As the title suggests i'm having issues with the execution of this, but contrary to normality it does not concern the PS3 version of the game but on the 3DS (i'm sorry!)
I guess this question is more like, are the game mechanics of the 3ds version of the game completely the same as the ps3/xbox versions? The push back on the cr.LK, cr.LP seems to be far greater on the 3ds version than when I perform it on ps3 (just to note I can perform this combo easily on ps3) so akuma is always outside of the close HP range. Has anyone else who also plays SSF4 on the 3ds been able to do it? Are the timings ridiculously tight? To add to the background of the situation these are the last two combos I need to do so I assume my timing isn’t horrendous but this one just eludes me. Any help would be greatly appreciated.
P.S. I have had no luck p-linking it on the 3ds which makes me think even more there is a mechanic issue but I hope I’m completely wrong and I’m just being a scrub.
P.S.S. i have done trial 8 by cheating i.e. cr.LK, cr.LP, st.LP, st.HP sadly this does not help me for trial 20 since the far HP cannot be canceled in to LK-tatsu.
Responses (1 total)
Well no help received but luckily I figured out a trick for myself. Now I am convinced the timing for this combo and others like it (e.g Seth #22 and Gen #21 and #22) is far strickter on the nintendo 3ds than for the ps3 or xbox360. Anyway I realised that it was the push back of the cr. LK, cr. LP that was causing my chances of connecting ever so slim. I checked the frame data and it turned out it was a 2 frame link so a manageable amount of time to get the moves out but since akuma was being pushed back so far he would only be in range for a close st. HP for almost no time at all. So having pulled my hair out trying to connect the move I stopped and had a long think. I then noticed Dan standing by himself. Now i'm sure everyone has noticed that the characters all have a little idle movement they do if they aren't moved for a while. Well I noticed that during dan's arm waving idle pose he actually brings his front leg back and leans back for a second. So holding forward with akuma and having him walk up against dan during the moment dan moves back slightly akuma actually gets even closer to dan. This extra bit of space forward allowed the st. close HP to connect properly thus making the combo much easier. Eureka!
I hope this little attention to detail proves handy for other people as well, as I said above it is also useful for other combos like it. If more explanation is required, just leave a comment.