I’ve been ending my midscreen light combos with MK tatsu instead of LP DP or LK Tatsu > HP DP. After the DP you can’t really follow up on back rolls if you’re midscreen, but you can after a MK tatsu.
There doesn’t seem to be a frame kill combination that gives you the perfect amount to meaty both recovery options though. It might be feasible to manually time a F+HP because it’d be a 4 frame window instead of the usual 1. (It has 7 active frames)
Edit:
If you land 2 lights xx MK tatsu into the corner, you can do:
(whiff) cr.LP > (whiff) cr.MP > cr.HP and it’ll meaty both recovery options.
This works for any other situation where only the last two hits of the MK tatsu hit (i.g. from a spaced cr.MK).
Also,
-anti air Raging Demon works even if they empty jump.
-sweep recovery xx Raging Demon is mad dirty in this game.
Edit 2:
Can confirm that manually timing the F+HP is practical after the MK tatsu. Now we can guarantee a meaty after lights as well as mediums
If the F+HP hits you can combo it into st.LP xx MK tatsu then either try for another meaty F+HP or go for the cr.HP meaty in the first edit if they are now in the corner.
A good way to get the meaty timing for F+HP after MK tatsu is to set the CPU to normal recovery wake up 3F jab, then hold forward after the MK tatsu and try to time the F+HP as late as possible.
What do you mean? He did LK then HP, they were plinked so the HP actually counted as LK+HP but it was the LK before the LK+HP that counted towards the demon.
^nope, his f+hp pound comes out. Also, i’ve seen quite a few people say cr. Mk is useless because of cr. Mp and st. Mk. Yea its usefulness compared to st. Hk is very debatable, but it has more range than cr. Mp
His cr.mk is buff. Don’t let em fool you. What I need to find out is his frames on blocked hadoken. His cr.mk xx fireball xx super is very nice as a good low confirm and nice for closing out matches.
Still trying to figure out his neutral though. He doesn’t really have pokes so I’m relying on his dash, his fireballs and his jumpins. For now they are good enough I guess, but I really need some mixups or vortex of some kind cause his health doesn’t really seem that great.
Oh yeah at neutral as well I’m doing a lot of jump mixups like jumpin with fireball to hit their AA, or regular jump attack if they expect the fireball. Need some really damaging combos as well.
not using his v skill combos yet cause they are hard in lag.
Just need some mixups on block and good frame traps and good stuff to do after the frame traps are locked and he’s pushed away.
Did you guys find some good use for st.hp? It’s -5 so it’s pretty risky. I guess it goes kinda far so it’s good to whiff punish some slow stuff from further away but I can’t really find a good use.
On the other hand I think vskill as a parry into launcher or just palm can be worth the risk sometimes against very very telegraphed moves. It is around one full bar of vgage.
So akumas neutral ain’t bad at all. Abuse his ground regular fireball to get people to jump at you and respect your neutral. AA them with DP or Bhp. After AAing them or after making them respect the fireball, you can go in and start the frame traps. Still don’t know what frame traps are best, but he’s still looking nice.
If they throw fireballs at you just over power them with his red fireball.
Nice v trigger pops are fullscreen fireball xx v trigger jump forward and air fireball (3 fireballs on screen with akuma coming in)
Sweep xx v trigger
St.hp TC xx v trigger
Ex uppercut xx v trigger
Fhp xx v trigger
It’s hard to figure out what to spend v trigger meter on. His uppercut seems like the bets choice since it does 200 damage… that’s big damage. But his air fireballs out of demonflip can be oppressive offense as well.
Here’s momochi getting his akuma on. From this play it looks like he might switch to akuma from ken.
Has anyone played the guile match up yet? It feels really difficult to get close to him. Right now what seems to be working for me is to try to match some of his fireballs with Akuma’s regular ones to keep from being overwhelmed. Red fire ball seems to keep his vskill in check and it can help get Akuma in. Once he gets in it seems like Akuma has a rather easy time whiff punishing with cr.mp, and st.mk.
Guile can be pretty annoying. Throw red plasma at long-range, avoid using the parry against his booms. You can use the air hado to get in but the spacing is very specific this time around. I’m not sold on this being a good matchup like before, I feel its much closer to 5-5.
I was watching some video of Tokido and he plays exactly like that. Sit at 3/4 or half screen and throw fireballs. Punish bad jumps and mistakes and then press the advantage.
No use trying too hard to get in with akuma’s stubby buttons