Akuma Set-up Thread: AE 2012 Specific

the third cr:mp: hit one the last active frame I guess.

Has anybody else noticed that DF throw>cr mp>HK DF divekick ASAP is unblockable against Sim?

Haha, wow. I assume you’ve run this through a barrage of tests? Wakeup Super, EX upflame, focus backdash, tele, etc, etc?

VS Ryu:

J.hk > c.lp, cs.lp, c.mp, c.hk.

Cheesy hard knockdown. The c.mp connects in its later frames when done right allowing the c.hk link. Looks goofy.

I haven’t tested to escape (it is meaty} but fa backdash escapes most divekick setups regardless.

DF throw < c.lp < HK DFK is unblockable against DJ. try to hit c.lp when he hits the ground a 2nd time after the throw. tuff timing

OK, this is interesting. I actually think you’ve discovered a cross-up setup for the demon flip dive kick. What’s funny is that if Sim attempts to block, he eats it. If he does nothing or walks forward, he’s OK. I can’t imagine that happening to be honest - UNLESS they are super confident about identifying your setup, but if so, what’s to stop you using palm and faking it out, etc.

EX upflame in response will actually face the other way and leave Sim vulnerable and Akuma ripe for whatever he chooses to do. Focus dash is weird in that he often goes the other direction and leaves himself vulnerable. Backdash actually works, but (very) generally speaking, a capable Sim isn’t going to do this a great deal as he’s aware of os tatsu and demons unless he’s confident you’re using dive kicks and not palms. A wake-up super seems to connect, Ultra is much the same as EX upflame. Ultra 2 I expect to be bad news. I didn’t test.

The real bummer is that against a Sim, landing a mid-screen flip grab can be difficult due to his wealth of responses to demon flips so this is another motivating reason to keep their use under wraps.

You’re right about the timing though - it seems like its kinda strict. Either way, this is a very cool find. I play the Sim matchup perhaps more than any other seriously as a mate of mine mains him and we play extended sets now and then. I’m definitely throwing this in the “Akuma’s go-to bullshit” bag so if I get some mileage out of it I’ll be sure to buy ye a beer in the highly unlikely event I ever find myself in Yankeeland :smiley:

ShinAkuma204 is actually from Canada… So I guess you’ll be buying him a beer when you’re in the land of the Beavers.

… Not “Beavers” as in Women’s genitalia, but as in the furry critter. The ones that build dams, not the ones between women’s legs, I mean… I mean we have those too in Canada, but they’re not the National emblem is what I’m saying.

looks around nervously

… Yeah. >_<

I haven’t read through this thread in ages. my mind is full of fucking noodles now
THANKS

that 3x Cmp > sweep thing on Rufus
what the bloody ek

Hi guys, I made a video showing some setups/tricks/unclokables that I found in training mode these weeks.

Some of them are probably known but you could notice something new :slight_smile:

[media=youtube]aHWC9HJtVCE[/media]

Isn’t it just some random cross up fake cross up ? Unblockables are supposed to be unblockable left and right guard.

There is no random block, every setup must be blocked in a way :slight_smile:

Here are some explanations:

Adon/Claw/Seth: Demon flip kick crossup (corner)
Boxer:forces quick guard switch (corner)
Cody:crossup lk must be blocked non crossup (corner)
Sakura:fake jump hk crossup (corner)
Fei long:unblockable (knockdown must be close)
Guile:unblockable (corner)

Ok, I’m gonna throw in a semi-random question since it seems that youz guyz use the term “set up” a little differently than I have for other games.

It took me forever to realize that sweep > immediate jump > command divekick at apex and sweep > step forward > jMK were safe jumps.

There is just SO much information on character specific shit that the universal stuff is buried, not to mention that the f-throw change in 2012 has made the info even harder to sift through than it already is.

I’m not ready to incorporate character specific set ups; I still need to build a base for Akuma and this game in general.

So here’s the question: What are Akuma’s basic-ass safe jumps that work on ‘all’ characters? (shotos not withstanding)

Ok I misread a little, you’re talking about other sort of setups than just unblockables, sorry :).

Are there any Akuma setups or mixups after his sweep?

[media=youtube]Zkv_IDrCwX8[/media]

Thanks. Are all the setups still the same in 2012? Ive been practicing the crossup tatsu from a mid range sweep and it always whiffs on wakeup.(practiced on Fei and Cammy)

Air tatsu is a lot ‘floatier’ now when compared with Super and Vanilla. In order to place it tighter, you need to become accustomed to the window in which to execute it.

The general approach is execute just as you are descending from Akuma’s jump apex. If you are closer to your opponent you need to delay it slightly more. The later it is executed (after his jump apex), the sharper his angle of decline and vice versa.

To practise, repeat this exercise over and over:

1.) Sweep your dummy character at medium range
2.) Jump forward and perform an air tatsu as you are just beginning to descend behind him
3.) When the tatsu connects, land and reset the dummy with a c.lp
4.) Go back to step 2, repeat

This will repeat the cycle and if you have the placement of air tatsu down, you will be able to keep this looping over and over until it becomes second nature. After a period, ask the dummy to random block and begin mixing up random pokes on block before jumping towards (and over) the dummy again to perform a cross tatsu.

The idea here is to get a feel for placement and spacing required for a surprise air tatsu in battle OUTSIDE of a setup scenario. Infiltration is particularly sneaky at doing this - you’ll see him mix up close pokes (and the threat of a frame trap) with a cross tatsu out of nowhere. Ryu players will also use a similar strategy, especially if they are cranked with Super.

Repetition is the key to properly understanding cross tatsu due to its goofy trajectory properties. I found it a real bastard to adjust to coming from Super where its placement was far more lenient.

Thanks for the explanation

Is there a difference between his different tatsus, or should I always use HK?

Right now I’m practicing doing it from the sweep off of: c.lk, c.lp, c.mpxxlk tatsu, c.hk

the tatsu hits if I wait a very slight moment after the recovery of c.hk to jump, but if I jump as soon as the recovery is over(just holding up during the animation of sweep) the tatsu will crossup but will whiff even though it looks like it should hit. Are you supposed to delay the jump?

HK tatsu all the way. I recall someone a while back pitching an interesting use for cross lk air tatsu after a BACK throw, but it didn’t really take off.

And yes, you need to delay slightly after your sweep knockdown. This becomes especially apparent when you perform it on characters with slower wake-up times than usual, such as Cammy. I usually stick out a whiffed standing light punch before launching into it, or just time it manually. A mate of mine crouches briefly, then jumps across to perform it.