Akuma Set-up Thread: AE 2012 Specific

(Updated: November 1st, 2012.)

AE 2012 invokes new setups due to many of Akuma’s changes. As they become available I’ll list them here. So far we have the following known practical and concrete setups.

(Note: DFK = demon flip kick. F.Throw = forward throw. j = jumping. fs = far standing. c = crouching.)

Keep in mind that these are new setups and still need thorough testing. So far however they appear promising. There are also many additional setups for Akuma, though these listed typically detail setups that are made possible from forward throw and Akuma’s flip grab.

These listings also focus on safejump setups against characters with various reversals and also detail Akuma’s unblockable setups VS characters they are possible on.

Confirmed Setups:

Spoiler

VS: Sakura, Fei, Makoto, Rufus, Ibuki, Yang, Yun, Akuma:

  • F.throw in corner > dash x2 > j.hk (Fake cross-up)

Whiffs if Sakura, Ibuki or Makoto try to block. Confirmed vs Fei, Yang, Rufus. Whiffs if Akuma and Yun try to block it as a crossup.

VS: Dee Jay:

  • F.throw in corner > f.mp > j.mk (Unblockable)

VS: Guile:

  • F.throw in corner > dash x1 > cs.mp > j.mk (Unblockable)
  • F.throw anywhere > fs.hk > hk DFK (Snuffs out flash kicks)

VS: El Fuerte:

  • F.throw in corner > dash x2 > j.lk or j.mk (From LoyalSol: Either j.MK or j.LK will give it to you, but j.MK can be whiffed if Elf neutrals. j.LK however will always work.)

VS: Fei Long:

  • F.throw in corner > dash x2 j.HK works as a fake cross up and j.MK is a true cross up

VS: Ryu, Ken, Makoto, Evil Ryu: (classic unblockable replacement)

  • F.throw in corner > dash x1 > c.mp > j.lk (Unblockable)

VS: Sakura, Ken, Sagat:

  • F.throw > dash x2 > mk DFK (Stuffs dp)

Stuffs Sagat’s dp (makes his ex whiff). Stuffs Sakura’s as they dont have invincibility (makes her ex whiff). Ken’s lp dp trades, mp dp gets stuffed, hp dp whiffs, ex dp beats DFK.

  • F.throw in corner > backdash > hk DFK (Fake cross-up against Sakura) hk DFK whiffs if she tries to block.

VS: Ryu:

  • F.throw > dash x2 > cross-up tatsu (Snuffs DPs). Only a delayed srk beats the tatsu.

  • F.throw > dash x1 > small step > hk DFK > late dive kick. Stuffs mp and hp DPs. Makes mp and ex DPs whiff.

  • Flip grab > c.mp > hk demon flip dive kick.

Results:

lp SRK = stuffed
mp SRK = whiffs
hp SRK = whiffs
ex SRK = whiffs
super = whiffs (and Akuma lands behind)
ultra1 = whiffs (and Akuma lands behind)
ultra2 = whiffs (and Akuma lands behind)
focus = wins, though a c.lp will hit his backdash recovery, focus forward dash appears to keep him safe.

Raw forward dash looks like it wins (i.e. is safe) though if you use palm os sweep, you’ll catch him.

Free punish if he tries to reversal, free flip grab if he chooses to block. If he chooses to back dash, switch to palm OS sweep/demon.

VS: Yun:

F.throw > fs.hk whiff > hk DFK (delayed) (Beats lk, mk, hk, ex dp - i.e. all his wake-up DP options.)

VS: Ibuki:

  • F.throw in corner > dash x1 > c.mp > j.mk (Unblockable)

VS: Viper:

  • F.throw in corner > overhead (6mp), j.mk (Unblockable)

Additional flip grab > c.mp > hk demon flip dive kick setups (from VolcanicAkuma55):

Spoiler

(For those who dont know, (stuff/beat = combo after) (reset = no combo after) (x-up = crossup) (*= correct/incorrect timing gives different effects))

Ryu
lp SRK = stuffed
mp SRK = whiiffs
hp SRK = whiffs
ex SRK = whiffs
Tatsu= all versions stuffed
super = whiffs (and Akuma lands behind)
ultra1 = whiffs (and Akuma lands behind)
ultra2 = whiffs (and Akuma lands behind)
focus = wins, though a c.lp will hit his backdash recovery, focus forward dash appears to keep him safe.
Raw forward dash looks like it wins (i.e. is safe) though if you use palm os sweep, you’ll catch him.
Free punish if he tries to reversal, free flip grab if he chooses to block. If he chooses to back dash, switch to palm OS sweep/demon.
Focus Backdash= sweep or HK Tatsu

