^^ holy crap another excellent find
Is there a list of these tricks that people keep finding with all these specific situation setups and stuff.
i canât get the kick to crossup. am i supposed to hit it at the very last minute?
If you do the dive kick too late, itâll whiff behind completely. Itâs not supposed to be done at the very last minute but not too early either. Itâs one of those things you have to keep trying and youâll eventually get the timing down.
did you mean to say that the dive kick will hit normally (from the front) and you land behind them? because I tried again with someone trying to block and I donât think it ever hit as a crossup when he tried blockingâŚ
So whats the setup:
Forward throw, lk tatsu whiff, hk demon dive?
With no intervals ?
Does it hit from the front?
Lemme try it againt
[media=youtube]yPyKx2V6kso]YouTube - [BeatByContest[/media]
Just watched Tokido vs Kusanagi up there.
On the first round of the second match Tokido is able to put Kusanagi on the corner and, from then on, he continues to build some setups off lk tatsu xx lp srk.
Are these setups unblockable like the forward throw into corner one? He usually jumps with a lk after the lp srk and then proceeds to maximum damage.
I also noted that, when doing the unblockable Tokido goes for maximum damage without any hit confirms and it´s really a obvious thing i guess we all should do. If weâre confident with the setup, why not?
[media=youtube]0TZ_EYINv3I]YouTube - [BeatByContest[/media]
From the looks of this video, it seems like Elf can be tatsu>swept if cr.mp combos are done.
after tatsu lp srk(OS demonflip kick),
if ryu quick stands.
early jump lk hits but lands in front most opponent thought it as x-up and block the wrong way during landing.
jump mk hit as crossup.
additional mixup can be added by empty jump into c.lk
if opponent doesnât quick stand, OSed demonflip will act as a crossup during ryu-wakeup.
akuma can really wreck ryu at corner.
btw, tokido does hitconfirm with unblockable into c.lp s.hp combo.
Yup the setup I mentioned earlier hits from the front, then Akuma lands behind
Pretty certain it is character specific or very fickle to place consistently. I had a bit fo luck with Cammy, but I canât help but think it can still be reversaled.
Tokido is definitely up to something with that setup though. Personally I like to stick to the safe jump option after forward throw, especially on Cammy.
It can be reversaled, I set the dummy Akuma to do the setup, and I could dash and antiair before the dive kick hit me (Not like you can safe jump against a 3frame DP anyways). I guess this is one of those setups where youâll have to condition the opponent beforehand.
can someone link a video of this setup in action?
Tokido totally raped that guy when he got him cornered.
Seems like he didnât know about the unblockable, Tokido went each time for a 370~ damage combo.
Hey, been playing Akuma now and again and just wanted to ask a question to the vortexâers. How do you keep up vortex pressure on people who canât be c.hkâed after the light tatsu?
Ending with a jab SRK gives you superior positioning over the fp SRK. Also, you can FP SRK > FADC > Hadou, and then DF Palm to the other side for a mix-up.
I look for other ways to land an untechable knockdown, like sacrificing 2 EX bars in a fireball fadc sweep combo.
Was wondering, never actually tried it: if they donât quick stand up, is it possibile to tk air hado them for an ambigous crossup?
I donât think so but Iâll give it a try tonight. I know the TK Air Hadou works off of the sweep.
hmm can someone explain why this unblockable never works in training mode? I set the dummy to all block but it never hits.
the corner throw, 2x dash into x-up.
Because itâs actually blockable but not in normal ways.
There are ways to block it but all of them involve some kind of prediction from the player receiving the unblockable because if you know he can avoid it, you can change the timing it.
The computer always blocks it because it changes the blocking direction perfectly at the moment on which the character should change and when you play against an human opponent he will try to block it either sides which doesn´t work. Blocking it is only possible with frame blocking or crouching neutral blocking, both techniques work on which the player has to let the stick neutral and block it on the last frame possible or he crouches to dodge the initial frames of the x-up (which hit quite high) and then he turns on to block it correctly. Thats why if the opponent uses anti unblockable techniques you can just turn the attack slightly into a non-unblockable and hit them harder.
To be honest, i don´t know to use any anti-unblockable setups just because i dont face players who use them, but i do use them myself.