"Critique My Akuma!" Video Blog Thread

punishing hands with demon isn’t a very good option. Unless you have a completely full bar you aren’t going to get much of a damage difference compared to a loop except instead of building a lot of your OWN meter your giving geif a lot to work with. And the less meter for FADC hands and EX hands he has the better. And having demon stops geif from building meter while at distance with his lariat, stops him from focusing thru ur pokes (c.hk), gives you a counter poke option for trip abuse, etc. With akuma demon is almost NEVER the answer unless it ends the round or its your only punishment option.

“at best” punishment probably is c.mp, c.lp, s.lp, loop, lk tatsu, trip/dp

but c.mp bnb is def. the best damage to ease ratio. But I must say that wake-ups on geif are killer so the more he’s on his back the better as long as you have a good wake-up game.

sarda:

-generally a lot of the same problems I mentioned before so I’ll just say any that are different and ur still missing a LOT of easy combos. Was there still some sort of lag problem?

-you should NEVER be hit on wake-up by geif’s ultra because you should be teleporting on wake-up almost every single time and def. if he jumps in at you (said before but its important).

-mix up your fb speeds more. It looks like you are only using hp and shaku. mix in lp more. It forces geif to actually consciously think about his jumping instead of being able to just use the same timing without even thinking. And try dashing in after a lp fb. It will A. scare them into blocking B. they’ll get scared and get hit by the fb C. do nothing but you moved FORWARDS and farther away therefore from the corner where you DON’T want to be. D. they jump and you can poke them with something or demon flip in on them with a great kick/throw mix-up. E. you are close enough to SRK the jump.

  • stop moving back so much already!!! (important)

-don’t use EX fb. Its a waste of your meter unless the opponent has proven that they can and will focus your fb at the end of strings. And there were some times where if you had used a normal BnB combo (if you land a normal tatsu WILL hit geif…) you would have won rounds instead of lost or risked losing. So… just take EX fb out of your game almost completely. There are times when its useful and times where its not. In a combo there is NEVER a use for it. In block strings its only useful on ppl that focus. Otherwise there are much much better uses of your meter.

-your reactions are sometimes kinda wonky bro. You jumped backwards after seeing him whiff a spd. That was a free combo. You throw a fb and he jumps at perfect SRK range and you jump backwards into the corner no less… he could have even knocked you out of the air had he did a jump fierce.

-if he hits with hands … ALWAYS ALWAYS ALWAYS at least mash out down back lp. even if it hits… even if its a fuggin EX. Just DO IT. If you have a problem with recognizing the move fast enough this will make sure you always punish hands since you can punish it on block and even on hit as long as its not the EX version.

-instead of tripping everytime he does lariat at close range try to change that into c.mk for a number of reasons. First, c.mk ALWAYS crouches under the lariat. Sometimes your hitbox while tripping if he is super close ends up getting hit on top. Second you will do a LOT more damage and have a LOT more options. Instead of getting wake-up and a paltry 190 damage you’ll get a BnB combo, a tatsu trip, a tatsu reset, or a FADC combo of your choice. So try to learn to punish his lariats with c.mk instead of tripping every time. I know its easier and takes less thought to just trip but you’ll be much better off.

-NEUTRAL JUMP!!! AHHHHHH

-if your hk pokes at tip range try to do a cross tatsu once. If he isn’t spamming out his lariat he’ll probably either be blocking (chip), block wrong, or have spd’ed to catch a poke after the hk. And then he’s forced to think and guess more. This opens geif up for you to start jumping in with a dive kick after the tip ranged hit which works great because generally they respond the next time with either more spd-ing, blocking, a lariat, or blocking backwards instead of forwards. And of those 4 responses there is only one that doesn’t get easily punished. Then at some point he might start to use headbutt if he is good at adjusting at which point you can start to NOT jump and punish with ultra or SRK and you’ll be able to much much more safely throw out pokes after landing a hk which while force him to block more just to be safe at which point he isn’t going to be pushing you into the corner anymore. In short… mix up more stuff after hk and strings in general.

-u used EX srk… bad llama.

-i don’t know if normally you can do the loop outside of a match consistently but you need to learn to do it on the fly… not just in training mode.

btw…he really needs to work on his geif … he lariats WAY WAY too much, uses hands without meter to safe it way too often and doesn’t poke/spd set up with mp and lp spd anywhere near enough. Honestly thats whats been keeping you in the matches since u are dropping so many combos and ahve some spacing/reactionary issues to deal with

^the loop isn’t very practical against gief…1) you can only get 3 reps if you’re lucky (wack ass hitbox) usually u can get 2 into a lk tatsu->sweep/HP dP (vortex not the best option since this match-up calls for good spacing since crouch lariat at least trades which leads to knockdown regardless) 2) if you fuck up you’ll probably get SPD’d/ultra’d if the gief is looking for it.

