Akuma Set-up Thread: AE 2012 Specific

If you’ve watched infiltrations matches you’ll see he does crossover palm, throw to get a feel for what they’ll do. Hell the first time infiltration played Daigo last year at Evo he was doing crossover palm throws nearly 95% of the time.

Hey guys, just made a video of 4 unblockables vs Guile, hope it cans help you

[media=youtube]xpQGtNdPAHI[/media]

I’m also writting a setup guide, not like Van’s guide who’s awesome, but more focus on advanced setup vs char specific with some new stuff, like this vid. It’s not finished yet (I’ve just made 9 characters actually), so keep patience ^^

Hey I’ve recently switched to Akuma I’ve been labbing pretty hard lately and I thought I would come in here and hook you guys up with an adon corner set up I noticed on the PDF it says neurtal invincibility that’s definitely wrong “f.Throw, dash, MK DF Dive” at about head height crosses up can’t neutral it

I’m also interested in seeing peoples notes if they are willing to hook me up or trade notes let me know

Can you get the same set up to fake the cross up as well?

I’ve but haven’t got it yet the window for a non nuetral set up is pretty tight

I’ve noticed on wakeup invincible characters cross ups seem to hit. For example take gen and do a regular safe jump setup and then compare to a cross up safejump.

The best non-DF jump in normal against neutral invincibility is j.LK. For some reason it hits when others don’t.

The only reason I left Adon, Guy, etc. blank was that most of the fake cross ups from normal jump ins could be neutraled against which would only be good against players who didn’t know about it. Dive kicks works well against them however because it stays active to the ground. Most of the set ups Tokido uses against Adon are dive kick based.

Eh, I thought I might have had something new, but now I’m not sure.

Are the frames/distance equal when using forward dash x1 > c.mp > HKDF (throw/palm) and simply dash x2 > MKDF? They seem the same, yet either my execution is horribly off right now, or there’s a very minor difference.

Mixed it up on E.Ryu. Worked wonders.

Fwd Throw > st. RH whiff > RH DFP (whiffs, land on other side)

Looks like you can anti air it, but it makes reversal dp whiff every time.

I just did a set up on ibuki
"DF Throw, Dash, Tap back, EX DF Dive"
Midscreen it was unblockable and couldnt low forward or dash under it but I can’t get it again! =(. To get the set up you have to do the DP for the DF while doing the dash and then do back and 2 kicks

Yo I just want to start off by saying thank you to anyone on here that I actually get to learn from by reading their research,technology,hard work etc. From this day forward I’m gonna actually try to know what the fuck I’m doing in this game by doing research,and stop being stubborn lmao. So shout outs to everyone for making this possible for me. I’m always on xbl BRONXPUERTOROCK and always very approachable IRL. Now I’m actually branching out because since my year off I’m realizing so many different timings,setups,and character specific things I just don’t know and causes insecurity in my game. Looking forward to making new knowledgeable friends to chat with and learn from.TY

Sometimes when i search for flip dive setups on record mode

I found some of them when i don’t block the dive just whiff
but when i hold either directions or anything it hits…why is that?

Blocking alters your hitboxes and in many cases expands them.

Some setups do have legitimate responses by way of not blocking (i.e. by leaving the stick alone they can negate cross-ups, or as you’e discovered, prevent stuff from connecting entirely) although to employ this response in-game takes balls the size of melons.

I see …thx for the reply

Hey guys, I think I found a fake cross-up setup against Dictator.

Forward throw in corner -> close st. MP -> j. LK or MK (I think timing might be different for both, I have to test this further to fully confirm)
Apologies for the poor quality, was playing on a really old TV to lower input lag. Also apologies if someone else in this thread already discovered this, I didn’t want to skim through the entire thread to see if this was already posted.

First I show how it looks like (without holding any direction), next I hold show the directional inputs in case nobody can see it, and zoom in further later to show it if it’s really unviewable after the first time.

[media=youtube]VF_K2ozLiQE[/media]

old, but thx for sharing your finds.

also if you want to know, the same setup is fakecrossup vs Sakura, Oni, Twins, Cody, Hakan :wink:

ok, I gotta ask about the “Infiltration Special” setup (I’ve been calling it that since I haven’t seen anyone else do it).

That’s after a hard knockdown, Infiltration will do a jump forward into a VERY late jab zanku that ends up being meaty.

I bring it up because he used it extensively in the set against K-brad in Grand Finals of whatever tournament that was (I forget) and in the exhibition against Latif at SCR this weekend, he did it off the very first F throw he got. The one against Latif was placed behind so it whiffed, so maybe that was a throw fake out set up, but K-brad was just getting hit in the face with these fireballs and combo’d left and right.

When I look at it, I don’t see what the set up is accomplishing. I get that a meaty zanku can give you pressure, but a zanku that late will lose, or (at best) trade with most reversals. So to get it off, you gotta anticipate blocking or back dash on wake up. You could either do DF throw or empty jump throw to punish block or OS sweep into something to catch back dash. Either of which seem like better options than late, meaty zanku which:

loses to uppercut (punish)
loses to backdash (escape)
beats blocking, but only for pressure

I can’t see why K-brad kept waking up into it.

EDIT: maybe it doesn’t lose to back dash?

Infiltration didn’t come up with that setup, I’ve seen Tokido do it a lot before and even I have been doing it too lol

What’s so awesome about this setup is that it blows up wakeup standing throw attempts really bad, you can follow it up with a full fierce combo, a lot of players have the tendency to stand throw you when you land next to them (not just random online scrubs, even good players do it sometimes), wakeup throws can catch empty jumps into crouching shorts mixups if the cr.lk + tech OS wasn’t done late enough.

It can also catch backdashes (at least most of them) with an air reset which isn’t so bad. I usually do it against players that like to stand throw a lot, then after they’ve learned their lesson I can feel free to go for low mixups after jump-ins.

I usually use it vs characters that don’t have great wakeup options, like Vega, in his case the jab air fireball will even catch KKK flip attempts with a full combo. I’m sure the fireball can beat several reversal options as well, like Abel’s EX TT if I’m not mistaken (didn’t test it on him).

My thoughts on this is that that jump looks to be early, which immediately makes me think empty jump throw or even an early block to prevent getting hit by reversals, but most likely a throw. Given this, they try to tech either by standing or crouch tech. Thus getting hitt in the face by that awfully late zanku. Tokido does this setup and you can see ppl whiffing the throw animation and then getting hit by the zanku.

As someone who really hates getting constantly thrown immediately after landing, this is welcome news.

It’s not safe against most upprecuts though, right?