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SkyFlare
เข้าร่วมเมื่อ 16 ม.ค. 2012
xSkyFlare
[P4AU 2.5] Akihiko vs Guard Cancel Actions
00:00 - vs. Naoto, Yukiko, Aigis
01:51 - vs Margaret
03:12 - vs Elizabeth
03:50 - Shakihiko Options
04:44 - vs Everyone, but don't do it.
Hop on reaction: Marg, Liz
Duck on reaction: Naoto, Yukiko, Aigis
NOTE: With Aigis, react with Duck D rather than Weave/Duck C.
01:51 - vs Margaret
03:12 - vs Elizabeth
03:50 - Shakihiko Options
04:44 - vs Everyone, but don't do it.
Hop on reaction: Marg, Liz
Duck on reaction: Naoto, Yukiko, Aigis
NOTE: With Aigis, react with Duck D rather than Weave/Duck C.
มุมมอง: 140
วีดีโอ
[P4AU 2.5] Sweep Reset Ideas
มุมมอง 1325 หลายเดือนก่อน
@TubsyMcGoo from the #akihiko channel in the P4AU discord was digging into my old tech and was asking me about it. This is tech that existed since 1.1 and I've actually talked about it in the past, but it wasn't really explored. So here's some exploration. Just for funsies now that I got some time off work.
[P4AU 2.5] Casual Matches #4
มุมมอง 958 หลายเดือนก่อน
You have no idea how many losses I suffered just to bring you these wins. With no other fighting games that capture my interest currently, I've returned back to P4AU 2.5 for a little bit. Still ever unrusting...forever RustFlare...
[P4AU 2.5] Shakihiko Neutral Frenzy Kit
มุมมอง 2369 หลายเดือนก่อน
Please note that Shadow Frenzy combos generally speaking do more damage. However! Neutral Frenzies combos, if used to take a round, can set up for better opportunities in future rounds. Or possible just even later that same round. 00:00 - What is Neutral Frenzy? 00:33 - How to perform Neutral Frenzy on Shakihiko 00:56 - Side Note 01:06 - Neutral Frenzy Combos One more cool neutral frenzy by www...
[SF6] Ryu Hadoken Meaty Setups
มุมมอง 10Kปีที่แล้ว
Didn't invent the tech, as per usual. Shoutouts to www.youtube.com/@Teiga93 for an amazing Ryu tech video. All I did was take the idea of Hado Meaties and explore a bit with how to set it up.
[SF6] Ryu Sweep CH Oki Setup
มุมมอง 5Kปีที่แล้ว
Can't claim credit for this tech. Checkout www.youtube.com/@killahteck402 whose channel is where I found it as well as some other cool Ryu tech. Just reposting my own version to keep track of my own learning.
[P4AU 2.5] Shakihiko Mini-Combo Kit
มุมมอง 594ปีที่แล้ว
I don't really play this game anymore, so I thought I'd pass down some of the clips I took when I learned how to play Shaki. Hopefully the clips and my explanation is helpful to some degree to those new Shaki players. I highly recommend for anyone learning Shaki to take a look at Seti's Shadow Akihiko Combo Document.(docs.google.com/document/d/1ubplTsxXErBN_k5jmSxIC95MjJiN9ZyU2NSagBCveKE/edit?u...
[SF6] Ryu Safe Jump OS Setups
มุมมอง 10Kปีที่แล้ว
I cannot take credit for finding this concept. That goes to NurseLee (www.youtube.com/@NurseLee) who does a lot of labbing all across different games. Check em out! I took Lee's concept and just hyper-focused it on Ryu, exploring his confirms and routes. 00:00 - DP Coverage 00:23 - Covers Drive Impact 00:46 - Covers Neutral Jump 01:04 - Covers Forwards Jump 01:22 - Hit Confirm 01:44 - Grab Bait...
[SF6] Ranked Highlight #1 (Ryu vs Luke)
มุมมอง 59ปีที่แล้ว
I'm loving SF6, though I have a lot to improve on still. On my road to reaching Diamond, I had an amazing high level set with a Diamond Luke. GGs to this guy; he played solid.
