"Critique My Akuma!" Video Blog Thread

@spyx

first thing is non-character specific stuff:
learn to use c.lp, s.hp as a hit confirm instead of that c.lp, c.lp, c.mp stuff off jump-ins (especially demon flips and command dives). It will add a good little bit of extra damage to your combos.

You went straight to chip damage to end all of your block strings. Try mixing it up and doing something like jab jab (stand and move forward a TINY TINY bit) and do a c.mp. In other words, add some broken block strings to fish for counterpokes. On top of that make sure you can Land either a sweep, c.mp, or s.hk consistently after getting that counterhit.

I assume the demon flip slide was a button error… right? Hope so. No slide…on anyone…

You HAVE to follow up those throws when you land them. Dash dash demon flip or cross-tatsu basically every time. And if you are up for it OS demon a cross tatsu and you’ll have covered every option he has except for actually blocking correctly.
Character specific:
don’t use shaku very often if ever in the actual on the ground fireball war as if he isn’t already using a fireball at that point he can iTeleport for a punish.

If you are going to focus a poke… don’t hold it. Either dash dash forward to get in or dash back to get out, the choice depending on if you are close or far away. And at a kinda middle far distance just don’t both as it has no advantage to it, just a chance to lose double the poke damage.

Too much air fireball to get in. If your friend was better he would have been consistently doing a slide and punishing with a bnb or a throw EVERY time almost. Instead try to get the sim to come to you at the start of matches. You should be able to punish every single teleport he does to try and get in, and having a life lead on sim is important to the match-up and being able to keep your composure. Only if they have shown they aren’t going to teleport in on you for a free punish do you have to start moving in. At a middle distance air fireball works to help you get in, but once you are in a slide~throw range you can’t use anything but a very low EX to get closer. At this range you should work on inching your way in, using command dive kicks, cross tatsu if at an ambiguous range, EX fireball, and moving forward with c.mp to counterhit pokes (as well as FA-ing through pokes and fireballs, but being ready to have to tech a throw possibly right afterwards).

don’t use demon flip dive kick often except as an option on wake-up. But for wake-up its generally going to be better to use OS-able moves (either a hk or a demon flip palm) so you can punish some of those inevitable attempts to teleport out. On top of that, a general strat against sim is to push him to the corner where his teleports no longer actually get him out anymore so you can ALWAYS punish them hard.

Talking about wake-up… you can use tatsu sweep on him (and the timing is VERY easy compared to some other characters). His wake-up is very poor so keeping him in a vortex makes the match that much easier. Once you get him knocked down you shoud come away with around 1/3 or more life every time before he can get away… so no more ending with HP SRK unless you can set him up for a chip kill right afterwards or something.

during sim’s poke strings up close, try to learn the point at which he goes for a fireball or a flame. Learn to FA through the final part of the poke and punish with a throw or a c.lp into something. Don’t ALWAYS do this, but it puts fear into the opponent so he will not be as aggressive when trying to push you back off at clsoe range.

sorry for the long post.

This could be more general since it works well against anyone with a fireball. Especially online many people playing shotos will have loose blockstrings ending with fireballs so you can generally focus through them and punish. Another thing to add is if you can predict a fireball ex demon flip can punish very well, dont do it too much since it could be a waste of an ex bar and good players will try to bait it after they see it.

Thanks! Yeah, I need to incorporate 2LP > HP in my game, I used already 2MP> HP in corner, but it doesn’t work on middle screen if I’m very close.

vs sim, I’ll try to do:

  • Don’t spam shaku.
  • Using more Demon flip palm, or jump HK/MK for OS.
  • More c.MP for counter hit, versus his poke.
  • Tatsu > sweep instead of Tatsu > SRK.
  • Less air fireball
  • Trying to focus dash at close distance.

Here is the first round of a tournament. Won the set 2-0, but I was playing sloppy.

