Akuma Set-up Thread: We are unblockable!

Alright. What about setups off sweeps or df throw, midscreen and corner? Gosh even the basic safejumps I have forgotten because I don’t play as much lol. From a sweep midscreen can you safejump stuff with a palm? I know j.hk works against 4 framers but not sure about palm.

C2Q: Check the OP.

F throw > dash x1 > 2mk > j.hk

Is character specific and from what I can tell is only applicable on the right hand side. Sometimes it can be blocked any way (Bison), other times it crosses up, sometimes it whiffs.

After a flip grab in the corner, step back slightly and whiff fs.hp. Then j.lk > c.lk, c.lp, etc. Ambiguous cross-up on most of the cast. In fact, j.lk sans any special setups/whiffing in the corner is ridiculously ambiguous regardless. I use it a lot to steal bullshit damage, particularly VS Sim. The lk sometimes ‘slides’ off opponents on block and sometimes changes sides allowing you to sneak in a combo.

Good point re: a setup summary. Its been done many times before though and a LOT of resources are scattered around on these forums and on Youtube. If we are to make a solid effort (and I think we should) I think its best we wait until 2012 drops. From there we can all nut out setups in a thread and then record a video (or several) detailing our findings. I think releasing or making a video for AE as it stands currently might be a waste of effort given the changes coming down the pipe.

That’s a good idea we have to share all this information.
Actually I have on my phone a list with some setups for each character that I look before a match.
In 2012 version I will put all setups that I know in a post… we can try to do something like in makoto forum 1 “shared” account to update all these setups

I really think we should make a v2012 thread once the games come out, basically a recap of the new unblockable and safejumps which will be used in place of 2x dash after a fwd throw, and maybe some other stuff for the most used setups.

Corner shenanigans, I think that deserves a whole new thread.

Hmm.

f throw > dash x1 > s.lk x2 > j.hk (corner only)

If you do the j.hk just as you are descending from the jump and they BLOCK, it will ambiguously cause the attack to land towards the front or the rear. Its very weird. Interestingly, if they do nothing (i.e. no block, just stand there) it will whiff.

Very strange. This seems to have varying properties based on the corner of choice. i.e. on the left side, you will always land on the inside of the screen, whereas on the right you can land behind them much like anything often performed in the right hand corner such as a j.lk.

I believe I have seen Tokido do this before (the s.lk x2 whiffs) VS Rose, but I can’t properly recall. I was using this setup VS Bison and Ryu.

On the subject of Ryu, geezus he’s going to be a handful in 2012. Good Ryus are my toughest fight in AE, right next to Bison.

Yun doesn’t count, lols.

Does j.HK hit on everybody?

From my corner shenanigans tests, with characters having different wake up timings and hit boxes, setups which work with a set of characters won’t do the trick with others.

Or I simply didn’t know about the above lol.

Was watching some random replays tonight and Tokido was doing Df throw, dash, tap back, immediate command dive kick. Tried it in training and it seems pretty meaty, meaty enough to be a safejump on most of the cast.

now that AE2012 is out what kind of post forward throw setups are we looking at? Some viable ones that people have seen/mentioned already appear to be:
dash x1 -> delayed demonflip palm. this seems to be manually timed and hard to consistently get so far.
dash x1 -> delayed safe jump roundhouse. Needs to be manually timed same as above, could be consistent with practice but dont know how practical it is now that you cant tatsu from the same position for a 50/50
st.rh -> demonflip kick same side mixup. This was used sparingly by some japanese akumas already in super, and still seems to work on 5frame dps
st.rh -> demonflip palm empty jump (crossup). Same as above.

This is all I’ve got so far though. Anyone else have any ideas?

well that has nothing to do with unblockables :stuck_out_tongue: but yeah that pretty much it so far.

Well, at least this means you’re going to have to put up more videos of Akuma showcasing his changes with your commentary on your Channel. Always enjoy those!

found it

[media=youtube]C91KgDMNn1U[/media]

I don’t think that’s a frame perfect setup, dash+cr.lk = total of 32 frames, if I’m not mistaken the opponent won’t be up yet if done as fast as possible.

