Kriegdrache Posted July 29, 2014 Posted July 29, 2014 66C > 66C combos look hilarious for corner carry though lol. GOMI GOMI GOMI GOMI! I'm hopefully gonna get down 6C > 6C > 236A stuff down tonight, I was messing with it yesterday, but I was more focused on grinding basic BnBs, so I didn't get much down. I might try the JC > 5A stuff too.
Spring_Raid Posted July 29, 2014 Posted July 29, 2014 @Kreigdrache: landing j.C > 5A in combos consistently feel a bit tough to me, but they'll be worth perfecting in the long run since most of his optimized combos call for it.
Papstr Posted July 29, 2014 Posted July 29, 2014 I just tried to check if 66B is plus using the KOF13 method (have both characters jump after blocking/using the move. Pretty useful!) and It doesn't seem plus to me.
Spring_Raid Posted July 29, 2014 Posted July 29, 2014 I just tried to check if 66B is plus using the KOF13 method (have both characters jump after blocking/using the move. Pretty useful!) and It doesn't seem plus to me. Using that method I got the same result. Welp, guess it's back to the drawing board on 66B.
MahouShoujoA Posted July 29, 2014 Posted July 29, 2014 I noticed in the front page that among the notable players, Notsu was not mentioned. Here's footage of him. He's easily the best Akatsuki I've seen. His fundamentals are atrociously good.https://www.youtube.com/watch?v=AIji3OF0xPg Enjoy. theres probably not too much footage because he mains Carmine. Aka is his sub i thought
Loli Bacon Posted July 30, 2014 Posted July 30, 2014 honestly it just seems kind of random and arbitrary that the mechanic in general costs GRD. There's nothing about any of those moves that warrants them costing GRD. Nanase's makes her normals jump cancelable and allows me to reapply free pressure. It most definitely should cost GRD. It's just another form of resource management.
VicViper Posted July 30, 2014 Posted July 30, 2014 Nanase's makes her normals jump cancelable and allows me to reapply free pressure. It most definitely should cost GRD. It's just another form of resource management. Nanase's might be an exception. That one's at least debatable. Most of them seem to be just another move or some other function that really isn't worth the GRD.
Reyvin Posted July 30, 2014 Posted July 30, 2014 Figured out a combo that I found to be hilarious. 66C > 236B > CS > dash > dash > 5B or 5C > j.A > j.B > j.214B. Not sure if useful, but it made me laugh when I found out I could do it. Feel free to improve it further if you are able. As for the use of 66B, the only time I saw it used was during a corner combo. After 6C launch, you can apparently do 66B and then link 5C afterwards and go into air combo.
Yuhoke Posted July 30, 2014 Posted July 30, 2014 As for the use of 66B, the only time I saw it used was during a corner combo. After 6C launch, you can apparently do 66B and then link 5C afterwards and go into air combo. I think that was 5C > 5C, not 66B > 5C For example, I use this combo when I hit raw 6C in the corner: 6C > 665C > 5C > (vertical jump) j.B > j.C > land > j.2C > 5C > (6C > 22B/C) OR (236A > 41236D)
ARESone Posted July 30, 2014 Posted July 30, 2014 As for the use of 66B, the only time I saw it used was during a corner combo. After 6C launch, you can apparently do 66B and then link 5C afterwards and go into air combo. Sounds interesting. Will give it a try. Thank you.
GcYoshi13 Posted July 30, 2014 Posted July 30, 2014 Nanase's might be an exception. That one's at least debatable. Most of them seem to be just another move or some other function that really isn't worth the GRD. Definitely agree with this. At least not all of them should be costing the same amount of GRD
JettyLovefield Posted July 30, 2014 Posted July 30, 2014 GordeauxAkatsuki matchup? Is it possible to beat? So forced to respect the scythe, man
Papstr Posted July 31, 2014 Posted July 31, 2014 I found out reflectoring Gordy's 5C will make the counterattack hit. It's annoying, but so far that seems be the best step towards getting in. I haven't fought much Gordeau so this is mostly just theory.
Deep Dish Posted July 31, 2014 Posted July 31, 2014 Akatsuki is forced to respect everything and everyone...but Chaos and Seth. I find against them I have absolutely no fear, but everyone else feel like such uphill battles. I kept fighting this good Yuzu today and couldn't really do anything. She was able to shut everything down and keep me locked in place.
Spring_Raid Posted July 31, 2014 Posted July 31, 2014 Yuzu is arguably one of his worse MUs just because of how well she can space you out. Best thing I can recommend in that MU is jump as little as possible, shield while blocking to build meter and save CS for fireball cancel so you can keep momentum up close. Luckily it's really tough for her once you get in (after a long tug-o-war of spacing lol).
