We already defeated Sheng-long! The Akuma Video Thread

I’ve messed around with those before, but I’ve found that the damage you gain usually isn’t enough to justify the significantly harder links. Especially when your standard Fireball FADC combo does only about 15 less and nearly anyone can do it.

I think the most advantagious thing about it is when u do hard tatsu the followup link puts you point blank, which is good for setups like d.mk divekick fakes and x.up fireballs

I just tested it out. That combo was worth 444 damage and 695 stun (420 damage and 675 stun if ended with sweep). If you hit confirm it off cr.jab, cs.fierce it does 411 damage and 655 points of stun (393 damage 640 if ended with sweep).

For comparison: All begin with j.rh.
cr jab, cs.fiercexx lk tatsu jab srk xx fadc hp shaku
[INDENT=1]370 damage, 559 stun[/INDENT]
cs.fiercexx lk tatsu jab srk xx fadc hp shaku
[INDENT=1]386 damage 573 stun[/INDENT]
cr jab, cs.fiercexx lk tatsu mp shaku (cancel off second hit) xx lp shaku
[INDENT=1]362 damage 623 stun[/INDENT]
cs.fiercexx lk tatsu mp shaku (cancel off second hit) xx lp shaku
[INDENT=1]377 damage 651 stun[/INDENT]
cr jab, cs.fiercexx lk tatsu fireball fadc cs fiercexx lk tatsu hp srk ( if ended with sweep)
[INDENT=1]407 damage 685 stun (383 damage 665 stun)[/INDENT]
cs.fiercexx lk tatsu fireball fadc cs fiercexx lk tatsu hp srk ( if ended with sweep)
[INDENT=1]435 damage 725 stun (405 damage 700 stun)[/INDENT]

I like the fact that it forces stand mostly.

I tested that, it adds +9 damage over st.HP xx Tatsu, and it’s also a 1f link. Oh, and it doesn’t seem to work on every character.

@Dr4gz0r it isnt a 1 frame link because you can link cl.fierce after h.tatsu too.

The reason daigo does cl.mp xx tatsu most of the time instead of cl.mp, cr.mp xx tatsu is clear.
I’ve tested it thoroughly and the reason behind giving up on damage, h.tatsu FADC cl.mp xx tatsu puts you on ideal range to perform setups.
Maybe this evening I’ll find some safejump setups from this range. Try this for yourself this range it gives is ideal for fake crossups etc.

That was FADC st.MP into cr.MP xx Tatsu etc.

HK Tatsu whiffs on a lot of crouching characters.

The combo

:hp: > :hk: Tatsu > FADC > s:mp: > c:mp: > bnb

Overall does a little more damage (Which is negated if you do additional hits before hand) and less stun compared to

:hp: > Fireball > FADC > :hp: > bnb

So other than to show off. The combo would have to provide some positional advantage, but I can’t really see it

@loyalsol
Leave the cr.mp out of the equation on chars you can tatsu sweep.
Look at the okizeme opportunities from that.
Also forces stand so you can get a full combo of a croucher if u hitconfirm it

What about cr.jab, cs.fierce after FADC hk tatsu?Does same damage as cs.mp, cr.mp and still leaves you at a spacing where you can mix in cross ups and regular jump ins.

[media=youtube]LJ3TJFZ3MBI[/media]

I know there were a couple of questions about approaching the Makoto match up so here is an example of couple techniques you can use against Makoto. Granted this isn’t the best makoto, but some of these tricks work anyways against all Makoto players.

One thing I didn’t show case is you can also sweep punish Makoto’s axe kicks on whiff so if she tries to get around your fireballs using that you can also punish it. Till Makoto get’s U2 you can zone her relatively well with ground fireballs because she has no consistently safe way of moving past them. Just punish all attempts to get past them and you reduce Makoto’s offense to nothing. Also if you get the sweep you can start your offense and Makoto is free as hell on wake up.

If you let Makoto get momentum it can be dangerous because getting her off isn’t easy and she has brainlessly easy teleport punishes with meter. In addition her stun is crazy good so you have to be careful of how you choose to act or else your round will be over fast.

It is best to keep her out and stop her from getting momentum.

Wow! You were all over that Mak… But what do you do when the Makoto user isn’t dumber than a bell and only use Axe Kick to get over FB’s from close range? In my experience, the Makoto players I’ve faced and who were really difficult would rather take chip damage than attempt an Axe kick where they KNOW they are going to get punished.

I also found that depending on which Ultra they select, you might want to change your OS strategies. If they choose U1, then DF Palm delayed sweep works best. If they choose U2, then DF Palm O/S sweep will get them everytime if they Fukiage or backdash (or until they have U2, then you have to stop). But like you said, the main problem in this matchup is getting in and keep the pressure going, cuz once she gets in on you, good luck getting her off…

Good Makoto players will generally know that if you get a fireball off that they don’t really have any options so they will be forced to block. However by blocking the fireball you can use this to your advantage. A blocked fireball can give you a chance to get in and begin your pressure game. Your goal in this match up is to get that fireball off and stop the Makoto player from getting around it.

Now that being said, the one thing you have to be aware of is that Makoto can gain ground fast and if she sniffs a fireball coming she can get on top of you in a hurry. She can also attempt to beat out your fireball by using EX Hayate. Keep in mind you can punish all Hayates on block. Non-EX can be punished using c.MP > HK.Tatsu and EX can be punished with LP.SRK.

You have to pin Makoto down as fast as possible. The longer you let her slip around the more damage she can do.

What’s this corner “hard to blockable” against deejay?

I really struggle at punishing EX Hayate. Online at least, that thing is basically impossible to punish with normals…

Does cr.MP xx LK Tatsu work against non-EX Hayates? I mean, range wise, to go for DP or palm resets.

Wait for Shin to confirm it, but iirc it was fwd throw into corner, nj air fireball, jump MK.

You can’t normal punish. It is only lp srk punishable.

I had some success 2 nights ago doing cr.LK xx LK Tatsu after blocked Hayates (all flavours). The only weird thing is that after the LK tatsu, I couldnt’ connect with an SRK. I think I whiffed the first 2 attempts where I used HP SRK. Then I tried LP SRK, same thing, but at least I didn’t leave myself open to a punish. I’ll have to try this in Training mode and see if that combo pushes her too far away for a DP follow up.

It’s too bad we can’t sweep her after the tatsu… :frowning:

Thanks for the input LoyalSol. I’ll keep that in mind the next time I meet a Mak online.

Check this out bitches!

[media=youtube]AbAgg6hw1WI[/media]

Quality is kinda ass but I finally got it on video.

I think HK tatsu after LK Tatsu should work, or maybe just cr.MP xx reset into palm whiffs (you don’t want her to blast you with Fukiage).

At least from the video, I don’t understand why I should give up on st.HP after fadc.

To be honest use HK.Tatsu. All the hits connect against her even from long distances and it leaves you in the perfect position for the meaty c.MP set up I have. If you position it right she can’t hit you on wake up and if she attempts something like EX Grab she whiifs, absorbs the damage from c.MP, and leaves herself open for a s.HK

Here is an example of it.

[media=youtube]XVearvrqb-Q[/media]