Dash c. mp is way easier for timing this setup imo+you don’t already need to be in the corner for it to work since the dash covers the extra distance.
Fixed. Sorry about that.
Can Akuma do a safe jump against people with standard wakeup time and a 4 frame reversal from a forward throw? Or am I going to have to go for crossup tatsu?
i dont think dashx2 works, but probably have to do something like whiff a move or 2, walk forward a bit then go for safe jump with a df, or just get the timing down in ya head
Dash, walk forward and jump. The correct timing is slightly AFTER his legs cross during the walk animation.
We need to know the frame adv off a forward throw. then the recovery time for every char, see above.
we need to combine everything that still works in this thread and the akuma matchup thread n2 an ultimate strategy guide
I don’t know how useful you would think this is, but against Cody, the Sakura corner DFK setup “works”. You cannot block the dive while standing in either direction, but Cody can either crouch block, dash forward, or low Ruffian to escape it. It’s kind of gimmicky in that you would probably only ever get it to work once or twice against the same person, but Eita pulled it off against Sasaki.
If you (we all, in fact) could develop the thing instead of referring to it without never saying the inputs, people could learn ^^ , and follow the thread/subject.
If you’re referring to me, it’s in the very first post already. Which is what everyone should read first anyway.
hm… my bad… I’m hidden under my desk
Interesting setup by Fujino @ 52s:
http://www.youtube.com/watch?v=lXnvyyelZW4&feature=player_detailpage#t=50s
VS Cammy:
F throw into corner, fs.hk j.lk
Ambiguous?
Looked like a regular cross-up to me… I like Fujino’s Akuma. He’s not afraid to go for risky stuff and he’s not always stuck doing the same thing over and over.
I FINALLY FOUND IT!! A reliable DF setup against Dee Jay. It works in both corners.
In Corner:
Fwd throw, Backdash x 1, HK DF Dive Kick.
It’s not unblockable, but here’s what it does:
Properties - Hits cross-up but must be normal blocked
Stuffs - Machine gun upper (normal), Air Slasher (all), HK jacknife
Makes whiff - Sobat kicks (all), LK, MK, EX reversal jacknife, Machine gun upper (EX), Super, reversal Ultra 1 & 2
Gets Beaten by - delayed EX jacknife, delayed Ultra 1 (I wasn’t able to pull off a delayed U2). In both cases, they auto-correct if they’re delayed.
Escapable by - Dash forward, Neutral Jump and Focus Attack.
Funny thing about Deejay’s FA is that it makes his hit box lower so the Dive Kick misses completely… If anyone can verify this to confirm. My timing isn’t the best on some of these charge moves characters. :arazz:
instant kick dive kick ?
Or you could just do the unblockable which is safe from reversals and you can OS jump to punish both.
I’m sorry for being so obtuse here, but why are these called “unblockables” when most just seem to be fake crossups? Yet both terms are used as though they are two seperate entities. I’ve only been able to do a handful of true unblockables, but all of them can be avoided rather easily.
If a setup is being called unblockable it is because it is.
If I call it unblockable I mean it is freakin unblockable (ok well 1 frame blockable but damn hard to so).
There is one against DJ
Do you mean the “hard to blockable” you (or was it ShinAkuma204?) found against DeeJay? Yes, but it’s always nice to have more than one option. And you can punish a neutral jump after this setup on reaction, though he can’t really punish you because he’ll be facing the wrong way, he can only escape the dive kick. I didn’t try to sweep after dive kick to cover his dash escape, but I believe you can’t because of the recovery of the dive kick would make it risky or at best useless as he’ll recover from the dash before you can connect with the sweep. My main concern here was to find a Reliable setup that defeats his Jacknife AA, especially the goddamned EX version which ALWAYS autocorrects… The bonus is that because this setup uses the DF Dive kick, you can bait reversals from Deejay which you can punish with anything you want.
Some Deejays are good at spotting the empty jump or empty palm setups (or they can guess right). With this setup, the Dive Kick doesn’t whiff, they HAVE to block it, not only that, but they have to block it NORMAL even though it looks and hits like a cross-up. If they reversal, they whiff. If they figure out they can neutral jump, you should have plenty of time to cr.HP them out of the air. The only viable escape route is fwd dash (or FADC fwd dash) but again, they have to figure it out.
@ Shabrout: I was doing Dive Kick as early as possible. Didn’t try different timings. I actually landed this during an endless match against a DJ who had raped me in the 1st round. then I worked him into the corner and did this setup and I was surprised I got it to work so I went to the lab to check it out.