Thanks. Please add this to the first post.
If the mitsuru player likes to mash A or instant J.B after a blocked coup droit then you can weave or duck immediately to dodge and punish both. I don’t fight many Mitsuru players so I don’t have much for the match-up.
I know this sounds probably really apparent and stupid but I just learned that Kanji’s air throw whiffs on crouchers. Damn why didn’t I think of that before?
I used to 2B whenever kanji did that but then I started crouching it and realized that I get a nice 5B fatal combo.
Basics I have figured out with akihiko is his duck goes through one hit exp being teddies bat. His kill rush is strong but if wiff try to roll or if you have the bar one more time cancel into a grab. If you dont have a bar u can try to charge his back B which guard breaks on hit which can open up new options. I have not really found a use for Ceasar besides bringing Naotos to me and I find alot of people get hesitant or dont read his jump C really well. Playing this man is a challenge but if you can get off a few hits you can change the tide of the fight to you the major this is getting in and staying in. Also this is one semi combo I kinda find works do kill rush if it hits just do boomerang hook into corckscrew rinse and repeat but should the kill rush not work do a all out attack into the launch do B then A then qcb A and you should be able to do a corkscrew blow.
I am sorry if some of that is kinda confusing I find that for some reason this works on some characters but it might not on others at times.
Back from an 8 win streak, and I feel good.
I feel like I hit a wall though. Most of my combos are just basic BnB’s and I want to branch out more. Any advice?
I would do this but there is no fear/respect online so I do mostly baits and CH setups.
Week 1 I used ex duck cross-ups whenever I got the opportunity. Now I save my meter for combos unless I just can’t open up my opponent with the usual mix-ups and frame traps.
What have you been doing for BnB’s?
Also if you are playing online, sense no one fears anything you should be doing dp baits and Fc setups most of the time into a Fc 5B combo.
Mainly, 5A x2 > 5B > 2A > Kill Rush > Boomerang Hook > Corkscrew > Maziodyne
That seems alright. When I’m not in awakening, i use 5AA > 5B > 2B > 236A+B > 4B > 6D > B+D > 2A+B > 236A > 6B. (236236B if in the corner)
That uses 25 (or 75) meter and sense a lot of the time akihiko is blocking you will have more than enough meter to do that combo.
Also, for more combos [spoiler=URL]http://www.dustloop.com/forums/showthread.php?14480-Akihiko-Technical-amp-Gameplay-Discussion-Thread
Noob question:
Is :qcb: C/D pretty much like Dudley’s “duck” in that it is mainly used to advance through projectiles and get in?
:d::db: C/D is the weave. It does go through projectiles but :d::df::f: C/D is the duck which is pretty much Dudley’s duck. It moves forward, goes through projectiles, and you can get a Hook or a Corkscrew off of it.
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This guy is godlike. Why is there no more footage from him?
Can always request it.
So I am thinking about giving Akihiko a spin, but I am afraid that he requires high level execution/reaction speed/overall skill to play in any capacity. Then again, thought the same for Yosuke and now he is my main.
What attracts me to the character is that I imagine so much of his game revolves around canceling his moves Cyclone style, and once in it seems to have an answer to anything the opponent can do if blocked, if you guess correctly. This true or do I regard it too highly?
Roll in more and be more aggressive with mitsuru players. His bob and weave can evade her strikes and her persona’s whip that pulls you in. You should use it sometimes in close range when she’s about to do it to evade and just punish afterward since she’s in close. when she’s on me, I usually roll past her, tap jab to stop her from going into her auto command combo and just machine gun afterwards to stuff her before she tries to mash out.
Also, if she keeps SPAMMING the autocombo charge on you, theres a specific point to where if she gets real close from the charge, you can punish into your autocombo. If I could upload my replays, I’d show you, but you have to have the right timing. The charge hit she does cannot be too far, or you’re get punished. It only works when she’s too close.
Even then, it’s a risk, since she could dp right afterward if she calls you out on it. (So I just suggest rolling.)
Also, when she’s doing full screen charge strikes, you should literally just ziodyne (or whatever his fullscreen special is called.) and punish that shit. Also, rolling after your auto combo setup can make her whiff any DP she may have after it’s done. And you can punish her after.
Be sure to take more risks too, when you’ve been playing safe the entire match. She won’t expect you to come in again for the dp or grab if you’ve been bobbing back the entire time after your setup. Speaking of, doing the Bob back with her is UNSAFE. you will still get hit by that DP if she does it. so just block after your setup or roll. It keeps you in (since you’re an attack character anyways.) and it gives you quick means to punish if she tries something.
Roll.
A lot.
Bobbing and weaving can avoid her fans, but not from overhead or her agi from below. when you have her on the ropes, bait out her diawhatever and punish it. also be prepared for her trying to roll out the corner with a grab.
Don’t know what kind of players you’re playing but rolling around like that will get you killed. I definitely wouldn’t recommend rolling.
Not only do rolls have a startup vulnerability but they take too long to complete, can be thrown in the middle of them and can be counterhit in the recovery frames. Against Mitsuru, she can usually recover from whatever she’s doing before you are finished your roll.
I said roll in more, not roll past.
Many yukikos spam fans/agi and when you roll in, they either
[LIST]
[]Attack. (Meaning just jump backward, then dash in for overhead.)
[]Jump back.
[*]Roll themselves. (So grab that shit.)
[/LIST]
Mitsurus usually always use their charge strike, so you can completely roll past that or bob and weave/counter to punish it. However, on entrance, mitsurus are quick to use their persona’s whip to drag you in. Rolling in completely avoids that and if you’re in close enough already, the whip will whiff completely anyways. just mix it with weaves and counters, because mitsurus are prone to always be on the attack, since they know they have priority. Just never roll up close, because they’ll grab as well.
Only time I roll up close is on their wake up when they’re low health, since that’s when they’ll usually either DP or spam out a special.
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Kubo goin in. Great setups.