Knockdown the opponent and then do a standing jumping FB, and when you land time a demon flip so you land on top of the other player when the FB hits, since the opponent would be blocking the FB he is open for a grab, you grab him in time with the fireball and get the throw.
I’ve been using this over the last few days and finding it working quite well.
Forgive me if this is a scrub tactic or anything but I’ve not seen it used before.
But really, I understand what you’re saying, but if they’re in hitstun you wouldn’t be able to grab and throw them. So either you’re demonflip grabbing before the fireball hits (which is reversible) or you’re doing it after the hit/block recovery of the air fireball, which is still punishable. It’s still not a bad tactic, just throwing that out there.
Sometimes after a throw, I will do a forward jump lp air fb. The fb lands right at the tip of their foot, but still wiffs, then I throw them again. It looks like the fb will hit so they block, but it whiffs, it’s like a tick throw.
Also, if I have someone(with poor wake up reversal options) in the corner, after a throw, I neutral jump lp air fb -> demonflip throw. I then repeat it again but I might mix up a mk divekick to cross them up. Akuma’s corner game is scary.
Interesting, may try that. Another which I use often is jump towards with air fireballs then F+MP on landing. Most people will instinctively block high when you jump in then block low ready for the sweep after. If they do block low then the over hand chop will be good for two hits. Handy when you mix it up with throws and fireballs.
Another way to catch them by surprise with a throw is:
After a throw, immediately jump towards them and throw a HP zanku at them on descent. As soon as you land, do HK Demon Flip. It will look like you are flipping over them, but blocking the Zanku will knock them back right into your DF throw range a few frames after they come out of blockstun. If they don’t block the fireball, facepalm will combo into the fireball and knock them down.
It’s not safe because they can reversal SRK, but it works as a surprise move.
Only a few chars can reversal this, I actually find it is quite viable on the remainder of the cast. Although it’s reversable, it cannot be interrupted without an invincible type move, so if they don’t have that, it’s a good way to get frame advantage (DF palm gives a hefty frame advantage, enough to make your next move non-reversible). This leads to other mixups and pressure.
Although, against those same chars, I find the payoff for walking up to meaty jumpin/crossup tatsu mixup is usually better. It’s always good to mix things up and use different setups though, to keep your opponent from getting mentally comfortable.
Useful on some chars, but beware some others. For example shotos can EX reversal srk through both your fb and your demon flip attack.
The benefit to meaty air fb on cornered people is you can time it so you land from it before they get up, but the fb is still on the way down to hit them meaty. Thus, you can wait for them to block, and still be able to followup. But if they reversal, you can block it and punish. That’s why you see the majority of the time people just walk in after the air fb.
Its my understanding an EX-SRK will smash through an air fireball used to pin opponents to the ground on start-up quite effortlessly suggesting you’d perhaps do well to be wary about using it against a stocked Ryu, Ken, Akuma and possibly Sagat.
Anyone able to clarify this? I’m new to Akuma and one of my focuses right is identifying ways in which to avoid taking damage.
EX Shoryu has invincibility all the way to the top. But if you are fireballing on your way down (as you usually should) it won’t hit you (at least at the mp air fireball range) so you get a free punish.