Look I am not going to get into a long argument about this I have already stated it is my opinion and my opinion alone. I have also stated I don’t discourage their use.
So just drop it now.
Look I am not going to get into a long argument about this I have already stated it is my opinion and my opinion alone. I have also stated I don’t discourage their use.
So just drop it now.
I think it comes down to habits in this case. If you have a habit of doing the same options from one setup a large majority of the time the opponent will catch on. In theory the opponents defensive options are equally risky however when one player gets into being predictable the risk can be negated by such predictability.
Nah, dude! I’m not arguing with ya! Just wanted to know why you thought this: I think your Akuma is fairly good and learning from good Akumas is what I’m aiming for. Right now, I’m working on my offensive options, mainly doing stupid shit (as you can see from my latest vids), but I think it’s important to get dirty, even if it costs me matches and my play is horrible.
@Shin: I suppose it also comes down to how your opponent plays as well. Some opponents just don’t care and they’ll mash throw or reversal hoping for an auto-corrected DP on x-up tatsu… I think these types of players throw me off my game more than they should. Mainly because I just sit there going “WTF are you doing??” instead of just concentrating on what I need to do to beat them.
I only whiff normals to time safe jump/corner unblockables setups because no matter what normal you whiff your options from there will be the same.
Does anyone have some setups on seth, it’s like his dp beats everything and it’s a bitch to safejump
Ryu style setups work on Seth. Beat his small dp and make his large ones whiff. Dive kick for the top of his head, delay it a bit.
Some Infiltration vs Poongko - http://www.youtube.com/watch?v=zvMgoGMDyUI
Forward throw dashx2 j.rh also safe jumps his uppercut.
Against characters who get up 1 frame slower, you must delay the hk itself, not the jump in, otherwise the active frames on your rh will expire. I am pretty sure seth has this type of wakeup.
Makes sense and I catch myself doing this also. Another thing I do is go though with the timing whiffs that lead into a setup, but I don’t commit to the setup itself which works as a means to bait their response out and to also feel our their understanding of the matchup.
I think this can sometimes be as effective as a mix-up in itself as you can condition (some) opponents to doubt their ability to read your intentions.
What I like to do in the corner is do something stupid after a sweep/throw like 3 st.jabs, st.hp and then just empty jump over cr.lk.
Trust me this shit works 100% of the times.
They always expect something after whiffing normals.
What you also can do after u have used the df throw -> dash -> hk df dive kick.
Do empty palm throw or empty palm low short.
They’ll be so occupied to block which direction this mixup works.
Also what I’ve noticed lately.
Buddies which I play with caught on the blocking df throw -. dash - ex df dive kick crossup.
Mix this up with dash- lk df dive kick which doesnt cross.
In a pressure situation they only notice the dash df, except if someone is really paying attention.
I also mix in a lk df plam whiff cr lk st jab sweep after df throw
IIRC vs some characters after DF throw > 1 dash > EX DF Palm immediately (not going for the crossup dive kick), you’ll always land in-front of them. So this will lead to a very solid mixup because even if the opponent saw the yellow flash and blocked it as a crossup expecting a dive kick, you can hit them hard from the front with cr.mp, st.hp…etc IIRC the standing normal will be meaty too so it’ll beat wakeup throw attempts.
I’m pretty sure this works vs Vega, maybe it’s vs tall characters. Gotta check more in training mode and will let you guys know if I was able to come up with a list of characters this setup works reliably against.
Kineda’s performance in NCR inspired me. Good shit man, finally stepping it up. Your demon setups put a tear in my eye
I’ve noticed Infiltration using this setup after a Forward Throw: 1 Dash > Slight walk forward > HK Demon Flip Palm whiff (cross up) > Cr LK + Cr LP - Cr LP…
You can also cancel into a Demon Flip Divekick to mixup attacking high probably beat some reversals.
That was just for you!
It seems like a variation of the forward throw whiff stand roundhouse hk df setup. I haven’t actually tested it myself but I see no reason why you couldn’t do similar mixup with Infiltrations variation.
Is it more or does the dive kick cross up the twins more than other characters? Sometimes you get a dive kick that hits normally and lands on the back side and other times it just crosses up. Normally I get maybe a cross up dive kick once in maybe 50 attempts, but last night at a tournament I counted at least 10 cross ups and 3 fake cross ups.
I think the twins have wacked out hit boxes on wake up that cause all of this. I am going to head into training mode and see if I can’t get this to land consistently.
I can’t seem to do the corner set-up on Rose that Tokido keeps doing → forward throw, dash, c.LK 2x, j.HK. Does it require strict timing when doing that set-up?
Yeah it must be frame perfect, just like the Cammy j.HK on corner
He still add the demonflip os on corner, in case he drop the HK, he instantilly escape from corner.
Against yun, I tested some tricks and might work well:
Foward Throw mid screen, i dash, i dash, j.HK/MK (works as a safe jump and will lose to yun ex reversal)
Foward Throw mid screen, i dash, i dash, jumping crossup tatsu works very well. But the delayed reversal can sutff the air tatsu.
Corner Foward Throw whiffed s.HK, j.MK (This looks like a cross-up but has to be blocked as normal jump. yun can escape with ex reversal)
same as above but use j.LK (if blocked back you fall in front, if blocked same side will crossup)
Corner Demon Flip Throw ,instant dash j.MK,… (can escape with ex reversal)
I agree with this. I have stopped double dashing after throws and simply walk forward. With decent timing you can still pull off very ambiguous cross up tatsus or safe jumps