Anyway, as I mentioned in the v2012 changes thread, these unblockables worked for me after forward throw in corner:

Ryu, Ken & Makoto: whiff cr.mk, cr.lk then instant j.mk, if you’re frame perfect it should be unblockable.
Ibuki: x1 dash, whiff cr.mp then instant j.mk, if you’re frame perfect it should also be unblockable.

actually dash(18)+cr.lk(13) = 31 frames not 32 .

its not frame perfect setup but its the best one u can’t miss timing it during match unlike the one u mentioned

Some characters wake up times vary depending on knockdown. Cammy for example wakes up 1 frame slower after untech knockdown but after a throw she wakes up 2 frames slower. Check this out AE Wake Up Timings

Forward throw dash 1 close mp jump mk is a ub on Guile now. Might work on some other chars too. It becomes a fake cross up on a few chars like sakura and cody

“you can’t miss time it”, uhh what?!
Because it’s not frame perfect and requires manual timing will only cause it to be more difficult to time, if the setup is frame perfect it’s mostly a matter of execution which someone like Tokido for example can pull off consistently.

As for cr.lk , from the frame data it says:

4f startup, 2f active, 9f recovery

The 4th startup frame is also the first active frame, so it’s 4+1+9 = 14 total frames.

I think fwd throw, dash, cr.MP, j.LK is way easier than the cr.MK, cr.LK one, since you have to timeonly one move (cr.MP) and you can plink it. Still, if you’re ultra confident on your execution, it’s +30 damage and +50 stun you get.

Btw guys let’s keep posting in the v2012 thread. When everything is pretty much established we can start creating threads and splitting/categorizing info.

I found another setup who work only with the same characters "Ryu, Ken Makoto"
But I only tried it fast 20 minutes ago from Vryu house. I will verify it asap and post it if it works :x

I will go to the lab next week and hope find good stuff :wink:

We need a new thread a put someone at the helm who will be willing and able to update the thread constantly. Theres going to be such an influx of setups and it would be a shame to see things get lost in large thread.

Hey guys, I’ve spent hours trying to come up with new setups for akuma after his forward throw nerf, so here what I have found:

SSF4AE v.2012 Corner Setups After F.Throw:

1.General setup: [Whiff instant far HP > instant HK demon flip] This is similar to the famous demon flip grab > dash > HK demon flip (but it doesnt work on everybody, but it does n a lot of characters, so test it)

2.Unblockable (Ryu, Ken, E.Ryu, Makoto): [dash > Whiff cr.mp > instant jump mk crossup] This is not a frame accurate unblockable (because its 33 frames, and we need 34 frame to be exact) but it is good enough, but u need to delay the cr.mp to kill that one extra frame

3.Unblockable (Ibuki): [dash > Whiff cr.mp > instant jump mk crossup] This is a frame accurate setup so you need perfect execution

4.Pseudo-Unblockable (Cody, Yun, Yang, Guile, Sakura, Oni): [dash > Whiff s.mp > instant jump mk crossup] it is called pseudo because it hits like a crossup but has to be blocked not like a crossup. And also for some of these character u can even use hk instead of mk, yeah thats right the hk will hit from behind but still has to be blocked straight.

**5.Pseudo-Unblockable (Gouken, Cammy, Sagat, Seth): **[dash > Whiff s.mk > instant jump mk crossup] Same as the above but different setup.

**6.Pseudo-Unblockable (Akuma, Dan, Chun-Li): **[dash > Whiff cr.mp > instant jump mk crossup] This also not a frame accurate setup, so slightly delay the cr.mp to kill that extra frame

**7.Pseudo-Unblockable (Abel): **[dash x2 > instant jump mk crossup] Oh how much I miss this one, but in 2012 it works differently this time.

**8.Pseudo-Unblockable (Gen, Rose): **[Back dash > instant hk demon flip] Gen can only block this by crouching and blocking it normally not crossup, but for Rose its just a fake crossup.

Thats all I was able to find. I was too lazy to keep testing the whole cast, so you guys do that and post it.

And btw if there is any setup that doesn’t work Im sorry for that and please let me know

PS: When you are testing the setups, test them using Playback and NOT Record, because sometimes when the character is neutral the hurtbox somehow disappears, which will make ur setups to whiff sometime, so always hold a direction to block.