HOODY HOO! A match that I know because we play it every damn day!
A-Akuma vs. K-Hibiki
Ok, me nad Cantrip/Bobo have played this matchup to death… over and over and over and over. We’ve played this match so much, it’s sickening. So, what’s the match-up results?
Well, at least in our games, it’s actually a slight to decent favor for Akuma. I know that everybody says Hibiki killz shoto… But not when she’s in K against Akuma, especially if he is in A. Here’s the breakdown.
If the Akuma is being played right, he’s a moving pressure routine… period. His Air-Hyper-Fireballs allow for great pressure and setups for too many tricks, combos, and routines. Hibiki’s only chance is to jump straight in the air with the right timing and use j.FP for a hit. IF HIBIKI DOES NOT DO THIS, SHE GETS SCHOOLED, EVEN IF SHE HAS BAR.
Hibiki’s big problem in this matchup, IMHO, is the fact that she IS IN K. K is a good grove, don’t get me wrong, but when you are fighting against Akuma you just sit there and take damage. Sure, you can just defend SOME STUFF, but all that does is keep you in the pressure routine, which is exactly where Akuma wants you to be. Sure, you get a level 3 and beef damage, but Akuma also has good run-away-while-still-applying-pressure tactics for just that case, and his A supers… Ya, you get ownzed.
Furthermore, at least in the matches that we play, the DP hurts her too much. You only get so many openings in so many places, and that sword IS A HIT BOX FOR A DP TO HURT! Yes, Cantrip can confirm many a nights I’ve bitched about losing because the DP hit my sword and I got hurt, not him… over and over. Akuma also charges super EXTREMELY FAST in A (ok, I’m baised against A. The only thing A has is a roll and the super… and I hate the super… as in being used against me. Unlike any other supers in the game where there’s execution and timing for the invincibility frames, A is a button-press instant-invincibility… one which Akuma can use and abuse all day long…), but his super combo can juggle a raged K-groove character until the rage is gone… Seen it happen way too many times. Completely nullifies the rage of K and then continues with the pressure routines.
But, does this mean that Hibiki sucks in this fight? Nope. Her being in K hurts her alot, IMO, though. You need the mobility to NOT BE IN HIS PRESSURE ROUTINES. In fact, in this matchup, that’s the key to winning for Hibiki.
See, the biggest problem fighting Akuma is the fact that once he starts the pressure routine on you, he keeps it on you and dances around you while you take damage, chip damage or unblocked-because-you-tried-to-stop-me damage. Hibiki has to make sure that he DOESN’T GET TO START THOSE PRESSURE ROUTINES. That’s why it’s hard for her in K, because your normal get-out-of-jail-free card that all the other grooves have don’t help… Once Akuma starts, it’s extremely hard for you to break free. That’s why you gotta stop them from happening in the first place.
Habiki’s c.FP actually becomes good in this match, and you have to make sure that every ground fireball that he throws you school him with the QCF+FP. Once you take away his ground fireball, which is also a good move for him to start setting up the pressure routines, you gotta play with him. The DP hgives you some pain, so you hafta fake him out of it (although don’t QCF+P him when he’s in DP… It doesn’t hit him. I think Cantrip’s had about 100 of my QCF+P’s miss him just because of that damned DP giving him the invincibility from it). Your QCB+P is useless unless you combo it in for an escape, especially if Akuma has you in the corner.
s.FP get’s neutered in this match because the fireball smacks it and hurts you, and is basically a free-setup for Akuma. Only use it if you know that it is going to hit him and not have the fireball hit you. You also have to keep a really good eye on how he jumps. If you see him jump normally, expect the fireball usually (because it’s his best jump in… “Hi, I jump in for free! YAY!”). But, if you see that bastard spin in the air, smack him with the s.FP. That is a pressure string that WILL NOT WORK ON HABIKI! You just gotta teach him that he can’t use it.
Her dodge also helps some, you just gotta know when to use it. That last second get-the-hell-out-of-the-way is a lifesaver on escaping his pressure routines once they are started. It just comes down to experience on knowing exactly where to use them, because you have to use them in specific places in the pressure routine, and not mash them until you are free.
Overall, IMO, Akuma has the higher advantage in this match as compared against other shotos, but the main problem is the fact that Hibiki is in K. If she was in pretty much any other groove (besides S), she could either 1) Parry which totally shuts him down if you know what you are doing or 2) ROLL AWAY FROM HIS PRESSURE ROUTINE! That roll not only gives you invincibility, but gets you AWAY FROM HIM when he starts the pressure routines. Hbiki can still win, but she has to be more rangy than rushdown and has to be completely focused on the match, because once Akuma starts his pressure routine successfully on you, you are going to lose the match and you need to get out of it/make sure it doesn’t happen.
And yes, this has been proven, seeing as how we practically play this matchup every night (except that I stray away from K now… I don’t like being trapped in pressure routines).
Chipmunk
Abuser of the Yuri Trap - A work in progress
Member of the Ugandan Navy