At ^^ … its more of a distance issue than what move you used that sagat hit you with. Its just what sagats ultra does if you hit it at a couple different weird ranges. Don’t count on it happening often…lol
@shott…
You get the ax kick sometimes because like a lot of moves, there is a (close) and a (far) version. Just like the HP. HP comes out as a little gut punch at combos at close range but only a straight punch if at a far range. The HK comes out as a Ax kick at close and a combo-able double kick at “far” range.
LOL that would probally make a bit more sense than what I was trying to do. But that’s another thing I swear the timing is so stiff when trying to go from a punch to a tasu. I saw this guy do 3 crouching lp - light tastu, fierce uppercut.
I can connect a light tatsu to a uppercut it’s like I have problems connecting things before it. Also am I to assume I am punching the people out of the air with the hard punch ? or can I straight do a standing hard punch and connect it.
when jumping forward i immediately air f ball on the way up.If theyre poking distance away i use fierce or strong, if i sense theyre jumping in, srk, tatsu etc i use jab and it works a good 90%+ of the time. its very very useful, especially EX version. sometimes the air firballs even cross them up and hit them from behind even though both fighters are facing opposite directions!!
hopefully this question doesnt sound noobish but why cant the demon flip dive kick beat out cr. FP AAs (such as guiles or balrogs) but beats out wake up shoryus?
Dive kick must be properly spaced to beat SRK’s and even then i almost never get one. I’m usually beaten or traded.
Cr.HP has some pretty good priority and will reach you before you reach his backside to crossup
Edit: topic change. I just looked at the shoto frame data and I don’t know why I didn’t see it before (probably Freudian denial) but I never knew why Ken and Ryu’s lp.srk were so difficult to punish (they’ll block in time or offer another srk for your inviting lips) but akuma’s was so vulnerable. I figured oh maybe it was the timing windows…but apparently akuma gets smacked with a delicious 50% increase in recovery time than the other two.
Ken: 17+9 = **26 **
Ryu: 14+10 = **24 **
Akuma: 17+18= 35
That’s why it never occured to me to spam lp.srk when I play as the other two. Now i can!
Does Akuma’s air tatsu behave somewhat differently from Ryu’s? It seems the same, but how about for crossup tatsus? I saw Momochi use them against Daigo in a Ryu mirror match, and I was wondering if Akuma can do that too.
I tried and failed but I figured its probably just me :P. Is it?
I noticed something strange regarding tatsu, lp srk, fadc, hp shaku, depending on the side I am.
As p1, I seem to get the combo 99% of the time.
As p2, I sometimes end up doing tastu, lp srk, fadc, hp srk! I tried it several times in training mode: the inputs seem correct, there’s no way I’m doing a srk. Only way around for me is a half circle motion front to back to ensure I get the fireball. Is is just poor execution or the engine playing tricks on me?
Same thing happened to me a lot when I was learning the combo. The ‘long-cut’ for an SRK is like 270+P or something. Basically I realized I was letting go of the joystick and it would bounce to forward and cause me to go into an SRK instead of shaku. Just practice doing the right motion and turn inputs on
A few questions for the enlightened Akumas out there:
After a c.HP -> FB -> FADC, how many frames does Akuma have to land the next hit? I’m playing online and can’t consistently hit my next c.HP. Thinking of replacing with either cr.MP or even cr.LP. Thoughts?
Can cross-up demonflips and cross-up fireballs be landed reliably? I can’t seem to incorporate them into my game.
What are views on using cr.HP in combos? Demonflip -> cr.HP or j.HK -> cr.H are hit-confirmable, so not too difficult to link into either the fireball (on block) or tatsu (on hit) or even a FB FADC into further combo. Much more reliable than cr.LP, cr.LK hit-confirms which I can never connect online.
How do you guys follow up after a BnB, assuming it ends in a SRK and so is techable? I see some of the pros doing DF throws, which seem so punishable but I guess relies on the opponent fearing a dizzy and blocking. I prefer to shaku/walk up and throw/bait whatever/kara super/etc.
Almost at G1 baby! Look fwd to a few tough games soon…
It doesn’t have as much to do with the frames available as the fact that in lag your button press won’t register always “on time” which means maybe none of the options would have worked at that given lag spike. You can always save a frame maybe by switching to a faster move, but I don’t recommend it because you lose a lot of damage and basing your play off EXPECTING lag is really not a very fun thing to have to do
Cross-up demon flips as in the kick? Not really… not unless its from in the middle of a combo or something where you KNOW that after hitting with a certain move it will cross. But at THAT point its rather easy to get countered if you are always thinking about it. Just use the demon flip expecting it to be blocked, but being ready to do something if it hits (if you use the dive kick out of the flip of course…). If you mean cross-up just as in… jumping over… then yes…just easily learn the range and know HK will cross at anything but “long” range.
As for the cross-tatsu… its able to be very reliable. On wake-up its better though just because jumping in when they can easily c.hp or something is not a great idea. Just learn the distance in training mode and kinda learn to love being at the distance.
C.hp is not the best choice in combos except against bad players or used sparringly. Reason being that you can sometimes be grabbed, SRK, etc out of it while the lp or mp are generally too fast unless you really really messed up. Thats why ppl try and use jump in, c.lp., close.hp ETC because the c.lp is fast and you can still get a HP in there (as well as letting you have more time to know if you need to SRK, lk. tatsu, or FB after the HP.
On the other hand if you can see fast enough that you hit so you can somehow hit confirm off the jump in then its probably the best choice. Of course… knowing what YOU can do reliably is important as well…
I think part of the idea with the demon flip is because it is a mix-up that has the opponent fearing a mk empty palm crossing to the other side and allowing a punishment to a SRK, or a dive kick hitting… so they block (its the safe choice and winning consistently usually is based off playing safe).
I don’t like to walk up and throw very often because I don’t like eating ultras and wake-up moves. And people’s first reaction when you are close is to SRK or the equivalent a lot of the time. On the other hand, with 2 bars of meter, walk-up dragon punch works more often than you would think. Just don’t do it without being able to safe FADC in case it didn’t work.
If they don’t have ultra/super a jump back fireball is a good choice and a cross-up fireball works a large amount of the time. Again, if no ultra/super, then a Shaku is the safest bet.
A lot of the time though if i know that the person tends to tech a lot I’ll just simply jump for a normal cross-up so that I don’t get punished but get to keep pressure on. Its an obvious cross for good players to block, but even if all I get by the end of a the cross string is a fireball I’ve done about as much as I would had I jump back fireballed.
cr.HP takes 6 frames while standing.HP takes 4 (which means it comes out faster, much more reliable to continue comboing with). When I try the cr.HP combo the timing is extremely tight after you fadc the fireball, so I’ve been using cr.MP (4 frames) instead for followups. I’m not good with st.HP, that’s my only reason.
I need lots of work on my non-techable game too. Or maybe its that I should start phasing out the non-techable.
Why use c.hp in an FADC combo? It’s slower, has less reach, and does the same amount of damage as cs.hp. There’s no need to use it to “stand the opponent” up because the hadou does that for you.
Or am I thinking of c.lp > c.lp > c.mp xx hadou > FADC > fs.hk in which the op get’s stood up?
On the topic of s.HP, do you guys prefer it or c.MP in the BnB? I know this was discussed before but I can’t find the right thread. I never have trouble hitting the BnB w/cMP online but a lot of the time with lag spikes Akuma does the s.HP and then stands there like an idiot and gets SRK’d for me and this never happens with c.MP. I’m not sure why I have a harder time chaining it into the light tatsu. Is the timing more strict or is it just me?