Regarding the last section “Exploding Heart Technique”, do you have anymore outcomes of the df kick vs. wake up moves?
I thought I read somewhere that it made EH’s ultra whiff… but then I found out (for 40% of my life) that it doesn’t, lol. It seems a bit suspect vs. CH’s ex-sbk as well. Is stuffing this a timing thing, or positioning?
Also, for these meaty df kicks, am I suppose to press kick at the arch of the flip? Thanks
Against s.hk now he spaces it where neutral jump will make it whiff and then hit me with a big ass combo, or he’ll space it and use c.mk>hands or c.hk to go under the first hit. It’s also very convenient for him to have s.mk>hands to keep me at that distance.
You can safejump Honda’s ultra. No need to use the exploding heart version of dive kick (used to stuff moves). You can dash twice and use safejump jMK or safejump MK demon flip palm.
EDIT: If you just walk the proper distance you might even be able to do a safejump version of HK demon flip kick, if you really want to. You would be hitting extremely low to the ground and near Honda’s feet.
Abel is a special case considering his EX TT is invincible to attacks, and as for Honda, it’s a toss-up at worst for Akuma, and it’s his mixup. If you don’t safejump him on wakeup he might hit you with buttslam depending on your timing and spacing. You can almost always make Honda’s headbutts whiff though, just by hitting his hitbox as far back as possible while still actually being above/on top of him. And like any mixup, if it’s the only thing you do it will go stale.
Also correct me if I’m wrong but if he did try to command throw you (not Abel), you would hit him in the command throw’s startup, because your hitbox is technically out after he wakes up but you have enough time to land and block before any of his i frame reversals would strike. I don’t really see the risk.
EDIT: Also as for Abel, you really don’t need to safejump him at all. A simple meaty demon flip dive kick beats…everything. His EX TT whiffs before you land if you time it right, meaning he will get hit by the dive kick anyway, and his ultra will fly right by you. You’ll meaty past all of his other reversals.
You just have to guess right, that’s why it’s called a mixup…you guess right and you get out of it, you guess wrong and you have to deal with it once again
^there are 3-4 op-selects in the vortex but people nowa-days think that cross up tatsu=vortex in that case no there are no op-selects but there is a way to punish teleports and that is buffering LP with HK so you can demon on reaction if they teleport and if not you still land the sweep.
^ 1. If demon flip throw does in fact connect, you’re out of hit/block stun if you were hit with something like a fireball. Means you’re in control of you again, cr.HP or jump back, jump.HP/HK are options, but obviously that’s the strength of akuma’s mixup, you dont know which move he’ll be throwing out and you need to be conditioned to see and react to flip.
Palm doesn’t cross up hit, it can land on the opponents other side of course…if that’s what you mean?
[media=youtube]UdwK62PhEF0#t=4m35s[/media] Sanford throws a fireball crossup but it hits because it needed to be blocked in respect to where your opponent is. I think shinakuma mentioned that.