Ultra Street Fighter IV

Ultra Street Fighter IV

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Lui Bee Sep 7, 2016 @ 12:31am
teach me about akuma
Hey guys. I've played akuma for quite some time and he's my only character. I still can't do the cross-up tatsu. He either lands in front or does it too early. How can I time it?
thank you.
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Showing 1-15 of 21 comments
=AJSA= ddog Sep 7, 2016 @ 7:29am 
Usually I time the tatsu when I'm directly above them, and even then only when they're waking up. Personally I prefer to frame trap with a launched EX hadoken which will allow me to combo his forward heavy kick on land.
Lui Bee Sep 22, 2016 @ 12:58am 
the tatsu sometimes goes through fireballs and sometimes it doesn't. can someone explain to me why?
=AJSA= ddog Sep 22, 2016 @ 5:39am 
There is a startup activation time and a recovery time that allows you to be hit. Inbetween this you have your invincibility frames. The tatsu when off the ground is when it will behave as a side step. Take note that at the start of the animation you will see one foot on the ground. You should use heavy tatsu to get around projectiles, because it's in the air for longer. Actual air tatsu (That is jumping first then activating) will only have a few invisibility frames when activating. It can be usefull in neutral game when your oponent is trying to trap your landing with a hadoken and you need an option to get out of it.
Last edited by =AJSA= ddog; Sep 22, 2016 @ 5:40am
ApocalypticPoison Sep 22, 2016 @ 8:42am 
Aaah... how I miss Tokido's fantastic Akuma. T_T
Lui Bee Sep 22, 2016 @ 6:38pm 
Originally posted by =AJSA= Ultra Mortis:
There is a startup activation time and a recovery time that allows you to be hit. Inbetween this you have your invincibility frames. The tatsu when off the ground is when it will behave as a side step. Take note that at the start of the animation you will see one foot on the ground. You should use heavy tatsu to get around projectiles, because it's in the air for longer. Actual air tatsu (That is jumping first then activating) will only have a few invisibility frames when activating. It can be usefull in neutral game when your oponent is trying to trap your landing with a hadoken and you need an option to get out of it.
thank you. very easy to understand.
two more things if you dont mind:
1. how can I know which combo is needed to be linked? like I read that, some combos have to be linked into, not canceled into.
2. I know what plinking means. But when do we plink? It has to be a one-frame-link for plinking to work. Which akuma's normals are one-frame-links? can we figure it out from the frame data? Is standing roundhouse into standing fierce a one-frame-link? I can link standing roundhouse into crouch short no problem, but not to s.fierce.
thank you.
ccvector Sep 22, 2016 @ 7:53pm 
Originally posted by Lui Bee:
Originally posted by =AJSA= Ultra Mortis:
There is a startup activation time and a recovery time that allows you to be hit. Inbetween this you have your invincibility frames. The tatsu when off the ground is when it will behave as a side step. Take note that at the start of the animation you will see one foot on the ground. You should use heavy tatsu to get around projectiles, because it's in the air for longer. Actual air tatsu (That is jumping first then activating) will only have a few invisibility frames when activating. It can be usefull in neutral game when your oponent is trying to trap your landing with a hadoken and you need an option to get out of it.
thank you. very easy to understand.
two more things if you dont mind:
1. how can I know which combo is needed to be linked? like I read that, some combos have to be linked into, not canceled into.
2. I know what plinking means. But when do we plink? It has to be a one-frame-link for plinking to work. Which akuma's normals are one-frame-links? can we figure it out from the frame data? Is standing roundhouse into standing fierce a one-frame-link? I can link standing roundhouse into crouch short no problem, but not to s.fierce.
thank you.
I'm not an Akuma player nor a good player, but from what I know,

1.
A sequence of normals are linked (e.g. crouching light punch into close standing medium kick). Some normals (not all) are special cancelable (e.g. close standing medium kick can be canceled into light kick tatsu)

2.
Plinking works for everything. There's no reason not to. So always plink if you want to link normals.

Not all links are one-frame. Yes, you can figure out from the frame data how many frames a link is. Say, you want to do crouching light punch into close standing medium kick. Crouching light punch has 5 frames advantage on hit (you recover from your move 5 frames before your opponent recovers from the hitstun), and close standing medium kick has 4 startup frames (meaning it takes 4 frames for this move to be able to hit your opponent, so technically this move is a 3-frame startup, but I'm afraid we're stuck with this convention now). So, this link is a 5-3 = 2 frame link.