Also forgot to mention SWEEP! its realllllly good against gief and beats his sMP poke and his donkey kick HK.

Thanks for the compliments…I need to post some new vids of setups/matches but I don’t have the facilities.

Thanks for the tips Guys.

Bokkin, to be honest, i don’t know if it’s spelling or not, but i find kinda confusing to understand everything your saying. And yes, pretty much every time we record on pc for me its hella laggy. When we stop recording i can get almost all my combos down. I will try to record with a worse quality using an external camera.

About the cross-up tatsu, to be honest, i don’t think its a good idea against Gief. Especially because everytime i tried, including in the situations you mentioned, i got Lariat on reaction.

I didnt understand what you said about the c.mk punishing lariats. Can i do c.mk into lk tatsu from far ? Because if that’s possible them it’s REALLY better.

Sometimes my back jumps are even before i see him wiff the SPD. I’m just trying to get out of there.

I played against him today following some of your tips and playing more ‘shoto-like’ trying to pressure him on corners and staying on top of him more and it was really good in a lot of the matches. I started with a goooood advantage before he could adapt and change his game.

Thanks for the tips, will try to work on it and record some more matches in the future. I will se if i can record some more matches in other matchups. I’m still learning Akuma so the help is really appreciated.

See ya

yea… cross-up tatsu ISN’T a good idea. But when I said “do it once” I literally meant…once…lol. All you are trying to do is to get the player to think you are even WILLING to go for it. And its suppose to get your opponent to stop using spd after your hk allowing you to mix stuff up more.

no…loop isn’t that great on geif unless its a deep hk to start. But small loops into BnB work fine. Saying looping is not worth the effort is only true if you don’t recognize distances well enough. Its one thing to do a c.mp and have just a split second to decide if you are in the right distance for a tatsu, but when you hit with a hk you have all day to recognize the range and decide what you have to do. That why you see “top” players sometimes have to do a c.mk mk tatsu. But yes… looping geif isn’t as useful in most situations in the manner it is sagat. But you can do c.lp, c.lp, s.lp, hk, c.mp, tatsu, SRK/sweep consistently as a hands block. But hp works just as well. The problem is you don’t get a chance to understand if the distance is wrong quick enough for a hp. As for a mp to start a punish, that works great. And you even have an option to do c.mp c.mp if its a close block.

and oki games work fine given the fact his dashing isn’t very good, his jump is the slowest in the game, and he is really left with guessing to anti-air with lariat or just sit and block. jumps to bait lariat work just as well as any other time and you have all day to punish it. The only real problem is that akuma doesn’t get to cross him very often or risk a good reactionary lariat. Vortex doesn’t equate to cross-ups. Its just a silly term for wake-up games. So I’ll take a tiny bit less damage for the untechable. You can easily make that up even by just hitting with a red fb on block… And if he lariats it you punish. but its not like some other characters. I probably opt for the untechable maybe… 1/3 of the time on gief? I’d probably be more but I don’t trust my tatsu sweep timing on geif yet because I don’t get to fight him offline too often.

and if a geif is “looking for it” then they are thoughtfully mashing out lp spd. Which works the opposite as srk block string mashing in that instead of not jumping and instead blocking… you Do jump and Don’t block. I like fresh combos.

as for the use of c.mk… there are ranges where trip is the better choice (unless you have meter to FADC… which is often… in which case its a no brainer). But talking about your matches there were plenty of times where c.mk, lk tatsu would have worked perfectly fine.

Ok, so now i’m confused.

Vortex on Gief ? Yes or no ?
Sweep after tatsu ou Srk in general ?

No to vortex on Gief. DP over sweep.

There is no reason to get close to Gief if you don’t have to.

vortex… depends on your definition. If you mean what most ppl mean then no because the cross-ups and normal jump-ins don’t work very well and its risky to use an empty jump unless you are reading your opponent well. If you mean simply to mix him up on wake up then yes (meaning you don’t have to jump back fireball him after a knockdown and can jump at him sometimes with demon flip/dive kick options or if you feel you have a read on them try something else).

sweep vs. srk… in GENERAL. srk. I’m babbling while studying for tests so if i’m seeming at all unclear or contradictory just take this post as what I mean. but the point is that you should recognize you have the option and opt to use the sweep if the opponent is having a hard time dealing with your wake-up options.

very few times is something so straight forward in a fighting game where you can simply give an A or B. Yes or No. to those type of questions very fairly unless it only relates to obvious damage differences.

