Akuma Set-up Thread: AE 2012 Specific

What does this mean? I thought the standard method was to record the AI to do something and then use playback to see if it works against you. I have no idea what benefit just using record alone would give. I am also still confused as to why these are called unblockables, or even “pseudo unblockables”. Every one that I’ve done looks like a move that will cross up when it normally can’t, but you can still block it.

There’s a lot of hazy stuff coming through that demands additional testing, particularly the liberal smattering of ‘unblockables.’

AE’s unblockable is an example of a tried, true and reliably executed unblockable setup. Some of these “wait a little bit, take a small step” setups invoke error and aren’t what I consider reliable unblockable setups at all. At best they are ambiguous cross-ups. I’ve put some notes against the findings so far with respect to placement (corner, etc) and also the need for further testing.

Supposedly you guys got good mileage out of the Viper setup - thats an example of a setup thats proving to be reliable and reproduce-able.

This is hilarious, did we just find more setups than before the forward throw nerf? I’ve never seen so many in one place. Good job Capcom!

Because some characters such as Gen, has total wake up invincibility (only if you arent holding any direction). To make it clearer, here is an example: The fake crossup setup that I mentioned (f.throw in corner > back dash > instant hk demon flip dive kick), if you put akuma on Record and try to do this set, you will notice that the dive kick is whiffing so obviously you will think this is a wrong setup, however, if u switch to Playback (with the same setup recorded), and try to block with gen either way, you will see that the dive kick is hitting him even though it was whiffing on Record. To further explain this, stay on Playback but this time dont press any buttons with gen you will notice the same thing happening in Record (its gonna whiff). Hope this helps :slight_smile:

I know for a fact the Viper unblockable exists and should work with the new set up. I found it back in super, but the timing was about 37 frames. With the 2 frame nerf that puts it at 35 frames which is the old timing for Ibuki.

I tested it on the PC edition before 2012 came out so unless something else changed that should work. I would give you a definitive answer if I had my xbox next to me. I can try it out tomorrow night

not sure if this works but vs ryu / ken

f.throw > dash > whiff st LK > jump mk in corner

I see. So basically, record what I am attempting and use playback regardless, even if it looks like I might have actually whiffed on the first recording to see if there is a difference.

^ Yeah exactly

To be honest I knew a ton before the nerf, but I just never got around to posting them. :confused:

Awesome thread…

I’ve been googling around for some framecounts of some of akuma’s moves. I’d feel pretty stupid if I spent a saturday afternoon staring at fraps recordings if it turned out someone on the boards here has it all written down on a notebook next to their keyboard.

the list of frame counts I’d like to have/build is for the following:

hard knockdown FTW (frames till wakeup):

[LIST]
[]Sweep
[
]DF Palm
[]DF Throw
[
]Forward Throw
[*]Back Throw
[/LIST]
Total frame count of DF whiffed palm
Total frame count of a forward jump
frame count until first active frame of the DF slide

This would be standard wakeup times, which would compliment Metallicaband’s wakeup deviation info. Most other moves like dashes and normals have well known frame counts so that’s covered.
I realise this is good fodder for the Q&A thread, and when I get/sort answers out I’ll put them in there, but I think that info will be put to use in a setup thread so may as well be close to hand…

A couple things Gam:

  • Corner fwd throw, cr.MK, cr.LK, j.HK (Ryu, Ken, Makoto): This doesn’t require any more testing, was confirmed by metallica (and me too). It also works on Evil Ryu.

  • Corner fwd throw, dash, cr.MP, j.LK: This is missing, and it’s the easiest (dash, plink) unblockable we have on Ryu, Ken, Makoto and Evil Ryu. Seems also easier to land than the above. Shin suggested it and tested, it works.

It might also be worth mentioning the tip by Shin, aim for the shoulder (it helps the timing) when using j.LK/j.MK.

No need to, I’ve already confirmed it in the other thread, it works like a charm (surprisingly, for the others unblockables it didn’t go that smoothly).

Well, I believe this comes all out of spite @ Capcom after they so ignominously nerfed our favorite demon for the 3rd consecutive time. They want to limit Akuma’s “loop setups”? We’ll show them they can’t do that by applying stupid nerfs to a character that was already very well balanced. We will not be intimidated by their callous treatment of our main character and will proceed to find setups that will destroy every single one of our opponents by forcing them to block and FAIL. We WILL discover new unblockables that get around Capcom’s censuring…

We are Akuma… And we will teach Capcom and the rest of the SF community the meaning of PAIN!!

On a side note, these setups are great! Helped me out tremendously last night! Keep them coming!! :woot:

A setupd after a throw midscreen that seems to be not bad : wif stand lp, demonflip ex, if you wif palm you will go behind, if you kick it’s 4 frame safe jump.
It cost 1 ex however at some point i think it worth it.(tested on fei long only)

Do you delay the dive kick or do it straight away?

edit:And you also say safe jump for 4 frames and you tested on fei.Fei has a 5 frame uppercut

Sry i was pretty sure than fei was 4 however, i delay the divekick, and i did not have time to test this setup a lot (i’m at work, just found it yesteday evening) ^^

Setup against guile after FWD throw.
fs.hk whiff >Heavy DFK (delayed)
Beats all flash kicks clean

3 frame reversal safejump after a forward throw:

dashx1>cr.lp>j.hk late

Has anyone got a way to beat dudleys dp off a throw?
With his new 3 frame uppercut added no longer being safe jumpable,and add his counter move,really need a way to beat his dp

This safejumps srks?

I was able to get the Ibuki unblockable to work with 90% consistency. It also seems like you can hit the j.MK so late that the unblockable doesn’t work.

Dash > c.MP

Confirmed for Ibuki unblockable