I barely missed getting into top 8 at Game Center purely using Akatsuki. I took out a Merkava and dominated Gordeau the first game before I barely lost and got eliminated from losers. During the same day after the tournament, I discovered/innovated tk fireball chain shift assault mix up. Now I have to try to find some mid-screen set ups to try to better pin down back ground tech but otherwise I’m still in a good position. Corner set ups are pretty good, 5B xx A Fireball traps are really strong especially against top tiers without meter. I was able to air Reflector Gordeau’s Infinite Words the other day so I’m going to try to test air Reflector more now since I written it off initially as something that never works.
Basic shoto SFII game blows up a bunch of people, but you need to have good fundamentals and reaction DP, anti-air parry, and air throw. I actually have a better match up against Vatista as Akatsuki than running my Seth. I like Hyde in certain match ups for the better DP and mobility in conjunction with a projectile, but I like Akatsuki for the ability to chain shift on the immediate recovery of projectile.
I just wish they didn’t nerf his combos from arcade to console by doing something to the universal hitstun proration change that seems to be present (needs to be verified for certainty.) I like his stand jab in regards to using like a cl.C option select to out empty hops just like in KOF.
Akatsuki is damn fun. Gordeau is my boy though. His normals alone made me pick him over Seth. Not too sure about Carmine. I want to settle on two characters. I need Gordeau’s range.
Wondering with Merkava, is he actually meant to be played as a zoning character or should those long limbs be used to rush down.
Really not feeling him as a zoner right now since a lot of things seem to be stuffing his C moves at full range but not sure if I should stick with it or suck it up, break my fingers in and jump ship to Carmine or Vatista.
Merkava’s kind of a footsie/anti-zoner because his 214A/B/C has no hurtbox on the arm. He’s got solid up close but his pressure tends to rely on him pushing himself back out of of retaliation range as he’s not really very safe. You don’t want to be directly up on the enemy unless you’re running your pressure, so you tend to play best at 1/2 to 3/4 screen where you can just constantly threaten with your C moves and 5B.
I dunno anymore. But as a fellow Akatsuki, I think ultimately I want to share tech. Gotta keep the Japanese Imperial dream alive. As a Filipino, that’s very race traitor-ish. It’s like an African American playing as a Confederate Soldier in a video game.
This is another case where I fully disagree with you.
Disclaimer: neither my opponent or I know how to play UNiB properly yet. I come from a SF background while my opponent comes from a MB/GG/SG background and thus is more familiar with this type of fighting game (air dasher?) than I am. I’m also not completely familiar with Hyde’s moveset yet, nor do I know how or when to Chain Shift. I digress.
Hyde’s 236A/B projectile feels relatively useless at fullscreen as Yuzu can just 66>j.236A me on reaction. What buttons am I supposed to use to zone Yuzu with? I feel like the only thing I can do is hold my ground, wait for Yuzu to close the gap, and either punish poor jumpins with 623B or block and wait for an opportunity to mash 2A.
Yuzu seems to have a poor wakeup game, so what should I use to apply pressure? Hyde’s j.236A/B seems like a good option but I don’t know how to use it outside of the corner. j.A seems good as well but I just don’t know what other options I have.
How do I punish Yuzu’s 421A/B/C? My opponent doesn’t seem to know how to use it yet and often leaves himself poorly positioned, usually when trying j.421C. 2A doesn’t reach far enough and 2B and 5B both don’t start up quickly enough, unless if I’m doing something horribly wrong.
I guess for the time being I just need to practice more, wish I had more time.