I still can’t get this to work, but I really want it to. The only way I can get mk tatsu>lk tatsu>cr.mk to hit and beat 3 framers is to do a raw mk tatsu right next to the opponent
But that’s ok, via tool assisted and the oki chart I think I’ve found the oki for akuma that gives the best overall dividends as far as damage/oki/throw threat goes:
Cr.mp,st.mk xx mk tatsu> dashx2,cr.hp this covers both wakeup recoveries and the double dash ensures that akuma is in throw range for both wakeup options.
If the opponent decides to stay on the ground then an immediate wiff st.mp>cr.hp will meaty the opponent.
So this covers literally all the opponents wakeup options with autotiming. It isn’t easy to get the double dash into cr.hp to beat 3 framers on quick rise, but it’s very doable with practice. It’s also super easy to see the cr.hp wiff and do the st.mp frame kill…
This setup does 170 damage
The parenthesis below needs to be verified as it took a long time to math this setup out, I may have missed a frame or 2 here or there and my brain is kinda fried right now.
( I designed this to hit on the cr.hp 4th active frame so it’s a whopping +7 on block from point blank range.
And instead of doing the cr.hp you can wiff a st.lp after the st.mp and then throw for a meaty that should beat 3 framers if my math is correct)
Yo, ST.HP -> HP target combo should reach pesky things like max range (or just well-spaced, really) Nash/Karin sweep, right? Can anyone pop into training and test it out for me, I’m still stuck at the family’s for the holidays and sating my Akuma thirst by watching vids.
It’ll be huge if we can; the helplessness you feel as a char that can’t punish that shit is just… lol. It’s a great footsie advantage too, since they can toss out such a far-reaching (and CC-ing) low without repercussion, limiting your mobility.
st.hp is a bit weird, I don’t understand why it’s -5. I think -4 would be just fine. It’s not like you get crazy reward for landing it (except if you have vtrigger, then you can get a good one).
I think it could be mainly used to stuff fireballs startup. But I mostly did lab since S2 came out (because I am not at my place and my parents place has pretty bad internet) so I did not try it for real.
Good shit, thanks. Looks like MK.Tatsu is the way to go. LK.Tatsu def doesn’t work, right? I can’t remember if the 2nd hit of Ken’s Tatsu hits crouching and that’s probably why…
Demon should almost definitely work on any blocked sweep. Good to know we have options at least, except for Birdie and Nash the bastards
I can’t get the timing with HK flip, but I’ve gotten it to work with MK Flip just fine I think. Regardless doesn’t seem to be any reason to end BnBs with SRK outside vskill
Akuma is definitely not a character without weaknesses. Besides the obvious (Health/Stun),he seems pretty tame when comboing on crouchers. Lk tatsu only hits standing, and when you’re confirming from lights and the opponent is crouching, he just gets MK tatsu follow-up…which is often only 2 hits. Can’t follow up with anything after that.
Hk.Tatsu seems to only hit close and can easily whiff…so it’s not even worth having that as a B&B on crouchers cos of the spacing issue. Whiff that once and it’s GGs.
I understand that st.MK forces stand - but there are many situations where you have to use a light to safely continue pressure/gain advantage.
Compare him to Ken/Ryu and the damage they can get on crouchers…and you’ll see what I mean.