To ask himself the question:
‘What is Messatsu?’
Ok I better stop now otherwise OZ is gonna pummel me later in the week lol.
To ask himself the question:
‘What is Messatsu?’
Ok I better stop now otherwise OZ is gonna pummel me later in the week lol.
If I had recording equipment I’d post those matches. I’m waiting on the loser brackets to be posted from the psn tournament so I can post them here. I got knocked into losers in the first round.
When my opponent is on me with sure offense, I just crumple. It’s also I don’t know too many match ups that well.
Thanks for the encouragement.
I’ll definitely be coming back to Akuma once I finish my “In the Lab” series. He may be hard to use, but when things work, it sure is satisfying. He’s also just a lot of fun to play overall.
Ah yes I think I saw one of your matches. It was against Raging Ray’s Hwoarang/Juri team I think.
His Hwoarang rushes down to no avail and his Juri was really mean to you as she had two speed gems on at one point making her even harder to anti-air.
This was made worse when I saw her jumping real up close to your Heihachi which was smart on his part because I believe that he would have made 2 of Hei’s main anti-airs whiff( + :mp: & cr.:hp:)
I knew that speed gems had their uses.
There are some key things to note about those fights though.
Hwoarang’s kicks have this really odd rhythm about them. It’s just something that’s really difficult to explain but they’re at a constant beat in a way.
Every break in this beat signifies either an overhead is coming or a chain sweep is coming.
Most of his kick pressure, even his CADCs is shut down with two bars of yours. The only moves that you can’t demon are his dynamite heel, his( :f: + :mk: ) overhead and his spinning trip kick ( :db: + :lk: )
I noticed that he was jumping from up close. Your cr.:hp: would have been better anti-air of choice against him in the fight.
But yeah at the end of the day you said it yourself, you need to work on your pressure, practice set-ups especially against rushdown heavy characters like the stuff in your match video and you should do fine the next time you face him
I wish there were enough people on the PC version so we could have one of those tourneys on the PC. I’d love to see how well I do in a tourney setting, even if it’s just online.
Hopefully, Capcom gets the PC version updated soon so we can get some players back on the PC version.
[media=youtube]FIxgEO-h2qM[/media]
[media=youtube]57fq7twNMgo[/media]
[media=youtube]3-DCDlPjtw4[/media]
[media=youtube]2MBRPs96-Cc[/media]
Me playing in the online tournament. Feel free to critique.
And the text comes…
I kind of feel really bad critiquing someone who kicked my ass the other day but since you asked for it. I’ll give the details.
I’ve already broken down that match between yourself and RagingRay
BUT…I didn’t mention ways for you to practice against Hwoarang you will need to focus on the following Strings:
[LIST]
[]Middle Kick Combo ( :mk: > :mk: > :mk: )
[]Middle Kick High Smash Combo? (I think) ( :mk: > :mk: > :hk: )
[*]The Low Variant One ( :mk: > :mk: > :lk: )
[/LIST]
Get him to pretty much sit there and kick with these strings multiple times, that’s pretty much a good way to get the rhythm down for them or well at least for his Middle Kick Series’ of strings.
Then record him chaining into his heavier normals so that you can feel the breaks in his rhythm.
Afterwards record him cancelling into his Dynamite Heel Special afterwards from any of the hits then get to his CADC pressure including throws and his command overheads to mix it up a bit.
Once you start getting used to it, just put them all together randomly in your head. Anything, just sit down one day and make him kick you whilst you block it.
Also once you start getting used to his 3 Middle kicks, you can do the other two (or was it three), which are two hitters.
You won’t have to worry too much about his pressure though should you have 2 bars but this is good practice for if you don’t have two bars.
Also concerning Hwoarang’s Special Step, it doesn’t go full-screen, the farthest it goes is about 2/3rds of the way. So it’s imperative that you learn the range on it as he was able to just run through your fireballs no problem because of it. Keeping at fullscreen is a good way to tackle Hwoarang in my opinion since if he can’t get in via Special Step, he’ll get in via Air Raid, which you can air to air and punish him heavily for it.
