So he blocks the air fireball on wake up… then what? I dont see wasting 2 stocks of meter a viable strategy when it has no real potential. Plus can’t he just Ex SRK and hit your recovery?
Try substituting the hp srk for an lp srk, land, and immediately launch into either a tk ex air fireball or a tk mp air fireball.
This achieves an interesting advantage and saves you a couple of stocks.
I’ve been tinkering with this setup lately and have found it helps to keep pressure rolling in your favour.
Actually to be honest I have started screwing around with it and found out it is an interesting way to keep pressure on someone while still getting the full damage off of a combo. I wouldn’t do it on a regular basis, but if you are down in a bind and you need both damage and pressure you can FADC out of the SRK and try to keep pressure on.
quick noob question:
im looking for matchup hints vs fei. i asked in the matchup thread, got no real answer. didn’t want to scan almost 50 pages, so i tried to search for it. at the top of every thread there is a search function - “search thread”. i type in “fei” as keyword and… get no matches?!?
so i go for advanced search - fei as keyword, searching in akuma boards and child threads, checked show results as threads (also tried posts), but still… can’t find any matches.
it’s not like i don’t know how to start a search in a forum, but where is my problem here?
There’s something that’s been troubling me.
My best friend recently started to main Deejay.
Is their anyway to kinda put him in a vortex? it seems that his anti-air special ALWAYS autocorrects
any tips?
I did explore this in training myself at one stage not long ago. The slight delay then the TK jab air fireball after the 3 hit SRK FADC will be a cross-up air fireball. Added to this is the dimension that you can mixup it up by immediately TK fireballing so it whiffs through them and you can fake them into blocking for a throw the way dive kick characters like to do. If you delay a bit longer than cross-up timing on the air fireball, you get a non cross-up.
I never adopted it into my game though. For me I wasn’t sold on burning half my meter on something that didn’t lead to a decent guaranteed follow-up; especially considered they may simply not use quick-rise to leave me with egg on my face.
I have my own set of gimmicks for pressuring quick-rise after HP Shoryu finishers that work fine for me already.
I don’t think the forum will allow 3 letter searches. Anyways, learn the distance for far st.HP. It’s amazing in this match because it stuffs chickenwings clean and it’s a decent anti air option if you’re too far away for cr.hp or srk.
my problem with fei is not stuffing the CW (i can react to that with FA or SRK) nor jumpins (fsHP will often trade with feis jHK, when he times it properly).
im looking for hints about how to deal with rekkas, which are safe due to good spacing.
its hard to deal with rekkas. but try to think abt it positively perhaps.
when you block a rekka its -4 on block. therefore his next fastest move will be c.lp which is a 3+4 = 7 frame move. i usually try to guess and randomly throw out a s.hk and get a counter on that move. and if the distance is punishable do c.mp tatsu punish
furthest distance 1st rekka: either block or shk force them block
semi distance: try c.mp hk tatsu
too close: punish with anything 4 frame into light tatsu sweep into vortex
and when 2nd rekka is block sweep start vortex, or if their distance is bad do c.mp/mk tatsu punish.
Well the point of that setup is too create extra massive damage when you would normally have none. If they get hit by the crossup air fireball there is a good chance to put them to a stun and get potentially another 300-400 damage . Yes you have to gamble your stock away, so it isn’t recommended as standard setup. However when you need a big comeback sometimes you need to risk something and in this case the payoff is big if it works.
[media=youtube]FQcvKYAcp9M&feature=player_embedded#[/media]!
At around 0:45 it looks like U2 wasn’t cancelled from teleport. Anyone able to verify if this is true or not?
It is teleport cancelled, if done fast enough the teleport aura thing won’t come out. It’s impossible to cancel the close HP into U2 without teleporting, you can only cancel your normals into U1.
Hey guys. I’ve been playing akuma for almost two months now. I normally go the arcade to play and don’t do bad for myself at times. Although I still have a long ways to go. Today, however I tried playing online ranked matches and I get completely slaughtered. I drop combos like crazy,my anti air demons are Always too slow and I get so mad that I can’t do the things I normally can offline. I main t hawk and because he relies alot less on execution it’s not that big of problem. My question is. What can I take away from playing these kind matches? Or should I just stop playing ranked altogether? I honestly don’t have a good time playing ranked it’s just too infuriating dealing with lag but if there is something to be gained then I’ll put up with it if it’s worth it.
Ok so for the first time in about a year I actually need to ask a question.
After losing two FT5s against good Ken players I need to work on the Ken match up. In particular I need to work on my wake up pressure because that is where I lost the matches was my inability to vortex Ken. My dive kick set ups (which stuff both Akuma and Ryu’s SRK) doesn’t seem to work on Ken and the rest of my set ups spawn from being able to train players to block. So if anyone has some good ways to set up dive kicks against Ken I would love to hear it because
I’ve been checking this setup for a while and I’ve seen some players use it but not very often(pretty sure Tokido & Infiltration IIRC), forward throw> 1 dash > a tiny step forward then HK DF late dive kick, Richard mentioned this in one of the recent threads as a strategy against Ryu too. IIRC this should either fully stuff Ken’s SRKs which have grounded frames after the invincibility runs out or it’ll make it whiff to land and fully punish him, this ain’t easy to be auto-correct DP’ed too. The setup should fully stuff shoto backdashes since they have grounded frames after the inv.frames, this will be gone in AE though since stupid Capcom wants everyone to be airborne. Also, it has a good chance of crossing Akuma’s hurtbox up on his wakeup.
Another none DF setup Vs reversal happy Kens after a forward throw is to dash twice and empty jump late cr.lk OS tech, this will make you block reversal mp,hp & ex SRK but will lose to lp SRK which most good Ken players wont use much on wakeup since it can be easily stuffed, the MP SRK is the bitch with high invincibility frames. The OS tech of course will avoid being wakeup thrown.
I was thinking of creating a thread for collecting and listing as much solid setups as I can (with the forum help of course) vs various characters with different kinds of knockdowns and make videos of 'em, since Akuma’s wakeup game is pretty much the most important aspect in his game to deal damage I think it would be worth it. Problem is my old recording setup doesn’t work well with windows 7 64bit that I just upgraded to, hopefully I’ll get some new recording gear soon to start the thread.
hmm…im pretty sure.
grab > shk > heavy demon flip palm(srk whiff)/kick/throwsetup(srk whiff) works on ken.
also after
bnb tatsu, do light uppercut then follow with airfireball seems good (if they don’t quickstand, follow up with another demonflip might crossup???)
and you can do dirty unblockable on him in corner.
my game play is based on this 3 things lately.
“forward throw is to dash twice and empty jump late cr.lk OS tech”…i somehow can’t properly use this trick well…i always end up getting him/thrown by something.
i can’t really condition shoto not to uppercut with that late cr.lk os tech…risk outweights the reward for me.
one really important question…
have anyone mastered “fuzzy guard dp” yet?
or knows how to utilise it properly…
What’s a fuzzy guard dp?
Is it possible to combo cr.mp into sweep on non counterhit?
It should be possible if the cr.mp got connected on it’s 2nd or 3rd active frame, you can try to knock someone down with Akuma, do a meaty cr.mp on their wakeup then sweep, if the cr.mp got connected on it’s 2nd or 3rd active frame it’ll combo if you linked properly.
Someone please correct me if I didn’t explain it right.
I’d like to know what’s a fuzzy guard dp as well, is it autocorrect DP or something else?