"Critique My Akuma!" Video Blog Thread

-Duck Tiger knees with cMK->punish acoordingly

-After a sHK early in a match go for sLP->sweep or loop I recommend just going for the sweep…cross up tatsu/demon flip grab/dive kick/early demon flip palm->cLK->lp lp sweep repeat…tons of mix up options.

-Moar lp red fb to keep sagat on his toes when zoning

-demon flip after sweep and be sure to press kick right as he’s getting up so it stuffs the dP

-capitalize on the corner game put pressure on

-AA jump ins either with demon/dP/cHP whatever

-teleport more out of pressure don’t let him have a free wake up cross-up *teching more knock downs helps)

otherwise not bad…it comes down to the little things you have decent spacing just you seem very hesitant against sagat which can lead to bad mistake that’ll cost you round and matches.

mash EX-shoryu or teleport on sagat’s wakeup ultra

Ok, I know you guys are probably tired of seeing my scrubby Akuma around here (LOL), but I have received some valuable advice since I came and asked for help here. So this will be the last time I’ll post up some vids of my matches as I think I got quite enough help from everyone, but I at least wanted to show you guys my latest improvements (small though they may be) and then I promise I’ll stop bothering you guys and just stick to following general strategy postings on this forum.

[media=youtube]aelyOzqgCpQ"[/media]: Ah! My nemesis!! See those c. HP attempts that hit the air? That’s me trying to do a s. HP to punish his whiffed dp, but A) I’m not too sure about the active frames on his dp (I think he tags me if I try to get close to make it work) and B) I’m pretty nervous that first round. I don’t want to fuck up, but I also don’t want to start running away so I do a lot of stupid mistakes. It gets better by the end though…

[media=youtube]CkeLbr4kP94"[/media]: I’m not sure I’ve ever encountered this tactic before against a Guile… Seems like he’s trying to get me into a frame trap (I guess it’s called)? Don’t know how to deal with this, so I try what I know which is mainly to try and get an attack in between Guile’s sweeping kicks. When I try to counter his sweep with a sweep, I end up getting hit. On the 2nd c. MP attemp, I try to link in an lk tatsu (for a bnb attempt) but my timing’s off and it doesn’t come out. It’s also hard to get my usual tick throws in because he’s mashing LP for all it’s worth. What’s your usual tactics for countering of this type of Guile player who likes to keep pushing you back with booms and sweeps?

[media=youtube]PPtzVc9OunY"[/media]: Funny thing… After watching LoyalSol’s vids against a chun in the other akuma video thread, I tried it out against another Chun earlier today and damned if it didn’t pretty much shut down all her rush in tactics. Won that match pretty easily doing what he did. Wish I’d have seen it before I fought this one… Still, the one bright spot is in the 2nd round where I land 2 bnb combos for a dizzy and a chance for a perfect win… and then I do the stupid thing and try to get technical going for a bnb off a s. HP… Duh!!

[media=youtube]Jy0Nber6kdQ"[/media]: I try to put it all together here - all the advice about attacking more, using bnb’s, combos, throws, mix-ups, etc. Like the last match though, I try and get cute at the end with a perfect in the balance so, natch, I go for the kara demon (super) instead of just a plain ol’ vanilla SRK combo or a bnb…

[media=youtube]hyVH8u5Bd74"[/media]: According to West: “Shotos shouldn’t get jumped on”. I guess this guy was absent on the day he gave this lesson because… Well, damn! Still, it gave me a chance to see how far all my AA training has come. I’ve been doing nothing but losing matches for the last 5-6 days, just getting in there and trying to get the right timing and distance. But this is why I was asking a bit higher about ideas on how to follow up AA c. HP’s because just doing that all game doesn’t seem to get through to the other player that it’s a BAD IDEA!! Just taking a small amount of damage doesn’t deter them from hoping against hope that somehow they’ll get through and land a cross-up combo for major damage…

Anyways, those are my matches. I at least hope that some of you can see the progress I’ve made. It’s not huge, but it’s starting to sink in now. Now I just gotta keep going in the same direction and hope that by the time SSF4 comes out, my Akuma will be half of what Loyal’s or Loltima’s is. Heck, if I could get mine to be 1/5 of what Bokkin’s is, I’d be happy! :rofl:

A point of emphasis. It is possible for Chun to punish over use of the focus attack especially if she has Ultra. So watch if she is charging for the Ultra when you go to FA the fireball. Also don’t FA till the last second possible as to add some uncertainty.

