Hi
i can do cammy’s TK Cannon Strike but can’t execute akuma’s TK air fireball. it just doesn’t come out
is this the right motion ? TK Fireball : d,df,f,uf + P
I use SF4 TE stick…
That’s the funniest thing I’ve seen this year.
No.
d, df, f, uf <wait briefly> + p
To help me with timing, I do d,df,f,uf,df+p. There’s a video on it, guess where it is!
What’s the consensus 'round these parts about using cr. LP x 2, LP, cr. HK against “big” characters? I’ve been getting good mileage out of this in recent Gief matches (T.Hawk and Sagat are a little more difficult since they can “mash” SRK to find a cracks in the links online). Granted they weren’t super great Gief players, but even semi-decent ones seem to have a tough time keeping it together when you string a few of these in a row on them.
I know in LoyalSol’s recent “analysis” of one of my Gief matches, he mentioned I should be maximizing my damage output against them by going with bigger damage combos like cr. LP, sc. HP xx LK Tatsu, cr. HK or SRK, but again, I just feel so afraid of them mashing SPD to catch me in between the LP and HP part of the link I usually just automatically keep pressing the LP button repeatedly in hopes I can push them far enough away so that I can run away…
I don’t know, I guess it’s a confidence issue, but at least now I’m finding the Gief matchup less intimidating thanks to this new weapon in my arsenal. It’s just weird that I don’t see many other Akuma players use this much… So I wondered why?
Not many akumas use this because you’re wasting damage by doing it. You HAVE to be confident in your links if you play akuma, and doing c.lp s.hp xx tatsu > sweep gives you twice the damage (or more) than doing c.lp c.lp s.lp sweep.
If you REALLY can’t get down the c.lp s.hp combo (because of the semi 'tuff link or because of reflexes or whatever) then you should at least do c.lp c.lp c.mp xx lk tatsu > sweep to get some more damage…especially since gief and hawk got a shitload of health
The only character where I sometimes do your combo is abel since you cannot sweep him after lk tatsu (at least not under normal circumstances) and he’s so free on wakeup, especially after akuma got U1 loaded.
That makes sense…
I’m using it mainly to establish my position in this matchup whereas I want him to be conditioned to not spam SPD during hit/block strings so that I can try more damaging combos as the match progresses, but yeah, it doesn’t do very much damage. It’s mainly for the annoyance factor. The cr.LP, sc.HP link isn’t so “tough”, but it’s fairly tight on the timing (I haven’t gotten the hang of it yet in practice mode though I’m more than 75% successfull in landing it now). But online is a different beast… At least I’ve now practically mastered the cr.LP x 3 xx Tatsu or cr.LP x 2, cr.LK xx Tatsu timing so I’m going to be adding that in there as well.
At least I’m on the right track as I’m wanting to keep Gief knocked down as much as possible and pressure his wakeup, right?
Depends if you wanna be aggressive or play zoning and run away…if you wanna pressure him then sweep is the best option, if you wanna do damage and start zoning again then ex srk is better.
Um, I just started using Akuma today, and I found Ultra 2 to be really handy when you can anticipate the opponent’s Ultra, and do Ashura, then Demon Armageddon. Does that really works, or is it the fact that I’m playing some low leveled people online and this in high leveled bouts doesn’t work at all?
Another thing, I’m finding it a little difficult to link the lk tatsu into c.HK. Do you guys have any tips as to when hit the c.HK or something, I’m using a pad, so it’s a little tricky hitting that friggin’ R2 trigger button
I think I need to buy a fightstick ASAP…
Bingo. U2 is only useful to make teleports some what safe, and being able to combo into an Ultra. If you are up against people who do random Ultras, Akuma’s Ultra 1 is fine for punishing them, as seen below:
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Pad has nothing to do with it, you just need practice. You can try plinking with HK and MK
Shenanigans question: I was thinking this morning, did anyone ever do air fb, walk up then kara Super them before the fb had a chance to hit?
Of course, you need an opponent that’s not all spastic and shit
Has anyone who works for Capcom ever officially addressed Akuma’s U2?
I mean, the hitbox is one thing (I know they changed it in AE, at least for those times when you use it out of a teleport), but seriously- who thought that looked good?
I’m not trying to troll here, I’m genuinely curious- did anyone who works for Capcom ever say anything?
Demon Armageddon is fun to use. It isnt KKZ, he didnt ge KKZ, Oni got KKZ. Everyone knows and everyone knows it ucks Just embrace it for what it is
I did this by accident a couple times, was hilarious that I actually got them with the super lol. There’s a lot of fun ways to catch someone off guard with the super, you can even do it during someone’s blockstring if they’re fishing for a counter hit.
it’s kinda gimmicky, but i’ve used tele xx U2 to bait reversals by people who think they’re safe with 2 bars… it feels so awesome when you land it.
not good at all against a good player. most characters can punish the recovery frames of the air fireball with sweep. IMO, the best way to land super is after an empty jump/flip-palm
i like tick super with c.mp, c.lp or s.lk better. Much harder to see them coming and many good players won’t let you demon flip at will, there’s a lot of risk to get anti aired when doing empty flips into super
Ok, made a return last night to Akuma in SSIV. My zoning has improved but I think I see my biggest problem: POSITIONING. I seem to always mess up where I land after palms and DF kick’s, hence I fall victim to throws or other hefty punishes. So, a few questions:
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After tatsu>sweep, what’s the best setup? I know lk DF Dive Kick would work, but it can be SRK’ed? I usually cross-up j. lk and combo into a tick, but many times it just kills my vortex.
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How much priority do Akuma’s pokes actually have? I seem to get hit out ALOT when I try to counter pokes with sweep, cr. mk, and so forth. I have found that cr. mp is good, though.
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Air-FB: it is best thrown upon landing down, right?
1.If you hit with crossup tatsu properly it stuffs auto correct anti air attempts, I think you need to make sure you hit with the foot instead of the leg in order to do this though, i’d say its one of the safest options if you position it correctly.
2.As far as I can tell, I think you’re meant to hit the opponent during the recovery frames if you want to counter poke because the hitbox of their attack is only active for a brief period of the attacks animation.
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I use a delayed HK DF Kick to stuff SRKs unless I used a lk.Tatsu to cross up (land closer to opponent) then I’ll use MK DF Kick. Mixing this up with palm and throw is great after you make them afraid to use their Reversals
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Priority is a term that is misused / misunderstood a lot. It’s a total combination of a moves start up, active, and recovery frames, as well as their hit and hurt boxes. A poke with good “Priority” often has a long reaching hit box, that keeps the hurt box well enough back robot good touched. In addition, it often has a quick start up but a good amount of active frames. Counter Hits are usually gaines off frame traps. The idea is to use a normal that leaves you +2 or better on block. This means if they try to jab, low straight, etc your next normal will hit them before their normal starts it’s active frames. (ie: cr.mp * 2, hit confirm into sweep)
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The closer you are to the ground before air fireballing, the safer you are I think
Why the LK Tatsu to crossup? Does it land closer, or/and am I missing some properties here?