use option selects.
check out my page for some examples.
www.youtube.com/channel/rugiohhhh
the link doesnt work
but i found your channel anyway thx
[media=youtube]Kc_v5aDWJ9I[/media]
vs. Guy cr.MK seems to negate his elbow drops. Valle used it to good effect here. Can Akuma do the same?
training mode
NO doubt, but I was hoping someone may have had experience with this and so avoid the hassle of possibly wasting time on something that may or may not work. I usually resort to training mode when I’m trying for somethings that are a bit more complicated. Plus, I may get the timing right with Akuma but if I mess up the other player’s moves (timing, execution, etc), I’m not really helping myself… :razz:
good answer
SBO is over so why is Momochi using Ken in the upcoming GodsGarden online tournament?
yea he can.
Thanks rugi!
@Spsih0: Because he’s a spineless coward, that’s why! (j/k)
Maybe he feels that the nerfs on Akuma come in direct conflict with his playing style so he’s choosing Ken (who did get a few buffs in Super).
a quick question.
i think i misunderstood the whole concept of doing a safe palm on opponents wakeup,cause people are able to throw me out of it on landing.should the safe jump palm be done in such a way that you would connect if they choose to block and block if they choose to dp?
cause if i time the palm a bit late,im being dped out of it \ by characters like ryu,although i can block if i palm early in the arc,there is always a danger for me to be thrown out of it.
concept of safe palm is the same as any regular safe jump. You cant do it to ryu just like you cant do normal safejumps on him.
my main mixup that i do against ryu is to do either a safe demonflip dive kick, or whiff palm and end up behind him and combo from their.
you didnt read my question properly,i know what a safe jump is,its just that when i do it early to get down in time to block their dp and they choose to block instead,my palm whiffs and they can throw me out of it(i dont tech at that frame since if they choose to dp,id get hit).
and if i time my palm a bit late into the arc to connect on a waking up opponent,i face the danger of getting dped.
so my question is,is there a perfect timing to the safe palm where they whiff if they choose to dp and you connect your palm if they choose to block?or is it a bit of a gamble everytime?
It depends on the dp. For 3 frame dps (So Akuma, Ryu and Ken), you cannot safe jump at all. For everyone else you can safely palm. However, no dp will whiff on a properly timed safe jump palm. If you time the palm correctly there are 4 scenarios that will occur:
- He attempts a reversal. You will land and safely block in time (except against Akuma, Ryu, Ken). A safe palm will never cause a dp to whiff. You either block it, or you don’t. If a reversal is hitting you, it is because you are either timing the safe palm too late or you are not holding down back as you come down.
- He attempts to block. A properly timed safe palm will always hit the opponent so he will be in blockstun allowing you to follow up with a blockstring, tick throw, demon flip mixup, frame trap, whatever. If you are whiffing, it is because you are timing the palm too early.
- He backdashes/teleports away/(Zangief’s) ex SPD or ultra. Follow up with an appropriate option select, either sweep or hk. tatsu (or demon ultra) for backdashes/teleports, ex.srk for throws with invincibility (Gief’s ex spd and ultra, Abel’s ex Tornado throw iirc).
- He attempts to jump out, duck, or try any move (including throw) that isn’t a reversal. Palm will hit, giving you another knockdown and a reset.
Against the majority of the cast, there is not much of a gamble at all by applying safe palms on knockdowns. It is one of the best ways to continue maintaining pressure with little to no risk.
Well first off you cannot SJ a typical shoto dragon punch off of any of akumas setups, as far as I am concerned. Maybe there’s one of a forward throw or something like that, maybe West, Rugi, Rich, Sol or Shin can fill that one in, but that’s not really what youre asking.
Youre doing an early jump and getting grabbed on/after landing. Solution, delayed OS throw tech. If they DP you’ll be fine, if they throw, youll tech.
As for timing, it’s different knockdown to knockdown, character to character.
http://shoryuken.com/f249/safe-palm-strike-dive-kick-thread-247643/
Go into that thread, read it and work on your timings. Watching a few vid’s on youtube dont hurt either.
thanks a lot both of you.
nu skoool you just nailed it.
It’s pretty evident from your posts that you DON’T know what a safe jump is.
Probably because he has more experience with Ken in super. I don’t blame him for not using Akuma yet, since they just announced a new arcade release of the game in Japan. He’ll probably wait until he plays the arcade version to pick up Akuma again.
Here you say you cant safe jump Ryu, then you say you use safe DF dive kick. I’m not trying to be combative or anything, just wondering if there’s some trick to the dive kick that makes it safe against someone we cant safejump?
I’m confused.
If you space a DF dive kick just at the top of a shoto’s head, you’ll beat out their uppercut.
As in where the top of their head would be if they were standing? We want to do this meaty, right? So the “top of their head” is moving as they get up.