Having a hard time dealing with blocked combos. Im pretty good at them which is obviously one of Akuma’s strenghts, his juggling and so forth. But at the same time when the oponent blocks them, im geting punished bad and mostly due to Akumas pretty much non existent Stamina. ne suggestions or comments on this?

hit confirm :wink:

yeah true to that naz, but lets see maybe u can help me with an example man. i do lk into lk hurricane to then go into the juggle. if i wait too long to see if the lk actually hit, then i dont get the combo, and when i do it too quick, and the lk gets blocked, i then am already in the motion of the lk hurricane and it misses the opponent, i come down to the ground, recuperation time just kills me and im open for the opponent to smash me… see wat i mean? sometimes with alot of combo’s like that, there isnt enough time to find out if the very first comfirm hit actually did hit.

which is why you NEVER use lk hurricane outside of punishment or sure win situations…

really? wow im shocked. i see alot of the akuma vids where they actually use it constantly. but ne ways, they’re not getting it blocked much and im getting rapped by having it blocked lol

u need to shake it up a bit; think salt & pepper; not always great in some foods but it’s awsome when used just right. add that in addition to being spunky/ random and you’ll do fine. remember practice makes perfect and patience is a virtue.

this man speaks the truth.

In fact, against certain opponents, ALL blocked hurricane kicks can mean death for the Akuma player, so be careful. You’ve still got a boatload of normals, your (Kara) throw, Demon flip and fireballs, so try using them.

yeah i guess ur right. ive just been playing alot and gotten a little bit frustrated with certain moves and stuff hehe. like my kara throw, it comes out fine, but alot of times ive noticed it simply doesnt grab the guy mostly when they are crouching, hence once again leaving me open for punishment. dont know why although it does happen even if they’re standing, who knows lol

throw in a dragon after ur first blocked hurricane and they will be less likely to try and immediately punish next time

oh freakle thats the oldest trick in the book, cus if the guy stays blocked through the dragon punch as well, when u come down ur his…bad call.

That’s why u gotta mixup your attacks. Sometimes do the SRK after the tatsu and sometimes don’t:wgrin: The name of the game is keeping your opponent guessing. You might start your attack with a c.Mk > Mk tatsu > srk Mp. If they block the c.Mk, continue with the UOH or anything that hits crouched opponents and so on and so forth. If you keep launching yourself at people, doing the same combos over and over, than you shouldn’t be too surprised, when you get your ass handed to you. Predictable enemies are dead enemies. Even the strongest combos will bring you pain&d00m on block. So technical skills are as important as the knowledge of when to use them and when to stop the combo imputs.

Hit-confirm is your bread and butter.

Is it even possible to perform a shoryu when you get punished immediately? Either way what xXFedXx said is true and doing an immediate shoryu will probably allow your opponent to punish you even more severely than they could with the blocked tatsu.

the whole hit confirm makes so much sense to me on paper. but in game, when i tell myself to look out to see if the first hit confirmed in order to continue with the combo…next thing i know it did hit, but its too late to input the rest of the comb. unlike just linking the whole combo together, but like i said when i do that, and get blocked, im paying a high price :arazz:

mix up’s man, the more you play the more you sort of develop a sixth sense of what’s going to happen next, it’s like when you parry you sort of guess the attack is coming.

The more you play your opponet the more you understand how he plays, does he crouch on wake up? do a UOH or f+mp, -> c. mk -> hk. tatsu…(the c. mk to tatsu doesn’t connect but it usually makes him/her block high seeing how he just took a overhead atk)

If the opponet is crouching a lot (yun, yang, chun li especially) do an standing overhead like mentionioned before that way eventually they will think your going high enabling you to go low, it’s sort of just baiting their mind to not do certain things.

also don’t always do the same shit on wakeup, be it your wake up or his wake up, I find if i get knocked down that shoto’s tend to throw a c. mk on my wakeup so sometimes ill guess and try and parry it even though i don’t see it coming really.

bottomline is (1.)practice, (2.)don’t do the same shit everytime, (3) play mind games.