works, but I don’t see why anyone would do it over LK Tatsu > Shoryu and save the meter.
Also, I was browsing this thread and noticed some talk regarding DF Dive Kick crossing up. I think I have the spacing for this down, but I also noticed that no matter how hard I tried, I cannot ever get DF Dive Kick to cross up when my opponent is in the left corner. I have no problems doing it when they’re in the right corner of the stage, but in the left corner I cannot make Dive Kick cross up.
yeah, i believe that is just a fault with the games mechanics one of the corners allows more oppertunities to cross up. i think it was addressed to Capcom, but they couldnt resolve it.
I’ve had a few tricks with the fireball xx super. You can do a “shield” demon where the fireball covers you and will break any fireball lol, or you can juggle a shoryuken off a full screen shaku xx super. But the good thing about the shield demon is if you cancel fast enough, you’re shielded, but due to hitbox properties, your grabbing box goes just in front of the fireball, so if they try and block it the will get grabbed. I used to do a lk tatsu, hp xx fireball xx super reset now and then in vanilla and people would always try to crouch block the fireball on reaction lol.
I guess if someone doesn’t have a really good invincible reversal and you get them knocked down from fullscreen and they’re almost dead, you could shaku xx super just to get in and then they either gotta block and die or jump and get shoryukened. Just silly fun gimmicks though.
This is old and imho just risky meter waste. The stuff with the grabbing box that goes in front of the fireball is range dependant.
Nobody needs a “good invincible reversal” to avoid this. They just have to jump and kick you. Super also has no invincible frames.
Imho it’s better to use a fireball to bait them into a special that goes through it. Many chars have the tools to get through or around our fireballs. And they will use them for sure… For example: Everytime you throw a fireball at Boxer, add 2x LP to it and when you see him doing one of his EX-specials or TAP to get through, simply add back+LK+HP.
And then…
when do you have a Super stored? Most of the time it’s end of the match, I guess. During this period of a match, it’s better to have two stocks stored to make a SRK safe. imho.
I only use Super if I know it hits and it ends the match.
This happened 22 times out of ~6000 matches.
It only works on counter hit, just like in vanilla. The fireball FADC hk doesn’t work well anymore in super (although a few days ago a video was posted showing it still is possible, but spacing dependant)
this match, the boxer sotec did a gimmicky set up that if akuma quick wakeup and teleport you will teleport the wrong way. worse you might get ex. shakunetsu and get punished.
can anyone briefly explain how to fix this problem? i roughly know why it happened. but how to fix the issue?
No. When full screen the setup I said is pretty much like a big fadc. If you time it right you will recover from the super when they get up and then you can punish their jump with a shoryuken. Same concept as being sorta close and doing fireball fadc on their wake up. I didn’t say it was good I pretty clearly stated that they were silly gimmicks.
Yes and because of this I said it’s (old and) risky meter waste.
4 stocks for a “big fadc” and you still have to be worried about the 13 frames recovery of the Super.
But to avoid misunderstanding… Please specifiy: When is the exact timing you wan’t to be in front of your opponent. You said: “when they get up”. Do you mean, when they get up after they ate the one or two hits from the HP-shaku they couldn’t absorb with their own projectile?
There are always some frames of (throw) invincibilty during wakeup animations. So Super won’t connect if you reach them during their wakeup.
So please: What does your opponent do during the last active frame of your super in that case? And what are his options after our 13 frames Super recovery are over.
And if you knock them down with those one or two shaku hits that get through their projectile, it’s no untechable knockdown. So their wakeup timing varies heavily.
How do you wan’t to “time this right”?
And if you throw a fireball that doesn’t go through but only negates their projectile, they should have enough time to react. Or does the Super always catches them during last recovery frames of their personal fireball animation? In my experience: No. It’s heavily range dependant.
And if they jump forward, a SRK would probably whiff.
Yes, it’s a gimmick. But the risk/reward ratio is pretty bad.
Another gimmick (and way to use a shaku as a shield) is to FADC a fullscreen HP shaku, dash behind and if the shaku hits, you can connect a ex.tatsu. If they jump straight up you can catch them with another fireball while he/she’s coming down. Or you can press and hold FA there and absorb a possible j.HK (or sth. like this) to hit them with FA. And if they jump forward, then you can go for the SRK or c.HP. But it costs 3 stocks (for small damage). Just flashy and there are always better options with 3 stocks, I guess. But it’s kinda safe.
Idk about you guys but I play this game for fun and nothing is funnier than Super gimmicks. There are a ridiculous amount of ways to catch your opponent with the Super in SSFIV. Cross up Tatsu w/ st.HK reset - Super. Kara Demon, Itabashi Slayer, DF Palm to quickly approach into Super. lk.Tatsu cl.HP reset lk df palm super. Using st.HK on a crouching opponent where the second hit whiffs cancel into Super, the list goes on and on. And after the damage nerfs 330 damage is nothing to scoff at
Why do you think Super gimmicks aren’t funny for us? But just like you said, there are a lot of ways to catch your opponent with Super. This way is just riskier than others imho, nothing else.
And hey… I’m still playing Vanilla. I’m still laughing about the 330 damage that Super does (unscaled).
There are no character specific forums for vanilla so don’t assume there are only SSF4 players in here.
I didnt know about fireball super til you guys said something… and i just pulled it off against three different opponents lol. def going in the bag of tricks
A lot of people (myself included) like to charge Focus Attack after seeing shotos do cr.MK from far away since if the fireball comes out you absorb and the FA hits for free, so, contrary to the rest of you guys (though I’m admittedly not an Akuma player), I definitely see a practical use for Fireball xx Super.
uhm, almost everybody knows how to time a LP air hado so it hits crossup, after sweeps, demon flip palms or df grabs.
but is there a way to time it, so that it hits as front attack? most of my friends know how to block the crossup, so i was trying to find the timing to let it hit front. but i had no luck with it - no matter how i manipulate the timing, even on hit i can’t recovery fast enough to block a srk or even tech a throw.
is it even possible to connect a meaty air fb as a front attack and land amibiguously on the same side and connect with a hitconfirm into bnb?