I’m pretty sure when it comes to the exploding heart technique (forward throw > double dash), if timed right, you can safe jump any reversal that has a startup of 5 frames or more with DF palm, Rog’s fastest headbutt gets active on it’s 8th frame IIRC so it’s even easier on him, I use DF palm a lot vs Rogs and it really helps me in this matchup (totally destroys his EX rushes and headbutts), Rogs that backdash often on wakeup give me the most trouble to keep them in the “vortex”.
After a forward throw, if you do ONE dash instead of two and then do a HK Demon Flip–>Dive Kick, it sets up a sort of safe jump against Cammy. If she does nothing/blocks, the Dive Kick will hit or get blocked. If she does reversal Cannon Spike (all versions), you recover in time to block. If she does Super, she goes under you. If she does Ultra 1, you recover in time to block. Unfortunately, Ultra 2 beats this setup, as expected.
This setup also works well against Guile. If he does reversal Flash Kick (all versions), it whiffs as Akuma lands behind him. If he does reversal Super, it will hit once but Akuma is on the ground when it hits so you can punish. Reversal Ultra 2 leaves you with enough time to block. However, reversal Ultra 1 will beat this setup.
I tested it with a few other characters but for some reason it doesn’t work with characters like Sagat even though TU is a frame slower than Cannon Spike. I guess characters get up at different times after throws?
This whole thread is very helpful. Thanks.
Do you immediately dash and HK DF dive kick after the forward throw or wait a bit? because it just seems too fast to avoid the invincibility frames of the canon spike (and IIRC it has the same startup as Sagat’s TU = 5 frames), Guile’s flash kick is even faster (4 frames, I think EX and light kick flash kicks have more invincibility frames if I’m not mistaken), do you dive kick at the peak of the demon flip to avoid the flash kick?
Some characters do have different wakeup timing, Adon for example gets up stupidly fast after a knockdown.
I don’t have access to the PS3 now, will check some of those setups tomorrow.
I did HK DF immediately after the Dash and slightly delayed the timing for the actual Dive Kick, sort of like you would to beat out Ken or Sagat’s DP’s after the Exploding Heart Technique. Also, you’re right about Cannon Spike being 5 frames, I was mistaken. The same timing was used for both Cammy and Guile (I set to record and recorded the setup as Akuma, then tried reversaling with Cammy and Guile). Let me know if you can replicate my results or not.
Hey, I’m rather new to the akuma threads and the search function is bringing up too many results because of my vague keyword input!
“Updated Sweep Chart”
I was just wondering, amongst the new characters, who does the sweep work on after a tatsu. Last night I briefly tried it against Cody (in a match), but since I just switched to Akuma I haven’t attempted the sweep after tatsu that much anyways so my timing could have been off.
Anyways, I’m just looking for a chart of characters that can be swept after a tatsu. Thanks.
All except 3s+juri
Can’t get this to work. Do you have a video of how it’s done?
I dooooon’t think that works. You’d need to hk, hk.dflip palm. Throwing out kick will most definitely be beaten by cannon spike as this setup stuffs kens and guiles reversals, but cammys has lots of invincibility and will beat it. I’ve tried about a hundred times on pvp cammys.
Hey found something interesting, but I can’t seem to replicate it consistently. I was messing around with Akuma’s kara throw when I messed up the command and to my shock Akuma lurched back and then shot really far forward to grab. Almost like if someone was rubber banding in an FPS game. It was further than his normal kara throw and it successfully grabbed in the process. It was clearly out of his kara range to start with so I know it wasn’t his normal kara throw. Fortunately I had the input on and this is what I saw
HP
HP LK LP
LK LP
LK
I was able to do this twice, but since then I haven’t been able to do it again. It was rather glitchy in nature so I am not sure this can be done consistently. I am going to play around with it more and see if I can’t get a recording of it.
I’m having trouble producing this as well. Do you have any other information? Are you 100% sure these were the inputs and not something you may have hit afterwards. Did you type the inputs upside-down? Which input was first?
I wrote the wrong inputs. I was away from home.
Here I got a picture of it
http://img823.imageshack.us/img823/9995/img0490.jpg
The input looks like Akuma’s normal kara throw at the end, but this was anything from it. Normally Akuma moves just about the length of his foot forward, but this was way different. It was almost like Ken’s throw. I about pissed my pants when I saw it.
Since this last time where I took the picture I haven’t gotten it to work. The first time I had a pain in my right hand that caused my thumb to spasm. I am going to keep trying it will recording on my computer to see if I can’t get a video of it.
Sorry, I messed up the description of the timing. What you want to do is dash forward, slightly delay the timing for the HK Demon Flip, and then do the Dive Kick late. Unfortunately I don’t have a way of recording myself doing it.
i find myself using c.hp alot… (almost always) as anti air. This is causing my opponents to land back on their feet (reset). If i’d use a srk as anti air instead of the c.hp i will knock them down though they can stand up fast, obviously.
My question: is it important that i start using SRK’s as anti air so i can vortex on those techable knockdowns? I’m still experimenting with this cause i.m.o. you can start a pretty cool guessing game after a reset also…
srk works better if they’re jumping in from far away…if you do it late (or crouching) you’re likely to get 3 hits which will do a good 150 damage…c.hp works wonders for close jump ins but you’re very likely to trade for example vs ryu’s j.hk if they’re doing it from far away (tip range).
cr.HP is incredibly OP. If you land a perfect 3 hit SRK you will do like 140 dmg. If you land a deep cr.HP you will do 100. A shallow cr.HP gets you 70. I usually get 2 hits from HP srk. thats like…90 dmg. IDK if you can’t consistently SRK, cr.HP is AMAZING.
I play a LOT of people that can’t SRK to save their life, but they are still very effective with cr.HP…
I freakin hate easy mode AAs.
I can agree with this. It’s kind of silly that the hit box is so good that it beats a lot of cross up attempts.
yeah the hitbox is really huge and WILL beat most crossup attempts. That’s why i said the when they’re jumping from close in it’s the way to go AA but against long range jump in a delayed srk is a lot better because you’ll never trade (and trading with a j.hk is never in akuma’s favour).
Hp srk is also godlike against people that like to jump over your air fireballs…it’s a guaranteed hit 100% of the times if they’re jumping in from midscreen or closer
and what is the exact input you use for crouch srk in that situation? d, df, d, df, hp? or the regular DP “Z” motion?
I apologize for such a noobish question, but as a non-noob, this is really bothering me: I keep whiffing with air hurricane! I’m pretty new to Akuma in 4, so figure this will just come w/ practice, but even in training it’ll sometimes hit, sometimes not, even when it seems like I’m doing the same spacing/timing. Is there something simple I’m missing? Both for crossup and frontal air hurricane, any advice on making sure this consistently connects? Thanks!