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Eventually, even digital data will no longer be owned by individuals on their own initiative. Whenever there is a major change or accident in the world, in a country, in a government, in an idea, in a trend, access to it may suddenly be cut off.
𝘋𝘰𝘰𝘮, 𝘥𝘰𝘰𝘮, 𝘥𝘰𝘰𝘮, 𝘥𝘰𝘰𝘮…
We’re proud to announce we’ve acquired the publishing rights to cult-classic animated franchise INVADER ZIM, and a new era is about to begin!
Prepare yourself, humans, for more details and A RETURN OF IRKEN SUPREMACY later this year!
Advanced jump techniques with Akuma 👇
0:00 -
Use j.2MK directly above the opponent.
When spaced directly overhead, light DP often whiffs.
If they attempt a cross-cut DP, j.2MK can beat it with the right timing.
0:12 -
Jump forward after reading a corner throw mix.
If you see a shimmy, aim to use j.2MK directly above them.
When timed well, it can beat both regular and cross-cut DPs.
0:21 -
(Also applicable against Alex, Mai, Juri, and Lily.)
With Mai or Juri, input 236214 (or 214236) before the jump so the command still comes out reliably even if you cross over the opponent.
0:39 -
Jump forward on reaction to A.K.I.'s fireball.
If you react quickly, you can empty jump and block her 236HP anti-air.
If your jump is late or you jump over an OD fireball, a distant Air Fireball can help cover the mistake.
0:55 -
Jump on reaction to Viper's long-range Seismo.
If it was a feint, use an empty jump to recover safely.
1:05 -
Against characters such as A.K.I. and Manon, who have difficulty anti-airing LK Demon Flip > HK follow-up, mix in HK or P follow-ups for a stronger guessing game.
1:19 -
Use LK Demon Flip > P follow-up to bait and punish A.K.I.'s 236MP anti-air and Dhalsim's 4HP anti-air.
Against Dhalsim, delayed HK follow-up from HK Demon Flip can beat 4HP anti-air attempts.
1:36 -
Use a high Air Fireball to bait Jamie's DP.
You can also bait anti-airs from JP, Guile, and Dee Jay with high Air Fireballs or j.2MK.
Against anti-airs such as Rashid's Medium Mixer, a distant high Air Fireball can punish the attempt.
Special jump techniques 👇
0:00 -
Jumping on a fireball read
Place a LK Demon Flip and press HK if you see a fireball.
Against fireball > safe fireball sequences, perfect parry the first fireball, then place a LK Demon Flip and press HK if you see the second fireball.
If no fireball comes out, you can simply land and reset the situation.
0:10 -
Air fireball against hard-commit counterpokes
Useful against players looking to counterpoke your preemptive https://t.co/dZS0R9M0sH or https://t.co/oPb0pV5AQW after blocking st.HP.
You'll lose if they immediately counterpoke with another st.HP, but if you read the counterpoke, you can beat it with an air fireball.
Examples include:
Marisa https://t.co/tYbJLpulX8
Ryu 6HK and 236MK
Vega st.HP
Ken https://t.co/tYbJLpulX8
A.K.I. light Whip and st.HP
These can be used to punish attempts to beat preemptive https://t.co/dZS0R9M0sH.
Air fireball can also be used against:
Elena https://t.co/tYbJLpulX8 and 6HP
Guile https://t.co/tYbJLpulX8
Viper st.HP
Jamie https://t.co/tYbJLpulX8 and 6HK
Manon https://t.co/tYbJLpulX8
Chun-Li st.HP
and other similar counterpoke options.
1:12 -
j.2MK against anti-air reads
Against Ken's corner escape jump, if you expect cr.HP anti-air into Run Stop to prevent the side switch, use j.2MK near directly above Ken.
This causes cr.HP to whiff and allows a punish.
Also effective against:
Blanka 4MK anti-air
Marisa cr.HP anti-air
Sagat https://t.co/tYbJLpulX8 anti-air