Far standing roundhouse has 5 frames advantage on hit, while far standing fierce takes 6 frames to startup. So, no you cannot link these two moves. You can, however, link a far standing jab after the roundhouse though (if it's still in range of course), and then link a far standing fierce after the jab if that's what you want. You can then cancel the fierce into teleport and then ultra 2, just like what Tokido would do.

ref: http://wiki.shoryuken.com/Ultra_Street_Fighter_IV/Akuma
Last edited by ccvector; Sep 23, 2016 @ 2:12am
Lui Bee Sep 23, 2016 @ 12:37am 
Originally posted by ccvector:
Not all links are one-frame. Yes, you can figure out from the frame data how many frames a link is. Say, you want to do crouching light punch into close standing medium kick. Crouching light punch has 5 frames advantage on hit (you recover from your move 5 frames before your opponent recovers from the hitstun), and close standing medium kick has 4 startup frames (meaning it takes 4 frames for this move to be able to hit your opponent, so technically this move is a 3-frame startup, but I'm afraid we're stuck with this convention now). So, this link is a 5-3 = 2 frame link.
Really appreciate it.
Just this one. why not that link is a "5 - 4 = 1" frame link?
We have 5 frames adv from the c.lp, the s.mk has 4 startup frames. At the 5th frame, the move must be on active frame to be able to hit.
Last edited by Lui Bee; Sep 23, 2016 @ 12:38am
Lui Bee Sep 23, 2016 @ 12:39am 
oh, nevermind, just read it again and I got it. thanks.
kenzha Sep 23, 2016 @ 2:46pm 
Generally, if u want to combo an heavier normal attack after a lower dmg normal attack, then u need to link it e.g c.lp, c.mp.

Cancelling normals usually applies to light attacks into light attacks(can also be linked), or in target combos e.g Evil Ryu's s.mp > s.hp.
Lui Bee Sep 24, 2016 @ 8:26am 
Originally posted by kenzha:
Generally, if u want to combo an heavier normal attack after a lower dmg normal attack, then u need to link it e.g c.lp, c.mp.

Cancelling normals usually applies to light attacks into light attacks(can also be linked), or in target combos e.g Evil Ryu's s.mp > s.hp.
thanks. say. is there any different between 3 chained lp and 3 linked lp? Just the 3 lp itselft if we dont combo after that?
ccvector Sep 24, 2016 @ 11:53am 
Originally posted by Lui Bee:
Originally posted by kenzha:
Generally, if u want to combo an heavier normal attack after a lower dmg normal attack, then u need to link it e.g c.lp, c.mp.

Cancelling normals usually applies to light attacks into light attacks(can also be linked), or in target combos e.g Evil Ryu's s.mp > s.hp.
thanks. say. is there any different between 3 chained lp and 3 linked lp? Just the 3 lp itselft if we dont combo after that?
As you already know, if you want to cancel the last jab into a special move, the last jab has to be linked (not chained) from the second one. For your question though, there's no difference between 3 chained jabs and 3 linked jabs on hit. But, on block, your opponent can mash shoryuken through the 3 supposedly linked jabs. A sequence of jabs is a true block string only when quickly chained.
Last edited by ccvector; Sep 24, 2016 @ 12:33pm
Lui Bee Oct 22, 2016 @ 9:27am 
anyway you can do the armageddon (u2) without jumping or kicking and not canceling from teleport too?. I saw Tokido and Eita did it sometimes and could not figure it out.
this at 6:35
https://www.youtube.com/watch?v=V156DXoDxrk
ccvector Oct 22, 2016 @ 11:49am 
Originally posted by Lui Bee:
anyway you can do the armageddon (u2) without jumping or kicking and not canceling from teleport too?. I saw Tokido and Eita did it sometimes and could not figure it out.
this at 6:35
https://www.youtube.com/watch?v=V156DXoDxrk
Akuma was in a blockstun from Rose's cr.mp. He knew that Rose's cr.mp into fireball at that range is not a true block string, so he input Up Up during the blockstun and pressed the three kicks to perform the ultra as soon as he saw the fireball.
Last edited by ccvector; Oct 22, 2016 @ 11:51am
Lui Bee Apr 22, 2017 @ 6:40am 
Could H Tatsu be linked to H - Shoryu? I dont think so, but in this video below at 0:22
https://www.youtube.com/watch?v=EY2hpbDEtNQ
Could anyone confirm?
ccvector Apr 23, 2017 @ 1:21pm 
Originally posted by Lui Bee:
Could H Tatsu be linked to H - Shoryu? I dont think so, but in this video below at 0:22
https://www.youtube.com/watch?v=EY2hpbDEtNQ
Could anyone confirm?
If it's a one-hit tatsu, then you can link hp.dp.
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Date Posted: Sep 7, 2016 @ 12:31am
Posts: 21