zyphur Posted August 16, 2012 Posted August 16, 2012 Granted reaction(true reaction can exist), in a game like this its 99.9% prediction. Even if you think your reacting. You were only ready from the prediction. Its too fast. The game is simply to fast to react to a jab(exageration). 5-20 frames for a move is a 1/3 of a second. That's not reaction-able most of the time. You have to KNOW im going to sweep you. You have to be READY for elizabeths lazer because she seems to always do it at point X. Fuzzy guarding is different. Its almost akin to predicting to react. Its all perception. You perceive, predict, react.
kazukifafner Posted August 16, 2012 Posted August 16, 2012 But that's just it; because it's mostly prediction in this game, you have to be careful with your parry. Use it predictably, and you'll eat FC's left and right. I'm not trying to deny that parry is a powerful tool, but you don't want to abuse it for that very reason. It's at its most dangerous when your enemy doesn't know if/when you will use it. Once they know, they can bait it out. That's why you have to pick your spots carefully with parry, more so than with some of his other options.
zyphur Posted August 16, 2012 Posted August 16, 2012 I get you, I get you. I've just been seeing a lot of slander towards it in recent. Its a double edged sword. Im not a parry whore, though I can off as one. I was simply defending its mechanics. I parry when I have too. To be honest most of the time I parry I get 2a to my face(w/e weak confirm) but its 2k you didn't have to eat.
Eshi Posted August 17, 2012 Posted August 17, 2012 (edited) I understand what you mean now, but predicting that you'll need to react to something is completely different from straight up prediction. The latter forces you to commit to an action that can be punished while the former doesn't. Also, average human reaction time is supposed to be somewhere between 150 - 300 ms, so reacting to 1/3 of a second isn't too unrealistic. Edited August 17, 2012 by Eshi
Lurrdoc Posted August 18, 2012 Posted August 18, 2012 (edited) I've got a question regarding his 2b. I noticed in a lot of videos that some aki's for anti-airs rather than the regular anti-air combo the challenges teach, its possible to 2b > sj.b. My super jump comes out late and the j.b whiffs. Any tips on having it come out right? I normally hold down back when doing anti airs, but is doing it 2B much easier than say 1B? I also need this for challenge 28 'cuz it looks like this technique is done during the combo. Edited August 18, 2012 by Lurrdoc
confusedxphreak Posted August 18, 2012 Posted August 18, 2012 On the timing of 2B>sj.B, you should be super jumping and pressing j.B immediately after the 2B. The j.B has to be pressed almost right after you take off the ground into the super jump. If you think you're super jumping too slow, just keep practicing the timing after the 2B. I find that either using 2B or 1B doesn't make much of a different for me personally.
ChrisFGC Posted August 21, 2012 Posted August 21, 2012 So I have a few questions for you guys. What are your strategies for dealing with Narukami? I'm having so much trouble escaping his pressure and dealing with him in general? Also any tips against mitsurus? These S Rank Narukamis and Mitsurus just destroy me
PozerWolf Posted August 21, 2012 Posted August 21, 2012 So I have a few questions for you guys. What are your strategies for dealing with Narukami? I'm having so much trouble escaping his pressure and dealing with him in general? Also any tips against mitsurus? These S Rank Narukamis and Mitsurus just destroy me Wrong place. Post in the match up thread section and read up.
Gravelneed Posted August 29, 2012 Posted August 29, 2012 2 questions: What is the difference between C/D versions of Thunder fist super? D version animation is much longer. Has anyone properly used 5D/2D/[D]? i feel like there are some really great mixups with it that nobody has invented yet.
Lucalibur Posted August 29, 2012 Posted August 29, 2012 D version has INV if I'm correct. I didn't found any decent use for 5D so far. In fact, Many times I found myself being put into worst situations than usual due to the lack of C moves while D is active. It's not like you have mixups when not into Kill Rush rekka anyway.
Feelin'TheWind Posted August 30, 2012 Posted August 30, 2012 It helps when you get a knockdown near the corner. If you get a knockdown and your in the corner, 5D>jump to switch places and go for mix-up. If you get a knockdown while your opponent is in the corner, just stay there and wait for a reaction. If they try to evade dash, the magnet effect of 5D will bring them to you; if they try to jump, jump straight up and do a air grab; if they try to super jump, delay the 5D until they're about mid-jump and go after them.
Mulattoman10 Posted September 7, 2012 Posted September 7, 2012 What's goin on tonight guys. Great stuff here and I'm learning a lot and I'll learn more when I read the whole thread. I have a question about the game plan for Akihiko. I'm not sure if this has already been answered yet, but what should we be looking for when going against opponents MU's aside. I'm still learning fighting games in general and I find that outside my BnB's I'm kinda lost when my plan doesn't go my way or something unexpected happens that turns me into a mashy mess. I figure I should always go for the 5b>j.b loop to the corner but what are the best ways to set that up? edit: btw what is an r-action?
fogelstrom Posted September 7, 2012 Posted September 7, 2012 (edited) R-Action = Furious Action. The Japanese just say R-Action instead. So B+D. My only tip is also to watch japanese matches with great players such as Kubo or Gob. Edited September 7, 2012 by fogelstrom
Mulattoman10 Posted September 7, 2012 Posted September 7, 2012 Thanks for the advice dude. I really like kubo's akihiko.
Alpha152 Posted November 3, 2012 Posted November 3, 2012 Not sure where to post this but, can someone add info on the wiki for Aki's Duck/Weave that it's special cancellable on 10F? Didn't see it on there and felt like it's something to be noted.