Yeah: she can stick out a quick poke like when the kikoken gets FA absorbed. I kinda figured that one out so what I did is I waited to see if she would dash in after her projectile and do the FA late. I never really did get to hit her with the FA attack, but I pretty much shut down her rush tactics after I stuffed her rush-ins 2-3 times in the 1st round. Then she had to resort to jump-ins (which I ultra’d in the 1st round FTW) or AA’d the rest of the game, then I’d pressure her with dive kicks and cross-ups.

But like I said, it’s a good strategy (as a base) for keeping a leash on rush happy Chun-Li players.

Fellow Akuma players, [media=youtube]0blqqSwfLko"[/media] is a match between me and a Dhalsim player. It was for a little tourney between local forum members.

I have some problems with Dhalsim and especially countering his teleport, partly because I’m a ‘meh’ Akuma player at best and also because lately I tend to a use a rushdown play style (which greatly improved my game, go figure), but it doesn’t work well against (this) sim player. I also get thrown a lot when I know that I will get thrown (LK slide -> grab) and trying to tech it hasn’t really worked for some reason. I try to keep the distance as close as possible while trying to score knockdowns which give me a free demonflip mixup (at least I think so), but with him teleporting away so much it’s hard for me to keep the pressure. I also jump right at his fireballs like a total scrub, while my intention is to DK palm/kick right behind his projectile but since it’s so slow I have to adapt to it (and I’m very slow with adaptation).

Now that I’ve watched it… my execution in the first match was horrible -_- I win the second match though :rofl:

EDIT: [media=youtube]-4qDMIiI8-E"[/media] another match between him and me.

Any tips other than not to play like a spastic n00b? :bgrin:

c.HP is an essential anti-air tool, and you should definitely use it. But it doesn’t mean you should stay crouched waiting for him to jump in and for you to use anti-air. Don’t just sit there crouching! You literally sat through the second round, and that is why you lost that round. You did a lot better in the latter half of the third round, when you took the lead and started playing more aggressively. I see that you still need to work on your cross-ups though, since I didn’t really see any attempts during your match. When you have your opponent in the corner, go for the rushdown; gouki is extremely deadly when his opponent is cornered. lk is one of gouki’s safest cross-up options, so use it!

Also, try not to use demon flip too much, you tend to get predictable when you use it every time your opponent is downed.

I see that you play very passively like the old me. Try use more blockstrings and play more aggressively. At least that helped me a lot since I went from losing to shoryu spamming Ken’s to beating most opponents, because I always try to put pressure. I also try to use a lot of tick throws and it seems the ‘standard’ for it is 2 cLP followed by a throw. I use both 1 cLP and 2 cLP before I throw to make it harder to guess if I’m gonna throw or if I’m gonna continue my blockstring. Pressure combined with Akuma’s excellent mixup = win :wink: The kara-ultra was nice :bgrin:

OMG…I lol’d for a while watchin this…1st things good ob on using cHP as an anti air thats a plus but here we go

-Hit confirm jab jab into cMK is a tough link use cMP…also hit confirm…if their ducking to for LPx3->ex tatsu if they’re standing LPx3->lk tatsu…whatever(reset/dp)

-cHP a little earlier so it doesn’t get stuffed or trade

-combo after a standing HK…cMK is a one frame link…you hit it twice but then did absolutely nothing after…I recommend sHK->cLP->lk tatsu->HP dP