Ken
SRK, Focus Backdash results same as Ryus
LK,HK,EX tatsu= stuffed
MK tatsu= whiffs, land behind, but u have to block or u get hit once
U1= whiff
U2= whiff land behind
Super= all stuffed

Akuma
All SRKs whiff, land behind
All Tatsus stuffed
Focus whiffs, won’t absorb, land behind
PPP Teleport towards= HK DF Palm, Kick, Throw will hit (YOUR DF must b input the opposite way of the 1st DF)
U1= wins
U2= block it

Evil Ryu
All SRKs whiffed
LK Tatsu= whiff n land behind
M,HK Tatsu= stuffed
EX Tatsu= whiff, land behind, must block or get hit
PPP Teleport towards= HK DF throw, kick hit (YOUR DF must b input the opposite way of the 1st DF)
U1,U2= auto-correct, block them

Balrog
hits crossup but he must block non crossup
Dash Straight= L,M,HP stuffed, EX wins
Dash Upper= EX wins, others stuffed
Dash Smash= LP stuffed, others whiff (land behind, sweep or HK tatsu)
Dash Overhead= EX absorbs DF kick, land behind/ others stuffed
Dash Low Straight= EX absorbs DF kick then SRK on landing, others stuffed
Headbutt= ALL WHIFF HALLELUJAH
Super, U1= (reversal timing will whiff n ull land behind, hard red FB him) (non reversal, ull land n front and must block) didnt check U2, either whiffs or stuffed

Oni
SRK= LP stuffed, others whiff
Tatsu= EX whiffs, but u must block ull get sucked in, others stuffed
Overhead= LP and MP reset, HP stuffed, EX whiff and ull land behind him
Demon Slash= Stuff all, but a delayed EX ull have to block and punish
U1 vertical= whiffs, ull land behind
U1 horizontal= block, no punish possible
U2= whiffs (u land JUST behind him, so damn close)

Crimson Viper
this setup will cross her up but WILL NOT WORK IN THE CORNER
Thunder Knuckle= block HP (FK), stuff others
Burn Kicks= reset L,M,HK, block EX (F
K)
Seismo= block EX, stuff others
U1, Super= block

Gen
Gekiro (Up Kicks)= EX whiff n ull go behind, others stuffed (YES!)
U1 (1st Ultra set, Mantis)= wins
Super (Crane)= LK,MK hit, HK whiff
U1 (Crane), U2 (both), Super (Mantis)= whiff, land behind

Guile
This setup will
Flash Kicks= all whiff, land behind
Super (All), U1= ull land behind them and get hit once, no knockdown, punish Guile
U2= block it

Fei Long
This setup will x-up Fei Long only in the corner
Flame Kicks= all whiff
Chicken Wing= HK stuffed, block the others
U1= whiff, land behind
U2= this will NOT activate if u do the setup in the corner, otherwise it will activate
Super= stuffed

Juri
Pinwheel= EX whiffs, others stuffed
Counter Pose= LP,MP,HP stuffed, EX activates, c.HP Juri
U2= block it

El Fuerte
This set up will fake x-up Fuerte only in the corner
Guacamole= all whiff, ull land behind
U1= jump out of the way
U2= wins, but can whiff

Cody
Ruffian Kick= all stuffed
Bingo= all whiff, go behind
Criminal Upper= LP,MP,HP stuffed crossup, EX wins
U1, both Supers= block it
U2= whiff, go behind

Honda
Sumo Smash= all whiff, go behind
Sumo Headbutt= MP stuffed crossup, others whiff and ull land behind
Super, U1= whiff n ull land behind

Unconfirmed Setups:

Spoiler

VS: Sakura:

  • F.throw in corner > backdash > late hk DFK (Fake cross-up against Sakura)

Various Setups Demonstrated by LoyalSol (with video examples):

Spoiler

http://forums.shoryuken.com/t/akuma-set-up-thread-ae-2012-specific/138573page-3#post-6306602
http://forums.shoryuken.com/t/akuma-set-up-thread-ae-2012-specific/138573page-3#post-6306752
http://forums.shoryuken.com/t/akuma-set-up-thread-ae-2012-specific/138573page-3#post-6306821
http://forums.shoryuken.com/t/akuma-set-up-thread-ae-2012-specific/138573page-3#post-6306954

YouTube playlist of demonstrations:

http://www.youtube.com/playlist?list=PL46AEE426AD11EEC7

Additional Setups + Explanations Compiled by LoyalSol:

