st. mk xx vskill kick
I’m not talking about using it as an aa. What point of this do you not understand?
look at the timestamp this is what i’m talking about
He can use his vskill in a combo similar to Necalli to build v-meter. Certainly aint worthless and no risk because you’re not parrying anything.
I think the issue you’re having in understanding his point is that you’re talking about the followup to his V-skill, and he’s talking about the actual V-skill itself, which is of course a “parry.”
I use quotations because honestly his V-skill is effectively one hit of armor fashioned after a parry. Wouldn’t really call it an actual parry seeing as, for the moment, he takes a form of damage. The kick you’re referring to is not his V-skill. It’s a situational followup to his v-skill. As far as actual parry’s go, Akuma’s will indeed possibly be fairly useless. He doesn’t have the health to risk parrying without a guaranteed followup, which of course can’t always be guaranteed. So his V-skill should make a decent… let’s call it a “counter”… and obviously will make a good combo extender, but it really is going to be shit as a true “parry” if it’s left as it is. I fully expect to see Akuma getting zoned to death with absolute ease by any character that can keep him out thanks to that switch. And seeing as they already took his walk speed away, frankly that’s a little fucked in my book. Anywho…
Basically the point I think he’s trying to make is that it’s going to be pretty garbage/worthless as a parry (and perhaps AA in his opinion). Just the V-skill itself, not necessarily the potential followup. The parry is pretty bad partnered with a low health character since he currently takes grey damage. At least that’s my thoughts towards it anyway.
Well it’s early to say. We have to see how fast it starts up and if we’ll be able to cancel it into itself (to parry multiple hitting moves). With a fast start up we could use the naked parry against telegraphed moves like nash’s moonsaults and necalli’s stomps.
It’s rather silly to judge the parry by itself though. It would be like saying that laura’s vskill is garbage just by looking at the overhead portion.
In the video posted above I saw some pretty cool usage of the vskill punch in midrange to get the knockdown and apply pressure
I already said i wouldn’t use it as a parry. Too big of a risk with 875 health and cc properties if you whiff.
What i’m saying is, its certainly not worthless as one of his main bnb’s uses the kick juggle, does decent damage, and builds v-meter.
I actually think the vskill (followups included) is quite good…
If you use it against jumps in or telegraphed air specials such as nash’s saults you get big damage and a knockdown out of it. Depending on your meter usage to extend juggles, the opponents jump in button (light or heavy damage?) and your following oki, you could already have regenerated that grey life (or a significant portion of it) once the opponent is able to actually threaten that “life risk”.
The punch version seems a little riskier but faster to me. Since you dont seem to get much out of it (positioning can also be achieved by demon flipping the kick follow up), I doubt we’ll see it as much. Raw vskill without followup probably wont see any daylight at all, akuma has enough tools to viable build v meter, no need for that extra risk
Pretty sure I remember seeing that it’s already been confirmed as a one-off “parry” at the moment, so no parrying multi-hitting moves. Not that you’d want to. Akuma really can’t afford grey life damage with his health pool.
And no, it’s not that silly to judge the vskill by itself when, on it’s own, all it is is a “parry.” The followups are a separate thing really. They’re like the followups to demon flip -> If demon flip had a 1000 frame start up, demon flip in and of itself would be garbage, but if all of the followups were 0 frame moves that hit full screen, they’d all be good followups in the conditions that allow them to be executed successfully, just like his V-skill’s followups.
Second example… Ryu’s parry, even on its own, is a good parry. Outside of being a true parry (negating damage), it can also parry multi-hitting moves. Ryu has decent followup options in the right situations as well. Akuma basically has a terrible parry, and what appears to MAYBE be somewhat better follow up options. Which will have to be determined once we see exactly what he gets out of it, and how situational those followups are. As it stands I’m expecting to see his V-skill’s followups get more play than the actual v-skill itself. Especially given that <- Fierce may very well end up the better AA move with the same potential results as his V-skill kick followup, without having to deal with gray life damage.
With that said, it is indeed ultimately too early to say for certain at this moment, but from the few hours of footage we have available (sans-Character Introduction when he had a decent parry) his parry itself is looking like it may very well be pretty much trash. Which is what I was expecting it to be when I initially saw it, but then Prickcom had to go and tease me with the idea of it not being shit in the char intro video. Only reason I’m even really paying it attention as a parry instead of a fancy combo extender personally. They gave me hope
st. LP = 3f, +4 oH, +2 oB
st. MP = 6f, +3 oH, +1 oB
st. HP = 8f, +2 oH, 0 oB
st. LK = 4f, +2 oH, +1 oB
st. MK = 5f, +4 oH, -2 oB
st. HK = 10f, +3 oH, -2 oB
cr. LP = 4f, +4 oH, +2 oB
cr. MP = 6f, +5 oH, +3 oB
cr. HP = 10f, +8 oH, +3 oB
cr. LK = 4f, +2 oH, +1 oB
cr. MK = 6f, +3 oH, -1 oB
cr. HK = 7f, -15 oB
f+HP (the Oni pound) = >23f, +4 oH, +1 oB
b+HP (2 hits) = launches oH, -6/-10 oB
f+MP (overhead) = 22-23f, 0 oH, -6 oB
HP > HP = launches oH, -12 oB
HK > HK = +7 oH, 0 oB (!!)
Ground fireballs knocks down if you hit it close enough and are -6 oB point blank
Red fireballs blocked point blank are -6 (L)/-7 (M)/-8 (H)/+8 (EX)
Air fireball doesn’t require to be done at the peak of the jump. On hit you can usually link with mediums, on block it’s 0 at best
Tatsus are -8 (L) and -24/-19/-8 (M) on block. H tatsu makes him go diagonally up and it’s very unsafe. EX tatsu is unsafe but pushes the opponent pretty far away
Demon flip divekick goes from -5 to to +2 on block and from +1 to +7 on hit
Demon flip palm slams down on hit and is -18 on block
Demon flip slide knocks down on hit and is -2 on block
VS > punch is -10 on block and VS > kick launcher is -13 on block if done raw
Also his walk speed is actually pretty good. Forward walk speed feels faster than Ryu’s.
St.Roundhouse seems to be the better a good kara-demon setup imo. Requires plinking.
(Numpad)
5HK + LP ~ MP, 6 + LK + HP
Overhead-kara is good too. Overhead version requires proper timing just before overhead becomes active, while Roundhouse demon requires more accuracy in execution. Both seem to have flaws. Overhead might be best just for getting the demon out without making obvious hits on the opponent (overall, easier). For distance purposes, I believe I got better results with St.Roundhouse variation.
…or just straight up dash into SGS is a decent choice too.
Also… Akuma can OTG with 6HP (Toward Fierce)?? That’s pretty neat.
Akuma’s Super (QCF QCF Punch) is 8 frames of start-up.