Akuma Set-up Thread: We are unblockable!

Stop digging the unblockables before u actually play the game, we need to figure out safe jump set ups first :stuck_out_tongue:

We will be able to safeump via demon flips and normal jump-ins from Very far away that won’t allow you to cross up the opponent (i.e forward throw x1 dash a tiny tiny step > j.hk) = useless for Akuma for not being able to crossup properly

As I said in the other thread, if Capcom wants to keep the 2 recovery frames nerfs, they should seriously considering reducing how far Akuma throws the opponent, so we can figure out new setups to go for safejump/x-up attempts.

Give Akuma Evil Ryu’s dash and he may be ok.

NRS>>Capcom at changes lol

I really hope they rethink about the throw change. Palm not hitting overhead is a big nerf itself to the vortex already…
i mean his gameplay wont even be fun anymore.
Times like this i wish he had Ryu’s backthrow ><

fuck you capcom

[media=youtube]bdU922k8pIM[/media]

Can we get a mod to take over this thread since the OP hasn’t bothered updating his original post with any of the relevant new info people are posting here? Cheers

I have no problem with that, i`m just not with the time to update it properly and would be really grateful if someone took over it and helped the community with more updated information.

Could we get someone to explain WHY unblockables work and possibly HOW they work? We know that it takes 36 frames to perform the unblockable on E.Ryu, Ryu, Makoto and Ken, but exactly why is it 36 frames? And why is it 35 on Ibuki?

I’ve looked everywhere that I know of to look and can’t find out why or how, just that they do work.

Don’t know if its old news or doesn’t work anymore, but I’ve done some quick research, and turns out there’s an unblockable against Guile. StreetFighterArabia for credit. Found em on youtube.

fwd throw, dash, c.mp whiff, j.mk

Also, a variation with jumping rh.

fwd throw, dash, c.mk whiff, j.rh

Video of tokido doing this one at 2:09 [media=youtube]mQrgPHLjYw0[/media]

It would be a good idea to have a list with all his unblockables, either with this general set-up thread or have it’s own thread.

Has anyone tried out the E. Ryu divekick setup with Akuma? Jump in, 2 light normals, cr.mpxx lk tatsu but instead of finishing with srk or sweep you immediately jump and do command dive kick. Apparently it crosses up and could be potentially useful against non-tatsu sweepable characters.

This is assuming they quickstand, right?

It’s kind of a gamble though, sacrificing 100 damage is no joke…

It seems like it can be used as a similar situation as cr.mp xx lk tatsu > cr.mp xx hk.DF.

But if you set it up for the divekick immediately after the tatsu i think itd give them more time to react off of the hit recvoery from the tatsu. But with the cr.mp xx hk.DF reset, instant reversals will whiff which can lead to a good mix-up or demon.

Take Ken or Ryu for example, while they’re in recovery from the reset cr.mp after tatsu, you’re already in the air with the DF. Just use cr.mp xx mk.DF and you land in front, hk.DF and you’ll land behind them. So if they SRK after recovery from cr.mp reset then it’ll whiff and you’ll either be behind them for a set-up or if you do mk.DF you can trade/stuff (not exactly sure) their reversal.

But the command divekick immediately after the tatsu it gets a knockdown, which it seems better if you go for the reset rather than a knockdown. Because what if they don’t quick-wakeup?

I was actually unaware of that reset since I do not use them in my game that much, if at all. However, judging from what I seen it does avoid reversals and if they dont quick wake up itll just allot you time to prepare a follow up setup.

This looks interesting, wonder if it could be used against slower reversals to act as a safejump.

Here’s a cross up air hadou that some of you might find useful. Haven’t read it on the forums anywhere.

tatsu > HP.srk > fwd jump light fireball > immediate fwd jump. The air fireball hits crossup and you can combo afterwards when u land. slightly strict timing on the fireball. of course this setup works on opponents who didn’t quick-rise.

Edit: did a quick runthrough of this setup on the cast. Doesn’t crossup on:

Honda, Akuma, Sagat, DeeJay, Guy, Hakan, Gief, El Fuerte, Vega, Balrog, T. Hawk, Adon

What’s also interesting is it works on E. Ryu.

Couldn’t get it to work even once. For me, it either hit really late (if i blocked normally with e.ryu, could punish it easily) or it whiffed completely if i tried to block as crossup. E. ryu just walks under it lol.

Hope you guys have better results.

Anyone know a safejump against 4-5 frame reversals after a Demon Flip Throw? At the moment I’m using:

DF throw, throw whiff, jump HK. Is there a beter one?

Whiff far st.hp (plink it) then immediately j.hk, if done as fast as possible you’ll safejump 4f reversals.

Whiffing throw should be used in the corner though because close fierce will comeout there, whiffing throw also as fast as possible will safejump 4f reversals.

I don’t know if anyone found this setup, I did it against Gouki, df throw into corner> cr,mk> j.mk.

Nice setup I use against Rose off f.throw. dash, cr. Strong, fierce demonflip palm OS strong dp. Covers soul throw, backdash soul spiral. Safejumps U1 and super, beats U2 clean.