Maybe not worth mentioning since it hinges on the opponent making a mistake, but if the air fireball is spaced poorly, you can walk/dash under, and punish landing recovery.
It is worth mentioning! I main Akuma and i have played players that intentionally space themselves out for that exact reason. Its still circumstantial but a great tip!
It's worth mentioning that his normal air fireball (not the ex version) is not actually classed as a projectile. If your character has a move that is invincible to air attacks (like hondas ex butt slam) will go right through his fireball
A tip for the other Dhalsim mains out there (all 8 of them): I've had great success with 2LK slide to get under air fireball. If you're early enough, you can get a juicy 1HP punish when Akuma lands. Or just stick to 4MK for consistency. I've found that 4MP is too stubby to be consistent depending on spacing. Air fireball also has considerable startup, so if he's throwing it out at half screen or farther you can often snipe him with 4HP. It can trade if you're a little late, but the knockdown means the trade is in your favor.
Just to add some more. If you play Ed you can use his "Kill Rush" to move forward quickly avoiding the fireball and stand right behind Akuma when landing, so you can throw him easily
Solid info, including AA specials (maybe OD Buttslam will work), jump normal & even DI. I'd better skip P.Parry. Hope Demon Flip mixed in doesn't make this even harder. Thanks for the vid.
Nice video! If you’re a DJ player you could also do the slide! Cr HK will take you right under the fireball and you’ll recover in time for a full punish on Akuma
@Chris_F yeah when I was trying him out i viewed him as the option king. I don't think any other character has more options than akuma. Also the fact that he has mid-screen safe jump is bananas to me.
Not sure if there's anything to this but if you're predictably blocking the air fireball high then akuma doing a follow up tight block string hk seems to be a concern.
hmm okay ye you right, I didn't realise just how close range we were talking. At that range the fireball doesn't really impede anti air (at least not dp's) so I'm thinking just anti air as normal for those close jump ins.
@@Chris_F I was pressing the jump button with my right thumb and it was very hard to do that way, I tried what you said but now with my left thumb and it's a lot more easy, thanks.
Akumas dont do it close enough for lariat to hit anymore. It only works in the corner now. Otherwise, they can do air fireball, land, walk up and still punish.
@@Shakenbake-in9ux if they're far just parry free bar regen. edit: also now akuma can't jump back air fireball so the lariat landing is really more consistent
You think I didn’t test this? A) you still have time to low guard after B) akuma wont have enough plus frames from up close to drive rush and do a low - example: block the fireball then push cr no with Luke/ryu/ken will stuff akuma out of his drive rush. Thanks for watching!
@@Chris_F well it would appear that you are right. I just tested it. On a theoretical level the CPU blocks it. I was almost certain of it being guaranteed just based on how much that shit works on matches. But it seems just standing there and taking it put you in a free 50 50 situation for akuma to exploit so any other strategy is definitely preferable.
@ektrfirefox2571 it’s not a free 50/50. Akuma would need to be in throw range to put you into a true strike/throw/shimmy mix which he isn’t after you block it standing. If he decides to drive rush at you there is enough time to react with a counter-poke. Not all players are able to do this but I’m confident tournament regulars can
This is exactly why Akuma should have got 2 air fireballs standard rather than a mediocre 1. As a matter of fact, he had alot more than that in other iterations of Street Fighter.
This dude is at worst A+ rank I think 2 air fireballs would be a bit overpowered in this game. You’re right though, SF4 akuma was FUN with those different air fireballs
@@Chris_F It's only over powered if it's jump back two air fire balls, although, one would argue it's a neutral jump air fireballs when you got the grapler Zangief coming after you with his wirlwind pulling Akuma towards him.
Maybe not worth mentioning since it hinges on the opponent making a mistake, but if the air fireball is spaced poorly, you can walk/dash under, and punish landing recovery.
It is worth mentioning! I main Akuma and i have played players that intentionally space themselves out for that exact reason. Its still circumstantial but a great tip!
So worth mentioning!
This. I find the moment when Akuma stops mid air gives enough time to drive rush underneath. Ryu's fireball also can cancel Akuma's
For the ed bros out there, i've been finding a lot of success kill rushing forward and heavily punish whenever akoomers do their air fartballs
On behalf of one of many Ryu mains that have suffered greatly to these air fireballs I say thank you my man!
My pleasure! Now go hit em with a shoryuuuuken!
Never considered that standing/crouching would be important here, even if it feels obvious in hindsight. Good tips.
Same
Glad you found it helpful!
For manon, you can actually use qcf+HK to hit akuma in the air, negating the fireball to appear and hit you
Cammy's level 3 can punish it and straight up kill him as he comes down. It's hilarious
This was a great video. As a Ryu main, that dp lesson was great. I knew about the light dp, but the heavy was nice to know.
Thanks bro!
It's worth mentioning that his normal air fireball (not the ex version) is not actually classed as a projectile. If your character has a move that is invincible to air attacks (like hondas ex butt slam) will go right through his fireball
Thx!
Thank you!!! I’ve been respecting air fireball to much as i had no counter
Glad I could help!
Absolutely love the video, man. I like how you showed all the options and with different characters.
Much appreciated!
A tip for the other Dhalsim mains out there (all 8 of them): I've had great success with 2LK slide to get under air fireball. If you're early enough, you can get a juicy 1HP punish when Akuma lands. Or just stick to 4MK for consistency. I've found that 4MP is too stubby to be consistent depending on spacing.
Air fireball also has considerable startup, so if he's throwing it out at half screen or farther you can often snipe him with 4HP. It can trade if you're a little late, but the knockdown means the trade is in your favor.
