What character do you use, what options is akuma using against you.
If it’s juri your v skill should handle his airfireball and ground fireball. Tell us your CFN so we can watch your games would also help.
What character do you use, what options is akuma using against you.
If it’s juri your v skill should handle his airfireball and ground fireball. Tell us your CFN so we can watch your games would also help.
Try playing Ken a little. Maybe some Chun-Li too.
My thoughts on F+HP.
But Ryu barely gets any damage on crouchers, unless he does a really hard confirm of two jabs xx shoryuken(which had it’s damage nerfed), and they have to be close.
Akuma can combo into haduken from lights without even the need of a counter hit with his st.lk, very safe, and also juggles in the corner.
s.mp if sufficiently close links into c.hp, which is an easy confirm and forces stand allowing him to cancel into all options, including a trigger cancel which branches his damage options further. c.hp can also cancel into lk tatsu with a Super tacked onto the end. I don’t consider those poor options from both a damage output and situational standpoint. Ryu’s s.mp > c.hp link is very good and is akin to what c.mp > c.hp afforded him in SFIV.
If he is too far out, s.mp x2 (or s.mp > c.mk) xx ex tatsu or hp fireball still delivers a decent chunk for his trouble.
I can’t parry both hits of Ken’s EX fireball! Akuma’s parry is a single only? Crappy.
Yeah single hit only.
I find using Akuma’s ‘story’ costume in Survival is giving me a lot of instances when the game’s framerate drops very noticeably, even with fight request off. I need to use that costume though to unlock its colors so I’m stuck with these massive framerate drops.
I’m having issues getting in vs crouching opponents/turtle. what can i do to get then out of holding crouch block?
^wake up dp whiff into super bait
^in the last play; Vreversal into light kick tech throw
^late EX tatsu jump-in
It’s important to setup plays. Intimidating the opponent with low attacks will open the door for your overhead options … On it’s own it’s fairly beatable but in the context of a block chain that normally forces low blocks it can easily land.
The ball jump into demon palm is a nice way to make the opponent stand as it causes knockdowns on crouches. This will open the door for ball jump throws, dive/slide kicks a well as fake out slide kick into grab (canceled upon landing with a punch, directly into throw or otherwise)
been watching a few sako, tokido and yuki-hikali akuma vids on youtube. i see them use the 5HP 5HP target combo a lot. They throw it out just at max range and if opponent blocks, they usually get away with being -5 at that distance. However if it hits, they hit-confirm into the second HP.
I tried setting the dummy to random block to test this out, it seems very difficult reaction wise.
It’s doable but not the easiest. The big thing is not so much the initial hit as the fish for the crush counter. Confirming the second hit from crush counter also easy peasy.
Does anybody know if Season 2 pass includes Akuma’s stage?
It dont.
Feeling it!
f+mp is alright for mix up but its real slow start up.
grab is what I’m going for but it’s like akuma has T-rex arm and whiff then i get thrown lol
I’m mostly playing vs a urien character so his reach is way better than mine… jump ins get the long majestic legs of urien as anti air or he walks forward and under my jump.
it sucks that two combos to akuma and hes dead
f+mp is alright
grab is what I’m going for
I’m mostly playing vs urien
Urien eh!
Forward medium punch has decent range and active frames … I’ve used it to counter urein’s special moves once or twice a round.
If urein is grab happy. Then try giving him false grab opportunities and shimmy out of range or jump.
His AA ought to be kept in check with air fire balls, once that’s established then you can get in with light kick cross ups into grabs or light combos … Grabbing after light kick is very solid and if established can lead to neutral jumping opportunities. Also might as well try tatsu cross ups and jump ins to mess with the AA timing. Requires some practice to use confidently but it’s worth while to make the opponent unsure of the jump options
I usually teleport allot as well in this matchup to avoid the reflectors and teleport against ex moves to kill the pressure
Some extended sets featuring Sako against an array of solid players from earlier today:
Absolutely CANNOT stand the f+Fierce command normal. Been robbed of so many punish opportunities as I move into range to punish w/ a EX or VT DP and end up getting this asinine command normal. Guess I’ll have to do cr.Fierce and then go into DP…
Anyone else having this issue?