akuma is an untapped beast…i think he will be the next msp.
it seems like this hasnt been mentioned yet but hit his ability to hit confirm makes him so much more dangerous than the other shotos. hit confirm+dmg potential >>>> fancy schmancy combos
akuma is an untapped beast…i think he will be the next msp.
it seems like this hasnt been mentioned yet but hit his ability to hit confirm makes him so much more dangerous than the other shotos. hit confirm+dmg potential >>>> fancy schmancy combos
I have a pretty n00b Akuma question that I haven’t found the answer to yet: When you do an EX tatsu on someone, how do you know or how do you control which direction they fly back from? It seems like sometimes they fly backwards from the same direction you were facing and sometimes they fly in the other direction.
I only ask because it helps to know if you can land his EX tatsu to Fierce SRK everytime in the corner or not.
i cnt seem to pull off the qcf hp, fadc hk<f> 2hits , hp<c> …is there any helpful tips on doin this?
All the shotos have useful hitconfirms…
It depends on the range you hit them at, and it’s pretty hard to judge. If you do it from very close though, they will always fly forward.
Usually with his EX Tatsu, I use it in corners if I have hit confirm or stun or FA crumple. If you hit cr. lp or cr. mp > EX Tatsu he will stay in the corner allowing you to follow with a SRK. If you do cr. fierce > EX Tatsu he gets thrown to the other side of the screen. Throwing out an EX Tatsu just by itself will probably depend on range like MuKen said.
Edit - You can actually hit cr. lp > cr. lp > cr. mp > EX Tatsu and it will still keep him in the corner even though those punches knock you a fair distance away. It kind of sucks them in but then still throws them into the corner and the SRK will still hit as well.
I usually don’t use it in combos, even in the corner, the damage added is very low since the first hit of the srk (the most damaging one) will whiff.
cr. mp > EX Tatsu > fierce SRK is 358 damage in the corner, 377 if you start it with a dive kick. Definitely don’t recommend the cr. lp x2 > cr. mp as a starter though, scales damage to about 300. That’s probably in the same range as any of his other BnB’s though, and you don’t use the meter so I guess it’s probably better not to use it. I think it’s useful in combos mid-screen though because you launch your opponent into the corner allowing you to pressure.
I’m thinking about adding some counterhit combos. Definitely a few useful ones, such as c.MP (ch), HK(2 hit)… etc.
Please do, though can you point out if they can be CH confirmed?
its the damage potential upon hit confirm…
You can use DP+MP, FADC, QCB+HP in all of those combos too. Its easier to cancel MP+DP rather than LP+DP, since you have one additional hit to take your time and prepare the FADC, though it causes less damage.
How consistently are you guys getting your links in net play? My execution has always been pretty top notch in all SF games and I never felt SF4 played poorly online until I started playing Akuma. I’m reluctant to play 3-bar matches since whiffing a fierce DP after a short tatsu can be pretty catastrophic.
Offline play, links and juggles are pretty much automatic. Online play I’m missing cr. jab links etc… or whiffing juggles alot. I’m about ready to quit Gouki since most / all of of my SF4 play is done on XBL.
Fuck online. I screw up combos that end with DP, I screw up AA DPs, I get jabs when reversalling ultras, all because of stupid input lag. I refuse to even try a match that’s less than 4 bars, and 4 bars ain’t exactly a picnic either. The netcode in this game is terrible…
I generally don’t have too much difficulty with links and combos unless the connection is really bad. I’ve found that the bars seemingly have nothing to do with the actual connection quality, as I’ve had solid 2 bar connections and choppy 4 bar connections.
Hmm, did not know that.
As for link combos specifically, I do not find too many problems. Since the input lag is fairly uniform in a single round at least, then as long as my link timing was correct for normal play, then all the moves get delayed equally and the combo tends to come out fine. I tend to have problems timing things which involve some visual timing, like for example combos ending with LK tatsu, FP srk. I end up having to mash in online play, which is not 100% consistent and really pisses me off on the occasions where I mess up and then eat a combo in return because of network lag.
I link s. HK (f) into c. LK into BnB pretty consistently in online matches, so I’d say that’s pretty good, being as roundhouse links have been particularly hard for me.
any good combos for anti air?
like for jump ins, starting with c.hp?
i have one suggestion… didnt see it up there. c.hp > hp dp. does pretty good damage for being such a short combo.
Surprisingly last night I was hitting almost everything even in laggy matches. It’s mostly tatsu into DP’s that I miss in lag. I’ve started comboing into EX FB or tatsu in the laggy matches now. I can really hit Far stand rndhouse -> cr jab pretty brain dead now.
Surprisingly, I think it may not be network lag in the 4 bar matches. I have a RL friend that lives really close to me(Queens to Brooklyn) and we’re both on the same cable provider. It may be xbox overheating issues? I dunno =(.
wait, so with HP©, light tatsu, (reset), hyakki throw, is the hyakki throw full damage or is it combo scaled?
if it’s a full 150, then is that actually the highest damage option off of HP without using meter? 336 with a c.lk reset, 344 c.lp, 376 c.mp, 400 s.hp? compared to 322 doing hp, light tatsu, hp srk.
and the drawback is that they can jump out after the reset so that you miss the hyakki throw, right?
so unless you do it with hp it’s probably not worth the risk of having them jump out of it. because even if you’re doing the hp/tatsu/reset for mixup and not going pure damage with the hyakki throw you probably want to have minimized your risk by getting the 250 damage of hp/tatsu/hp on the board so that you’ve only lost 72 damage over having done a srk. maybe mp if the execution is notably easier than hp, but that’s betting 96 damage that you could have had with a hp srk, on the success of the followup… which is getting pretty significant.
yeah, ok. i can see why srk is still the normal progression. it’s a useful trick to play with, anyway.
All correct. It is 150 damage, but it is not guaranteed.
My thought is that in a basic HP, LK tatsu setup, you are best off going for the SRK for guaranteed damage. BUT if you are doing it late as part of a combo, where the scaling is already going to be really bad, then you might as well reset into mixups.
For example, say you stunned them the third hit into a combo. All hits after the stun continue to count in the scaling. So if you do Lv3 FA, dash, HP, LK tatsu, your next move will be the 7th hit of the combo. That means it will be scaled to 40%, so who cares about getting a guaranteed SRK when it’s barely going to do any damage anyway? Might as well reset them and get a mixup for full damage.