What do i do with anchor akuma? i can’t seem to catch anyone, are there any good solo incoming character mix ups? hopefully this is the right thread i don’t see a general akuma thread. i mean once he finally gets a hit they evaporate but it seems like its much harder to land a hit with him in this game.
I’m not sure what i’m doing wrong with this combo:
Once in the air M M H demonflip palm, falling H on ground J. M H S L. Tatsu c. M H S (ender)
The problem i keep having is i can’t get the falling H into one rep of jump loop cause i sometimes end up on the otherside…is there something i’m missing to add to the dependability of this combo, or is it just something to get used to adjusting to?
Delay hitting them when you do MMH. Should wind up in front. Also do jM jM jH Tatsu since S I believe slams them to the ground since it’s still technically an air combo.
Thanks I was going from memory, so if I just hit the palm later in the Sj arc I should reliably land in front? I will test this evening thanks.
Since I’m here does anyone have a easy jump loop setup? I know it’s his best meter combo, I usually have him anchor so he has meter but more tools never hurt.
yeah, i still can’t figure out why it’s so inconsistent from sj. height. there are like three different variables you can choose to delay the timing of or not, that may or may not determine whether you get the full jump loop combo off.
i found that it sorta helps if you do j.m j.m j.s fireball for the first loop, but i don’t have it consistent yet either. still in the lab trying to figure it out
from sj height, i’m inconsistent at landing the first j.m after otg divekick, as it sometimes whiffs for me; which is a problem i don’t have at normal jump height. and, yeah, j.MMS works when the opponent is too low to the ground for the j.H of j.MHS not to whiff.
mmm from what i gather so far, i’m about 99% sure the jump loop doesn’t works for air forward throws. it always seems to whiff on the second hit on the third final jump loop. i just end it with the tatsu in the second loop now.
i can do the full loop off the back throw j. and sj. height no problem, usually subing in j.m j.m j.s for the first loop seems to be consistent.
So, two questions: what do you guys think about the Akuma vs. Vergil matchup, and, what do I tell my friend who swears Akuma is a “cheap” character compared to Vergil (other than the obvious “please hold the salt”). Thanks in advance!
Seems like a difficult match-up, vergils got stupid long limbs and akuma’s got REALLY stubby limbs so I don’t see how he won’t get bodied by vergil. Plus they are both ground based characters but one is significantly better equipped for controlling the ground than the other. And if your friend honestly thinks akuma is cheaper than vergil I wouldn’t even bother arguiing with them. A statement like that displays a distinct lack of any form of understanding the way this game works.
I’m new and want to learn Akuma anchor but i can’t think of a single reliable way to open people up. His teleport is too slow and without assists to cover me i’ll have a badtime with that. His overhead also seems molasses slow which seems to make low-overhead mix-ups unfeasible and easy to react to.
what can solo akuma anchor do to try to open people up short of doing something really stupid to bait a punish and then x factor cancelling?
Air throws are very important and akuma has a good option select for them. Jump and press up forward or forward heavy and then tatsu. If your H is in range of a throw then you will throw, if not you will get j.H, tatsu which is safe on block and combos on hit. His standing overhead is not reactable but it is not that fast. It’s good if you’re sure your opponent won’t be hitting buttons. Don’t bother with his teleport if you’re solo. His beam super is really good for punishes especially if you are watching for assist calls. The dp super has invincibility and you can XF cancel it into a full combo. If people are just flying around at super jump height, you can superjump into j.H reverse dp L~L and go into a normal bnb for the kill. In the neutral you should try to play somewhat patient and work your way in with some air fireballs.