Thanks Nu-Skoool for the reply. And Shabrout, thanks a lot for testing out all these methods for all us Akuma lovers here! You’re the man!!

I’ll definitely try all these tonight. It’d be awesome if I could add this to my BNB list, U2 w no meter.

Thanks again!

Good points of the diags method are :
-1 motion for all.
-Symmetric inputs (no matter your position, both ways will work)
-Only one thing to work on, doing diag UP to diag Down to diag UP fast. No matter if done clean or with crap tone of other inputs, but fast.
-You’ll get U2 even when you miss it a bit (yeah, the diag DOWN, can be replaced by a lot of other inputs in the path).

Hi guys, I thought I’d have a crack today at combo into U2.

What I’ve been doing is :hp: :f: :d: :df: :uf: :3k: :uf: :3k:

So I’m teleporting after the HP then going into U2.

Now are you guys using teleport or hiding the other “Ups” in normal animations?

Cheers

Isn’t it all written in plain text in the previous posts ?
Not sure what you mean here.

Definately have to say good stuff on finding a reliable shortcut for this. Theres so many beneficial applications for this its not even funny.

Some examples of how I’ve been using it in matches and the damage totals;
CH cr.mp, cr.mkxxU2 = 430
CH cr.mp, fs.rh, cr.mp/mkxxU2 = 456
Fs.rh, cr.mp/mkxxU2 = 435
cr.lk, cr.jab, cr.mpxxU2 = 351 (361 off two cr.jabs) Add 46 damage to either, if you start with a fierce jump-in, 16 for a medium, but dont use a light, youll lose damage.
cr.mp/mkxx fireballxx FADC cr.mkxxu2 = 421 damage
cr.mkxxU2 = 397

Its really good meterless damage, leads into safejumps and demonflip mixups, and buffs akumas CH and mid range game. The key to executing this is not by trying to rush the input but instead focus on hitting your diagonals. You’ll find that with this method, the link window is actually pretty fair.

That’s true, no rushing, and clean diags.
Anyway I’m still having a hard time doing it with cr.MK, feels like the window is tight unlike cr.MP. Practice sessions planned though.
And that’s training mode only. I’m not yet godlike like you guyz ^^

I had issues with cr.mk too but after some lab time I got it consistently. The key for me was not waiting to see the cr.mk. Which is exactly why ill do a jump back roundhouse when I mess up because I anticipate the button coming out and miss time it.

Right now I have the same troubles as you when I’m one frame linking into cr.mk. I wait to see if I got the link into cr.mk to do the motion and I’m usually late. I have to know its gonna work and commit.

Man, seeing Infiltration and Tokido rip out c.mk into U2 so often these days makes me think there’s potentially something more going on.

I don’t dare cancel from c.mk - I find it way too fickle. c(s).hp xx tele U2 all day - but c.mk? No thanks.

c.mp U2 is a piece of cake after cr.lk cr.lp , but cr.mk is another timing and makes it so much harder.
You really need to work that diag motions a lot, then putting it inside a confirm is another long work session. Then after there’s still the far HK confirm to work on. But it’s worth it when you have nothing else to work on anyway. Looks so badass when you do it in a match.

Gam it’s not that hard once you get the motion down. I hit it online and offline with high consistency. Honestly the key is hitting your diagonals and then trying to hit 3k just before you hit the last diagonal.

The biggest hurdle for me is hitting it after one frame links. Trust me if you can get past the execution barrier the benefits are tremendous. 430+ damage guaranteed, meterless. And in all honesty I prefer cr.mkxxu2 over cr.mpxxu2. I feel the timing is a it easier.

all the job is done by the left hand in fact. it’s very personal. I still struggle to do left dashes and SRK from down position after low attack to the left after 3 years of practice. SO maybe motions tips aren’t that helpful for everyone. You gona find your own best ways.

It’s all about finding the direction you’re comfortable with going to. If you’re, speaking from 1p side, more consistent/confident going to uf, db, uf than going ub, df, ub then do that.

[s]Quick Query: I keep getting inconsistent damage numbers for cs.HP xx tele xx U2. Sometimes I get 437 and other times I will get 401, 420.

Any ideas guys?

EDIT: just got 409, 375 and 391 after writing this post. [/s]

Don’t worry! All solved! Every time I landed the combo, I restarted and then walked forward and didn’t allow the ultra meter to refill before attempting the combo again. Silly me!

Thanks for this Shabrout. You’re that dude.

Nice thread guys! I guess I keep to ultra 1… it’s pretty hard to that motion on a ps3 pad

After a month playing Ryu, Zangief, Guile, I lost a lot of my exec with Akuma. This can happens to everyone. I had a session in training room tonigh for this cancel U2 and I wasted a lot of time trying hard to make my hand faster to finally found a better solution. A solution that applies to a lot of other thing than cancel U2 but I tend to forget this one.

Stop hurting this gate with the stick and shorten the moves smoothly.
By focusing only to : NOT PUSH THE STICK ALL THE WAY UP for the first :ub: it’s way easier to hit clean the :df:, saves time also and made my day for this cancel to finally be fast enough to connect.

Maybe this will turn some lights on for you too, who knows.

Anyone having trouble with this? I really am. I can get the U2 to come out but can’t get it to combo in with the CR.MP. The dummy blocks every time and when it doesn’t the U2 only gives me a 2 hit combo. If the MP were being registered properly I’d get a 3 hit, right?

yes and this will take a while to master. Typical for everything new, and that need so much dexterity. See ya in a month.

Yea I still can’t do it.

Maybe try pokemon games.