Umareru Report post Posted August 11, 2012 Just realised I posted what I found in the wrong thread, so sorry. Will move it later on. Eugene: It does crossup, the opponent must be blocking. Share this post Link to post Share on other sites
xXisukaXx Report post Posted August 11, 2012 I've completed all combos in Akihiko's challenge mode except No.28. I can't connect Stand B after Double Uppercut. In the demonstration i can swear he is moving slightly forward when doing it but i can't figure out how...can anyone help me? I've been haven problems with this too. Share this post Link to post Share on other sites
KV998 Report post Posted August 11, 2012 @Umareru: For that cross up combo at 3:10 he didnt use meter for a boomerang hook because the a version at lvl 3 gives crumple anyway. Also its pretty tricky to do because you have to input the boomerang hook as if you were still on the right side, or you will just get a corckscrew, excellent cross up though. And can anyone help me with trial 28 2b sjc? Share this post Link to post Share on other sites
KV998 Report post Posted August 11, 2012 @GODHAND_Dean: its a quick dash inbetween in the uppercut. I also found the way to sjc cancel off a 2b. It seems like you have to input the 2b in the middle of 5b which gives you enough time to do a 5,2,8 input by the time 2b connects Share this post Link to post Share on other sites
OFC Salty Santa Report post Posted August 11, 2012 How do you get away from Aki's IKT Share this post Link to post Share on other sites
Cheefoo Report post Posted August 11, 2012 Does Akihiko have any good matchups? His tiny range is so frustrating, and to confirm into a combo, I need to be right up next to them, otherwise the pushback will make me whiff. Also, the fact that his C and D buttons only have ONE function is a huge turnoff. Is there some trick I'm not getting? Do his kill rush followups have more mixup potential than I realize? They seem pretty unsafe all around, as do most of his moves. Share this post Link to post Share on other sites
Chazmobile Report post Posted August 11, 2012 Does Akihiko have any good matchups? His tiny range is so frustrating, and to confirm into a combo, I need to be right up next to them, otherwise the pushback will make me whiff. Also, the fact that his C and D buttons only have ONE function is a huge turnoff. Is there some trick I'm not getting? Do his kill rush followups have more mixup potential than I realize? They seem pretty unsafe all around, as do most of his moves. In terms of the pushback making it hard to confirm a combo, try using 5aa more, the second hit has a vacuum effect that makes it far easier to confirm. In addition, if you are too far for this to connect, try to use 2b rather than 5b as it has longer horizontal range and cancel into kill rush A>4a>6b. Share this post Link to post Share on other sites
E For Eugene Report post Posted August 11, 2012 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. Share this post Link to post Share on other sites
Chazmobile Report post Posted August 11, 2012 Also try using Kill Rush>A Boomerang Hook>EX Boomerang Hook to catch mashers for a near death combo on lower life characters if you have the meter. That thing is the frame trap from hell. Share this post Link to post Share on other sites
Skye Report post Posted August 11, 2012 I don't think he has any advantageous match ups. Like he has a few even and most slight disadvantage. Share this post Link to post Share on other sites
OFC Salty Santa Report post Posted August 12, 2012 Does Aki have any moves that are throw invincible? I can't figure out how to get away from Kanji after he knocks me down Share this post Link to post Share on other sites
Skye Report post Posted August 12, 2012 I believe EX Boomerang Hook and EX Weave might, don't know if it's frame one. Also his DP. Share this post Link to post Share on other sites
confusedxphreak Report post Posted August 12, 2012 Well, you can always try to evade Kanji's throw instead of trying to beat it. You can vary your wake-up tech time to throw off his throws, you can jump, or you can do evasive action. Just know that Kanji has ways to counter what you're going to do, so always vary your wake-up to keep him guessing. Share this post Link to post Share on other sites
Skye Report post Posted August 12, 2012 Dodge will get thrown. AXIS, my sparring buddy plays Kanji. I know this to be fact from experience. Share this post Link to post Share on other sites
tuka Report post Posted August 12, 2012 I'm trying to figure out how to safely mindfuck Kuma without him stuffing my kill rush follow-ups by mashing 2A. His 2A beats all my options minus obviously Corkscrew and EX Boomerang Hook (since it has armor), normal Boomerang Hook can't be stuffed but it's there as a Cyclone Gauge filler anyway, need something good to do after it, hopefully meterless! Also, any good air-to-air to deal with his item throwing? Share this post Link to post Share on other sites
Skye Report post Posted August 12, 2012 j.a is your best air to air vs Kuma. It's effectiveness may vary. Share this post Link to post Share on other sites
tuka Report post Posted August 12, 2012 j.A's range is not enough against him, only if I yomi his jumps from close range lol. What about the 236A follow-ups? Share this post Link to post Share on other sites
E For Eugene Report post Posted August 12, 2012 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. Share this post Link to post Share on other sites
Skye Report post Posted August 12, 2012 What about the 236A follow-ups? As an air to air tool? Share this post Link to post Share on other sites
tuka Report post Posted August 12, 2012 As an air to air tool? Regrading my first question 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. AOA works great for this, used it many times already. It's unsafe though so trying to find something from the safe Kill Rush follow-ups would be better. Share this post Link to post Share on other sites
Nokita Report post Posted August 12, 2012 His 2A beats all my options minus obviously Corkscrew and EX Boomerang Hook (since it has armor), normal Boomerang Hook can't be stuffed but it's there as a Cyclone Gauge filler anyway, need something good to do after it, hopefully meterless! ? mini-hop j.B Special cancel the stupid landing recovery into kill rush. D weave>5C might work too. Share this post Link to post Share on other sites
tuka Report post Posted August 12, 2012 mini-hop j.B Special cancel the stupid landing recovery into kill rush. D weave>5C might work too. That's really interesting, I'm still not very familiar with the system so I haven't thought about using hops, but it does look like it could be very effective. Share this post Link to post Share on other sites
confusedxphreak Report post Posted August 12, 2012 Dodge will get thrown. AXIS, my sparring buddy plays Kanji. I know this to be fact from experience. Well, it all depends on if your opponent reads you and your spacing between him and you. I've used evasive action to evade his command grab and grab on wake-up before. Share this post Link to post Share on other sites
ShelledMenace Report post Posted August 12, 2012 Lol well considering what'll happen if the situation's read wrong you're probably better off just short-hopping right? Oh maybe the EX weave if you're close enough. Share this post Link to post Share on other sites
confusedxphreak Report post Posted August 12, 2012 In terms of just avoiding his ground throw and command throw, I would have to say that jumping out and air dashing away is the safest method without taking the risk of doing a DP or using evasive action. Just remember not to be predictable and do the same thing over and over again on wake-up because a decent Kanji will catch on and start countering your jumps/hops with his DP, air throw, etc. You have options getting away, but know that for every option you have, he probably has a counter option. Just know all your own options so you can manage Kanji's wake-up pressure better overall. Share this post Link to post Share on other sites