Try option selecting the tech with cr.mp (input would be cr.lk +cr.lp+ cr.mp, crouching strong’s hitbox has a good chance for stuffing instant dive kicks and can tech incoming throws. I think mashing HP SRK when you have meter to cancel is alright every once in a while too.
sooo… anyone know how to stuff ryus DP with demon kick when you land a sweep? Apparently tokido does D:<
I find dudley very hard for akuma, because of that dumb j.hk, the fact that he can EX MGB if you jumpback fireball, his footsies suck but he has some good normals that do nice dmg, basically you cant zone him at all
Aim the apex of the dive kick at your opponent’s head. The timing is tricky at first so you’ll have to experiment.
i find it’s always better to delay hitting kicks for demon flip kick if you’re aiming to beat out reversals. in addition to aiming the kick at your opponent’s head, try to delay hitting the kick button just a little bit; if ryu reversals the DP, it will get stuffed. however, if he delays his DP, it trades with the dive kick (although he can’t ultra). this is a pretty huge risk to him though since there’s a really small window for him to do it.
cr.MK not doing too well against Dudley? I thought that was the #1 poke for that matchup. I haven’t played any good Dudleys though.
Like someone said, cr tech using LK+LP+MP just like you would against Rufus. Just like anything else in this game, it can be baited and beat though. That’s when I start using teleports (be wary of OS Sp Arrow and U1).
Hi there, im new to akuma so im curious, where it say tatsu> sweep, does this apply to crossup tatsu as well as say, cr.hp> lk tatsu> sweep?
As you said, his footsies suck…and he’s terribly free on wakeup. If you block his ex mgb you can ultra him…if you don’t get predictable with air fireballs he won’t catch you with it without risking A LOT of health. You gotta zone him with normals…and what’s the problem with his j.hk??? Just hp srk him, he shouldn’t be jumping.
I thhink the match is in akuma’s favour, but then again he can stun you with 1 combo and 2 punches.
I play a very good dudley (15k bp and 4000+ pp), i’ll post some replays one of these days. The match is a lot easier when playing offline tho.
The tatsu>sweep setup does not work on a few characters, there’s a list here in one of the threads. If it is a non-crossup tatsu such as cr.hp>lk tatsu>sweep, then you have to take the list into consideration. It does** NOT** apply to the crossup tatsu, you can cross-up tatsu>sweep EVERYONE. Hope that helps Let me know if you need something else, I’ll help to the best of my abilities (which, honestly, are quite inferior).
Can someone explain what this shortcuts stand for?
st. jab
st. strong
st. short
cr. short
cr. strong
cr. jab
cr. forward
cr. short, cr. forward, fierce fireball
st. = STANDING
cr. = CROUCHING
Jab = LP
Strong = MP
Fierce = HP
Short = LK
Forward = MK
Roundhouse = HK
The “,” means “Link” and “xx” means “cancel”. So:
cr. short, cr. forward xx fierce fireball = Crouching LK link into Crouching Forward cancel into HP Hadouken. You can figure out the rest.
Is there anything that can stuff Deejay’s upkicks? Shit is too good. He also gets up faster than most people, right?
He actually wakes up slower than the “normal” character (ex. Ryu).
For example, you can forward throw, double dash, jumping hk and it will whiff on him because he has yet to wake up. However, this setup is pretty good to do even though it whiffs since it can be a pretty good bait.
Once the player starts to realize this is just a bait and stops EX upkicking, add a slight pause somewhere in this setup and then do a cross up tatsu or whatever.
But yeah, this move is crazy good. It is safe jump-able since it is 4-frames but that leaves only a 1-frame window for the safe jump. So, I would recommend sticking with basic cr. mp frame traps & throw mixup when you get a knockdown instead.
He wakes up slower than most of the cast after Akuma’s forward throw x 2 dashes (around 2 frames slower), which makes it possible to safejump his 4 frame ex jacknife maximum reversal, I dash twice, hold/tap down for a tiny bit then jump in HK. His wakeup timing feels normal after other knockdowns such as sweep, DF palm or throw, I bait the ex reversal with empty jumps after such knockdowns because safejumping a 4 frame reversal is so hard without fixed timing.
Another thing about the forward throw is that Deejay gets thrown way too far after Akuma’s forward throw, which IIRC makes it pretty much impossible to x-up tatsu him immediately after the 2nd dash, I haven’t checked that in a while but will do soon in training vs him and the rest of the cast to see which characters get awkwardly positioned after Akuma’s forward throw.
Deejay players seem to use LK jacknife maximum as a reversal whenever they don’t have EX bars, it probably has a good amount of invincibility frames since it beats Akuma’s dive kick clean most of the time, but it’s very easy to safejump his LK jacknife reversal because it has 6 frames startup.
^ Thanks you two, but … da fuhh? I must be doing Exploding Heart too slowly, because it seems he’s always up before I press kick, gives him plenty of time for the reversal. I should probably put a video up for review.
I also noticed the bad spacing for x-up tatsu after throw. Needless to say, me having trouble with all these aspects vs Deejay really shuts down Akuma’s vortex game … mine anyway. I haven’t met a Deejay that gave me any rage yet, but dealing with him on wakeup is more of a pain than Ken or Ryu.
i hate rose so very, very much. that is all.
Deejay is an odd character. You can forward throw, 2x dash, briefly hold down into jumping HK kinda like you would do with Dudleys Jet Upper. Its just a tight timing. One of the regulars did alittle experimenting with the wakeup times. I think Deejay woke up 2 frames later on forward throw, along with Rose, Sim, Rog and Cammy.
I found you can forward throw 2x, dash, hk demonflip palm crossover abd land safe, or do a divekick that will still hit. Since Deejay seems to go further off a forward throw, which is why you cant x-tatsu him off this setup.
rose is a b*tch, if it wasnt for U2, id rush her down so hard. IMO vs rose you need to understand that fireball wars are not really recomended, also her footsies are quite good, so you NEED to knock her down and get the vortex going or else you wont win.
Like I said, bait that U2 and take the chip. Her dashes are phenomenal, she can catch up to you real quick if you try to play run away.
I wanted to share this I discovered on the Ryu forum:
*"Hi Ryu players.
There were several Q&As in today’s dev blog, and Ryu was one of them.
To the point, his LP SRK now has 1~3f as grounded and 4f~ as airborne, so it’s now possible to do trade SRK into U1. Of course, from what my friend sees it means that he now has a potential to eat full combo during SRK’s active frame."*
In Super, Ryu is airborne with his lp SRK after 1f hence the aerial reset state if we stuff or trade an SRK. In AE, if Ryu uses lp srk, this is no longer case as he is grounded for three frames. Opponents get hit, go into a juggle state, and U1 can be plugged onto the end.
This is an interesting buff for Ryu. If this remains or is at least as effective as is suggested, expect a return to Ryu’s nonsense trade Ultras. However, mp SRK is Ryu’s aa of choice and there is no mention of this change applying to any SRK other than the lp version. LP SRK for Ryu is often smashed through though I cannot recall if we beat it clean, or if we trade.
This is one change I’d like to see confirmation on, or at least tinkered with. The devs themselves mentioned the airborne frame data change which is interesting. Removal of the trade ultra nonsense I thought was great and its a real bummer to see that crap potentially make a return.