[P4AU 2.5] Casual Matches #3
มุมมอง 122ปีที่แล้ว
Part 2 of the old replays I'm getting rid of. Some of these replays are a little more recent which is why you'll see my playing a little more solid. And the fact that I've made the switch to Shadow Akihiko as he is objectively better than regular Aki. By the end of all these matches, I actually felt as though I had shaken off most of my rust. It was a good feeling, but then things got busy agai...
[P4AU 2.5] Casual Matches #2
มุมมอง 157ปีที่แล้ว
RustFlare reporting for duty. Another case of really old replays I had sitting around so I thought I'd clear some space off my computer. Made a lot of unusual decision making mistakes and dropped like every other combo/confirm due to rust and not being used to the online experience...or any experience at all to be honest. It's hard to practice this game when you're so swamped with work all the ...
[P4AU 2.5] 214B Routes
มุมมอง 3342 ปีที่แล้ว
00:00 - Lvl 0/1 Routes 01:05 - Lvl 2 Route 01:17 - Lvl 3 Routes Same as always; modify the combo to fit whatever situation you need. If you need to setup oki, then swap out Cork B ender with 2C or whatever tickles your fancy.
[P4AU 2.5] OMB Routes
มุมมอง 4242 ปีที่แล้ว
00:10 - Beginner Friendly Route 00:55 - Fullscreen Optimal Combos 02:57 - Near Corner Optimal Combos 04:59 - Sweep Confirm OMB Combo 05:17 - 5C CH Confirm OMB Combo I didn't include 75 SP version of near corner optimal because it's the exact same as fullscreen. For the 5C CH Combo, there's no need for the 5C to be level 5. I just showed Level 5 for the max damage. And like always, I'm showing o...
[P4AU 2.5] Grab Routes
มุมมอง 4072 ปีที่แล้ว
00:00 - Level 0 00:47 - Level 1 01:33 - Level 2 02:42 - Level 3 03:31 - Level 4 04:21 - Level 5 Optimal = Best damage and best meter gain (CH) = Works on either normal hit and/or counter hit I have not shown some routes (like level 5 corner for example) on purpose because they are exactly the same as its fullscreen counterpart. Be wary that some of these routes are extremely difficult to land. ...
[P4AU 2.5] 2B Routes
มุมมอง 3052 ปีที่แล้ว
Some of these routes have incredibly tight timing, which is why I included some easier route variants. Notably, for the 2B Corner OMC conversions, the Dive A must be done almost immediately or else the DP will whiff. Why? Because god forbid this character has stable combos. Let me know if you need notations.
[P4AU 2.5] 236B Crouching Confirm Combos
มุมมอง 3172 ปีที่แล้ว
[P4AU 2.5] 236B Crouching Confirm Combos
2021 BarzFlare Akihiko Contest Information
มุมมอง 1323 ปีที่แล้ว
2021 BarzFlare Akihiko Contest Information
2021 BarzFlare Akihiko Contest Announcement
มุมมอง 723 ปีที่แล้ว
2021 BarzFlare Akihiko Contest Announcement
[P4AU] Akihiko Tips, Tricks, and Gimmicks Kit
มุมมอง 1.8K4 ปีที่แล้ว
[P4AU] Akihiko Tips, Tricks, and Gimmicks Kit
[BBCTB 2.0] Akihiko/Yang Cross Combo Set
มุมมอง 4784 ปีที่แล้ว
[BBCTB 2.0] Akihiko/Yang Cross Combo Set
[BBCTB 2.0] SkyFlare (Aki + Yang) vs VexedPB414 (Adachi + Naoto S)
มุมมอง 2445 ปีที่แล้ว
[BBCTB 2.0] SkyFlare (Aki Yang) vs VexedPB414 (Adachi Naoto S)
[BBCTB] SkyFlare (Aki/Yang) vs. MysticArte (Izayoi/Hakumen)
มุมมอง 1.6K5 ปีที่แล้ว
[BBCTB] SkyFlare (Aki/Yang) vs. MysticArte (Izayoi/Hakumen)
[BBCTB] SkyFlare (Aki/Yang) vs. Sima (Heart/Noel)
มุมมอง 3365 ปีที่แล้ว
[BBCTB] SkyFlare (Aki/Yang) vs. Sima (Heart/Noel)
Oops! I swapped the label for the first clip's "Meterless" and second clip's "Burst/Meter Gain". The first clip should be showcasing the combo that leads to burst/meter gain.