Thx for adding this!
Good stuff mate! I like 3🎉
Much appreciated!
Launching ex fireball, especially when it's slow is also a good option to destroy enemy fireball and lock akuma down on landing
True!
Started this video with a little gem. Thank you.
Glad you liked it!
Just to add some more. If you play Ed you can use his "Kill Rush" to move forward quickly avoiding the fireball and stand right behind Akuma when landing, so you can throw him easily
I just use medium upper
Thx for adding that!
@@jacobyallison Thanks! I will do that too. My way can also help you get out from the corner if you´re trapped there, though
Solid info, including AA specials (maybe OD Buttslam will work), jump normal & even DI. I'd better skip P.Parry.
Hope Demon Flip mixed in doesn't make this even harder. Thanks for the vid.
Nice video! If you’re a DJ player you could also do the slide! Cr HK will take you right under the fireball and you’ll recover in time for a full punish on Akuma
Thx for writing that option!
AKI can punish that move with the cower crouch dive. She can phase right through the fireball and hit before landing.
how do i setup my training , i have to think by MYSELF!?
just joking. great video chris!
I would hope by now from my videos ppl know how to record one slot haha!
Thx!!
Dee Jay slide goes under the fireball and anti-airs akuma on the other side. It combos into jackknife
And then the mind-game begins with normal jump attacks, empty jumps, and his divekick 😂
He’s strong for many reasons and that’s one of them!
@Chris_F yeah when I was trying him out i viewed him as the option king. I don't think any other character has more options than akuma. Also the fact that he has mid-screen safe jump is bananas to me.
I love your videos. Thank you Chris
I appreciate that! Thank you so much!
Thanks for your work really appreciate it
My pleasure!
What drills can I use to fix my marriage Chris, the rest of your drills all worked
Mash apologize on knockdown AND wakeup
Fantastic content, thank you!
Glad you enjoyed it!
im a kim main, idk what to do but i will try the jumping strat, jumping when they jump sounds sorta easy.
Thanks for the guide
And thank you for watching!
Any tip with Ed? Besides Kill Rush?
As a jamie main if i see a akuma jump full screen i just heavy palm or ex bc i know that smb jumps at random full screen
What about drive rushing under the fireball into a combo?
That works too but it depends heavily on spacing and the speed of your drive rush which is why I didn’t include it
big body character risk getting clipped since they got big hitbox
Not sure if there's anything to this but if you're predictably blocking the air fireball high then akuma doing a follow up tight block string hk seems to be a concern.
His st HK is 13F startup, you’re at worst -4 from close range when blocking his fireball standing. You can still duck under his HK
hmm okay ye you right, I didn't realise just how close range we were talking. At that range the fireball doesn't really impede anti air (at least not dp's) so I'm thinking just anti air as normal for those close jump ins.
I check mated Akuma air fireball with Zangiefs stand HP . Idk how reliable that is I’m in platinum atm.
I think that works too, but I’m not a gief main
I find very hard to do instant air fireball with a leverless controller in a constant way, if someone has an advice I will appreciate it.
I input a qcf, hold forward, then plink jump+punch. Works every time
@@Chris_F I was pressing the jump button with my right thumb and it was very hard to do that way, I tried what you said but now with my left thumb and it's a lot more easy, thanks.
It still pains me to see shine get knocked out by this move on Kimberly!
Kimberly is a really unstable character unfortunately
How can JP deal with it?
Tbh I’m not sure since I don’t play JP, go into training mode and check what his options are!
another option i just walk under fireball.get free punish✌️
Every video of counters start with DPs wtf should we do Manon mains?
Manon’s qcf KK move is actually really buff against his air fireball
For zangief lariat and od lariat will always win vs air fireball if he is close
Akumas dont do it close enough for lariat to hit anymore. It only works in the corner now. Otherwise, they can do air fireball, land, walk up and still punish.
@@Shakenbake-in9ux if they're far just parry free bar regen.
edit: also now akuma can't jump back air fireball so the lariat landing is really more consistent
0:30 yes please block air fireball while standing so i can drive rush and get your toes
You think I didn’t test this?
A) you still have time to low guard after
B) akuma wont have enough plus frames from up close to drive rush and do a low - example: block the fireball then push cr no with Luke/ryu/ken will stuff akuma out of his drive rush.
Thanks for watching!
@@Chris_F well it would appear that you are right. I just tested it. On a theoretical level the CPU blocks it. I was almost certain of it being guaranteed just based on how much that shit works on matches. But it seems just standing there and taking it put you in a free 50 50 situation for akuma to exploit so any other strategy is definitely preferable.
@ektrfirefox2571 it’s not a free 50/50. Akuma would need to be in throw range to put you into a true strike/throw/shimmy mix which he isn’t after you block it standing. If he decides to drive rush at you there is enough time to react with a counter-poke.
Not all players are able to do this but I’m confident tournament regulars can
How to deal with Akuma air fireball?
Just play Lily lol
Ex spiral is strong against it for suuuure
never air fireball on akuma because you will die for it, got it. useless move
“Practice in training” 😢
That’s one of the best and most time-efficient ways to improve
This is exactly why Akuma should have got 2 air fireballs standard rather than a mediocre 1. As a matter of fact, he had alot more than that in other iterations of Street Fighter.
This dude is at worst A+ rank I think 2 air fireballs would be a bit overpowered in this game.
You’re right though, SF4 akuma was FUN with those different air fireballs
@@Chris_F It's only over powered if it's jump back two air fire balls, although, one would argue it's a neutral jump air fireballs when you got the grapler Zangief coming after you with his wirlwind pulling Akuma towards him.