focus is alot quicker, i dash through and go for hp, hp srk. Just for the safety if i have meter. When i get better i may start doing tatsu.
Thanks for the tips… The safe-jump was new to me so I implemented it on my game now. I finally beat the bison guy 3 or 4 times in a row by just adding safe-jump. =) Thanks again for the tips.
Ryu the boss here,
If you guys are still wasting your time with Akuma watch this quick Ryu video and you’ll never think of using Akuma again! Ryu rules!
Here’s the vid: [media=youtube]rBOeeEguoMY[/media]
Alright I’ve been playing some Super and I’ve having trouble. I’m trying to get better with cross-ups and hit confirming, but I’m having a really hard time launching into the BnB on most characters. Especially people like Cody and Dudley; all of their little combos seem to be safe on block for them, and I don’t know how to retaliate after I block their little strings.
I’ve been doing cross-ups when the opponent wakes up with jumping m.k, lp, lp, lp, tatsu, shoryu, but I don’t know if it’s my timing or what but it seems most people have some kind of counter move that they can spam to knock me out of the cross-up. I think I just play too aggressively and just need help knowing how to punish. I don’t know how to punish the opponents after I block their strings, and I’m having trouble getting the hits in to begin the BnB. Can anybody give me some tips overall, and maybe some specific tactics for some of the problem opponents?
Thanks!
depends on what you are punishing. Sweep is the go to punish… as in its what you are going to be doing the most. If you are close and they are going to have a lot of recovery frames (think HP srk) then hp or c.mp BnB is what you do to punish with. As for punishing a string… you need to give the specific last 2 moves for people to be able to help really because everythign has different frames. In general though, after someone does a safe string some of your options are: jump-in (only really useful if you are at cross-up range), c.mk or c.mp depending on if you want better frames (c.mp) or you are trying to catch them blocking high (c.mk), cross-tatsu (if at normal jump-in range…aka…ambiguous cross-up range), sit and block (if they jump in its easy to punish with c.hp or demon), backdash (safer than jumping back because fast pokes can stop your jump animation and let them combo you), backwards tiger fb (spacing and throws a fb in their face that will usually result in them having to just block it or focus through it…this is very dependent on opponent’s character/meter/etc), srk (if you have meter to safe it and they tend to follow-up all the time)…
Street fighter isn’t about combos… this isn’t tekken. Street fighter is about footsies. Its about knowing when and how to do things. Cross-up on wake-up can be auto-correct against but my guess is you are jumping either too early or too late on the wake-up if they are reversaling you. Also, you should be doing c.lp c.lp or c.lk c.lp instead of 3 c.lp. Do you know what a tic throw is? You should be using them after cross-ups. And mix in srk sometimes if you have the meter to FADC to catch them trying to tech your tic throw.
If you are using cross-mk (and doesn’t hk cross-up now in super??) then you are generally not using akuma right. Thats not to say don’t… because its surely part of his mix-up (more of the “Safe” option), but it definitely isn’t his go to move. Cross-tatsu generally is a much better cross-up on wake-up as long as you do it at an ambiguous range. Basically if you are in jump-in range you can cross-tatsu. If you are farther then you should be safe-jumping. If you are closer then you should either cross with mk (hk now?) or cross-up fb.
Akuma doesn’t live and die by his bnb though. There are plenty of rounds that you won’t land it depending on the opponent. Another help in landing it though is to learn to FADC your c.mk, FB poke. Its not that hard to hit confirm and it opens up your combo options a TON.
Thanks for the tips! Yeah I don’t often use lp lp lp for hit confirming, lately it’s been lp mp and I’ve been trying to do cr.lp cr.hp > bnb to pop them up to standing with the hp. I can do the links pretty accurately in training, but it all goes to shit online. It’s either slight lag or me just freaking out a bit against a real opponent, but I always seem to get interrupted by a poke or the link isn’t tight enough and they’ll block the 2nd hit.
With cross up tatsus, those are my go-to cross up preference as you said, but I’m still getting the hang of getting it to actually hit every time. Sometimes I’ll misjudge the distance and do it too early or too late and it messes up. I usually do it when I am right over head of the person standing up, but I think I need more visual clues to remember the exact distance away to jump from to initiate it…
With Akuma’s improved footsies now I’m going to probably take after Ryu with the low mk to hadoken more.
As for the exact moves I’m curious about, here are three:
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A blocked jaguar tooth from Adon after he launches across screen at you. I thought his moves were unsafe on block but I’m not sure the best way to punish… maybe I’m just not fast enough or not using the right moves, but I can’t seem to hit him after.
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Dudley’s jabs and machine gun blows. Again, he seems to be able to block immediately after.
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Balrog’s annoying jabs. I am at a loss against Balrogs for the most part. Yes I know how to bait his dashes and stuff with my demon, but I’m talking about when he gets in your face. Is the only way out a teleport? I can’t interrupt him with my own stuff. I feel like cr.mk should be the go-to poke, but I can’t find an opening to get a hit in.
c.lp c.hp combos now?? seriously? If so thats awesome. c.lp c.mp isn’t a block string though… There is a gap in there. Its a combo string but you can get reversal-ed before the c.mp.
I can’t help you on those first 2 yet… don’t have super yet. But I can get back to you on those 2 in like 2-3 days after I get the game. But what you can do is go to training and set the comp to do jaguar tooth/mgb and then just hold block for a second or two… then set to replay and figure out which moves land afterwards. The moves to try are hk (ranged move), c.mk (good range, combos, etc.), lp srk (3 frames so its fast with pretty decent range), and c.lp (fast and can combo).
