cr.hk into trigger has an interesting issue. Its plus on block which is nominally great, but the problem is too plus on block at least by my testing. It’s at least +14(maybe more?) which means you can’t tick grab or even hit a button to force a counterhit because nothing is slow enough to actually let them have time to hit any button.
The fierce’s are too slow to stop a 3f after it not that you’d want em anyways cause they are death on block up close.
What the fuck do you do against Akuma? 3 hit fireball kills most of our anti projectile tools, and his stupid easy offense tears us to shreds on wakeup. Air fireball laughs off anti airs.
If Akuma gets too lax with his red fireball that’s the time to use heavy Giant Flip (half circle backward + punch), in my experience it goes over the red fireball and should even hit Akuma because of his slow recovery. If he blocks he’s also screwed because heavy Giant Flip is +2 on block.
Air fireballs are annoying across the cast, not really sure what’s the safest way to handle them. The safe player in me tells me to block, the yolo player in me tells me to try absorbing the fireballs with EX Run then punish Akuma as he descends. I don’t know if that works though.
Standing Vskill> ex run punch s.mp b.hp m Abigail punch does 317, you just need to hit the punch as close to the guy as possible.
The best options after that are ex punch H command grab at 296, s.mp b.hp>hp at 293 and c.hp H Abigail punch at 290.
Working on the abigail oki video (which i will have up in a day or two finally)
abigails oki fucking sucks overall HOWEVER
lp punches in the corner is where its at. He can cover all 3 rises(stand/backroll/norise) in the same setup and can potentially loop back into itself depending on where you get em.
So consider this a teaser for the video or whatever.