Spoiler

Abel:
Timing: Dash x2
Early j.MK = Fake Cross up
Late j.MK = Real Cross up
Cammy:
Timing: Overhead (f.MP)
j.HK = Fake Cross up
j.MK = Real Crossup
Chun Li:
Timing: Dash c.MP
j.LK = Fake Cross up
Late j.MK = Real Cross up
C.Viper:
Timing: Overhead (f.MP)
j.MK = Unblockable
Deejay:
Timing:Dash c.MK
j.LK = Fake Cross up
Late j.MK = True Cross up
E.Ryu:
Timing: Classic Unblockable
j.MK = Unblockable
Fei:
Timing: Dash x2
j.HK = Fake Cross up
j.MK = Real Cross up
Guile:
Timing: Dash s.MP
j.MK = Unblockable
Ibuki:
Timing: Dash c.MP
j.MK = Unblockable
Juri:
Timing: Dash x2
Early j.MK = Fake Cross up
Late j.MK = Real Cross up
Ken:
Timing: Classic Unblockable
j.MK = Unblockable
Makoto:
Timing: Classic Unblockable
j.MK = Unblockable
Ryu:
Timing: Classic Unblockable
j.MK = Unblockable
Sagat:
Timing: Overhead (f.MP)
Early j.MK = Fake Cross up
Late j.MK = Real Cross up
Sakura:
Timing: Dash s.MP
j.HK = Fake Cross up
j.MK = Real Cross up
Yang:
Timing: Dash x2
Early j.MK = Fake Cross up
Late j.MK = Real Cross up
Zangief:
Timing: Dash x2
Early j.MK = Fake Cross up
Late j.MK = Real Cross up

General forward throw notes: (by Metallicaband)

Spoiler
  • dash x2 > j.hk is meaty.

  • dash x2 > j.hk will safejump 7 frames and slower reversals vs characters with normal wakeup times. It will also allow you to safejump 6f reversals VS characters who wakeup 2 frames slower.

  • dash x2 > j.hk will safejump Cammy’s 5f dp as she wakes up 2 frames slower from forward throw.

  • dash x2 > empty jump will safejump 5f reversals VS characters with normal wakeup times and 4f reversals VS characters who wakeup a frame slower.

  • dash x2 crossup tatsu still beats Ryu, Fei and Sagat’s DPs. It can be beaten however by a properly delayed dp.

  • dash x1 > small step forward > hk flip palm whiff is still effective to change sides.

Credits:

These setups have been discovered and detailed by the following SRK posters:

MooiboyRoy, SpyxTEC, ShinAkuma204, Metallicaband, dr4gz0r, oX Ajay Xo, CabinFeva, LoyalSol, BegottenPrism4, C2Q, Spidey89, Gamogo, VolcanicAkuma55.

Reserved.

Reserved.

Heres a video of the Sakura setup I mentioned in a previous thread.
[media=youtube]HH2nVFzQ7t0[/media]

Thanks for the thread, an updated one would really help around here. A few things though:

  • "VS: Ryu, Ken, Makoto: (classic unblockable replacement)
    F.throw > dash x1 > c.mk, c.lk > j.mk (Unblockable)"
    It’s without dashing, just whiffing cr.mk + cr.lk for a total of 34 frames before j.mk.

  • "dash x2 > j.hk is very meaty."
    I wouldn’t exactly say it’s very meaty because if you mistimed it even by a bit you’ll only get an air reset if the opponent jumped out, it’ll stuff jump attempts for a full combo if the timing was done fast enough though.

  • "dash x2 > small step forward > hk flip palm whiff is still effective to change sides."
    It’s only 1 dash then taking a small step forward so it would be ambiguous , 2 dashes then HK DF would be pretty obvious that Akuma will land behind you.

Also, here are the abnormal wakeup times vs Akuma’s knockdowns that I’ve found in SSFIV, I removed Adon’s wakeup time since it was fixed (when I made this list I considered Ryu’s wakeup time as normal, so anything slower or faster than that is “abnormal”):

This list doesn’t include characters that have some invulnerability frames when leaving the stick on neutral on their wakeup (i.e Gen or Adon, Yang had this AFAIK in AE and I’m not sure if it’s fixed).

If anyone knows any more verified abnormal wakeup times vs Akuma’s knockdowns Only please mention them (wakeup times vs other characters could be different and it’ll only add confusion to mention stuff without checking 'em).

