So, I have several safe jump setups to practice off of a forward throw (Exploding Heart Technique, HK>HK DF, LK Tatsu>HK DF, etc) but I don’t know any specific safe jump setups (in terms of timing) for a sweep or backthrow. I’ve heard that the backthrow doesn’t really yield a position that’s friendly to safe jumps, so I’ll focus on the sweep: how do you all time your safe jumps off of a sweep (on a character with normal wakeup time)?
Get used to the timing…no trick or normals to whiff from a sweep.
i am experiencing the same thing. wakeup srk always comes out wrong side if opponent cross up. any tips? is it just a timing issue?
i’m trying to learn akuma, and i want to know whats it the " exploding heart" thing.
Exploding heart is forward throw followed up by 2X forward dashes and a medium kick demon flip dive kick.
what would be a viable OS when i dash forward after a blocked focus attack. i get punished there all the time. am i just to slow or is the opponent at a frame advantage there? most opponents would throw, other would jab. is crouching throw a reliable OS in that situation. it would not stuff a srk though. i even get hit there if i landed a focus attack wihtout crumple.
no.
It’s just the f.throw > dash x2 > whatever
After lvl 1 focus attack you should just block since you’re at frame disadvantage…or if you’re feeling brave and your opponent is a button masher you might go for hp srk and you’ll ht him if he presses any buttons.
After a lvl 2 focus attack you’re 0 or +1, don’t remember, but you’re usually safe if you start a string with c.lk (OS throw) unless your opponent is mashing an invincible reversal.
Usually after a lvl 2 I do c.lk+c.lp (c.lk if they block or throw tech if they try to throw me) chain into c.lp+c.hk (c.lp if they just blocked the previous c.lk or sweep if they backdashed after the focus) and then I finish the string accordingly…if they’re still blocking i might try to frame trap with c.mp or go for a tick throw or bait a reversal by taking a step back…if they’re stupid enough not to block after the focus attack and i’m actually hitting them then i’ll finish the combo with c.lp or c.mp into lk tatsu > whatever
thanks
It’s -2 for a lv. 1 blocked FA + dash, +4 for the lv. 2 one iirc.
it’s +4 on paper - lvl 2 on block, perfectly timed dash, perfectly timed cLK would be a true blockstring.
i just don’t know how to train the timing for it, other than having the dummy set to human and having a friend mashing buttons.
because i still have no clue how to do it consistently, i’m often getting thrown or cLK/cLP’ed myself.
any ideas how to train this? do you even try to take advantage of this, in the first place? i may be just focusing on the wrong part of my game.
So I’m a Dudley player sick of having no options, decided to give Akuma a go after watching a load of loltimas stuff. Like the versatility and better mixups after a knockdown but I’m struggling to get over his low health and iffy ultras. Where do I start? Bit overwhelmed at the moment
Start with your footsies. Having strong fundamentals is essential to be successful with Akuma.
I need o few tips in Juri and Ibuki matchups. Primarly the Juri one. Ibuki is just strange. You play her it passes like 15-20 seconds, you rise youre eyes to the health bar and see that there’s like 20% left there… She just hits so damn hard and her moves is kinda unorthodox and not that easy to punish. But I feel that I’m getting better there, just less zoning, more pushing to the corner.
But Juri maaan I rage at her lol. If Ibuki is kinda strange and unfamilliar (I think she doesn’t really fit into sf4 should have kept her in the 3rd strike series lol) then Juri is plain stuiped. I can’t punish ANYTHING she does. Spinning kick pressure all day long and you ain’t got nothing to answer (Except if she used the HK version and you got a god like reactions and answered with a demon), throw fireballs? Eat my dive kicks she says. Oh you blocked my dive kick? Doesn’t matter I got less recovery on it then Ken has on his shoryus so I can just randomly throw them whenever I like so you can’t even anticipate it correctly since they are just random shit… And even if you do have reactions to attempt and punish my dive kick I can just mash out a follow up to the dive kick so that your timing is completly off (at least I belive she can cuz I remember something like that happening to me)…
Oh and if that’s not enough she has a high jumping arc with a gdlk air to air normal with high priority so it’s really tough to antiair her even if we skip the dive kick part… I mean really? She’s just unpunishable.
Oh and yeah she has a reaaaaally strange projectile with (surprise!) little recovery which makes it hard to deal with her even in a projectile fight (that’s if to forget that you can’t really go to a projectile fight with her cuz of that dive kick…).
Shit I need help here ): I mean I’m getting to that stage when I just affraid of doing ANYTHING againt’s her. I try to pressure her I eat that spinning kick move because it’s spammable and absoletly safe so they just mash it out each time you go for a block string. I try to vortex her I eat an EX version of the same spinning kick. I try to throw a fireball I eat a dive kick. I can’t jump againt’s her because of her high floating arc and that juggling normal in the air. I can’t reversal her. I don’t even know what I can do againt’s her anymore lol…
I’m having pressure applying pressure with Akuma. Every time I try to apply pressure by jumping in after the untechable knockdown, I’ll always eat an AA. Also, I don’t know how to get “in” on opponents without jumping in (which is too predicatable) Any tips on how to apply pressure overall?
I know this may sound really noobish, but how exactly do you play footsies with Akuma? What are his main pokes, and what is the goal you want to achieve (i.e. BnB, knockdown, etc)
sonic hurricane dot com ? What Are Footsies?
All of Akuma’s normals are useful in certain scenarios. The goal is to generate damage by enforcing your gameplan on the opponent. Not everybody has the same plan so I can’t tell you what yours should be, you’ll figure that out on your own.
What ShinAkuma said.
Some his best tools are the sweep (which you’d want to hit at the tip, when you’re not reading moves), his st.HK (try not to go overboard with this, some characters can destroy you after a whiff, but generally it’s great against those characters on which the 2nd hit of the st.HK gets blocked) and his cr.MK (sucks compared to other shotos, but with the right spacing it’s still decent).
This has been frustrating me so much. I don’t know if im doing something wrong or its just lag. Basically when i try to teleport on wakeup out of gimmicky situations, sometimes the teleport doesn’t go off. I just stand there and eat a full combo. If its a simple crossup i dont even block expecting a teleport and I’ve lost countless matches online just because of this stupid shit.
I may have never picked up on this, but are there any attacks that lead into the “walking kick”?
I think standing LP does, but does a crouching one?
I’m sure I’ve seen jumping forward HK work
is it character specific?