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Toronto, Ontario
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TheEugeneLOL
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Oh yeah I totally forgot about the first hit of 5B. You'll still be able to kill rush after the sweep because you're not above cyclone level 1 right (or whatever the conditions are that prevent kill rush> sweep> kill rush). Speaking of 5B, does anybody use his 5B (1 hit) JB loops against taller characters? I haven't really thought of doing it because it only works on certain characters but still.
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Whenever I get in, I usually assume that they're going to mash because that's what people love to do. My first mixup I usually use is a 4D to see what their initial reaction to my pressure is. If they're mashing, I can cork on reaction and if they're not, I could 6C right back in there. What I do next depends on what they did in response to the first mixup ie: mashing/dp= 4D punish, blocking=throw etc. Personally I'd rather condition them to block because I can either throw, or even boomerang B unblockable. Oh and my favorite EX duck. EX duck has got to be the trickiest mixup Akihiko has and it really hurts. Anyways, I think whatever mixup you use is just your personal preference as conditioning them to mash or to block will still open them up and lead to big damage.
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I get that you're trying to contribute to the thread and i may have come off a little err... aggreesive? (not really) I just didn't like that condescending tone you were taking. As others have stated, the thread is still under construction and doesn't necessarily have every single combo. If it looked like i was attacking you, that wasn't my intention. Anyways, in regards to the 214C 6C/D BD, would that prorate the combo? If not, I think you'll be able to go into a 5B> JB jump loop? I still think you're better off with the 5B> 236B combo rather than anything else. Are assault dive air combos any good? I don't think i've used any variation of them (besides AOAs)
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You can only combo off of a 5C if you get a a counter so I wouldn't say it's something that you should ALWAYS go for in the corner. It's just another one of Akihiko's tools to mix th eopponent up and just because it isn't listed in the thread, doesn't necessarily mean that NOBODY uses it. EX corkscrew is unsafe on block and should only be used as a punish or read or else you're going to get severely punished. Boomerang hook in generally is often used after a kill rush as frame traps and yes, i assure you many players use this and you're not the only one. You're better off using 2B as an AA as it's air unblockable not to mention the ridiculous vertical hitbox on it. The thread is also under construction so it obviously doesn't have every single one of Akihiko's combos and every single mixup that he has. And you're basing the community's skill based on the number of combos posted in a thread? Wat
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You can short hop out of boomerang hook which is otherwise not possible to do.
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Can't really test it ATM but you can try an AOA off of a killrush if you know that he's going to be mashing 2A. Don't really remember how far his 2A reached but I would assume a 4D weave could work as well and cork for a fatal.
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Off of killrush be sure to boomerang hook a and weave to keep up the pressure. My pressure usually consists of: 236A> 4A> 4D> whatever. I usually put the 4D in there to see what their reaction is. If they're mashing 2A corkscrew for a nice fatal, if they're blocking you can 6C back in there and go for a grab etc. Off the top of my head i can think of... EX weave for a nice crossup, sweep after the boomerang hook, AOA, 6D weave, 6C grab, short hopping (haven;t really experimented with it), 4C unblockable Bhook etc. Oh and is your title from that damn "TRAIN TRAIN I LOVE MY STATION" song? If so, it is now stuck in my head.
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I'm not very good at this game but i found a few things playing various matches against Yukiko. Yukiko's tools: 5B/2B/JB fans: Really frustrating to deal with especially her 2B fans which can and will hit you out of your airdash. Akihiko's weave will actually the 5B fans to whiff. But then again, Yukiko wouldn't be throwing fans at such close range anyways. If you're feeling brave/manly or have godlike reactions, you can try to 236D through two of her fans and cork for a nice fatal. Your timing must be on point though or else you'll get hit by the second fan. You can EX kill rush if you think she's about to throw fans for a nice combo. I just found out that the fans can be countered so if you're close enough, you can punish with a corkscrew. 2A: This move just completely shuts down kill rush so use caution when throwing a raw kill rush out there. Various Persona attacks(maragi,agi): For the most part, Yukiko's persona is pretty hard to hit in addition to her regular 5C>2C block strings, she can cancel them into agi to make them safe. Maragi is an incredibly annoying move that hits low and th eD version comes out pretty fast so watch out for that. You shoudl also watch out for her 2D as it hits high and be sure to hit ti as it's vulnerable on hit and block or else she'll use her 5C 2C blocksting. Akihiko's answer to them: READS! You have to do your best to pick the best time to airdash in or kill rush in. AKihiko's ducks are pretty difficult to use here as Yukiko's double fans are pretty tricky to duck under. I found that most Yukiko's tend to throw fans after their 5AA> 5B> 5C> 2C> 236A/B block string so sneaking in a kill rush may be a good gamble to take but you always have to beware of her 2A which stuffs it. I found that the best time to airdash in is when she's about to use maragi. You actually have a lot of time to hit her out of it and get a nice combo in. Just be sure not to try and airdash at every opportunity as her 2B and even 5A will hit you out of it. You have to make every hit count once you're in and not let her go (although that canbe said about any matchup lol). I ended up bursting everytime if i ever got hit while she was in the corner (can be easily baited though). You want to try and finish this match as fast as possible because off of every combo she can fire boost which means she'll be able to get better combos and damage off of random hits.
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You can hold 214C. Mitsuru's 5A, and charging lunge move will whiff so you can corkscrew on reaction. ShelledMenace posted in the technical/gameplay discussion thread that lists what moves will whiff.
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Geeeeeeeez its almost like there's new tech everyday! An EX duck doesn't cross up after a boomerang hook off a kill rush though so I'll have to keep that in mind. I swear there are so many mix-ups after a blocked kill rush that even I feel sorry for the opponent. @Pegs: Yes, you have to microdash after the B+D which can be done by ALMOST simultaneously inputting the dash and 5B. @Drill: "Akihiko can cancel certain Skill Attacks into each other. Each cancel increases the gauge by 1 (max level 3). Certain attacks deal more damage and gain special properties depending on the level." For example, by a kill rush into a boomerang hook, you gain 1 cyclone level. You can increase it further by cancelling the hook into a duck or weave into ANOTHER hook and if you want, another weave. You can see how the levels rise and lower if you Duck> weave> duck> weave etc. Furthermore, you can tell if your attack gained any properties by looking at the colored outline around Akihiko when using an attack. Blue for level 1, purple for level 2, and red for level 3. I'm still kind of new to the game but i hope this helps, haha.
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I try to hit the dash and B almost simultaneously. I pretty much mash the direction and 5B as quick as possible. I think getting used to the timing as the opponent falls after the B+D helps a lot and pretty soon it should be autopilot for you. Learning Akihiko's FC 5B loops can help familiarize yourself with the timing.
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Is there any thing to look out for when pressuring with a kill rush>boomerang hook into a D weave? Like DPs for instance? And is a cyclone 2+ sweep safe on block? EDIT: Seems like every character's DP will whiff except for Mitsuru's. It's also important to note that Elizabeth's DP will still grab you if you 're weaving. I guess it's better to just jump and punish?
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Crisisedge: Ahhh thanks, I found the video and finished the challenge. Chazmobile: A dash? That explains why it works only in the corner. I just thought my execution was ass haha.
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Are there any tip for hitting the 5B after the 236A+b => 6D +> DP? Just got the game a few hous ago and I can't seem to hit this mid-screen. Oh and while i'm at it, any tips for Akihiko's last challenge?
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Er, Random question. http://www.youtube.com/watch?v=5zPso9f5wPc At around 1:25, what's the notation for the combo on the Jin? Also wondering if it's worth doing and if it works on all the cast.