Thanks for the upload. Can you tell me how you do that combo at 3:42 with the rapid side switches ?
That’s Shadow Akihiko’s autocombo. All shadow characters in this game have a different autocombo than their regular counterpart.
@@SkyFlare_ ahh I see. I've never tried his shadow version so I was wondering what that combo was because I had never seen it. Thanks for taking the time to answer !
Aki players carry this character so hard. These are so drip
i know you dont really play anymore but at 3:39 the 5b counter combo.. that sweep after ceasar is pretty tight. i cant seem to get it consistently, any tips?
I'm assuming you're the one that asked this on discord, but I'll copy paste my answer here in case it helps other people: 5C > Weave C > Sweep can be difficult to the untrained eye because what's actually tricky about it isn't those inputs...rather it's the Sonic A that comes before it. If you Sonic A too early or too late then the 5C doesn't hit the opponent in a way that allows for Weave C > Sweep. My suggestion is to play around with the timing. Ideally, you want the Sonic A to be hitting the opponent at the apex of the last juggle. Meaning you want to Sonic A when the opponent is higher up in the air. This means you may have to delay the Sonic A slightly in order to wait for the opponent to reach the peak height
Good to see you again!
ha yeah it's been a hot minute huh?
@@SkyFlare_ To be honest it was, but I guess it was worth the wait, the quality of the material is of a high standard. Nice to see you and also Barzorx back!
this gets perfect parried pretty consistently if you show it once.
I haven’t touched this game in years I already know my hand is bout to be hurting like a bitch
Nice set ups. Appreciate the showcase.
Cover less combos and focus on "teaching" not showing combos being pulled off that we can easily view on replays. Lazy content.
Who says it's his responsibility to "teach"? His channel. He can showcase what he likes. You can accept, appreciate, or move on. The entitlement is heavy.
@@AllFlashNoDash Did this guys mom really come on here to lecture me? Sit the f**k down little peasant. LOL. No one here is speaking from entitlement. The creator can do whatever the f*ck he wants to do. Believe it or not, I was actually trying to give him some "suggestions" as to how to make his content better being a new content creator and all. He can either listen or keep doing the same thing with the same results. Either way is more than fine with me. The space has a ton of other content creators that are MUCH more helpful than showcasing replays of combos without any insight or breakdowns. Hell, we can all get this type of content by simply going to Training Mode. So it is.....lazy. Take it or leave it.
do it yourself bronze ranked
i guess u already know by now; qcfHK, lpdp, slp, qcfLP whiffs on the entire cast but zangief (+4 on him). c.lp, qcflp is +3 on the remainder. And good job on the video, lots of labbing, good stuff.
Why throw hadouken meaty?
1. Because it’s a plus meaty, as opposed to some other options like st.MP meaty. 2. If it CHs, you can get a confirm combo off of it. 3. It beats some DPs and Level 1s on wake-up. 4. Some newer/uninformed players might think hadoken on block is ALWAYS minus. This is a way to trick the uninformed as this hadoken is, as previously stated, plus on block.
@@SkyFlare_ why its plus on wakeup but minus in neutral?
@@nofx7058 long explanation short, the Hadoken has more than one areas that can hit the opponent (back and front). If the back hits the opponent, it’s plus. It’s actually probably more complicated pf an explanation than that, but that’s the gist of it. When you throw the hadoken in neutral, obviously it’s incredibly likely for the front end of the hadoken to make contact, meaning it’s minus. When thrown specifically on your opponent’s wake-up, they invul through the front portion and get hit by the tail end of the hadoken when they finish getting up.
Glad to be of assistance.
I don't know if my comment was deleted by the channel owner or if something else happened but the setups at 0:9 and 0:27 will not work if done with no gaps in execution since the first one has a 2 frame gap and the second one has a 1 frame gap that allow the fireball to hit. First setup you need to CR. MP not ST. MP and second setup you need to CR.LP not ST.LP for the setups to work ev erytime flawlessly.
