The Vortex Thread

I had the same problem. It just takes practice. Try changing the timing of when you press the kick button. Also, some characters have weird hitboxes which sometimes makes the tatsu whiff. I’d practice on Sagat to begin with because he’s easiest to hit.

this is required for tatsu in the air.
3 Things that determine it:

-Height of the Jump
-Time of Execution
-Hitbox of character

Last but not least know your Zoning options and Which tatsu works best for the situations.

LK (Fast Drop Tatsu)
MK (Average Drop Tatsu)
HK (Floaty Tatsu Drop)

Hmm, despite that making it more complicated, that’s probably exactly what I needed to know. Do you find you use one strength more than the others? Or I suppose it’s purely based on the distance you jump from

Try and use HK as often as you can. It does the most damage.

A truly ambiguous tatsu will not whiff. Also check your distancing. Your tatsu should be coming out as your coming down from your jumps apex. With that said hk is the weapon of choice.

If your timing is spot on, it will not miss and will catch crouching characters ( a surefire way to see if you are truly timing it right).

If you are not getting it just practice cross-up tatsu, c.lp reset in training mode.

I only use HK tatsu. All I know is that on a crossover tatsu you need Akuma to spin once on HK tatsu, and then on the beginning of the second spin it will connect. So you want to do the tatsu a bit early so you can get that first spin in before you land that second spin kick on the opponents head. (if thta makes any sense)

Frontal tatsu you hit with the first kick of the first spin. So you want to do it right whilst you’re virtually on the opponents face. So much later than a cross over tatsu. And much easier to execute.

I have a vortex question.

Against some characters i use palm whiff when i know they will wake up a 3 frame start up DP (or w/e). Sometimes, when i land on the ground and they didn’t do a wake up DP, i get thrown instead. Now when i palm whiff and tech on land, or option select crouch tech i’ll get reversalt by some wake up dp or w/e (if they did go for it you know).

Is there some way to be 100% safe after use of the palm whiff vortex? I see the jap pros use it alot and not get punished once… i must be missing sth here…

a good setup to practice with is forward throw, 2x dash, then jump in crossup HK tatsu. it’s perfect spacing for a really ambiguous tatsu

Correct me if I’m wrong, but if you’re teching right you shouldn’t get reversald.

Delay your tech. You have 12 frames to break a throw attempt. Just slow it down.

I’m pretty sure lk air tatsu is the only one that works after back throw. And even the spacing on that is bloody tight.

Unless youre trying to keep someone in the corner dont use back throw. Its an awkward setup.

I’m loving the lock-down an immediate jumping d+mk provides after a lk tatsu into sweep.

The vast majority of the cast HAVE to block this. If they block, mess with 'em and maybe go into a grab. If they don’t block, c.lp, c.mp, ex tatsu. Or c.lp, cs.hp xx hp srk.

After paying a lot closer attention to Tokido these days, I’m starting to get a better understanding of his game-plan and taking a lot more of it on board. I’ve started focusing my approach around knock-downs and keeping the bastards down wherever possible. I didn’t use lk tatsu > sweep often in vanilla (largely because of the damage lp srk fadc shaku gave) but in Super I’m sweeping everyone its possible on to maintain offensive momentum.

Imagine we could tatsu sweep everyone? Holy shit that would be hilarious.

I gotta thank ShinAkuma204 and Tokido’s clips for etching the importance of tatsu sweep into my brain.

In slightly related news, I’m seeing old reports that you can’t use tatsu->sweep against Fuerte, but I’ve been doing it repeatedly in training mode… it’s definitely harder than against a lot of the other characters, but it’s working, so… ?. Also when I was experimenting with trying to get it to work on him I noticed something really weird and pretty much useless. close standing MP xx LK tatsu whiffs on Fuerte, the cl st MP makes him bend forward really awkwardly and it causes the LK tatsu to go over his head.

Since double dash after forward throw to MK Demon Flip Dive Kick trades with Ryu’s HP SRK, I tried to find a setup that would beat out all of his SRK’s. I found that forward throw–>dash–>dash–>EX Demon Flip Dive Kick either stuffs or makes his SRK’s whiff. I’ve been able to replicate it pretty consistently. Someone try this out and lemme know how it works.

Sorry for the double post, but there’s some interesting setups in this video, so I figured I’d share:

[media=youtube]BczROdC78wI&playnext_from=TL&videos=l1G9nDGR_BY[/media]

Hi everybody,
I’m new to akuma and I was wondering what are some of the good set ups for his ultra 1. all the ones that I do land are from a fadc or anti air so I’m trying to find new ways to set it up for variety.Thanks

Sure, check this guy out:
YouTube - PIKACHUAKUMA’s Channel

Alright, here?s something I?ve been thinking to ask the better Akuma players that could have some very educational results if you pros want to take the time to give a thorough answer. These vortex options are all very good and very tricky, which is we we love them and opponents hate them. But the fact we have sooo many options is great, but also can make things sort of hard on ourselves. So the question is: what sorts of lines of play do you tend to try? Which mixups do you try first? Which do you try next based on what you?ve seen? Etc etc I know there is context involved to answer completely, but I figured a safe breakdown of the context could be something like:
-vs good players (more df throw? Less crossup hurricane?)
-vs online scrubs (more df punch, land, block? Less df throw?)
-vs someone whom you?ve never faced and wish to figure out what works (straight up df dive kick into string?)

I just find that some games I can riddle peoples minds and winning is cake, but more often my trick gets DP-ed, my crossup tatsu gets blocked, etc. Not saying I fail all the time, just saying I don?t think I approach the lines of play as a stronger player might, and I?m wondering what your though processes are when you get that coveted techless knockdown, and it?s go time.

Stuff I can safely contribute:
-After dive kick, clp sHP xx something is good
-In close, some sort of string, walk fwd slightly, cMP is good to fish for counterhit
-vs DP happy players, whiffing DF punch following, land, block is a nice bait

That?s probably pretty obvious, though. Hence this post. Any thoughts on putting all this amazing vortex info into a concrete strategy? Call it a ?flow chart? if you must, but more like a complex tree of lines a la chess analysis.

Thanks! I think good answers to this could be very very helpful, and not just to me :slight_smile:

I saw Tokido use this setup against Floe’s Rufus during Evo:

After a demon flip throw, dash forward and do an EX Demon Flip Dive Kick. Rufus has to block this as a cross-up, and all of his reversals whiff.