If you think you’re being constructive, please don’t ever teach.
Speaking of 4 year olds… when somebody tells you something is incorrect maybe you shouldn’t just change your answer and then carry on like you’re talking about the same point.
You know damn well that my first comment was regarding all the unblockables, not just the mid screen ones that we are now discussing. Seems like you were just intentionally vague in your posts so that you could then chase down whichever avenue you wanted to best start up an argument. Stop tailoring words to fit your needs. Even then, it still stands since all these setups are very good.
JF blocking exists as defence for every unblockable, which is why I ignored that point.
Opponent going neutral is a mixup for two reasons, the first one being that if you do the unblockable timing and the kick wiffs, there is now a mixup situation. Not to mention that just as if you cross someone up with an empty jump and uppercut it will likely hit as they’ve tried to throw you out of habit, same thing here.
Second reason is that if they know of the setup you can then subtly tweak the timing of it in a variety of different ways and the results will be different… a mixup. Just as you can with the air fireball… btw the air fireball does not lead to free pressure, it is possible to escape.
Ok. I’m actually done here, No more. Feel free to have the last word and move on. Just reflect on the fact that if there are two people arguing on this board, one of the names is very consistently yours.
Maybe against lethargic players with reactions like a 95 year old, but most players will scope the kick whiff and simply block away from you, especially if they are doing it because they understand the setup.
I don’t see how you are mixing somebody up who is getting the result they expected…
Actually…it’s not even close.
Instant DF dive kicks never fool anybody, you need a delayed DF dive kick for that.* This setup is not built around last second DF divekick.
*The reason a delayed dive kick baits a throw is because the player gets the impression your are doing an empty flip/palm and do not want to be thrown on your landing. This impression is created by the fact the flip has not committed to anything and is close to landing
EX DF dive kick does not hit these neutral opponents (except for Juri) in this scenario. You can delay the kick to hit (only some characters), but trade the unblockable setup for something that is not even remotely ambiguous or dangerous. Mixups that doesn’t result in much aren’t very useful.
But you already knew this I’m sure because YOU’RE THE TESTING MASTER!
Right…?
Yeah you can escape by committing to some fireball invincible move that won’t auto correct. 90% of the time this “escape” is very punishable but I’m sure YOU ALREADY TESTED AND KNEW THAT!
In the future if somebody tells you something you aren’t aware of just ask them how it’s done rather than frothing at the mouth to protect your “testing results”.
from all the setups that were discussed throughout the thread, which do you guys think are reliable enough to be considered “to-go” options 99% of the times?
Also, anybody know the code for spoiler tabs here at srk?
I do the exact same as LoyalSol… The mid screen ones are too weird for me at times, so I dont bother
Anyways, I just learned the common unblockable in the corner totally… I know theres lots of vids but I had to record/post it
check out my channel if ya like, and hit me up on XBL if you wanna get games in.
Like was already said, all corner setups are pretty tight so that is a for sure. You can use the gimmicky stuff mid screen, they will work on XBL like 99% but in a tourney environment I would use more tight and safe pressure. You can get alot of use from a crossup air fireball if you learn how to throw it so it becomes a 50/50.
I thought the code for spoiler tags was just spoiler.
I remember when a few months ago i was telling Shin that ex df after df throw was useless because even someone on hard rugs could see the ex flash and react accordingly and he was saying that it was a very legit mixup anyways.
I’m happy to see he has at least changed his mind and does now agree with me.
Yeah, after a df throw I do dash crossup/non crossup air fb like 9 times out of 10. It’s mostly safe and even if they block the fireball they still have to take your blockstring or take a huge risk with a dp (which you can usually predict if they have 2 bars)
Any tip for not having the fireball crossup? I use to TK it to crossup, and I simply do it very quickly right after I jump when I don’t want it to, but I’ve started questioning my methods lately lol
It all depends on where Akuma is when the fireball hits. Just record in training mode and you’ll see what I mean.
Usually if I do the fireball very close to the ground it has to be blocked like a normal jump in, while when I do it a little bit higher it has to be blocked like a crossup
I don’t give a fuck about unblockables, that just Fucked Akuma’s forward throw x2 dashes game, it can only safejump 7+frame reversals now, this was a VERY retarded move by capcom instead of working on fixing the retarded hitboxes in this game to remove unblockables.
Forward throw>dash>heavy DF may be the new safe jump. (currently this barely whiffs on everybody)
Worst part is nerfing forward throw won’t fix the unblockables. Right now you dashx2 (36 frames) before you jump. All we need to do is whiff a 16 frame move pre dash and it’s still unblockable.
We needed 36f to perform the unblockable on Ryu, Ken & Mak and 35f to do the corner unblockable on Ibuki, now both are changed to 34f and 33f respectively after adding the 2 extra recovery frames.
If spacing won’t cause an issue (it doesn’t with Ibuki but not sure about the other setup), we should be able to perform the unblockables through: