Trag you’re the man. GS on this entire thread. The things this man is capable of is astounding. Half health on a lot of the combos that have a FADC in them. People in this thread are having problems with LP SRK FADC red fireball. An easier way for me to do it is when you do the SRK do it this way. F QCF+LP. When you do it this way you’re already at forward making the FADC easier to do. Well for me at least. Hope this helps. Also LP fireball has way less recovery than the HP version. And I have a question. On the dive kick not from the demon flip just the jumping version does that seem like it has more recovery or is it me?
The dive kick you do from regular jump pretty much sucks, it doesn’t give you any advantage and even on hit you aren’t able to combo off of it. The only thing it has going for it is that unlike the demon flip dive kick, it is an overhead. And that really is the only thing haha.
BTW I’m assuming you’re gaisuto from XBL? This is thee predator, we gotta get some more matches in sometime. :nunchuck:
^^ Yea! Thanks for the info and yes we def have to get more games in! If its an overhead then it can be used if they block the air fireballs crouching which a lot of people do. I need to watch more vids to get my game straight with him.
Can’t think of any decent application for the Standard Dive Kick. If you wanna overhead with a jump-in, his jump MK and HK do fine for that with more damage and advantage for combos.
You could argue it changes your jump trajectory… a bit. I haven’t noticed the value here at all.
Heh, looking at these recent posts, I guess I should start taking the EX Red Fireball more seriously now. :pleased:
I still don’t use ex red hadou much, cus I find the regular FP red hadou better for encouraging jump ins. Right outside of cr.MK range I would try HP red hadou on wake, and a regular fireball when they block the red fb. I find myself to be able to more consistently AA with FP SRK more often with that setup.
I’m gonna have to try to utilize the +12 on a blocked red hadou for mixups.
oopsie… i was thinking about EX SRK…lol… I have never really even bothered to try his EX RFB other than to realize it wasn’t worth using in combos. That being said I might try that as a non-corner wake-up like muken said with the EX…
Wow I didn’t even realize you could do a dive kick from a regular jump, how does that even work?
I like that a dive kick off of a demon flip does chip damage on block. This has won me more than one match in which I had an opponent with zero life who’s Ultra kills you if you throw a fireball (Chun Li, Abel, etc.). EX Demon Flip in from full screen and they have very little chance of doing anything to counter it – even if they block it they are dead.
Regular Dive Kick is done by pressing d+MK during the top of a jump arch. It’s crap though; it visually looks weak, has bad range and low damage and while it overheads, it doesn’t seem to be able to do anything Akuma can’t do with a regular jumping MK or HK.
ok do not listen to anyone saying dive kick sucks.
that is all.
You could credit yourself by explaining why it doesn’t. I just can’t see the light with it. :bottle:
The only advantage to the regular dive kick (D+MK) that I can think of would be to change the trajectory of your jump slightly and confuse your opponent, as I doubt they see that version of the dive kick ever. Maybe it’s harder to stuff than the j. HK, but it definitely doesn’t seem like it from my experience.
cr.LP, cr.LP, st.HP xx LK Tatsu is pretty easily hit confirmable if you are at point blank range and will give you 303 dmg on a HP DP and 342 on a FADC into HP Shaku.
Not seen it mentioned. It looks sexy too.
good info in here thanks!
Yeah, I’ve played around with it in training mode, but when you take it into real combat it’s too unreliable. It’s doable to hitconfirm in training when you set yourself in range and put the dummy on standing, but in a combat situation, you have to evaluate both that they were hit, and what the range was and that they are standing, which is quite difficult, and if you get the range wrong and get f.HP it won’t link.
Thus, I still stick to cr.LP->cr.LP, LP srk or cr.LP->cr.LP, cr.LK->LK tatsu depending if they are standing or not, which is much more manageable.
If you do that combo a little differently you can get it so that it stuns anyone except Gief if I am not mistaken, plus hit confirm it off of an air fireball.
Air FB -> HK -> cMP -> FB -> FADC -> HP -> LK Tatsu -> MP SRK (2 hits) -> FADC -> 3x Red FB
That should do somewhere between 1050 and 1150 stun damage. I haven’t tested in training how the damage scales or how much a full ultra adds to the damage on the combo, but that could be the most damage you can do with Akuma in a single hit…
I should probably start toying around with cr.LK since it seems my cr.MP likes to not show up online. I imagine if I get into the rhythm it’s much more reliable.
Yeah, me too… I’m linking cMP just fine with the LP~MP plink, but cLK is useful for when your sHK hits just out of cMP -> LK Tatsu’s range and you need to go with cLK -> LK Tatsu. My main problem is getting the cLK to link the the LK Tatsu, seems that it’s a lot tougher to execute than canceling a punch or a cMK into LK tatsu.
personally every and any time I do a c.lk I do a c.lp linked afterward because I agree that it seems doing a tatsu from kicks are harder. It probably has something to do with negative edge…
Um do these combo totally work:
[0] 163: c.LK-c.LP-c.LP, DP+LP (must be close)
[0] 175: c.LP-c.LP-c.LP, DP+LP (must be close)
wouldn’t the last c.LP have to be linked in order to be able to cancel out into a dp as per the explanation on page 2? So it looks like clp-clp,clp,dp+lp? If not why can a chain be cancelld into a dp?
The dp is linked, not cancelled.