2ND MATCH!
You controlled the match very well, although I must note, that Alisa’s ( :qcb: + :k: ) is cr.:mp: and I think Far St.:hk: if you duck it as the second hit whiffs on crouchers.
The second game was really cool as you managed to do a Pandora in it whilst Alisa was jumping over you, the punish wasn’t the greatest in the fact that you did a :hp: SRK, EX SRK would’ve sufficed better.
If you had waited a little bit longer you would have been able to Demon her whilst she was coming down from the jump. Also you’ve seen this already but Far St.:hk: Whiff into Demon = SUPER EFFECTIVE!!!
3RD MATCH!
Lei and Xiaoyu. The mind-fucks continue!!!
Yeah I know next to nothing against Lei. But I did see you whiff that sweep too much and he whiff punished it well with I think his St.:mk: so it’s something to draw from, AVOID whiffing that sweep too much in footsies use some cr.:mp: a bit so that you can catch Lei on whiff when he does his St.:mk:
As for Xiaoyu…erm I really don’t know what to do against her other than don’t jump and always go in armed with two bars to get her off of you.
4th MATCH!
Chaos really is a beast right. You did well the first match. You kept Nina at bay which was great but I did see you stay within the range of her EX Blonde Bomb and in my head I was like:
‘He’s going to get hit by EX Blonde Bomb if he stands there soon’ and it happened. As always it’s best to just hit the lab and learn the range on that baby so that you can get Chaos to whiff it. As EX Blonde Bomb is safe on block to everything in your arsenal.
Unfortunately as well you had Kazuya’s DORYAs! Stop you in the first round. This was because you let Kazuya get a jump in on you. It’s best to keep him grounded as much as possible throughout. One jump in and it can be pressure, pressure, pressure in to game over very quickly.
This happened in the last game too with Heihachi, you let Kazuya get all over you, I mean I know he hates his dad for throwing him off of a cliff but sometimes, you gotta show the young ones how it’s done :D.
At the end of the first game when you rolled out of the corner, I don’t know what you were pressing but Nina beat you to it. Roll > Teleport would have been better considering you didn’t use it as much in the match. But for future games, I can understand why you wouldn’t use it here.
Your punishment on Chaos’ Raw Tag was a little questionable. I think it’s because you wanted to pressure Kazuya on his wake-up so I’m assuming that’s the reason why you went for the sweep. Far St.:hk: into launcher would have been better considering you were all over him with Heihachi in the last game you took and his Kazuya couldn’t take the pressure.
That’s all I saw for now, come back and check on this post in future for more stuff because I’m a little tied up right now with some work.
But overall not a bad showing.
Good stuff. I really didn’t know many of those matchups except Xiayuo, so I had to learn on the fly. I was also a bit nervous too.
That pandora was suppose to be a cross assault. I panicked and tried to do the f.mp demon but that doesn’t work in this game. I did that sweep on Kazuya because I wasn’t sure if far hk would have gotten him in time plus I was nervous.
I started playing some of these characters to figure out how they work. Hopefully I’ll do better in the next tourament.
Also ex blonde bomb is not safe vs raging demon. :tup:
[media=youtube]HiLvoqWDRp0[/media]
Didn’t see this in the akuma forums. Gives you the option to land a command grab when your partner is out.
Guys, please check this thread and the video underneath. I think it’s time to find that vortex setup.
[media=youtube]R5HKcO7UmXI[/media]
Was messing about with Akuma’s Hard Knockdowns in the lab today…
Generally the whole auto correct thing with him tends to work with up close knockdowns. e.g. Cr.:hk: , Demon Flip > Palm (Regular Hit) , EX Demon Flip , Back Throw.
I’ve had the best results so far with the back throw auto correct demon flip.
