My low forwards are precision air strikes. :annoy::mad:

LOL

No offense but your reaction time sucks, along with all those 5 other players. I punish whiffed lp srks all day with Viper’s ultra, which is way slower than any semi fast normal attack, and that’s playing online. In an arcade it should be way easier.

I do agree that it’s very easy to punish a whiffed LP DP, however - if you wait until he lands to do anything - there are literally only a few recovery frames left on Ryu/Ken’s LP DP, so if they’re kind of waiting until he’s on the ground for whatever reason, that could easily be a problem as they only have a few frames to get in their with their attack. Also this problem is worsened a little bit by online latency, but still shouldn’t be a problem when your reactions times are on point unless there’s really a ton of lag (unplayable).

Are you executing that Ultra while they’re airborne? You have MORE than enough time to punish with her Ultra because it can hit Ken whilst he’s off the ground.

It’s not like people are taking three steps up to hit him; he’s just only barely landing on the border of sweep range.

Again, all I see happening is:

  • Ken lands, has not recovered.
  • c.mk reaches out
  • opponent goes airborne.

I find it’s really best to do NOTHING with Akuma in this instance. Roundhouse MIGHT get you a hit, but it might put you at a distance where you can’t do anything after.

If Akuma tries to Hadou, he gets either blocked, focused, or trade SRKed on your fists. LK Tatsu often whiffs, Demons around that distance run the risk of not grabbing in time.

vortex = AK-47 w/ holographic sight

If they are just out of sweep range

You shouldn’t put out c.mk because it plain out whiffs and extends your hit box to get srk’d.
Fs.hk WILL get the last hit in, so fs.hk > c.mk xx hp.hadou=perfectly safe if you can link.
Well timed hadou will NOT be blocked, focused or traded because Ken is in recovery/out of range for lp.srk to hit.
Lk.tatsu will always whiff beyond sweep. Dumb idea.
Well timed Demons WILL grab.

Anything closer is punishable by anything you want if you have the reaction to execute it while he is still in the air. If not, then I don’t know what to say other than practice more. I am doing this in training right now and confirmed everything I just said.

Is it really? Does it vary in effectiveness from character to character?

yeah, i only go for headshots

f-a-d-c

BTW, Akuma’s sweep comes out pretty fast so you can do it meaty and catch them on landing from an SRK if you’re at the tip of range. It’s much better than landing meaty low forward and not being able to combo anything from it.

Goddamn there are a lot of new Akuma players.

I like you West. I think you’re a bad motherfucker.

best user title ever

I think King Zeal has a good point here. After playing some pretty competitive Kens at the arcade, their real advantage lies in their poking ability. With Akuma you should be trying to control the spacing in the match. Air fireball to keep him out, teleporting when he starts pressuring you. The way his normals work allow him for faster attacks with shorter frame advantage - hence poking you constantly. Occasionally throw a focus into his BnB block strings, but don’t do it too often as he has very fast focus breakers.

Teleporting away from Ken feels ultra-gay. But sadly, as zeal and trisk said, Ken’s pokes are vicious. I’m going to try the late Zanku/teleporting method and see if it helps. Because that overhead kick is too fast for Akuma’s c.MK/HK.

Don’t be predictable while turtling and zoning and you should be fine. Anytime I find myself getting into some kind of pattern, Dr. Chaos rocks my world. Also, don’t let him in. If he gets in, run.

Do this and it’s like 6/4 Akuma. I encoureage anyonein the northeast area to play Dr. Chaos on XBL or in person if you think this match up is free for Akuma. He wins, but if Ken gets in and gets his mix ups going Akuma loses life fast.

Some person i play, a Ken player is incredibly aggressive & i find i lose alot, mainly because Kens pokes all add up well against Akuma, in fact, though Akuma is my main i found i stood better victories when i played a Balrog. But i think the people here are right, it’sreally because it doesn’t feel right to not play a closer game against Ken.

Next time iplay him i think i’m going to attempt a partial run-away style, just to see how it stands.

He’s great, but compared to myself :stuck_out_tongue: I hear aggressive players (& he NEVER lays off) tend to get pummeled in higher end play.

haha, that is the best shit ive ever heard

… ive been playing too much MW2

This.

Don’t go toes to toes with Ken.

Hmm… I only know online Kens and I only loose when being impatient and too aggressive.
I’d say that Ken has absolutely no tools to get in. You can space him out the whole time with your fbs/late air-fbs. And if he’s getting closer or uses his ex.air tatsu and you’re not sure how to handle this, simply teleport out. Boring, but it works for me most of the time.

A good Kara focus covers almost half screen distance.

“almost half screen” is a bit exaggerated i think.
And if, it’s max. half screen. :smiley:
Besides that… never seen this in a online match and this is all I’m referring to. :slight_smile: