yea it works.
s.hp counters into c.hk
yea it works.
s.hp counters into c.hk
Pretty sure both medium & heavy attacks (at least most of them) will give +3 frame advantage on counter hit, like linking a far roundhouse after a CH cr.mp (+8).
Yep, only light attacks differ (+1) iirc.
Almost every normal links into sweep after CH.
even cr.mk?
A lot of Akuma’s normals won’t able you to link into sweep even on CH.
To link into sweep on CH, light normals must be at least +5 on hit, medium and hard normals must be at least +3 on hit. Akuma’s cr.mk is only +1 on hit, so on CH it’ll be +4 and that’s not enough to link a 6 frame normal after it.
I’m excluding situations where the normal gets connected on the later active frames instead of first, those are space/hitbox specific and aren’t exactly reliable most of the time.
After testing the Viper unblockable with the extra 2 frames added, the throw nerf actually made this EASIER. You now need to use up 35 frames…wait a second haven’t we seen this before?..Oh yea THE IBUKI UNBLOCKABLE
Dash > s.MP = 35 frames
Tada. In your face capcom.
I’m going to dedicate some lab time to PC tool-assisted unblockable hunting, I think. Should be pretty simple in theory… just gonna take a while to set up and do is all.
LOL! So their stupid nerf that “fixes Akuma’s unblockables” doesn’t actually fix them? Who’d a thunk it!
I can see it now: SSF4 AE v.2013 - Akuma’s moveset is changed to be Karin’s from SFA3!!
I am predicting the Fei match up will get much worse with the s.HK nerf
lolhello there Sherlock!!
Silly change again imo, the only matchups where s.rh is strong is vs big chars like gief etc. Others such as fei and bison either welcome a 3f trade or beat our options further away.
Im getting sad to see that Akuma will become much more boring.
Someone tell me how to deal with dudleys bullshit before i stab someone. Jesus christ i just get hit by everything. DO i even fireball in this match or what? I can’t find ways to keep him out, he shouldn’t, but he gets in so fast and then i die because i get hit by so much random crap its unbelieveable.
I am at a loss. I don’t press any buttons against him because I’m so scared. Then his overhead rapes me or i get grabbed.
/RANT
Uhm, which nerf? Did they screw us even more?
I guess you haven’t been here in the past 24 hours lol
Far roundhouse is now -2 on block, no I’m not kidding. Also, it’s damage got nerfed from 100 to 80.
Capcom fucking around with Akuma has been soo ridiculous you can’t help but laugh at this point lol.
Jesus freaking christ almighty, are they serious? MORE nerfs?
We can’t use st. HK against grapplers anymore, they’ll just rape us for it. Not only that, even the damage they nerfed! And what’s with that EX bullshit, half stock for what?
And they give Ryu back the godly cr.MK, what the hell.
I’m royally pissed now.
Spam c.MK into fireball or whatever you like. That will take care of 80% of the Dudley’s online, guaranteed. When they get tired of getting hit out of their ground specials with c.MK they will start jumping at you, at which point you just AA demon them, or DP them. If they are above scrub level them will start to figure out the correct spacing to avoid c.MK and punish, but a higher level player will have to tell you what to do then!
You have to fireball, but you also have to realize that Dudley’s duck is actually very punishable from the right distance. If you throw a slow fireball and Dudley tries to go through it you can sweep it to punish its recovery. You just have to make sure you are only throwing fireballs when Dudley is outside of the range where he can punish that fireball. From mid screen and farther Dudley has no real answer to good zoning. If he jumps you can easily AA him and his duck can be punished to start your mix up game.
You can even c.mk xx lk/hk tatsu his ducks on reaction too.
Is 35 the amount of frames we need in v2012 for the unblockable, right?
Shin mentioned doing throw then overhead for 37 frames, so I take it’s 37 at the moment and dash > st.MP will be the new one in 2012…
Don’t forget he seems to be the only person in the game that has a Super Turbo-style jumping weak kick that stays out forever. I fought this one Dee Jay and for some reason I COULD NOT get any DPs out when he did that. Lag really kills me in SSF4 online as I already have bad reactions as is, I need my AA to come out when I actually see something and respond to it.