MastaToken Posted July 31, 2014 Posted July 31, 2014 Yuzu is arguably one of his worse MUs just because of how well she can space you out. Best thing I can recommend in that MU is jump as little as possible, shield while blocking to build meter and save CS for fireball cancel so you can keep momentum up close. Luckily it's really tough for her once you get in (after a long tug-o-war of spacing lol). It's tough...but it's actually fairly easy.
zankoku Posted July 31, 2014 Posted July 31, 2014 Hey, was wondering if anyone here might know the answer to this. All damage values will be with no bonus (no Vorpal or Veil Off) At point blank, 236A > 41236D = 3643 damage, 28 hits 236A > 214C = 1844, 8 hits 236A > 236C = 1770, 5 hits At round start range, 236A > 41236D = 4751 damage, 28 hits 236A > 214C = 1920, 6 hits 236A > 236C = 2126, 5 hits At all times, the 236A is definitely hitting first (if you connect with 41236D before 236A, the volt bullet floats harmlessly past as Akatsuki goes into his IW sequence). Any ideas why his damage seems to change at different timings of connecting something relative to his 236A?
Maho Posted July 31, 2014 Posted July 31, 2014 http://youtu.be/ofIE3-tXWHQ Found this a few days ago, can be pretty interesting for Akatsuki I think. This is in the 2-part combo vid I posted from several months ago. You can also get way more damage off that starter Taking into account that this is a midscreen combo, how do you get way more damage than this?
VicViper Posted July 31, 2014 Posted July 31, 2014 In my experience, dash blocking has been the best way for me to inch my way in. Getting the hang of shielding has also been a HUGE boon for me. Being able to punish jump-ins and other things is a godsend. Playing this character has probably been the hardest I've had to work for my wins ever lol.
Deep Dish Posted August 1, 2014 Posted August 1, 2014 http://youtu.be/ofIE3-tXWHQ Found this a few days ago, can be pretty interesting for Akatsuki I think. Taking into account that this is a midscreen combo, how do you get way more damage than this? Wow this is amazing. That's 5200 damage anywhere. This will be my go to DP punish.
Kriegdrache Posted August 1, 2014 Posted August 1, 2014 Soooo, I'm actually having a little trouble with 6C > 22B enders. I cant seem to get the 22B to come out at all. 6C > TatsuB comes out fine, but 236A and 22B is still really iffy. (I sort of have 6C > 236A down though) Anyone got any pointers?
lark Posted August 1, 2014 Posted August 1, 2014 Went ahead and recorded a few strange findings I had with Akatsuki when I was using some gimmicks in matches. https://www.youtube.com/watch?v=HqXgLJ6cRHY This shows fireball travel as you teleport midscreen to finish the IW. https://www.youtube.com/watch?v=dyWVYRRcmSQ This shows a system mechanic where fireball reverse prorates during an IW. Read the description for more details. I also tried doing this in combos and the scaling is much more negligible.
ARESone Posted August 1, 2014 Posted August 1, 2014 If 22B won't hit after 6C you're probably too slow
Remzi Posted August 2, 2014 Posted August 2, 2014 Been messing with this character a lot, he's really fun. Not sure if this has been documented prior but it's not too hard and I think it's a nice combo. http://youtu.be/_2EFBYfpjgg
Raidou Kuzunoha Posted August 2, 2014 Posted August 2, 2014 GordeauxAkatsuki matchup? Is it possible to beat? So forced to respect the scythe, man I've actually managed to beat a Gordeau with Akatsuki. The Gordeau was ok but he seemed to let me in really easily when I got him into the corner. I do have a video of the match but its pretty crappy due to I'm not exactly great since I just rotated to Akatsuki today after going through Linne and Sion. And plus its mostly a recording, not an actual one with a capture card so the quality is pretty bad. http://www.youtube.com/watch?v=STVA1AjXvlA&list=PL3LkAfVqttoG8VX4OHHP9CKqs1ZMEM0wo For this fight, like any other fight using Akatsuki, you just have to keep defending and punishing. I've beaten like, two Gordeau's with Akatsuki? In my experience, dash blocking has been the best way for me to inch my way in. Getting the hang of shielding has also been a HUGE boon for me. Being able to punish jump-ins and other things is a godsend. Playing this character has probably been the hardest I've had to work for my wins ever lol. Its sort of weird but I've actually had an easier time getting wins with him. In fact my win ratio using him is like 60% - 70% over the course of like 30 matches when I started using him. And I've actually been doing as you said, using his dashes to inch your way in. But otherwise I let them come to me. Once my 2C can connect, I usually go for 6C, dash in, use 5B and continue with whatever until I carry them into the corner where Akatsuki shines. edit: So yeah I did managed to beat another Gordeau player, this time he actually knew how to combo with him. Though the second he realized he was getting damaged royally, he backed off hard. Like literally on the otherside of the screen like if he was scared. So I just fireballed him to death. https://www.youtube.com/watch?v=DEbgVkhhiko If you're not me who is sloppy and is great with execution and precision and know how to play patient, then Akatsuki shouldn't be too bad.
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