Akuma Set-up Thread: AE 2012 Specific

I have a usable set up, but I need a slightly better one. So far I haven’t seen anything that looks like a fake cross up. Typically if you can find an always blockable set up that means there is a fake cross up. So far with Honda I haven’t found anything of that sort.

My current Honda set up is a classical cross up where it is spacing dependent and hard to tell.

I did manage to get crossup air fb and pseudo cross-up air fb off Honda in the corner. I also managed to get it to work without having to be right there in the corner. Instead of using fs.hp you can dash, tap down, tk air fb. Timing seemed pretty consistent and depending on how high up you throw the ball itll cross up or be a fake cross.

Hey guess what? Another unblockable

Against El Furete
Timing: Dash x2

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. Another nice thing about this is if you screw up the unblockable you get a left right mix up that was previously discovered.

[media=youtube]HvMfZ6OF0t0[/media]

Nice Loyal, I can take it really easily with jump LK, good job. =)

can someone please update all those corner setups (which loyal found) on the first page its been the same since it was first updated there like add the rest of the cast there… thanks :slight_smile:

That pdf is genius

Just in case it hasn’t been noted yet:

The new corner unblockable setup vs ryu/ken/makoto (throw, dash, cr. mp, jump lk) also offers a really tricky fake crossup against chun-li and akuma, which was possible back in AE with the old unblockable setup. The lk makes contact directly behind your opponent, but the attack will actually strike from the front.

Note: The jump LK will safejump chun’s EX SBK only if you are blocking AWAY from the corner.

Calvin

Uuum, so I’ve been a little busy with my univesity stuff, couldn’t concentrate on adapting my Gouki to 2012 standarts, read the first page, those setups are crazy, keep it up guys, that’s why I like Akuma players, they work for their wins, and they know that :slight_smile:

Now, I have a question, I saw from the first page, the list of set-ups by LoyalSol (thank you sir for those) and according to them, the classic unblockable (f.throw in corner -->dash x2–>jmk am I right?) still works? Is that true?

And while we’re at it, I noticed -6 using a kara throw with some nice range, but I couldn’t figure what button he uses for it, can someone give me a tip? Thanks in advance, gotta go work on my setups!

When he said classic unblockable, he’s talking about f.throw > dash > cr.MP > jump MK. Personnally I’ve more success with f.throw > dash > cr.LK > jump MK.

I know Gouki has a kara throw with far HP, but I don’t know if Roku uses this sorry…

Vega
Foward Throw.Whiff st.hk,mk demon flip dive kick as early as possible,beats all reversals

x2 dashes setups are just fine vs Vega after forward throw, j.hk stuffs his ST while he’s still grounded for a full combo (OS sweep to catch his backdash) and you can go for DF throw, palm & dive kick with MK DF as usual.

Haha i never realised i am a dumbass:P

So since I have figured out the vast majority of the set ups after throw I am working on testing set ups off of other knockdowns.

So what I have found is basically for the knockdowns which has the opponent in their back (Sweep, DF Grab, Forward Throw, DF Palm) these set ups also work, but require different timing. Which means you can use the Unblockable or any other 50/50 off of ANY knockdown that ends in the corner. You only need to adjust to the set up based off the knockdown times. If I can figure out the timing for a single set up I can estimate the frame difference and figuring out set ups should be much easier from there.

For instance if you Palm Ryu in the corner you can hit the unblockable off the set up Dash c.LPx2 which indicates that the timing is much slower.

Also even if you aren’t exactly in the corner Dash set ups can push the opponent into the corner while maintaining timing.

So right now I am using Ibuki since I know 33 is the frame perfect version of her unblockable.

I realize that every day. It helps me stay honest. :slight_smile:

Safe jump setup against Makoto after fwd throw:

Dash x 2, late j.LK.

Makes her Fukiage whiff so you can grab her, O/S sweep if she backdashes or O/S EX Tatsu if she does Grab/EX Grab on wakeup. Be Carefull when she has U2 loaded as OS anything will leave you open…

I abused the hell out of this last night in Endless agianst a good Makoto. Works pretty much like clockwork except you have to keep vigilant of her meters and not fall into a pattern: I was abusing the grab after her whiffed Fukiage once too many times and he caught me with an EX command grab into stupid ridiculous dmg + stun + kill… :xeye:

That’s when I started to throw EX Tatsu into the mix.

You don’t have to use j.lk. You can use whatever you want for a jump in including demon palm. And against Juri dash x2 mk demon palm will make ex pinwheel whiff completely but will catch jump in normals.

Doesn’t dash x2 --> jHK works well on makoto? I believe I tested it last night and all of her shoryu-punches seemed to whiff or get beaten.

Anyway, I’ve tried to do the setup on ryu, the one with after the f.throw -->dash x1—> step forward --> HK DFK and it didn’t seemed to work all that well. Sometimes it did beat his shoryus, sometimes it’s traded with them, sometime it beaten and treaded with different shoryus.
Can someone give me a set-up from forward throw mid screen that I can use to pressure Ken and Ryu, the exploding heart is screwed now, and I can’t seem to find any other way to jump in on them with a safe DF except off of a sweep.

I tried j.HK and MK with different timings and I got tagged by reversal Fukiage (up punch) everytime. But when I tried LK, it always whiffs… I don’t know. Might be my timing, or might be the hurtbox on the jumping HK/MK that allows her reversal to catch it. I just know I can terrorize Makoto users with SOMETHING on wakeup now! :stuck_out_tongue:

As for DF Palm, that’s what I used to do before the v2012 patch, but now it doesn’t work. I guess the extra 2 frames is all she needs to snuff out the palm on wakeup.

Well, Dash x 2, x-up tatsu works really well against Ryu/Ken. Yes there’s the risk of eating a delayed auto-corrected DP, but no risk no reward I say… So far, I’ve had some mixed success with Dash x 1 HK DF kick, but I’ve learned to vary my attack patterns against shotos of late and that seems to help. I see players like ShinAkuma204 and Gamogo try to keep their opponents guessing all the time and that helps even when the setup isn’t frameperfect as just making the other player hesitate long enough can mean the difference between even just landing a block string instead of getting knocked out of the air.

You got everything to terrorize her with. She is free on wake up.

Unless Makoto’s up punches got buffed in-terms of startup which I highly doubt you should have no problem safejumping it at all (fastest up punches has like 8 frame startup), it must be your timing, just mash the dashes and immediately DF palm or j.hk as fast as possible (palm + OS sweep beats pretty much everything she has on wakeup except U2).

x2dashes j.hk should safejump 7f invincible reversals and slower vs characters who wakeup normally like Makoto, 6f reversals vs characters who wakeup a frame slower and 5f reversals vs characters who wakeup 2 frames slower like Cammy.