No I didn’t delete it I was actually going to comment on your original post saying thanks for the catch! Idk TH-cam probably being weird. Anyway, thanks for the catch!
@@SkyFlare_ Yeah , i tried to correct a grammatical mistake but it gave me ''error'' so i didn't change it. I guess it screwed everything up. No problem , your video was still quite usefull nontheless. Cheers
is this universal? or only against JP
Hadoken Meaty setup is universal. As for it beating DPs or Level 1 supers, only beats select characters.
@@SkyFlare_ got ya. Thanks for this
SOMEONE SEND THIS TO DAIGO 😭
What is CH?
Counter Hit
Sucks that CH is needed for the sweep.
My man Ryu needs some changes/buffs I swear
@@SkyFlare_ we strugglin out here dawg 😅
If you are able to neutral jump, isn't it possible to simply stand in place and avoid being hit?
So there are actually two minor routes to this safe jump concept. You'll see that sometimes Ryu's j.HK reaches the opponents and hits them on their wake-up while sometimes it whiffs. You as the Ryu player can change up your timing of the j.HK to choose which will happen. If you don't want your opponent to be able to neutral jump, you can totally just hit them with j.HK on wake-up and they'll get hit for trying to. But let's say the opponent likes to parry on wake-up. Now to bait it out, you purposely whiff the j.HK. Instead of parrying on wake-up like you were trying to call out, your opponent neutral jumps. This route that's in the video shows that, hey even if you whiff your j.HK, you can still cover the neutral jump.
I should utilize these against JP
Yep! As shown in the video, JP's DP loses to it.
I just realized, at the 1:00 mark I wrote "Strength of Hasho Meaty" when really it should say "Strength of Hado Meaty" because the entire purpose of that clip and the one previous to it was to compare how hashogeki meaty loses to wake-up level 1s and some DPs while hadoken meaty can win against some of them, including but probably not limited to Ryu and JP's.
yo im still learning editor i was wondering if you want some edits banner intro outro pfp just hit me up
You can optimize the combo by ending it with Driverush HP, bHP, H DP / HDonkey L DP (Corner)
Yep. You can even do the microdash variant for the full resource version. I just threw in a stHK combo as an example.
Gotta abuse these in the lower ranks where everyone be mashing
Ty for the upload & here I was thinking I knew most of the routes….. I got a lot of training to do! 🥊
Hey no problem! There are so so so many routes with Shaki. I’d argue it’s near improbable to learn most or all of them. I think it’s best we learn what’s best for us and learn it well. After all, frenzy combos are guaranteed unburstable damage.
Jeez, my hand hurt looking at this. Good stuff, I’ll be sure to learn this stuff… Eventually
Ngl, it is difficult. Learning Shaki took a lot of time, practice, and patience. And yes, my hand did hurt at times from all the practice. But at the end of the day, they’re just combos so if you practice enough it all just turns into muscle memory. I’m sure you can do it!
Rustflare can always unrust an bring in more uppercuts an always need more shadows imo.
Thanks for the upload!
what is the background song
the goat for DBZ music! Enigma TNG Here's a link to this specific track: th-cam.com/video/yPrLwA16UKQ/w-d-xo.html
I seem to remember the game having a special version of the spirit bomb if you have Krillin and Gohan on your team
That’s right! This match was done as a 1v1 however so I didn’t get that scene
Since Aki has so many subtle ducks he has to weave in his strings for cyclone level, I think showing on screen combo notation for this type of video especially would be very helpful
You are completely right! Alas, I don't have as much time as I once had in my life. Swamped with work, I do my best by throwing video clips together of organized combos...don't quite have the time to sit down and write/edit each combo notation as much as I know how much that would help people. That said, if there's a specific combo you need notation for please don't hesitate to ask. I can always set aside a little time in my day to throw in a quick comment of whatever notation you need.
@@SkyFlare_ Sucks to hear that, man. Hope it gets better!
ain't that last statement true....
Nice combo video, also what's the song name?
