Meter building isn’t much of an issue for Akuma since everything he does builds meter.
Fireballs and air fireballs do give you meter for being thrown, just not very much (air fireball [throw] meter gain: vanilla = 10, super = 5). You get extra when they’re blocked and such.
When you’re just playing footsies, you get meter for blocked sweeps and roundhouses too.
If you’re at range and you feel you wanna fill up the last part of one of your meters for an FADC/Super or something, you can throw a few fireballs[10], or jump up or back and do an air tatsu just as your feet are about to touch the floor[10], short demon flip palm[20], whiff LK tatsu[20], or throw some Shakus[20, jab Shaku is 10].
Meter building as Akuma makes you spoiled lol. When I go and play Ibuki it is like every bar took an hour to build. Akuma builds meter just demon flipping.
After I tried out SSF4, explored the changes (I mean the whole game and not just Akuma) and pondered what they were about, I had a choice in what game I wanted to play.
‘Hit your opponent with ten fierces’ or ‘Stun your opponent with two heavy combos’.
I was much more satisfied with the two combos game, as I came to SF4 from Tekken anyway. I did try to get into the game a little bit, but I wasn’t interested in learning 10 annoying new matchups, didn’t like the new announcer and didn’t really enjoy playing the game.
In my mind, if someone gets caught by a Raging Demon Ultra: their ass deserves to lose 600 life.
I’m expecting to catch up with the rest of the community in Street Fighter x Tekken. Hopefully that game won’t go deeper down the road that SSF4 has been going. I may yet dabble in SSF4 if Shin Akuma turns out playable and disgustingly powerful.
Lol, I really can’t remember too much from Vanilla. I basically played Blanka and cheesed it out as much as I could, so I hardly knew anything technical.
IMO Shin Akuma should have been a super for Akuma, where he gets his damage and speed buffed drastically. But then again it wouldn’t make sense storywise, because why would he purposely hold back against his opponent to make it a fair fight, then change his mind half way through lol.
Also, is there a good counter hit move to use against opponents who use a constant stream of blockstrings/frame traps. At the moment I just teleport away. I thought EX tatsu would work, but it usually gets stuffed because of its slow startup. Shoryuken fails pretty badly if they’re using attacks that aren’t point blank, usually just nets me one hit, and then I get punished for it. Neutral jump is often easily blocked.
I was playing a bison player earlier who, would just bury me in a series of block strings/frametraps and any attempt to hit back made me take damage. So I had to teleport away and rely on my zoning game and gimmicks. But i’d really like to know how to punish those who are way too offense happy.
I know I used Bison as an example, but if possible i’d like some universal advice, not just specific to Bison.
Oh and sorry if i’m asking alot of questions lol, it’s just i’m eager to step my game up and playing the game without knowing where i’m going wrong isn’t going to make me much better any time soon.
Don’t use HP SRK to reverse stuff outside crouch jab range because that’s as far as the first hit goes and the first hit doesn’t knockdown so you get killed on hit. If you need a reversal, you can use jab Shoryu since it’ll knockdown even if it’s hitting the tip of a sweep or whatever’s in question.
There’s no hit-confirming it with reaction FADC though. You can still FADC it, or just commit to that risk in getting them off you.
the reason it dosn’t knock down when you do HP or MP SRK at distance is because the first hit of MP & HP SRK doesn’t knockdown, it stuns & knocks them back just enough for the other two hits to not hit.
Another question guys, also I apologise if it’s getting annoying. If it is don’t feel obliged to answer.
How exactly do you set up a crossup with demonflip divekick? I re-call hearing that you have to delay the divekick in the flip to cross up, but how exactly do you position yourself to even attempt this?
I always thought the block stun was more than enough too, until I learned the hard way and got raped by Guile’s air throw when I played someone who actually knew what to do vs those setups :P.
About the lk.tatsu close HP reset juggle into lk DF palm, I can see the opponent get off the ground too, but couldn’t touch Akuma and got smacked with the palm whatever I tried (I tried as Vega who has awesome & fast neutral jump attacks and an air throw, I suck at landing the air throw early so I’m not sure about that). This also safejumps very slow reversals (i.e HP/EX Rog headbutt, Sakura EX shoyuken, Bison EX PC & SK, Cody EX Bingo…etc), maybe that’s why we’re seeing Tokido using it more often (or trying it out?) vs Bison these days.
I couldn’t hit Akuma in the air even after resetting into a DF dive kick (using the kick asap), could be my timing though. Some fast low AA attacks do beat reset into DF palm (i.e Sakura’s cr.hp), but those are very risky to use because dive kick could rape them with a huge combo.
Finally of course the resets will be raped by good invincible & fast reversals, I haven’t tried if you can bait those out by trying out different variations of the DF(lk, mk & hk) and changing your angle with the dive kicks, guess this has to be done per reversal to see if it’ll work or not.
Question about crossup fireball I searched for this but the videos of the tutorial and footage are for sf4 not super. After sweeping does the tigerknee lp fireball work i cant seem to get this down akuma doesnt seem to jump to the other side? Im assuming it is lp same as the others?
In short, no. After sweep tk cross-ups balls aren’t near as effective as you cannot achieve frame advantage as well as you can from demon flip palm or flip throw.
Cross-up dive kick isn’t really something that you purposefully aim for because they can block either standing or crouching and that completely changes where and how the dive kick interacts with them.
I know setups for a consistent cross-up on those who stand block, but if they crouch at all it whiffs and I can be thrown, swept and hit confirmed etc if that happens.
The most common dive kick where you sweep them from the tip and then HK flip and dive kick will often cross them up if they crouch guard, but almost never if they stand guard. Opponents can get a bit confused by it but it’s not something you should worry about intentionally doing.
I think a lot has to do with the opponent’s hurtbox as well, for example IIRC: Forward throw, 1 dash and tiny step forward then HK DF and dive kick late would cross up Akuma when trying to stand block this on his wakeup but wouldn’t on Ryu.
So…I asked this question 2 pages back, and i never got an answer. Let me copy and paste.
Can someone list setups after a palm/demon throw for me? I’ve got into the bad habit of usually just doing a dash up insta tk ball after it. I’ve seen tokido back up slightly then d+mk dive kick after a palm hit also. If someone could list anything else similar to these, that would be greatly appreciated. <3 u
I was checking out that Optionselect.com Tokido safejump set up video and I’m having a lot of trouble getting them to work in the training room against Cammy.
I can do the c.LP, s.HP, tatsu, c.HK, cross up MK one easily enough, but ONLY IF I don’t do the cross up MK instantly and walk forward a little bit first.
However, I can’t seem to get the c.LK, c.LP, c.MP, tatsu, c.HK to either command dive kick or cross up tatsu. Cammy always seems to be able to cannon spike me. What’s going wrong. Do you have to pause after the c.HK or can you just hold up-forward immediately?
Also, the forward throw, two dashes cross up tatsu set-up seems to be ass on her two. It there something I’m missing here? How do you get these to work? It’s quite frustrating :S