Yo, keep it coming, man. I love this. Edit: I play Ken and Akuma, so I can share some insights on how to punish Ken's MPHP target combo with Akuma. You were right when you said your opponent being -14 means you can basically punish with anything. Personally, I'd punish that with HK and follow up with cr.HP into whatever combo, but the point is you got it right. Any of Akuma's moves that have 14F of startup or less will work as punishes in that situation.
Sick video! I remember the grind to get out of iron, and I did a lot of the same things. Try not to get too focused on the DI/jump-in stuff because eventually it stops working, and it will actually make you lose a ton until you learn to get those habits in check. I'd focus on having one solid starter and follow-up and an anti air next. Keep up the videos!
Yeah when I get into silver I think thats when I start getting into actually managing my resources n doing mental stack. I appreciate you very much man
I don't have time to play rn, but his video motivated me too - so I'm living vicariously through this. Love thst you reference the content and give your thoughts, plans, and updates. Awesome work dude
@@reality6259 Inconsistency on the input, i can do it flawlessly in combos but on reaction to jumps i miss sometimes. I use 2HP and 4HK to anti air and thats when I do use the Light fireball. Other than that I dont ever use 4HK
@@iBreloom I forgot to mention that you can always do a charged or OD fireball if you whiff 4HK. This option is also available if whiffed while grounded.
@@iBreloom Use 2HP more since It can hit slightly behind Akuma's head. It can help against players who love to jump over when timed correctly. Furthermore, it also provides forced knockdown on hit if I remember correctly. Can probably follow up with a DR 6MP or DR feint if the player loves to wake up super.
Nice vid!
Yo, keep it coming, man. I love this.
Edit: I play Ken and Akuma, so I can share some insights on how to punish Ken's MPHP target combo with Akuma. You were right when you said your opponent being -14 means you can basically punish with anything. Personally, I'd punish that with HK and follow up with cr.HP into whatever combo, but the point is you got it right. Any of Akuma's moves that have 14F of startup or less will work as punishes in that situation.
Enjoying the vids man, nice to see a plyer of similar skill level griding it out. Keep it up :)
@@erti86 I appreciate you a lot man thank you
Sick video! I remember the grind to get out of iron, and I did a lot of the same things. Try not to get too focused on the DI/jump-in stuff because eventually it stops working, and it will actually make you lose a ton until you learn to get those habits in check. I'd focus on having one solid starter and follow-up and an anti air next. Keep up the videos!
Yeah when I get into silver I think thats when I start getting into actually managing my resources n doing mental stack. I appreciate you very much man
comfy vids man, looking forward to your journey
preciate you a lot man
I don't have time to play rn, but his video motivated me too - so I'm living vicariously through this. Love thst you reference the content and give your thoughts, plans, and updates. Awesome work dude
On bro diaphone an inspiration. Thank you for noticing the stuff I do, it means a lot
Finallyyyyy bro uploaded
Been in the labbb
For an iron player you got a hell of a lot of potential. Can't wait to see you reach the higher ranks
I appreciate you a lot man thank you
Akuma's back heavy kick midscreen combos into light fireball. In the corner, his back heavy kick combos into any version of his fireballs.
Unsafe though n im not sure when to use it. I think its -10f?
@@iBreloom Why not Dp instead?
@@reality6259 Inconsistency on the input, i can do it flawlessly in combos but on reaction to jumps i miss sometimes. I use 2HP and 4HK to anti air and thats when I do use the Light fireball. Other than that I dont ever use 4HK
@@iBreloom I forgot to mention that you can always do a charged or OD fireball if you whiff 4HK. This option is also available if whiffed while grounded.
@@iBreloom Use 2HP more since It can hit slightly behind Akuma's head. It can help against players who love to jump over when timed correctly. Furthermore, it also provides forced knockdown on hit if I remember correctly. Can probably follow up with a DR 6MP or DR feint if the player loves to wake up super.
I don't want to backseat or anything, but Akuma's St.HK combos into his MK. I don't think there's really any reason to do HK jab so much.
@@israeltijero7685 Just a bad habit , i try to combo into 2mp more often
@iBreloom cool. I don't have akuma so im not sure exactly what his combo routes are.
@@israeltijero7685 the most common route i do is s.HK, 2MP , 2MP , Light Tatsu , 2HK, it just gives good oki and strike throw mix
Lol. What goes on in iron?
I wanna go so bad. I’ve never been iron. I’ve never even been platinum.
Whole lotta button mashing , people spamming unsafe moves , a lot of randomness.