I haven’t made a setups video in a while… Gonna work on trying to find new setups, but for now this lazily done video will do hopefully ^^
Before I post would anyone be intereseted in a spreadsheet I made for myself that shows how to get some very reliable s.rh combos from cr.mp/mkxxfireball fadc?
Now mind you its not combos that lead to it, but rather how to set yourself up to frame trap into it, with damage ranging from 286 to 480 from two bars and u2. 3 bars can net you up to 404 (386 off two).
why would someone disagree ?
Everything is good to share, and can lead in someone else finding further stuff following others’ researches.
https://www.icloud.com/iw/#numbers/BALkWMLZdUim_JflunmBqT4lr3ntK027l9mE/Fireballxx_S.RH_Setups
The reason why there is a safejump category and divekick category is due to how far Akuma lands away from the opponent when doing a safejump versus a demonflip divekick or non meaty command divekick. Divekick distance would be the same as if you walked right up to opponent whereas a safejump puts you a little further out. Also any normal with xx, is the normal you cancel with a fireball, finally within each cell are individual block strings.
how about that password?
Damn iCloud, said the password would only stop people from editing the thing. Oh well it’s akuma.
the A is not capitalized guys
Autocorrect. Apple is fucking everything up right now.
Whats going on guys, fresh out of the lab is a demonflip palm unblockable setup on Makoto. Ive been able to replicate it pretty easily so I’d like to believe its frame perfect.
Here’s how you do it, demonflip palm in the corner, cr.fierce, cr.short, j.mk. It avoids all reversals and if you throw in a OS mp dp it’ll stop Makoto from using u2 to escape the corner.
Nice find. Hard to use though. You have to start the setup asap after the palm, no hit stun, hit confirming this palm isn’t easy.
This is true but if you train yourself to see it, its definitely possible. For example, I sat in training mode for about 30 minutes training myself to confirm fireballxxfadc combos till I got it everytime. You can do the same here.
In case Makoto blocks, you can buffer a FB after the cr.HP just to make it safe! But this should only work once on good players though, sure to do it if you are going for the kill! Or mix it up with DFT! This is very situational…Usually makoto pushes Akuma into the corner!
Nu-Skool, i was playing a bit with the cross up tatsu into U2…At a non-counter hit,it seems the tatsu has to hit at the latest possible frame in order for U2 to connect!? (not easy online,as always with Akuma)How do you time that? Or is it muscle memory by doing it based on a read?
yeah thats what i saw on utube as well. has to hit extremely late
not only late, but tatsu have to hit very close.
I buffer up and when I see tatsu connect I hit up+three kicks.
Now on the twins, tatsu, u2 does work normally, but what I was explaining to Volcanic is that if they reversal with upkicks and tatsu hits they go into an extended float state that makes u2 much easier to confirm and lenient on spacing and timing.
well what happens when they stop trying to reversal DP, or start using low normals to avoid the tatsu? then i find u2 becomes less useful than u1
In what regard? You dont lose the ability to combo into u2, it protects your teleports out and with twins having long active frame divekicks u1 doesnt work that well as AA. Not to mention you have to be careful throwing out heavy normals to begin with.
The reason it’s losing to Ultras and Supers is because of the delay they cause when the screen goes dark. If you record the dummy to block for a longer time(or just change it from Playback to All Block after the animation begins) the dummy will block in time. Obviously if you can safe jump Adon’s 5f DP you can safe jump his 10f ultra 2.
Though recently i was messing about in the lab and found out you can actually safe jump Ryu’s super which is 2 frames… Crazy right?
Hello everyone, I’ve been practicing the safe jump specific to sagat, ken, and sakura and everything is working perfectly and consistently except for one reversal. When attempting to safe jump Ken’s hp dp reversal gouki is trading on what seems to be above ken’s head on the edge of his dp hurtbox. Now this is the only reversal that is not giving the same results that were expected after reading the thread. Is the information above wrong or is the timing more strict than what I’m currently testing?
what do you call safe jump ?
- An non meaty attack from the air that stuff a particular special if reversaled ?
- A meaty air attack that reduce the opponent’s options to : block, backdash, focus backdash or invincible reversal special ?
- A air cross up attack that make reversals close to impossible to auto-correct in the right direction ?
N°2 is a true safe jump in my book.
In this game only certain chars can n°2 against opponent with a 3 frames invincible reversal and that’s only because their hurtbox are out of reach of the reversal on landing. By design you just can’t “safe jump n°2” 3 frames reversals.
That leave you with n°1 and 3. Unsafe jumps but the odds are highly in your favor so the opponent wont challenge it. BUT, don’t take it as granted, once you’ll face players that know to not reversal but delay their wake up special (because their aren’t hit meaty at all) you’ll get hit.
The DF delayed kick “safe” jump against 3 frames shotos is just like that. Works well after some setups/range but will get stuffed ducked under, walked under if you screw it up. And as you have to manually time the DF jump and the flip kick, there’s holes. It’s not bullet proof.