-use cHP when people are trying to cross you up…

-Other than that…the match itself was commical.

my lord that Abel was painfully bad :wow:
do more s.rh on his, and learn Akuma’s loop
also do more demon flip mixup on his wake up, aint shit he can do cept roll away

Yeah, I did too after watching this match over after I captured it. As I said, I was really nervous because I was trying to stay in there more instead of doing what I usually did which was to hang at the other side of the screen the whole game. What I wanted to do was:

:l: + :hp:

What I was doing instead was:

:db: + :hp:

I was a bit more settled down in the 3rd and everything went smoothly, though I don’t think I’ll be ready to “go all out” against Ryu anytime soon. It was a big deal for me to even go this far and stay in his face the whole match. But as you said - :rofl:

seriously…hit confirm…its your friend once you learn that pressure and offense will open themselves up…if you can’t start a combo…you can’t have an offense.

Yep hit confirms are going to be the majority of your combos against good players. Though online it is funny when two players keep screwing up their hit confirms because of lag. Especially in the Akuma mirror matches.

I’m a little fuzzy on the whole “hit confirm” thing… I tried doing a search on the forums for it, but it finds no results. I think I understand the concept: basically, putting out an attack that puts your opponent in a state that allows you to “confirm” if it hits or not (like c. MP for instance) so that you have time to follow it up with someting else like a special move or combo. At least, that’s how I understand it. But I’d like to have something more concrete, like what types of attacks I should be using to hit confirm and what I can follow it up with.

Lets say you want to SRK FADC red fireball (i dont play Akuma so idk the name) your opponent.

Instead of just trying to SRK him and risk getting blocked+punished, you throw out 2 jabs for example, and if they both connect, you combo in the SRK. This way, its guaranteed to hit.

You basically use quick/safe attacks to give your brain a chance to confirm the hit. Usually it means starting with c.LP or c.LK or any other appropriate normal and once you see the hit you then link/cancel it into the attack you want.

Ah, I get it now… So basically, when I throw those c. lp or c. lk and I see they connect, that’s when I take my cue to cancel into BnB. The purpose is to “see” those chances more often and capitalize on them when I have them.

Correct. Linked jabs give your brain enough time to react to the fact that “oh shit, I’m-a-landin hits! I can combo from here!”

You’ve likely seen the result of assuming an opponent is open and diving in and blindly executing a non-hit confirmed BnB of choice, only to have it blocked and be punished hard. Hit confirms allow you a bit of reactionary breathing room so you can combo or block string accordingly.

The next step is to use hit-confirms and differentiate your go-to options depending on whether opponents are standing or crouching. For example a lk tatsu isn’t ideal on a croucher, though an EX tatsu is. As is a ball > FADC fs.hk or c.hp (to stand 'em up) and continue punishing and so on.

Not to be pushy, but eh… bump? :wgrin:

My training buddy is a high level Dhalsim player - I’ll try and get some matches recorded some time.

When Sim air or instant air-teleports, press jab. This knocks him out of all teleport options where he lands close enough to you to deal damage and lead into his damaging combos, including the cross-up tele. This reset him in the air. From here you can demon flip grab, sweep, poke, tatsu (if he back dashes), over head, etc. Use this to mount an offensive. A good Dhalsim isn’t going to tele unsafely at you and will only do so when you’re balling.

Mount offensives against Dhalsim by jumping in with EX air balls. Sim has no answer for these. Use this to get in and begin pressuring with a mix of grabs, over heads cross-up tatsu, etc. Knock him down, pressure the shit out of him.

Jumping d.mk beats out many of his stretchy normals. Not a great damage dealer, but something that resets his spacing somewhat and allows you to get in.

Distance poke with c.mp sometimes as it stuffs many of his long range pokes when placed right. Don’t get too happy with it though as trades are common and trades suck.

EX upflame beats demon flips. Be careful. As does b.mp, and nj.mp. Demon flips can be a bad choice in this match up.

Ultra Sim’s back jump+hp. Its free.