I love f.hp too. Too bad that on matchups such as Ryu with his godlike j.fp/j.rh you have to forget normals and always go for a srk.
I find myself fishing for a mp/lp srk (mp mostly because of the extra inv.) trade, so i can do fp/ex shaku afterwards, quite alot and i think its a good habit as long as you can switch back to a fp srk anytime. Does anyone else go for that trade?
I always try it when i trade but i never got the shaku to work. Does it have to be ex shaku or is HP shaku also good? I always try it with HP shaku whenever i trade HP shoryuken.
st. HP is so money against Adon’s Jaguar Tooth!! I started using it more consistently in this matchup recently and it’s changed the flow of the matchup so much in my favour. I love it!
Well yeah…I can totally understand him as this is another of the things I started practicing and I’ve gotten it down to about 90% success rate in training. But online? Everytime I’ve tried it, I’ve failed. Then again, I’ve only just started to want to use it online, so I expect that until I become accostomed to doing it, I’ll get better with the execution part of it.
Venom just think of it as an early fp srk (where 1/2 hits only connect), like see them jump then bam. Imagine that it is a srk with more inputs, harder but you have to anti air their candy asses
Sizar, yeah every shaku works after a trade. Also the higher in the air and the closer akuma and the opponent are during the trade gives better chances for the shaku to connect. If unsure just go for the rh tatsu.
I am a culprit of abusing cr. HP (easymode) whenever possible but I am trying to get into the shoryuken habit. My excuse is I’m still a low level akuma grasping only the basics.
One thing I struggle with is cancelling the cr. MK > U1. I play with a pad and I dont seem to buffer the 2 jabs in time to cancel the cr. MK. Instead, I hide the jabs, stand up and the do my ultra - defeating the purpose of lowering my hitbox for the AA. I don’t know if it’s because it’s awkward to press jab after MK on the pad or it’s just me executing badly.
I guess I’m looking for someone to tell me I’m being stupid and I should be able to do it 90% of the time on pad. Is that right? Any other pad players capable of doing it consistently?
I can do it on a controller, I just do the input as quick as possible right after I press mk. Never really done it in a match, I only do the cr. HK cancel. Press mk and go right to buffering the input.
I guess I’ll just have to try foing it faster. On training mode, I always start standing up just before ultra comes out (and eat a kick) so I guess it’s all about speed.
c.HP is still a great anti-air and I use it a ton…however if that is the only anti-air you can use you will find yourself losing a lot of match ups because c.HP does lose to high priority air attacks. You need to learn to SRK in order to combat many of the air options that characters have.
cr.MK ultra for AA is indeed difficult on a pad. The layout of the face buttons makes it impractical to try pressing MK and LP at the same time. What I do for that technique is a thumb ‘flick’ from MK across the face to LP and quickly re-tap the LP before finishing the input. This is what I used to buffer it in normals like his low short for Super ticks in HD Remix.
(low short tick into SF4 Super still works with this way btw. Just needs a very slight pause so it doesn’t come out early)
Same thing works for cr.MK ultra anti air. Only thing is that the input still takes a fairly long time and you have to begin the command at the peak of their jump (same for stick users really, only they have a touch more time) and thus you need an early read on when they are jumping; so it’s not a consistent AA for any jump. Works kinda like Bison AAing with his jumping Hell attack or Chuns jumping target combo.
I don’t even use low forward > ultra myself either. I have my own trick for anti air ultra on a pad that I consder very useful, but I don’t yet have a capture card to demonstrate it.
Make sure you put the practice into AAing with SRK when you plan to level up. Since cr.HP has start up, it can be stuffed by early jump attacks that an SRK would counter. cr.HP also has practically no horizontal range, it trades well when they are sticking out a limb for it to actually connect with. Opponents who notice that you only AA with this (the type that are good enough to make adjustments based on how you play) can empty jump right in front of you and then punish with anything they want.
I personally reserve the cr.HP for use strictly at the angles where HP Shoryu AA begins to whiff under them, as a proximity jump defense. Used early, on the space directly above Akumas head; this cleanly beats anything that isn’t a dive kick.
Does anyone use s.lk as an anti air at all? You don’t need to have any crazy reaction times to use it either. I’ve been using it a lot vs ryus now and his j.hk. I find s.hp trades too much whenever i try to use it. s.lk is more of an annoyance lol.
Yes. It largely depends on the angles of how your opponent is attacking in the air and the hitboxes involved in terms of how effective this is relative to other AAs.
I would say it is a more situational AA and don’t consider it particularly good for all purpose. Jumping normals are good for things like Vegas wall dives, certain jumps from Dhalsim and Seth, headstomps and demon flips etc.
Is there a way to time the srk so that you can get all three hits or doesn’t trade? Every time I attempt to do an srk, I only get one hit or it trades so I go back to just using cr.HP
I learned a hard lesson against the top akuma in Austin.
First off, All SRKs were Fierce. He would hp.srk at the last possible fraction of a second (If you look at the hit boxes at the beginning of this thread, the first hit’s hitbox is relatively low) to abuse the invincibility frames. If i had done a jumping attack, he would catch my extended hitbox and get all three hits. and if i didn’t attack, %80 of the time he hit me with 2 hits which still hurts.
In short, input srk at the last second when they are closest to the ground. If they are attacking, u will get 3 hits, and if not u usually get 2 though it is still possible to get all 3.
The c.MK xx Ultra on a pad is the only move, where I have to reposition my right thumb. I played around with different settings but if you reassign other buttons, it only gets more complicated doing all the other stuff with Akuma.
I’m doing it (c.MK xx Ultra) pretty much like DevilKnight described, but slightly different.
As mentioned above I’m turning my right thumb ( I got big thumbs, as well as hands like a frypan) 90° counterclockwise so that I’m able to cover MK, LP and LK with it. Give yourself a second in training room and try to hit MK first, then immediately (like a plink) LP+LK together.
As soon as you got this down, try:
hold :db:, MK~LP+LK, MK~LP+LK, :l: (or :ub:) + HP
Thats it.
I’m still trying to find a faster way (using the PPP button and without the need of a reposition of my thumb). But in the meantime I got used to it so much that I can get it most of the time with this method.
But I really have to say that I’ve almost never needed this in a match. People seem to know that jumping on a Akuma with Ultra1 is a bad idea so that I sparely come into this situation. (of course there are still some people left doing this, as well as throwing wakeup hados on characters that have a projectile invincible ultra, for example… they don’t count here ;)).
But sweep xx Demon is another story. It’s just awesome (and insane damage) when your opponent tries to FA your Sweep (happens pretty often to me against Chunlis, Sakuras and Sagats after they do an empty jump) and you’re able to cancel it into demon. So cancelling Ultra from sweep happens way more frequent to me than c.mk xx Ultra.