“if you don’t have to” is not a very useful phrase… but I agree with what I’m assuming you mean…if you are trying to say that you shouldn’t be trying to pressure him too much once you have a large life lead and should make him come to you for the most part. But backing up the entire match is not the same thing as understanding your small healthbar. Too many ppl are straight up scared of him and jump back fireball and sweep the entire match. And if thats how someone wins then fine. But SOME forward movement is necessary in the match or you are just going to be throwing out randomly hopeful pokes until time runs out or geif lands a EX hands through something. and if thats not what you meant shin then I respectfully agree to disagree.

honestly just realize what is geif’s counter is to each move, determine what the opponent’s most common responses are of those options, and use a move that will beat or “tie” that move. Lariat beats a lot but alone its not a reason to think you can’t do anything on wake-up to him.

Any wake-up game on Gief is a bad idea IMO. That would pretty much cover the vortex.

Well, demon flip is a good option for a wake-up game against Zangief, isnt it? It will win against lariat, if you get the correct spacing, of course.

Is demon flip really a wake-up game if that’s all you’re doing? It’s just an ok you’re getting up, I’m demonflipping again!

Actually it’s perfectly useful because it’s exactly what it means and what you should do in this fight.

If you have no reason to close in on Gief, then don’t. Gief must risk himself in some fashion to get damage in this fight. Half the fight is understanding the risk on his part and punishing it.

And no matter what anybody says, do not bother with vortex on Gief. Just because somebody tried it out and had some success doesn’t means it’s a good idea. Stick to demon flip pressure between dive kick and throw if you want to pressure Gief’s wakeup.

four wude predicted this would happen. all of his prophecies have come true. will you be a part of the solution.

http://forums.shoryuken.com/showthread.php?t=204423

But with our powers combined dude…you might be able to beat Itabashi Zangief over Godsgarden stream with a 1 bar connection someday. Someday…

@ shin -

I mean its not a very useful phrase because someone is asking a question pretty much of “when should I do this?” and you are answering with “when you need to.” If someone asked their boss “when is the report due” and the boss responded “when its needed” would that be helpful? Is it the correct phrase? of course. Useful? more specificity would have been nice…such as when there would be a reason TO go in (I assume at this point though that you were saying to run the whole match until geif gets a life lead, you get a knockdown,or the geif does something stupid). But the argument is a waste of time so I’ll digress.

The sad part is that I’m sure if we were both playing against a geif we would both be doing pretty much the same thing but ppl aren’t understanding eachother. Which is probably a good part my fault right now. So I’ll just stop thread cluttering with responses as the general point has been put across.

@lotima

I’m saying simply doing things on his wake-up other than “back the fuck up” counts as wake-up which would include demon flips. And I said not to jump in and that empty jumps are bad unless you are reading the opponent really well. As I already mentioned I think there is a difference in the meaning of “vortex” here where I simply mean his oki and you guys find it necessary to include all of his oki options for it to be “the vortex.” To me a mix-up of demon throw, demon kick, fb, srk, EX tatsu etc. would count as “vortex” since throw and combos can lead to unteachable knockdowns and the others lead to normal knockdowns (and even demon palm has its uses)

crouch lariat trades with EVERYTHING which leads to ex green hand which leads to knockdown and with zangiefs opselects into green hand on wake up he can catch your teleports with an ex one after that…attacking him is sometimes alright but for the most part let him come to you on your terms.

Read my reply again. I didn’t answer his question about the vortex with “when you need to”. I specifically told him “no” to vortex and then added that he should never get close to Gief regardless,(as in all situations, not just vortex) unless he has to.

If you come in contact with the lariet in its start up animation the flip dive will trade. In fact the computer set to hardest illustrates this quite nicely. This trade will mean an EX green hand every time which against Gief is a terrible trade.

Allright. So I’m playing SFIV again after a while and obviously, I’m sucking more than usual. But lo’ and behold! I just got an HD PVR for my birthday and I’m itching to capture some of my matches, which I get the chance to do a few nights ago. Then I think “Maybe some of the Akuma folks on SRK can help me out a bit” and here I am on this thread looking for some pointers.

Keep in mind, as I’ve said above, I’m a little rusty still, so I know I’m not busting out the BnB’s as often as I should be (at least not in these videos). The whole point is to pound out the basics, get my timing back and try to move a step up from where I am now with Akuma. So without further ado, here are the vids (P.S. Only the last one is in “HD” as it was the FINALS match):

Match 1: [media=youtube]MNqazIFlXTo[/media]
Match 2: [media=youtube]qDAaciTqa-E[/media]
Match 3: [media=youtube]DhHM3uxHp9I[/media]
Match 4: [media=youtube]A5g3aa9jJcc[/media]
Match 5: [media=youtube]cu4bjzj7Ots[/media]
Match 6: [media=youtube]c9x9_T1wi_k[/media]

Keep in mind, the quality may not be there for some of the videos as they were just now uploaded. They may look better in a few hours (especially the last one). Well, there you are!

