Ok.
Hmm but i still can’t get it. I set the dummy to record and i tried to block and i can block it. What am i doing wrong? Is it a timing issue?
If your recording the dummy to hold one direction and it’s still blocking it, i’m not sure, but youre probably timing it wrong. I can’t remember if the dummy auto-corrects recorded inputs.
oh i meant that i set the dummy to record the throw into the setup, i was the one blocking. I’ll try the way you described.
Edit: Yup I think i got it. I just set the dummy to hold back instead of forward and sometimes the setup hits even though he blocks. I tried normal crossups and the dummy blocks. So I’m guessing when it hits it is the unblockable indeed.
Can anyone help with the timing on the demonflip/jump-ins after the untechable knockdown on the vortex? I can’t seem to time it right. Either it’s always too late or too early so does anyone have a specific way to time this? Thanks in advance
It depends on who your opponent setups are different for different characters. But one that works for a majority of the cast is foward throw, whiff St.RH immediately and then go into DF RH into a late dive kick. It isn’t an unblockable but it’s pretty safe against most of the cast.
everything your asking is learned with time & exp., you kind of have to get a feel of each demon flip jab, strong, round house learn each of their distances your thinking too much just do it…
This thread is inconsistent!!!
wayy late :wtf:…that is where you have to be creative
OH BY THE WAY —THIS THREAD IS REALLY INCONSISTENT PLAYERS DON’T ANSWER OR LONG STRETCHES OF NOBODY SAYING ANYTHING :lame:
Other character forums have it alot worse ya’know.
A while back we were talking about tk fireballs VS quick airballs after a palm or flip grab (or demon). The reason for this was because we noticed Tokido opting for quick airballs (jump > immediately perform air ball) over tk balls in these situations sometimes.
I had a tinker around with the two options and it looks like a quick airball creates a more ambiguous mix-up in terms of blocking. A tk ball can be blocked easily if you understand the matchup and Akuma (which most folks at a decent level do now) so the quick airball makes for a nice change to screw up what opponents are accustomed to.
I tried this out in a few matches today instead of my regular tk ball stuff and got some pretty interesting results - i.e. it connected as they blocked incorrectly and I was rewarded with a ripe combo.
Next time you guys are playing give it a try. I also recommend recording a quick airball setup in training mode to understand it:
Flip grab > dash once > jump forward > quickly perform lp airball > land > c.lp > c.mp > lk tatsu > srk
Play it back and get a feel for how to deal with/block it as an opponent to Akuma. Then record the following setup:
Flip grab > dash once > tk lp airball > land > c.lp > c.mp > lk tatsu > srk
There is a subtle difference between the two. Oddly, I find tk easier to defend against though I am somewhat biased as I use Akuma. The difference is noticeable however. I think the extended delay of a quick airball compared to tk prevents the ease of blocking on wake-up by holding in one particular direction. Instead, you have a moment where you can walk a tiny bit (the delayed ball means Akuma isn’t attacking, so the block animation won’t kick in) and THEN have to block correctly.
I spoke to another Akuma player over here about it and he also feels the quick airball crosses up ‘better’ if your setup is nice and tight.
I usually mix up the two…i think the tk one actually doesn’t have to be blocked as a crossup a lot of times, the other one almost always has to be blocked the other way
Yep, its pretty interesting. It sorta resembles the ambiguous nature of Ibuki’s kunai vortex in some ways
Whats that coming over the hill?! Is it akuma?! Is it akuma?!
No offense, but we do have lives. We can’t sit at the computer 24/7. We do our best to help out others.
^^^ Lol, well said.
As someone said lp.srk but if you’re playing a decent person that doesn’t mash SRK too much, try to mix up a standing fierce to demon flip once in a while, maybe 2 times the whole game, but it fails to work against people you play against often or people who have good matchup knowledge of Akuma, but in random endless matches it works a treat, be careful not to overuse it though, it can start to get real predictable and if the opponent catches on you can eat a lot of damage or get yourself in a sticky situation. Hope that helped
did i say sit at ur computer 24/7, was i just mentioning just u–NO-- i visited this thread & notice no actively for almost 2 months at a time even longer, wanted to see some interesting info. but there was none --it is probably b/c most american akuma players think they know the vortex game already or good at it-- when in fact most are still behind, way behind–it has taken me two years an counting to perfect my vortex or the “vortex flow” i call it b/c i realized it is a series of moves you do in a “rhythm” for “momentum building” to devastate their wake up game…Once Akuma has the momentum it is over
That is largely because most of the discussion has been in other threads. This info was posted a long time ago (Like over a year ago) by Lord, but he hasn’t been around too much as of late.
Are there many things that weren’t covered? You bet. Safe palms, Empty jumps, Unblockables, etc. Mostly because when the thread was posted those things either didn’t exist (Unblockables) or weren’t well explored even by top level players like Tokido or Momochi.
This thread is more of an artifact from Vanilla.
i see interesting way in putting it
Would like to add the new vortex option:
the double nothing
Totally mind fucks your opponent opening up for another mixup.
Yeah it lets you lose the match.
You would have to be a total idiot to it.
Post wasnt serious chump. If you watched any part of EVO2011 you would know this.