Do an :mk: Demon Flip > Divekick or Palm after the hard knockdown. This should avoid roll DPs.
Although something to note about these auto correct demon flips is that, whilst they are good at baiting and making reversal DPs and such whiff, they aren’t good at stuffing Anti-Air normals unless you use the :hk: demon flip > palm to get them to whiff and punish them during their recovery period.
That’s all I found for now. I would do some more testing, but I’m a little tied up with work at the moment
EDIT: Late Anti-Air Normals can also beat this as well if you use the :hk: Demon Flip > Palm to bait them but early ones, no problem :tup:
I’m happy that you’ve figured something out.
I guess this is why his health remained the same. Perhaps Capcom knew it all along.
I’m surprised that the whole auto-correct thing worked like a charm. It’s positives are:
Unfortunately
This one is kind of big considering that there are people who can get full combos off of anti-air normals but it’s something I’m going to try and figure out how to get around. So far I’ve only worked with shoto Cr.:hp:s and it does beat the set-up clean.
Even then, if you don’t want to deal with the rolls, let your partner do it for you with Pandora :D. Been messing about with that thing too much, found some set-ups for my partner, Lili, but I don’t use them in fights :(.
Oh and the set-up for this off of a Cr.:hk: is the same as in SF4: :lk: Tatsu > Cr.:hk: for the best results.
Are you doing the classic SF4 setups? IE, DF DK to stuff normals? I have a feeling if you spend more time in the lab, you’ll slaughter people who try to use normals on their wake up. I don’t believe his DF DK was nerfed in terms of it’s hitbox, but could I be wrong?
Did some more testing today of that auto-correct.
I’m starting off of the back throw first mainly because it’s a simple practical way of starting it off should they roll afterwards.
Today I did some stuff versus some of the Tekken Cast and Ken.
Ken
He’s pretty difficult to get around, it’s a game of pure 50-50s with him to be honest…well at least so far.
:mk: Demon Flip Auto-correct > Divekick makes his :hp: and EX SRKs whiff whether they are done early or late it also trades with his cr.:hp: but the trade isn’t really in your favor as his cr.:hp: does 10 more damage than your Demon Flip Divekick
however :mk: Demon Flip loses to his :lp: and :mp: SRKs
That said you can use the :hk: Demon Flip but your options can whiff unless you want to use the Palm to get behind him.
This will make all of his SRKs and his cr.:hp: whiff
Kazuya
I SOOOO had this feeling in the back of my head that, should Akuma knockdown Kazuya, he would be almost helpless on his wake-up yeah this is true to an extent
Back Throw > Auto Correct :mk: Demon Flip > Divekick makes his EX Slaughter Hook ( :qcb: + :p: ) whiff. Also if you time it right, you can avoid his cr.:hp: as well and punish him with the dive kick.
His only other options that beat this are his Mist Step.
However the Palm follow-up is much more reliable not only because it hits as meaty on his wake-up should he decide not to do anything (even if he crouches) but it can make his EX Slaughter Hook ( :qcb: + :p: ) whiff as well as his cr.:hp: and you can punish him on whiff if he misses his cr.:hp:
And on top of this if he Mist Steps out, you’ll recover in time to walk over and punish him.
**Heihachi **
Arguably much worse off than his son in my opinion
Back Throw > Auto Correct :mk: Demon Flip > Palm avoids all of his anti-airs as well as hits him as meaty even if he crouches on his wake-up.
You can also use the dive kick to gain similar results as well.
And lastly this applies to anyone, the :mk: demon flip puts you in a good position to perform a Demon Flip > Throw should they decide to get a little bit too comfortable with holding down back.
That’s all for now, come back here to see some more updates soon.
EDIT: The only way that Kazuya and Heihachi can beat this is if they air to air you with their J.:lk:s they can’t really get much of a follow-up off of this because they have to do it really early in their jump.
This can become pretty deadly as Akuma can charge his demon flip therefore baiting them to jump so that you can release it, dash forwards and then anti-air them out of the air.