Be gentle! :sweat:

I’m not the greatest Akuma player ever so I’m not going to say much but you kind of have to do things matchup specifically with Akuma so I’ll just go over what I think are some general mistakes…

General:

Don’t rely on the demon until you thoroughly know how it works. I saw you kara demon, which was nice and it worked, but if Sagat had empty jumped you probably would have eaten TU. Don’t use EX hado in your zoning game, there’s no reason to waste the meter when you have a red fireball. There might be exceptions to this, but you should still learn the rule. Also when you want to use DP, after a lot of your combos or whenever you’re right in their face, you should use the heavy punch version as it has multiple hits, does more damage and focus attacks won’t make you quite so free. Akuma is not the type of character who should be doing a DP out of no where though. Take that out of your game.

Vega: You should never be idle on Vega’s wakeup, you should be throwing meaties, demon flip kick/palm, anything you can think of, and if he does his backflip you should punish it with sweep on its recovery. You also gave Vega a full screen too much, Vega’s goal is to run away the entire match and keep you from trapping him. Don’t give him what he wants.

Sagat: I think you’re a little too scared of Sagat. You probably won’t be winning much against him until your execution improves anyway, because winning that match requires you to outdo him in damage output because Akuma is very good at getting in on Sagat. But you always teleported to get back into the zoning game which isn’t going to work for you if you’re at a deficit in health (also teleports can be baited so be careful, it isn’t a go-to option in the corner). Also, if you play the zoning game right you’re going to convince Sagat to abandon that plan and follow you. Either way you need to work on your footsies against him so you can be comfortable with something besides chucking plasma. I don’t know how much you know about this matchup but standing roundhouse is great on him because he has to block both hits crouching or not, and it can set up into huge meterless combos into sweep. You should be mixing Sagat up on KD in general unless you have a life lead and he has 2 bars + ultra, but being safe and using a meaty fireball is OK in some situations. Regardless, you can force Sagat to block MK demon flip kick any time after a forward throw by dashing twice first and using it. Overall I think you need to watch a lot more match videos on Youtube, go to the pages of sf4db or lordaborigineSF4.

Balrog/Bisons: Okay the Balrog/Bison were horrible, it’s hard to really give you any advice on those. Just want to make clear that you should be harrassing Balrog on his wakeup. Same for Bison. Actually you should be doing that more in general, all you do is meaty FB/air FB, and Akuma has so much more than that. Look at LordofUltima’s Vortex thread and youtube video. If you’re not abusing Akuma’s options on the opponent’s wakeup you are using a shitty Ryu with some extra little tricks.

Ryu: After the first 2 seconds into the match it should have been clear to you that this guy doesn’t respect you at all. He’s gonna do random DP, random tatsu, and make total uneducated guesses. You should see that pattern and adapt accordingly. Duck under the random tatsu and punish with either sweep or SRK. Look for the random tatsu at the start of the match and in fireball wars and duck in anticipation, or if you can react in time, HP SRK works just as well. Use BnB combos on the random whiffed DP. If you do this bad Ryu’s should be really easy for you to beat. Also I don’t understand - against Ryu, the hardest character to hurt on his wakeup, you’re pressuring him by far the most :. Ryu’s DP can end almost everything Akuma does very quickly. You should stick to the simpler and safer mixups here. Also, don’t use standing roundhouse very often against Ryu. His crMK can beat it and if he crouches the first hit you are probably going to get fucked up. One last thing, and this applies to other characters in fireball wars too, if you use demon flip to punish a fireball on anticipation, you can use the grab but you should also look for the kick so you can start a huge combo and make them really not ever want to challenge your zoning game again.

Your footsies/spacing need work. You need to make more educated decisions in general, there’s a lot to learn with Akuma and you have a long way to go. You need to play a lot to figure out how to have a well-rounded footsies game, especially because Akuma has so many other tools to work with and a lot of information boils down to matchup experience, but right now you’re too scared to do anything except jump back FB, which sends you straight to the corner and now your teleports can be easily baited and raped. Watch videos of better players, and try not to rely on pure defense/turtling so much. It’s more effective when mixed in with everything else Akuma has to offer. Overall it seems you don’t know what Akuma is capable of yet. Use Akuma religiously. Read the forums and watch high level videos religiously and compare what you see good players do with what you do for right now because you’re not using Akuma properly yet.

EDIT: Also I hate to say it but you need to get better at Akuma’s BnB and comboability. He needs it badly to make up for hits he receives. I know you said you’re bad at execution right now but there’s no excuse not to go to training mode every day and practice practice practice.

c.HP is your friend against Vega. If he tries to do his wall antics just straight overhead then c.HP will stuff it almost every time.