We already defeated Sheng-long! The Akuma Video Thread

Against Sagat you can get the j.MK to either cross up or fake cross up depending on the timing. If you intentionally mistime the dash you get a cross up and if you time it perfectly it is a fake.

Something about that dashx2 doesnt look right. There seems to be a stutter step after the first dash, like Tokido is doing dash, FADC, j.mk.

Okay I just tested my FADC theory and what im getting is a fake crossup that actually lands behind Sagat. You actually have to block normal even though it appears to hit behind him. If the timing is off though it can be blocked normal or as a crossup.

If you perfectly time the dashes as if you were doing an unblockable, you whiff your cross up.

I know this, because Sagat has that 1 extra wakeup frame.

I’m pretty sure you can jump with the normal timing after the 2 dashes, just delay the mk and it should be active when he wakes up so it won’t whiff.

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Ill let you guys see for yourself. Looks alittle bit different than what Tokido was doing but an interesting find none-the-less.

So… Umh… Am I the only one who’s not feeling Daigo’s Gouki? I mean, granted, his AA is much better than Tokido’s, as is his zoning and footsies. But daaaaaaaamn!! He’s so… Boring to watch. LOL!

Still, I guess this is probably what we’ll have to look forward to when AE v.2012 hits; lots of patience, lots of anti-airing and zoning. Kinda like Momochi used to play, except there won’t be any “ok, now I’m in and I’m going to murder you” moments thanks to Capcom’s damage/stun nerfs over time. I guess I prefer Tokido’s style over Daigo’s, but if there’s one flaw in Tokido’s game it’s that he can’t have any. Flaws that is… One mistake, one dropped combo or punish opportunity and it’s sayonara.

Interesting hard to blockable setup. I’m thinking if you delay the jump just a bit it becomes a true crossup and thus give Akuma a true 50/50 in that scenario.

You can control the cross up and it is ambiguous as all hell.

The timing on the delay seems pretty strict because like most of the other corner hard to blockables, if timing is off it becomes an unhittable or hits like a regular cross up.

I find his playstyle a little rigid, yeah, but it feels like there’s a lot of potential in his Gouki. I was quite surprised that Tokido was his corner man more than anything…makes u wonder tho if Daigo’s Akuma fell into that middle ground between his and Tokido’s playstyle…It could be very interesting! Tokido is definitely the most entertaining to watch tho, I give u that. Also quite like Eita’s Akuma and Daigo was puttin it on him at points, chasing those teleports lol. Also combo into U2 at like 5:55ish of the Eita Vs. Daigo match was sick, i didnt even know u could do that!

I love how the announcer coined a new phrase, “Ume Jump!!”

Well getting it to hit like a regular crossup is the point. You have a choice between a crossup or a normal block that looks like a crossup creating the 50/50 scenario.

Excuse me for the late reply.
It’s a matter of preference really.
The only situation where it’s actually better than not using it is after st.rh against seth/sagat/makoto (easy to hit chars with h.tatsu) so you can do a FADC combo into a relatively close knockdown whereas if you don’t use it you miss out on damage (if you are relatively far away).
Also if the opponent crouches and you happen to hit them (mexican uppercut whiff, too-late cr.dp, air fb setup) you can do a full damage combo after that and if I’m not mistaking it IS possible on everyone to do st.hp after h.tatsu FADC if the opponent crouches because of hitboxes.

The thing is if you don’t start pointblank with hp FADC fireball you lose alot of options after you get the sweep because of the range. Your options are limited to safejump and df setups (100% reliable setups anyway), if you go close with the new combo you also have access to instant jump d.mk/x up mk mixups and air fireball shenanigans. This doesn’t seem like a big deal at a glance but if you think about it your opponent has to choose between more options which means more room for error from his/her point of view. Which means more chance of succes of landing a second knockdown.

I hope I’ve elaborated clearly enough for you to get my opinion on this.

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Grand Finals of a Local Tournament.

That is a seriously zoomed out view lol. Good shit on the win.

FYI I’ve been playing with fireball pressure post DP and I’ve come up with something useful. After you DP the opponent and you throw a shaku, if they don’t quickrise you sorta lose a bit of momentum because you can’t recover fast enough from the FP shaku to follow up. I’ve been using the MP shaku instead, and if they don’t QR you can throw another standard meaty fireball.

Well of course having the ability to the 50/50 is great and I am not dismissing its usefulness by any means, I was simply mentioning in regards to the setup that without proper timing you wont get the psuedo-crossup and how it can potentially lead to a regular cross up or unhittable.

I don’t think you understood what I was referring to originally since I was never referring to the difficulty of execution. I am operating from the assumption that one would be able to perform this setup correctly and once mastered would also be able to delay/alter the setup to be a standard crossup. Obviously a good opponent would wonder why they got hit and try to block the other way the next time this setup occurs, in which case you would just perform a normal crossup resulting in what appears to be Tokido’s beefy mixup off this setup.

Im assuming this setup goes poof in 2012.

Actually it may get easier in 2012. If Sagat gets up a frame slower than means the Dash > s.MP will now time the fake perfectly and a late timing will give the cross up.

The throw nerf didn’t nerf everything. In fact it helps with some set ups.