Gen’s jump arc while annoying is still easy to anti-air.
To be honest the only characters who should give you any significant trouble anti-airing at a high level are characters like Viper who can change their jump arc at a moment’s notice. Even then it isn’t impossible.
I will say though Sakura’s jump ins are the devil. That crap is annoying. Make one bad c.HP and all of a sudden you eat a large combo. >_<
f.lp is +4 on block, so f.lp, c.mp/f.mp is an airtight link. Though an absolutely useless one as f.mp leaves you at -1 and c.mp will rarely hit at that range.
Quick question guys, as a Chun player this is one of the matchups I struggle with most. Most people agree that the matchup is 6-4 in Akuma’s favor, I’d go as far as to say it is 6.5/3.5 if not 7/3. Akuma’s ability to o/s Chun’s wakeup means the entire match becomes a guessing game where even if she guesses right she’s still at a disadvantage.
What are some of the things Chun players do to you that you find really effective?
If anyone is down for matches sometime, my PSN is SnakeAes, GFWL is psnSnakeAes.
The matchup for Chun comes down to abusing your superior pokes and not to get knocked down. It seems really hard seeing as you cannot make akuma come to you as he can keep you out all day and the instant you make a mistake you get swept. It’s worth it to stock super because you can always punish sweeps, u1 can punish sweeps aswell. It can also be used to punish sloppy air fireballs and just ground fireballs in general. St.mp is your best friend.
Wall Dive can be abused so much against players that don’t know the matchup. It’s true you can forward dash a lot of setups, but some setups from a forward throw or cr.HK linked from sweep destroy everything except good blocking.
Once you counter Oga, that matchup should to a bit easier for you. But in honesty I enjoy the Akuma matchup, I’d even call it even, if not in Gens favour (Imo…) It just feels awesome.
Feel free to ask questions, it’s 2:30am here and im dying, wil reply in the morning
I call the match up 6-4. I play against one of the better Chuns in the US and I don’t think Akuma walks all over her so bad she can’t win. Her pokes crap all over Akuma and once she gets U1 or Super the match up becomes a pain.
Agreed. This matchup tends to be one of patience. I just like to get a knockdown and set up a dive kick that stuffs EX SBK. Her being able to reversal a blocked sweep with U1 / Super can be annoying, but you could always just cancel the sweep into a Super / U1 and catch her before she kicks.
St.hp: Always a solid AA, and useful here as well. Good, long hitbox but tends to lose to EX walldive
Cr.hp: Not as long of a reach as st.hp, but still a great AA because it’s hitbox is monstrous. In my experience, an early cr.hp doesnt lose to EX but I havent played 2012 yet because Im still on deployment >_<
SRK: Great AA with lots of invincibility, but without quick hands you have to input as he starts the walldive, meaning he can easily bait you with a lk or mk walldive and make ya whiff
Ultra 1: Ends up beating out Ex, HK, and even catches MK walldives. Covers 3 of the 4 options.
Sorry if this is in the set up thread i was just daunted by all of the char specification (ex akuma player but its still intense :S). In AE 2012 what are good Forward Throw setups vs shotos, 4 framers, and 5 framers?
I’ve got a question, Akuma, Have you learnt to subdue the Satsui no Hado yet and play nice?
It clearly doesn’t work, just look at me, I’m up and alive and never felt better, I think you cured my arthritis with that last bout we had.
No matter how many times you save your pitiful skin by emptying it of it’s soul against my overwhelming power, survival is the best you can accomplish against the likes of me. Your “power of nothingness” will always remain nothing compared to the Master of the Fist.