Akuma Set-up Thread: AE 2012 Specific

No setup. Did it with manual timing.

There is something I don’t get with all these unblockable setups. for example the video above with Guile and the demon flip throw setup in the corner. It’s clearly a cross up. If the opponent block up left he should’nt get hit right? plus you end up in the corner…so what’s the point of doing it?
Isn’t it better to go with a dash cr.mp j.lk. it crosses up and you land on the same side.

I’ve been trying a few things with ultra 2 against balrog out of the corner :

forward throw, 2 x st.lp (mash them), dfhk (do the complete motion) late palm option select U2 (input up punch up 3 kicks).
If done right it beats everything : backdash, dash punches, all 3 headbutts and also ex headbutts. The good part is that the timing works for df throw once he realizes he has to block.You can do the same thing out of df throw with a dash and dflk (input 3x forward qcf lk). it beats everything.

There are a lot of other setup for using this option select against Balrog but some get beat by his light headbutt. I also have a question : any other match ups who become hell for the opponent because of ultra 2 beside Rufus? there must be something against other characters with shitty wake ups options

You mean you don’t know the purpose of unblockable ? I’s not a “hard to guess” the block, it’s “you can’t block it”. What you talk about is ambiguous setups, not the same thing.

I would say Gouken would be annoyed by U2 since our best meaty safe jumps on him is the palms ones. (if I remember correctly)

You misunderstand. He’s trying to figure out why that is unblockable (or just frame blockable as the case may be) when it looks like a standard cross up.

hm still sound weird I never saw unblockable or read unblockable had to be from a middle hitbox hit. It always were (almost always for corner ones) a hit on the back shoulder if not lower, on the opponent. But sorry If I misunderstood Nouh_09.

Actually I’ve heard from other players/stream commentators when picked the game a year ago that most of them were just frame blockables. so I’ve never really trained them since in my mind the opponent could still block them. I’ve tried a couple times, miss timed the setup and gave up on these. good to know it’s actually a guaranteed combo if you hit it right. so thanks Shabrout.

By the way the set up against rog is so good. I’ve hit it on the first game, first throw against a friend online yesterday, that made him so scared, he never tried to wake up headbutt again.

You can still just focus out of the true unblockables, although you rarely see it happen.
Apparently you can actually block them too, although it’s rather impractical. Most people won’t be able to block them, and those that do probably won’t be able to block as much as a normal crossup.

1 frame window to block is very difficult and makes unblockable setups very valuable when mastered . Focus dashing on wakeup can be punished on reaction by good players (e.g just sweep), unfortunately I suck at doing that and kind of “freeze” when that happens, gotta train punishing it more.

Always anticipate the escape. Most of time people freeze is because they expect it to hit and go into a block string or hit confirm.

[media=youtube]Ip01GoxdIDE[/media]
corner throw unblockable against shotos and makoto, I personally find it easier to do than the one with dash.cr.mk

[media=youtube]OonxFzbd0JQ[/media]
corner demon flip throw unblockable against shotos and makoto. it’s only a fke cross up against Akuma for some reason…

[media=youtube]2Uavt2lwTcU[/media]
corner throw unblockable against guile

[media=youtube]lfyZAw-VsRA[/media]
corner demon flip throw unblockable against guile

[media=youtube]MIQTrzpYI3k[/media]
corner throw fake cross up against Cody

[media=youtube]BZlEoIYs5xk[/media]
Corner throw fake cross up against Balrog

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Corner throw fake cross up against Sakura Yun Yang and Gen

Walk + 2 whiffed jabs? Good luck being frame perfect with that setup consistently.

Actually IMO all of those setups are very unreliable:

  • Add manual timing to setup > Bad
  • Add more whiffed normals > Bad

Those are just difficult to be consistent with, it’s very different to throw it out once in training mode than to get it often in real matches.

Of course they are unreliable in a real match. But the more you repeat them the easier it becomes to land them in a real match. Just have to train your muscle memory. If I can get it 2 or 3 times out of 10 I’m i’m fine with it. considering the reward, we shouldn’t expect an easy setup to land an unblockable.

I’d agree if there weren’t easier alternatives, but there are. Whiffing a normal or dash +normal without manual timing is much easier, you’re making it harder on yourself for no reason.

the setup for Ryu that reads: F.throw > dash x2 > cross-up tatsu (Snuffs DPs).
works on guys wakeup hurricane kick thing both ex and normal. ex whiffs and normal takes a hit or wiffs depending on the timing. in order to cause the ex to whiff your timing has to be spot on though. if the jump is late at all, the ex kicks win

problem with this is there’s nothing abiguous because you can’t mix it with another setup using 2 dash approach. Once the guy see the 2 dash he already know the plan.

I don’t remember x-up tatsu being reliable vs Guy’s EX hurricane kick, but if it is with some practice, I don’t see how there’s nothing ambiguous about it, he either risks doing a reversal or block normally which x-up tatsu beats, or block as x-up which a normal j.hk would rape, pretty good odds I’d say.

isn’t it a 4 framer that ex tatsu ? If you double dash you can’t safe jump, all your regular air/meaty attack lose.
Unlike 2011, where you force him to block cause pretty much all other options lose to our setup. So pretty poor mixup I meant.
Maybe I’m wrong though.

j.hk after forrward throw x2 dashes still hits jump startup frames so it’ll lead to a full combo not just air reset i.e it’s pretty meaty, if x-up makes ex hurricane kicks whiff reliably (I didn’t test it), Guy player has to guess his way out and it’s a pretty solid mixup IMO.

As for pre AE 2012 throw nerf, Akuma still couldn’t safejump 4frame reversals after dashing twice (vs characters with normal wakeup time like Guy), nothing changed there (he could only empty jump and block in time after x2 dashes), you can manually time 4frame reversal safejumps now and before via DF palm by dashing once and walk a bit further, but that’s very difficult to be 100% with, you literally have to be frame perfect.

if your right, yep defo a good mixup.
Hm f.throw double dash j.mk or j.hk wasn’t a 3 frame safe jump pre 2012 ??
It’s a safe jump on ibuki today with here 5 frame ex kazegiri.

You can’t safejump a 3 frame invincible reversal in the normal traditional sense (yes I’m aware there ARE ways to do a Safe Setup vs them, but not normally where you can simply recover in time to block the first active frame), you’ll have to somehow beat the move with proper use of hitboxes.So no, Akuma was never able to safejump 3 frame reversals with forward throw x2 dashes j.hk, hell he couldn’t even safejump 4 frame reversals vs characters with normal wakeup time with such setup e.g Guile’s 4 frame flash kick.

As for Ibuki, even though her ex upkicks is a 5 frame invincible reversal, Akuma Still couldn’t safejump her even Before the AE 2012 nerf with forward throw x2 dashes j.hk because Ibuki wakes up a frame faster after forward throw, so in theory there’s no way in hell Akuma can do that now, it’s just way too late by the time Akuma reaches her now.