Yeah, it’s a bit generic and could even not work at all depending on the hitbox. For this type of corner shenanigans we’ve got to go into characters specifics setups (I remember using something like dash, st.MP, then j.HK against Rufus in AE).

I posted one in the other thread for Seth, it’s a 50/50 corner situation depending on the jumping normal you use.

I have no idea how to get these “unblockables” to actually work. I’ve been able to block them 100% of the time when I setup the computer to do them. The easiest to get without missing any frames would be the dash x2, jumping roundhouse. It’s ambiguous, but it’s not unblockable…or at least I’m not getting it to be.

I didn’t saw it mentioned but the old 3frame safe jump after f.throw works perfectly on 5f reversals now (seems logical with the 2f nerf)

Apparently yesterday, the F.throw > dash > walk a bit > HDF instant divekick, can stuff out reversal cannon spike on cammy. Haven’t tested it thoroughly though, but i got it on this guy like 3 different times.

Also this was proably realised already but the yun setup also makes U1 whiff

Hey guys, I’ve spent hours trying to come up with new setups for akuma after his forward throw nerf, so here what I have found:

SSF4AE v.2012 Corner Setups After F.Throw:

1.General setup: [Whiff instant far HP > instant HK demon flip] This is similar to the famous demon flip grab > dash > HK demon flip (but it doesnt work on everybody, but it does n a lot of characters, so test it)

2.Unblockable (Ryu, Ken, E.Ryu, Makoto): [dash > Whiff cr.mp > instant jump mk crossup] This is not a frame accurate unblockable (because its 33 frames, and we need 34 frame to be exact) but it is good enough, but u need to delay the cr.mp to kill that one extra frame

3.Unblockable (Ibuki): [dash > Whiff cr.mp > instant jump mk crossup] This is a frame accurate setup so you need perfect execution

4.Fake Crossup (Cody, Yun, Yang, Guile, Sakura, Oni): [dash > Whiff s.mp > instant jump mk crossup] it is called fake crossup because it hits like a crossup but has to be blocked not like a crossup. And also for some of these character u can even use hk instead of mk, yeah thats right the hk will hit from behind but still has to be blocked straight.

**5. Fake Crossup (Gouken, Cammy, Sagat, Seth): **[dash > Whiff s.mk > instant jump mk crossup] Same as the above but different setup.

**6. Fake Crossup (Akuma, Dan, Chun-Li): **[dash > Whiff cr.mp > instant jump mk crossup] This also not a frame accurate setup, so slightly delay the cr.mp to kill that extra frame

**7. Fake Crossup (Abel): **[dash x2 > instant jump mk crossup] Oh how much I miss this one, but in 2012 it works differently this time.

**8. Fake Crossup (Gen, Rose): **[Back dash > instant hk demon flip] Gen can only block this by crouching and blocking it normally not crossup, but for Rose its just a fake crossup.

Thats all I was able to find. I was too lazy to keep testing the whole cast, so you guys do that and post it.

And btw if there is any setup that doesn’t work Im sorry for that and please let me know

PS: When you are testing the setups, test them using Playback and NOT Record, because sometimes when the character is neutral the hurtbox somehow disappears, which will make ur setups to whiff sometime, so always hold a direction to block.

Good stuff lord, will try some of those asap.

Btw, I suggest you rename those “pseudo-unblockable” into “fake crossup” when applicable or something, because it’s not like you cannot block those…

I saw this video today:

[media=youtube]C91KgDMNn1U[/media]

F.throw > dash x1 > c.lk > j.mk (VS Ryu, Makoto, Ken)

hey, could you specify which set ups are corner-only and which aren’t? thx and great job!

If anybody is having trouble hitting these unblockables remember to time your jump attack to hit Ryu in the shoulder.

So much tech in so little time. Gotta love the diligence of the community.

Sako Corner Safejump Setup
F.throw in the corner, backdash, step forward, j.hk

Always nice to have options.

Edit: Since I cant test this ATM, someone should see if the f.throw in the corner, fs.fierce, tk cross up air fb setup still exists.

I’ve been trying the ryu setup from the 1st page ( dash x1 walk slightly and hk df) to stuff dps, and it either makes his dp whiff, trades, or beats my kick clean. I must be doing it wrong? ;_;

yeah you gotta delay the df kick a little bit, that way everything whiffs and lp srk gets beaten.

Arite, I was expecting to stuff the other dps, thanks for clarifying. Ryu is able to forward dash this setup, and if you try to OS sweep he can block the sweep >_> Whatever though, it’s still good.

Well yeah thats for beating srks :stuck_out_tongue: With the same timing you can cross up with palm aswell.