Akuma Combos, Strategies, and Match-ups!

Interesting. Who did you test the crossup hk on? Crouching or standing?

standing ken, but I can see just from looking that it will work on taller characters. I highly doubt it will work on shorter ones though.

Can you make a video?
Does the jhk still hit if opponent guard low?

Here ya go
[media=youtube]WFCGzxKO1qQ[/media]

Good shit.com
2012 and things are still being discovered, hope the japs didnt know before you

Okay, this thread seems kind of dead, but I’m in serious need of some match up advice.

Out of every character I’ve faced in 3S, the one I have no idea how to fight against is Dudley. With everyone else (aside from a few low tier characters I rarely see) I have a sort of game plan or idea of how I’m going to approach the fight, but with Dudley, I’m clueless.

I recently ran a long set with a friend of mine who plays a very solid Dudley, and I tried to break the matches down and see if I could dissect his game plan one aspect at a time. For example, one round I’d try to tech all of his throw attempts, while the next I’d try to parry through a pressure string, and things like that to try to ease the match up, but I feel like there’s something I’m missing.

I always tell myself, ‘Don’t let him get you in the corner’, but no matter what I do, I end up there, and then it’s like, ‘You can block for as long as you’d like, but you’ll get opened up eventually’. Overall, I’m really struggling with this character…

I’m nowhere near the skill level of most of you on here, but any advice, and I mean any, would be highly appreciated. Anything on how to deal with his pressure/mid-range game.

Dudley can definitely be tough. He actually has very good defensive options against Akuma.

First thing to remember is your ideal range in this match should be outside Dudleys st.RH range. Here your c.mk is very strong, and he can’t jump at your without facing all your best AA options. If you aren’t 100% at anti air srk x sa1 against Dudley yet, you need to be. You’ll find Dudleys will rely on HP in this situation as its a good response to c.mk but as long as you’re attentive and focused you should still command the advantage.

Also a lot of people seem to think far RH is good against Dudley but imo it isn’t very good. Good hitbox for an anti air but it also extends your hitbox way far out there and combined with its slow startup its easy to get tagged by a random RH x ex MGB.

Defending against dudley is tricky. I like crouch tech in this matchup to beat throws since if they end up doing short swing blow instead I’m still safe. I also like far standing mp as a defensive poke. It has good range, doesn’t whiff on crouching Dudley, fast start up and is cancelable. Throwing one of these out during a pause in a Dudley’s attack then canceling into tatsu or demon flip can get you out of a sticky situation right away.

Could probably keep going on and on, but last thing I’ll say is there are lots of ways you can make a dumb mistake and completely blow the game against Dudley. Don’t throw air fireballs that a dudley player can command dash under. Don’t throw out willy nilly tatsus on Dudley when he was a super stocked (Dud can reversal super any tatsu on block).

Also helps to be able to red parry ex ssb

I find that if you do happen to accidently let him get close then cr mp with buffered lk tatsu works nicely. Obviously the cr mp is intended to whiff, so that it will only hit if they throw something out (but more importantly so that they wont get a parry on you), but since most dudleys like to press stuff alot, it works pretty well. Once they’re scared to press stuff it’s easier to back off or throw them so you can escape the corner.

I’m not great at anti-airing Dudley just yet, but I was just using a Hard DP and hope he wouldn’t parry it all. I’ll work on that though. I’ll find out the range of his st.RH too. I don’t know anything about Dudley’s normals, so that’s probably a good place to start.The crouch tech part is really good. Seems obvious enough, but I got hit with one after whiffing a throw tech so many times, so I’ll use that for sure. I was trying to use st.mp in Demon Flip, but it seems that his st.mp (I believe) was beating it out, probably because he had frame advantage, but I’ll figure it out. Fortunately I didn’t throw many air fireballs and hardly did raw tatsu. I’ve been moving away from that stuff recently. I buffered super into a cr.mk so many times, but I never landed one. Couple that with the fact that I couldn’t parry his jump ins (we were online) and you got a pretty bad set. Thanks a lot for the tips guys, I really appreciate it, and if anyone else has anything from there personal experiences, feel free to add.

I think if your anti air game ain’t solid, then doing cr mk or cr rh alot can be very risky versus dudley.

There were times where I would do a cr.mk and when he’d jump, it’d give me time to buffer the DP during the recovery frames, but I didn’t have the presence of mind to cancel into super, but yeah, a lot of times I’d just eat it jump RH. I also used close st.fr cancelled into Demon Flip as an anti-air as well, and it seemed to work out for the most part. I just couldn’t time an empty Demon Flip for the life of me.

I’ve seen some use of far st.mp as an anti air on Dudely followed by a hp srk as they finish falling if they parry the mp. You can vary the timing a bit on the srk to throw them of I think. You gotta get a bit of space too so they’re not falling on top of you and the far mp comes out.

A long time ago I tried doing that after Ryu’s donkey kick jab reset but anyone worth his salt would react due to the long time you have after the reset. Also simply moving backwards negates it.

I agree, but I think the uoh and low forward confirms after the reset look like they could be used.

The low forward will work but its hard to imagine someone would block high after being reset. As for the UOH I think it suffers the problem of being slow.

What options do each of you like after a blocked dive kick?

To me this situation is kinda similar to like waking up in the corner. You’re just forced to make a quick decision, but there’s a bunch of different things that would work well in that situation all depending on what you expect your opponent will do so theres no real go to options here.

Jump back is probably the safest, esp if you add a jump parry on the way up (yun/yangs launcher beats jump back really well without the parry in there)

Just gotta really read them though. If a Yun is doing dive kick, then 123 after every blocked dive kick, obviously you want to forward parry after the dive kick. If the Yun is doing throw when they land, you would want to dash back, or just go right into fp x tatsu or something. Time to flex your yomi muslce!

for anyone struggling vs makoto or dudley, crouching mp - step back, repeat (or step forward repeat), type of stuff is good to do half to full screen. Same with hadouken spam of different speeds. Another good tactic to use at this range is to jump forward/up/backward and throw out hadoukens early (before apex) and late (after apex). It basically acts like a shield (think guile sonic boom dash ins) as you come down. I also like to throw out really late hadoukens where it doesnt even come out but just makes the gouzenku sound or whatever to confuse/mix it up.

You should buffer lk tatsu into the whiffed cr mp too. Just incase it hits.

What is the most damaging super whiff punish combo for gouki?