haa correct, I never got that 4 frames landing recovery limit. About time I understand this.
I trained some Ibuki stuff last month and found that I could stuff ex up kick but I must have been off in reversal timing.
As said by a guy somewhere, cr:mp: 16 frames can be used instead of dash 18 frames.
Don’t know if its been discovered but.
Against Honda.
Fwd throw > dash x2 > mDFK delayed
Seems to beat all of his options and against headbutt it hits him starting on the ground so he’s standing and can combo afterwards.
I’d assume it only loses to ultra 1. I’ll test further later.
If you time the dive kick U1 whiffs and everything else whiffs or loses.
Ok my friend plays Blanka so idecided to go into the lab to find some setups.
k keep in mind that here are some setups that i would suggest you do only when he doesn’t have meter for upball.
also be willing to prove these wrong.
FWD THROW:
fwd throw > dash > HK kick delayed. (O/S sweep/demon : catches backdash)
Beats: LK,MK,HK upballs get stuffed and can combo afterwards since he’s grounded
all blanka balls
all regular rainbow rolls (though sometimes it seemed regular HK could get out, but they get fucked up anyway if it does) EX escapes
all Electricity
hops
Loses: EX upball, U1, U2 up. (can probly block ground U2)
fwd > dash> cr.jab > HK DF throw
Beats: all electricity
all blanka balls
Loses: all upballs, U1, U2
*MEATY SWEEP:
immediate LK DF, delayed kick
Beats: Everything but EX UPBALL and U2, U1 you will land before the first hit.
*far range SWEEP: same as other, just change LKDF to MKDF
Please, if you’d like, test these to your liking.
that’s some great infos on this green annoying monkey. I hope it’ll be confirmed and added to the matchup first post.
[S]Another subject I was playing with Gouken and found something I was looking for for a long time. The meaty st.jab. No idea why on him it’s so obvious. You can clearly see the hit start when the jab is on his way back. Then the folloing far RH is a piece of cake.[/S]
[S]Setup is : Gouken in corner (not yet tryed mid screen) j.HK “deep” cr:lk: cr:lp: st:lp:[/S]
[S]You will whiff the jab if you chain. so take your time to input the short and jabs.[/S]
You write something here and it becomes impossible instantly back in game… The SRK effect.[S][/S]
This setup on E.Honda
Fwd throw > dash x2 > mDFK delayed
loses to forward dash or walk, immediate throw. but it’s still great if they don’t know that.
Those should lose to DF palm though which is also a safejump, so even if they knew this escape it won’t be risk free.
Well if they have meter, the first thing they’ll think of doing is testing it.
That’s why I said it’s great if they don’t know, and if they know you can mix them up with palm instead anyways
[http://www.youtube.com/watch?v=ovrKPK5YM0o&feature=player_embedded
this is a great idea. we need to collab and do something to this extent.](‘http://www.youtube.com/watch?v=ovrKPK5YM0o&feature=player_embedded’)
Great idea indeed, i wish other characters had this too so I could recognize all their setups against Akuma.
wooow Ibuki has unblockables everywhere…
ok…u do all the work…n ill take all that nasty credit off your hands. deal?
tiiighti, tight tighttt
Some people have just brillant ideas sometimes.
have akuma’s new mixups for f-throw mid screen been mostly discovered? can’t seem to find anything on it around…
all we got is here :
Thanks, I’ve looked through that, I’m still new enough to SF that reading that stuff sounds like semi-gibberish lol, and I did notice 90% of the F-throw set ups seem to say corner only.
Does the F-throw to dash + dash + cross up tatsu still work? I thought that was a very sick set up, and as long as that still works I could make stuff happen there
Generally with the mid screen set ups if you can find a safe set up the rest of the mix ups fall in line. For instance if you find a safe jump set up with the flip this instantly sets up Flip Grab, Empty Palm Low, and similar mix ups. That’s why the majority of the set ups seem like they are corner because the corner set ups change from character to character but the safe set ups generally are the same for most characters.
Oh that’s very legit, I guess I need to find a list of the reversal and get up timers so I can find out which characters are still susceptible to the good old dash dash front / cross up mixup.
For the rest (namely the 3-4 frame reversals that you mentioned) im mostly concerned as to what to do now for them, if there is one in the first post that I missed let me know because I looked at it and I think my brain started to decompose. haha
I appreciate all of you guys help btw hopefully once I get better I’ll be able to contribute some very useful stuff back
Also, I saw your previous message LoyalSol that mentioned you believe the throw shenanigans actually turned out for the best for Akuma, I was wondering how you figured that, maybe I have less experience as a SF player but won’t 70-90% of your grabs occur in mid-screen and not in the corner? If his corner game improved, wouldn’t it be about the same or still a slight nerf if his mid-screen game took a slight drop?
Just curious, I would love to hear some thoughts on this, I’m very eager to learn a lot about this game and Akuma I’m not awful, I’m very good at bread n butters and footsies from general fighting game experience, but when it comes to the intimate knowledge of a character and the game I’m just like O_O?
haha
A good way to improve fast is to learn the matchups. By that I mean u have to know at what range you should fight against each characters, know a couple usefull option selects, how to punish every mistake properly, safe setups…the more you know about other characters as far as their move properties, their options in certain situations etc…, the better you will get