It's various themes from Punch-Out!, covered by GaMetal. Link here: th-cam.com/video/3bO2h7zvEWk/w-d-xo.html
@@SkyFlare_ Ohhhh thanks man 👍
I've been trying to learn Akihiko and shit like this has been painful, like them removing air unblockability on his super, and giving his parry startup before it's active
Oh yeah I listed Adachi, Ted, Marie, Sho/Mina, Ted on the weird characters list but I also forgot to include Kanji.
Just realized I made a mistake in the labelling. At 0:32 it says Level 0 CH...but obviously it doesn't start with a CH so just ignore that. It's a Level 0 normal hit grab in the corner. Also, the Level 2 Routes (Grab - Hook) is character dependant. My bad, I thought that if it works on Narukami it works on anyone. Will be more mindful in the future! Also also, needless to say you can obviously change these routes to however you see fit. If you want oki, then change the route to end in 2C or Weave > Cork A or whatever. I just showed the routes that give the most damage because those are a lot harder to find than oki routes imo.
Bravo bravo. I’m curious, if you haven’t done so already will you do CH 5B routes as well?
5B CH routes are quite straightforward...there's only really one you need to know. The other 5B CH one is if you really want to maximize on crouching opponents. If you need notations/video example of what they look like then yeah I can do that quickly for you I guess. Just let me know.
@@SkyFlare_ Its more so meter. I knew many of the routes for the videos you have done recently but i dont know how to add meter into the optimization and combo theory
@@NeviMaestro Hey sorry for the late reply. I had someone else ask me nearly the exact same question so I'll provide screen shots to my explanation to him. I started my explanation with linking Barz's video: th-cam.com/video/xCioIR_qKHs/w-d-xo.html and then went on to start my explanation of Aki combo theory: prnt.sc/6ILlBHucGdmb I hope this helps you in some way or another.
@@SkyFlare_ Thank you very much
I love u bro.
Bravo you’ve been a great help in my journey
Glad I could be of help!
thanks for this I needed this, I'll up my gameplay
I know its been like 4 years but with combo nine in the corner i either get pushed after the 236AD or the 214AC just doesn't come out in time
oof yeah it has been a while. I don't quite remember everything about this game/character but I would imagine you just have to input it at the right time. Or faster. And of course, make sure all the charged moves are the correct level.
seems like he has a lot of start up or very brief windows of vulnerability in his combos/strings which is sad. But tbh I wonder if that Chie player also played Aki, plays the matchup with a friend, or just knew what to look for. they got you quite a few times in the middle of your combos which I thought was weird
I can confirm they did not as they contacted me after the match asking for match up advice. Very good point though as it could have been possible...unfortunately, the truth of the matter is that it doesn't matter if aki's opponent knows the match up or not. A player in 2.0 can stuff aki's moves with mashing moreso than compared to 1.1. Intentional or not. And that makes me sad.
The you used is called "Entry of the Gladiators". This fits Akihiko into both ways far too well.
Nice Video! I'm thinking of becoming an Aki player myself. So watching someone who is good at this game is much appreciated
Wasn't he already super low tier? Yet they proceeded to nerf him and not Minazuki... okay
Aki was actually high tier in 1.1. also Mina did get nerfed but he’s still really good lol
God this poor character, but at least he still looks flashy.
Yeah he has a lot of cool routes and to be fair can still deal a lot of damage on paper. It’s moreso the opportunity to get in that damage is squandered.
How do you do crossups with meter? ( Sorry, a noob here )
You use EX Duck. That’s 236CD in notation. The higher level EX Duck is, the farther Aki travels in his duck. If the ranges reaches past the opponent, then Aki will automatically crossup.
One job. The devs had ONE JOB! And that was to make sure everything fucking works. How did Akihiko even have this happen to him? Did they try to make his kit better?
but the assault dive loops are portable doe
@@scatteraxis Scatteraxis the goat!!!!
Rip aki
No one was waiting for this :(
i can hear the clown shoes squeaking every time someone fights an akihiko player.
How do you connect the auto to the sonic punch?
You do the autocombo and after the 6th hit, instead of pressing 5A one more time, you press 8A. Keep in mind, you only have 1-2 frames to connect it so it's highly unstable and you will most likely drop the combo. Plus, you will not get the regular benefits of autocombo such as meter boost gain and burst guage restoration.