S.D. Posted December 31, 2012 Posted December 31, 2012 Hey guys, new poster, loooong time lurker. Let's get down straight to business. What is the best combo after a FC LV3 Corkscrew? (With meter, meterless, with OMB, it doesn't matter) I keep getting tons of them while applying pressure and trying to get in by weaving all over the place. From what I've read at other forums, some combos I can do after a "LV4" Corkscrew are: 5B jB 5AAAA B+D And 5B jB 5AA2AB 236A 6D 6A But I honestly feel like it might be possible to do more.
Effenhoog Posted January 2, 2013 Posted January 2, 2013 In the corner you can do 2B j.B 2B j.B 5AA sweep 236A 6C 6A super, that seems to be about max damage unless you skip the 6C and go for two supers or whatever midscreen you can only do 2B jB once and then you have to do 5AAAA B+D super if you want a full damage super at the end. otherwise you can do do two reps of the loop for meterless damage corkscrew causes a huge loss of hitstun in general, it's only the fatal counter property that lets you even do this much *note that 5B and 2B are pretty much interchangeable, I just use 2B whenever possible so I haven't tested these with 5B much
S.D. Posted January 3, 2013 Posted January 3, 2013 Alright gotcha (I feel like I'm much more consistent with 5B so I'll give that a try) I've been trying to do all these different variations with 5B 5C (Or just the plain 5C) OMB 2C 2B and then jump loop but I wasn't very satisfied with the result. I didn't know Corkscrew was that bad when it came to hitstun, I was expecting more of it since it's a FC. Oh well.
Effenhoog Posted January 3, 2013 Posted January 3, 2013 The general advantage of 2B over 5B is that it (usually) results in slightly higher overall combo damage and causes less hitstun decay. They are generally interchangeable in most fatal counter combos but there are situations where using 2B will allow you to get an extra jump loop rep, or a combo may simply not work at all if you don't use 2B. 2B requires somewhat different timing and 5B is often easier to work with in general, but 2B has the above advantages and is more reliable for keeping the opponent at a proper height for jump loops. Sometimes the easiest way to execute a combo is to start the jump loop with 2B and then switch to 5B for later reps. Generally though you can stick with 5B for most purposes unless you are trying to squeeze out max damage and meter gain from your combos. OMB combos generally seem to be a waste for Akihiko as his damage is already very good and you often don't get much return for spending the burst. I only use OMB for doing 8k+ 5B fatal counter combos in the corner or occasionally burning a bunch of meter plus burst to get damage off midscreen air throws. You can also do a short corner combo into level 3 super, OMB, duck > weave > corkscrew and do another level 3 super if you have the meter, which can do 6k+ depending on your starter, but that's pretty situational too.
Zangriefing Posted January 7, 2013 Posted January 7, 2013 Um, I'm just wondering. What are my options to keep people from jumping during my mix ups besides sweeping?
Phantom Angel Posted January 7, 2013 Posted January 7, 2013 Um, I'm just wondering. What are my options to keep people from jumping during my mix ups besides sweeping? 5b or 2b into jump loop combo, maybe? They can't block for a few frames after jumping so, that should work. If not, just air throw them until they stop.
Zangriefing Posted January 7, 2013 Posted January 7, 2013 5b or 2b into jump loop combo, maybe? They can't block for a few frames after jumping so, that should work. If not, just air throw them until they stop. I have over 2000 matches in P4A and I didn't even know that about the mechanics. I have so much I need to learn. Thanks, man.
Effenhoog Posted January 7, 2013 Posted January 7, 2013 if you absolutely KNOW they are going to jump out of your kill rush mixups, corkscrew punch will obliterate that option and if it's level 3 you can score about 3.5k meterless off the followup combo, and in the corner you can get a super for a bout 4.5-5k. It will also crush anyone trying to mash jab or throw and score a fatal counter. Corkscrew is really unsafe on block though so you probably want 50 meter to cancel it just in case. You will also lose to invincible reversals. pretty much only do it if you have noticed a trend in the opponent's behavior and you want to scare them into respecting your mixup more.
Zangriefing Posted January 7, 2013 Posted January 7, 2013 if you absolutely KNOW they are going to jump out of your kill rush mixups, corkscrew punch will obliterate that option and if it's level 3 you can score about 3.5k meterless off the followup combo, and in the corner you can get a super for a bout 4.5-5k. It will also crush anyone trying to mash jab or throw and score a fatal counter. Corkscrew is really unsafe on block though so you probably want 50 meter to cancel it just in case. You will also lose to invincible reversals. pretty much only do it if you have noticed a trend in the opponent's behavior and you want to scare them into respecting your mixup more. Outstanding, thank you so much!
Soriphen Posted January 8, 2013 Posted January 8, 2013 if you absolutely KNOW they are going to jump out of your kill rush mixups, corkscrew punch will obliterate that option and if it's level 3 you can score about 3.5k meterless off the followup combo, and in the corner you can get a super for a bout 4.5-5k. It will also crush anyone trying to mash jab or throw and score a fatal counter. Corkscrew is really unsafe on block though so you probably want 50 meter to cancel it just in case. You will also lose to invincible reversals. pretty much only do it if you have noticed a trend in the opponent's behavior and you want to scare them into respecting your mixup more. Can't you just do A Hook frame-traps? It's much safer and still can beat people who jump out or mash throw with a fatal counter to boot. Albeit, it gets beat out by jab, but it's better to be safe on block and worry about their jabs than having to worry if they'll block the Corkscrew. They take more risk having to deal with your A Hook frame-trap than a Corkscrew.
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