Divekick stuffing normals.
Been a long time since I played SF4, what set-ups can he use to stuff normals on their wake-up with his dive kick? I think this is the final problem that needs solving before this set-up becomes ALMOST foolproof.
I really couldn’t help you in that department. But I’ve seen a lot of Akumas do, such as Tokido and Eita. They use his normal DK or Demon Flip DK. I think you should check out the Akuma forum in SF4, I know it would hold a good amount of information.
Well shout-outs to ShinAkuma204 for telling me that you should aim to hit the opponent meaty with the demon flip dive kicks :tup:
Starting to get it a little. The key for beating anti-air normals in my opinion is simply to vary the timings of the divekick.
The divekick seems a little bit higher up than it was in SF4 in this game hence it’s not bad for messing about with anti-air normals.
From further testing, early DF Divekick beats out early anti-air normals but loses to late ones.
Whereas late DF Divekick beats out late anti-air normals but loses to early ones.
Well that tends to be the case against some but Shoto’s Cr.:hp:s are still giving me some trouble due to their better hit-boxes than other anti-air normals.
On a side note though, this can screw over Juri’s Cr.:hp: a little depending on how much you delay the DF Divekick sometimes it trades sometimes, you whiff and she whiffs sometimes you beat it clean, other times you don’t.
The Palm on the other hand works better against Juri since it can avoid her counters, cr.:hp: and you can safe-jump her EX Pinwheel on her wake-up, the palm doesn’t hit as meaty though but it still keeps you in her face which is generally where you want to be vs Juri.
Oh and yeah keeping on the subject of Juri, you can also get the throw in there as well if she is intent on just straight up blocking.
Just to expand on the Juri thing, watch this video.
Here Tokido changes up the timing throughout the match.
[media=youtube]aR_gzLCqPio[/media]
Ok guys time to post some more Auto-correct Demon Flip Findings
The following auto-corrects were done off of the following set-ups
Back Throw
Cr./St.:hp: > :lk: Tatsu > Cr.:hk:
From here I went into either an auto-correct :mk: or :hk: Demon Flip
Sakura
Auto Correct :mk: Demon Flip Divekick makes all versions of her uppercut whiff, you can also make her cr.:hp: whiff if you vary the timings of your Demon Flip Divekick. Early Divekick will beat Early Cr.:hp: whereas late divekick will beat late cr.:hp:.
Sakura needs some more testing though.
Jack-X
MY GOD DOES THIS GUY SUFFER ON HIS WAKE-UP!
The best option out of the auto-correct Demon Flip is the palm option.
This is because the divekick option will allow him to escape by using his Charge Attack and you can be hit by his :hp: Anti-Air Attack.
However this doesn’t make the dive kick option obsolete, you can still get ground his :mp: Anti-Air Attack as well as his :lp: version as well.
The palm is MUCH better against Jack in my opinion because it will hit him meaty if he does nothing.
If he tries to uppercut, all versions of these can whiff if performed correctly.
And if he tries his charge attacks then you’ll stuff the :lk: and :mk: versions due to their lack of armor on start-up and you’ll take the one hit of armor that his :hk: and EX versions have and you’ll be able to land in time and interrupt him with a normal of your choice.
Sagat
Kind of like Ken to be honest, this guy is also straight up 50-50s.
Auto-correct :mk: Demon Flip > Palm/Divekick works well vs :mp:, :hp: and EX Tiger Uppercuts but it loses to the :lp: version.
However you can use the :lk: Version to stuff his :lp: Tiger Uppercut if he wants to do it. This loses to all other versions of his Tiger Uppercut.
You can also do an EX Air Fireball which in theory should stuff his other versions minus EX I think. Not sure about this one because I didn’t test it out as thoroughly simply because I got too distracted with finding random tech with my team.
It’s one of those moments where you think that you’ve maxed out your main teams’ potential but then you find something new and interesting to play with.