Ohhh nooooooossssss, I’m getting my hopes up.
Geezus christ.
c.mp > cs.mk is Akuma’s new confirmable BnB from jump ins, cross ups and up close pressure. It does more damage AND its obviously universal if they are standing/crouching PLUS it’s an easier link. I love this.
I can’t think of a justifiable reason to use c.lp > cs.hp anymore UNLESS you have U2 stocked (i.e. you want to confirm into U2).
How are you guys faring with DWU? I still find I’m skittish when my opponents use it. It messes with my momentum a lot to the point where I just wait them out and see what they do and see what I can sneak in after a hard knockdown.
it fucks me up a bit. usually when I’m going for a setup, the Technical message appears just after I’ve jumped
I don’t feel like much of our hit-box’s got improved especially for St.HK to be honest xD.
Alright so I played last night on psn and got to be the 22 ranked Akuma. There is like NO other Akuma’s so I’m not too proud but I played quite a bit. xD lol.
Anyway here’s the part of the Akuma game that retained.
So far the air fireball 2 frame nerf does not stop Akuma from DPing after landing in other words, If someone jumps over air fireball it is still possible to DP to anti-air punish. That’s all I cared about when I heard the air fireball nerf so I’m sure someone will be happy to hear that.
Demon flip mix-ups after a throw - You can move before the technical appears on the screen thus having plenty of time to react to it. Akuma has THE largest Amount of frame advantage after a throw hands down. It is a mistake to DWU afterwords. There was someone DWU I literally walked and demon flipped palm to the other side with still no punish from a reversal. It may have been good timing on my part but it was not hard to get it consistent. Obviously old setups are still effective otherwise.
It is possible to react to DWU after a demon flip throw. You are able move before it shows up.
*Demon flip palm is really help against DWU if you don’t know what to do as a bait just remember that guys.
Fireball game is still good but even better with ex shaku. It feels good to blow up and through a lot of stupid Zoners. Gets good Oki. Both quick rise and regular wake up is easily covered afterwards.
Really good changes.
Grapplers Do not like the Fs.HP buff. That 150 (Fs.HP xx fireball) is not a game. It is REALLY good. I snuck SO many walk forward sweeps after someone blocking that string too. I wonder if it works as a frame trap. I got to test it.
I’m going to go in training mode for this game tonight, It’s just last night my fighting game crew (forbidden technique) got SO much points when I was at work so last night I was playing catch - up. It wasn’t too hard to win consistently because there were a lot of crappy players and HORRIBLE connections last night lol. ARGH it was awful. Oh their is a new feature were if the lag is too much the game will “Pause” to catch up rather than letting it play out. So I’m thinking once the servers are adjusted or whatever their may have been some adjustments to net-code or some online play which is nice however I would love a rematch button -_-". Anyway sorry guys I’ll be sure to have more stuff soon.
-Edit-
And I told y’all Cr.MP , Cs.MK xx (special) move is NOT a game LOL it is MAD good.
I can think of one. Try doing it against Blanka or other characters with wacky crouching hit boxes.
It doesn’t work LoyalSol? I haven’t tested it on everyone.
It looked like all of the unblockables were done against people not using DWU…
The biggest issue is that you won’t be doing many DFT in most fights.
I also have no idea why anyone would suggest the range on cs.forward is the same, or sometimes farther than fs.fierce. If it were, you could get 2x cr.strong into cs.forward instead of just cr.jab, cr.strong, cs.forward. It might be character specific, but on average sized characters, fs.fierce always hit farther for me.
oh that reminds me.
DF throw xx dash xx MK DFK is now a fake crossup on Seth instead of unblockable
This worries me. I literally didn’t notice it until now!
Also, congrats on being number 1 Akuma on the leaderboards. Make sure you keep uploading videos because I’m following you
Thanx…now stop following me or ill have u arrested
Forbidden technique, what’s your PSN? Wanna discuss a few things with you.
Far fierce x hadou fadc on crouchers leading into st.hk so smoothly is a beautiful thing. Big ups to Nu-Skoool for the heads up.
Is it just me or is the window to activate punch/palm from DF now smaller? Now if i try to do it early, a lot of times it doesnt come out and i just get the (empty input) DF xx low kick
It’s the same as far as I can tell, it always was precise timing due to the lowest active frames imaginable. >_>"
c.MP hits funky on Blanka. There might be an issue with that link, but I can’t test it where I am at right now.
What’s the most comfortable and consistent motion for teleport cancelling u2 for y’all ?
Shoulda been practicing this way before ultra dropped. Currently doing b,db, ub + 3k, ub + 3k.
I use Shabrouts method. Ub, df, ub+3k.
Tested cr.mp, cs.mk on Blanka and it absolutely works. You can definitely see the tatsu buff at work in this matchup because doing jabx2, followed by cr.mpxx tatsu would whiff, ever since vanilla but no longer is this the case. In fact due to this buff you can do fs.rh, cr.mkxx tatsu.
I did have an issue with cs.mk whiffing after two jabs but once I slowed down between jab presses it went away.
Finally because of the ridiculous amount of hit stun far fierce causes you can actually delay you’re fireball inputs to point to where you can create the right distancing needed to follow up with far hk. I noticed this against Blanka because when I was trying this combo there were times where I couldn’t get the hk follow up and times I could even when at the same distances.
As nice as the change to the cs.forward is, the range on it is nowhere, remotely close to that of far standing fierce. The firece is literally 3x - 4x the range on both standing and crouching characters. Just checked again to make sure in training and the range on the fierce is huge in comparison.
What counter hit set ups are you guys using for far fierce?
Also, I could’ve sworn I did cr.mp, cl.mk x hadou block string up close and was jab punished, but maybe I just wasn’t blocking. Will check in training mode later. While I definitely agree that - if the fireball block string is safe - this is a great and easy hit/block/crouch or stand confirm option, I still don’t believe it will be the universal go to block string at all times because cl.mk is not + frames on block. By comittting to cl.mk you are giving up any additional pressure if they block unless you FADC the fireball or cancel the cl.mk into EX red fireball.
Nothing at this stage. My fs.hp use almost always has a fireball tacked onto it regardless. In previous games I sometimes caught myself reacting on time to link the sweep after a ch fs.hp, but it was rare.