Hey thanks ajin! Both answers will prove very helpful! Though I anted to ask also if you or anyone has any general tips on moving around while not, how shall we say, dying? Lol my main opponents are decent, but don’t tod on every hit. So while the argument that akumas fragile-ness is little different from other chars is somewhat true athigher levels or vs certain teams, in my circle akuma on point is def a risk.
Mostly what I’ve been doing is using air demon flips to stay mobile, and using lots of tatsu to make yself harder to physically approach. But I was wondering if there were any other key dos and donts to try and wrestle an initiative when fighting things like. Vergils and zeros and missile-backed dantes. Not necc because of any power level differential, but more because they can litter the screen with hit box.
I’ve been running exclusively xxx doom ammy and lovin it, and searching for the perfect point. Taskmaster basically got the job, but I have so much fun with akuma that even if task gets the title of “main,” I can’t just drop akuma from the repertoire.
Akuma has an insanely good mixup for incoming characters as long as they don’t have an instant super (beam, gimlet, etc) to start with. i use akuma’s teleport so that the moment they come in, akuma is under them, then I hurricane kick (m or h) the opposite way I just came from (tele —> then tatsu <----).
if they try to block, they are having to guess which side the first hit of the tatsu will be on. if they try to attack, at worst we generally trade. and because they get hit landing right on top of akuma, you’re a quick launcher away from a very damaging combo.
Ok I mean’t Akuma is not a mixup character **mainly. **Yes, his demon tele is good on incoming characters. but only those who cant airdash, zip, HSF etc through it. It ends up being quite a few selection of cast. The best mixup he has is his overhead, which lets you KO most of the cast. Either way, by mixup character I was talking along the lines of wesker, dr strange etc.
Is there a good tutorial out there built on the tats assist? I was in the lab with it for a little while the other day but couldn’t really apply what i was trying to real matches.
Unfortunately not, but if you wanna learn good fundamentals with tatsu just go watch justin or ricky ortiz(ricky is a better choice since he uses tatsu in all his matches while justin keeps switching characters). What I can tell you though is relative to what characters you are using but my general understanding with tatsu is you either 1. Call it when you are within range to use it to clear projectiles and potentially open the opponent up or you 2. Make the opponent block on of your normals, call tatsu and then proceed to mix them up. For example with sentinel, I dash up st. call tatsu and activate flight. If they block the or the tatsu I fly in and go for a mix-up, if they get hit by any of them it all combos together(plus since its active for a while it makes hit confirming really easy). Other characters can apply this in a different way, storm for example can make them block a cr.:h: call tatsu, and then dash cancel it and go in for a mix-up(this is justins bread and butter with storm).
I hope this helps, but if you could tell me who your point characters are I might be able to help you a little better.
Perfect, I think they can both do stinger tatsu teleport 50/50, but dante can do st.:h: tatsu teleport as well. Then dante can also use tatsu with his plethora of projectiles to bolster his keep away.
Heres a mini combo vid one of my friends made showing off some dante/akuma combos if your interested [media=youtube]2SEww6xZnzE[/media]
So I decided to pick up Akuma and was in training mode earlier and couldn’t get his fireball loop down. I did LMH, f+H, S, j.H, palm, land, j.M, j.H, qcf+H, but I can’t hit the second j.M to start the second loop. Am I supposed to hit them on the way down from the palm? I thought maybe I need to add a j.S into the loop but that slams them down to the ground.
His Fireball ‘loop’ is often best used from a grab to groundbounce more than anything else. Adding jH after you palm but before you land will allow for you to to jM jM jH and a Tatsu(As hitstun scaling will kick in you shouldn’t get much past that). Even starting at Grab + groundbounce I’v nevr ben able to land more than one Fireball rep and I usually go jM jM jH Fireball jM jM jH Tatsu Launch.
falling air fireball after palm is better than j.H after palm. i usually do a falling j.H xx air L demonflip + H (land) j.MMH xx air L tatsu (land) cr.MHS…and so on.
after air throw, demonflip divekick otg, [j.MHS xx air fireball] x2, j.MHS xx air L. tatsu, cr.MHS…works and is even easy to do online.
Quick question guys, does the akuma tatsu assist jail opponents in blockstrings? Or is it like sentinel drones where you need to block each drone separately?
Im pretty sure tatsu locks them in blockstun, but Im not 100.
On the flip side, was just rewatching this video [media=youtube]tc4FcUl-ucc[/media] and at about 8:40 justin does a dope cross up incoming character mix-up. It looks kinda like an anti-pushblock set-up, but I can’t figure out how to ensure the opponent blocks the fireball on the way in. Like what strength of fireball does justin use, or does he demon flip into the fireball.
It looks like he does jump, C demon flip, FB. Because he is above the health bars and if he super jumped the camera would pan up. He does it meaty it seems so Magneto is forced to block when he comes in and in this case he push blocked and kept him in stun long enough for Gouki to land dash and hit S so it hits him from the back. Pretty good set up.
I run a similar setup with my Nemesis, though it’s much more technical for him. I’ve dabbled in a few Demon Flip options myself, and there’s a lot of little things in each flip and flip option that’s great for mixups, like jH on entry into flipping. Seems pretty legit setup, though I prefer ground Flip for the angle. I also expect that using air light Flip Fireball you might be able to quickly cross up with it upon their entry.