As for balrog jabs… its just one of those things you have to learn to get around. I don’t know its its different in super, but in vanilla s.hk stuffs those jabs. Just take a step backwards and hk him. Another option is to lp srk (very risky though if you don’t have meter). Another one that works really well if he jabs to try and get out of block strings (this one might not work in super…) is to block string until you are pushed outside of or barely inside jab range and simply fb… this is risky though especialyl if he randomly decided to headbutt. Jumping in with d.mk dive kick and cross-mk work well too but get you hurt if he is headbutting (and if they are looking for it can get you hurt).
If they are good they will stop mashing jab once you prove you can get around it. Of course… they likely wouldn’t be mashing jab to escape a block string if they are good ANYWAY since its an excellent way of eating big combos from a large portion of the cast.
c.lp, c.mp isn’t a hit confirm string? I know I sometimes get reversaled out of it, but I figured it was my timing was just off. Is it unsafe? I’m just trying to find the most reliable, easiest, and most effective way to get a hit in so I can BnB.
I abuse demon flip kicks wayyyy too much. It probably is better to just jump normally and dive kick or have the options to do other moves in the air… but unfortunately it’s just ingrained in my muscle memory now to demon flip kick a lot, so I’m trying to break the habit.
As for Balrog, it seems I always get jabbed out of my standing roundhouse, or it’s blocked and easily countered. I think my main issue is spacing and staying just out of range of grabs and ultras. I ALWAYS get them down to a sliver of health and then make some absolutely stupid mistake and eat a random ultra or some mashed move. I’m really good when I’m in the zone, I just start getting nervous when HP starts to get low and I get reckless.
safe as in afterwards? yea its safe… c.mp is + frames on block. But they can ALWAYS reversal you between the c.lp and the c.mp if you are doing it on block. The only unreversable moves on block are c.lk and c.lp because they start up fast enough and give enough +frames to keep doing them until you are pushed outside of range. block strings consists of the jump in, and lp/lk moves only.
There is no such thing as the most effective way to land a bnb really… and you shouldn’t be trying to… you win with dealing enough damage not enough combos. The BnB’s easiest way to land it is either off a c.lk or a c.mk fb FADC… but it really all depends on the quality of your opponent. You can go through 5 rounds and never land your bnb because they block obvious cross-ups correctly, almost always are blocking low, block high when you jump in, etc. and you just need to be ready for that one chance that you CAN land it… not actively trying to land it.
Rog can’t jab you out of roundhouse unless you start the roundhouse inside his c.lp range… which indeed is a huge spacing error. Long range pokes are suppose to be used long range…lol. Having it blocked it fine… it puts you in range to cross-up tatsu and its a poke… its safe… he can’t punish… and if it does hit you get a combo. There is nothing wrong with moves getting blocked.
if you are getting hit by random headbutts a lot… try poking more often with c.mk. Unless you are right next to him the headbutt will miss you and if you are fast you can combo… at worst you didn’t get headbutted. My guess is you need to work on a lot of your basic street fighter stuff (spacing, footsies, etc.) that people sometimes neglect becuase ppl complain if you can’t combo when in all honesty its a lot more impressive skill wise that an akuma player plays a good (albeit boring) game of footsies than hitting a 20 hit combo.
How do you guys feel about Rufus now? My friend believes that fight is now going to be free for Rufus because big bang typhoon absolutely shuts down fireballs. I did about an hour of experimentation and I can see there will be some issues, but fireball FADC helps to bait, and doing air fireballs real low to the ground allows Akuma to block at further distances. This match could be trouble now. Looking forward to trying it out vs someone good.
I dont think it will be free. My guess is it will be even. He really does alot less damage than before with his damage nerfs and now with him using big bang. Personally, fireballs worked decent against him, but he really wasnt very easy to zone out. Vortex starting with safe palms works pretty well on him imo. Im also thinking that this is one of those matchups where U2 will be preferred because hes hard to aa demon and his focus attack is no threat. Maybe U2 will create a good guessing game in our favor with the followup of messiah kick. and he has 100 less health
^ You are the man. U2 is definitely going to be the ultra of choice vs Rufus. Just tested it. U2 shuts down every single possible option Rufus has out of ex messiah, including doing no follow up.
How do you go about doing this?
How does it beat the low (mk)? And if they do a quick lk followup it might screw your buffer, or even if they delay any of them (lk especially imo).
It just does. It beats all options. I do admit I did not try the delayed version yet, but I will. Don’t know why it’d be any different.
Does it hit his FADC backdash? I suppose you would have to watch his bar to get the punish if it doesn’t hit that.
How do you other akumas beat chun li and balrog i hate them both any advice
Although I haven’t test it thoroughly, I think I’ve found a guaranteed demon on Juri. Off her “dive kick with the three kicks in the air”, sorry don’t know the name of the move. If blocked I was able to U1 successfully on multiple Juri’s online tonight. Was gonna test but it’s late now. Just wanted to hopefully contribute, as I appreciate all the info that everyone else contributes. Keep up the good work.
dudley’s ex machine gun upper can be ultra’ed on block. Same for Hawk’s condor dive and that other lame move that’s similar but on the ground.
Now that I think of it, someone should really update the guaranteed demon thread with the new cast members
hi, i am a player from spain. Well, today i played againts my friend rickyttt his main is Ibuki. I think he is the best Ibuki from europe at this moment, anyways, this matchup is very very hard…Im sure that we will have disvantage. Well, I went to train, i remembered rickyttt usually used kasumi gake(I think)…it is an overhead so good, After to hit me he did kasumi suzaku(Super)…So i tried to dodge that overhead…eventually i found a way…I used the c.mk, i dodged it(As tiger knees or burning kicks) and ibuki never hit me . Even i had advantage…i can throw or do a combo…etc.
I guess It works in Ryu and ken too.
Excuse me for me english but i am sure you will understand me
Regards friends!