[media=youtube]yn8mMRnrQWc]YouTube - NewEgg Webfest Tournement 06/29/10 Round 1 LoyalSol(AK) vs su1per3man(Dh) [Match 1[/media]

[media=youtube]brdmQCgevYA]YouTube - NewEgg Webfest Tournement 06/29/10 Round 1 LoyalSol(AK) vs su1per3man(Dh) [Match 2[/media]

  • d+mk breaks distanced pokes + scores a counter hit
  • fs.hp stuffs his j.hp if spaced properly
  • Flips are a bad idea unless your Sim opponent is an idiot. If you flip, keep 'em safe and unpredictable
  • lk tatsu > sweep almost always. You’ve gotta keep that pressure up and keep him pinned
  • Let loose with flurry of s.lp if he teleports if you doubt your reactions to c.hp him. Walk up and pressure from the reset.
  • Respect the limbs. Sim can slug you for 100 damage at full screen for not paying attention. You can’t afford more than eight of those.
  • Respect his teleport when he has super. One poorly placed fireball means you’re eating 45% damage.
  • If he does a j.hp and you have Ultra, feed it to him
  • If in doubt of his U1 mix-ups, teleport out and take the s.hp he’ll likely punish you with. EX srk will mangle his attempts however if you’re close enough.
  • Sims like to backdash. Option select a flip palm on wake-up into hk tatsu to punish.
  • If he chooses U2, bait it out and punish a whiffed one with your U2. Your U1 will also suffice, but U2 can work in this matchup provided Sim uses U2.

Fun fights, I wonder why that Sim didn’t play more keep away, he almost played rushdown lol. Too bad your ex-tatsu made him fly to the other corner or you’d got the perfect round.

I have one for you guys how do you guys go about fighting a Akuma with a turbo Controller… i played MHC DMD a few hours ago and let me tell you this has to be the most Random Akuma ive ever seen and ive seen some pretty Random Akumas on XBL but holy crap this guy takes the cake…

[media=youtube]rQU1AbZnX4Q[/media]

In advance sorry for the shitty quality i recorded it from my blackberry as soon as it happened and played him 3 times any advice on how to go about fight a Akuma with a turbo controller other then just not even playing him …:bluu:

you should still be able to beat him even if he uses turbos. it just means he won’t mess up his execution as much.

sorry but anybody who uses that alt for akuma is committing a far worse crime than using turbos:nono:

I don’t get it. Why should turbo help your Akuma-game? Please explain.
For what I saw in that match, you should have won if you were the better player?

I can understand that you think it’s sh*t to use turbo, but what does it help MHC?

White alt 3 is the business.

The only way to win an Akuma mirror match is to not play it.

I believe he was refering to shins alternate, not MHC. But, what’s wrong with the ponytail alternate, other than the gayness? :stuck_out_tongue:

Actually, like the others, I really couldnt’ see “where” having a TURBO enchanced input device helped him in this match. Rather, what cost you the match was your inability to adapt to him. Throwing Zankus at the top of your jump? That’s easily punishable by Akuma, especially if he’s within jump distance (as your opponent was).

You were also fishing for counter hits way too much and getting counter hit yourself. He knew this and exploited it every time. You should’ve been able to adapt after the first round, but you didn’t.

That’s why you lost. Not turbo…

And hey… Alt2 - Color 10? That’s Demon Emperor Akuma, m’kay?..Nothing “gay” 'bout that! :razz:

Well i watched this video a few times now and i have to say that there are some things that happened in that match which is the reson why i lost for one i never played him before and didnt know how he played Akuma in General once i saw him doing random shit i was like oooook? but what really pissed me off is the fact i went for cross-ups with j.lk or j.mk and even though he block most of them he was able to ether mash out a Srk or mash out a grab Instantly which he shouldnt be able to do.The first few times i was confused because whenever i cross up people regaurdless of skill i can follow up with C.lk 2x c.lp to ether BnB or a mixup DF palm or tick throw i couldn’t even get the kick/punch out before i hit the ground reguardless that he blocked the crossup i also of course couldn’t adapt to this because i was so tired and pissed off i couldnt think straight so i take fault for that maybe next time ill be more clear headed fighting him

[media=youtube]NJFa63BvAWc[/media]

It happened to me when I played ShinAkuma204. You’ll notice that at one point, he’ll DP me out of a hit confirm. He did that alot to me on that night and I failed to adapt proprely. After our matches I went and checked the replays and it turns out he was doing an OS DP (at least that’s what it looked like) so that if I messed up on my inputs, he’d tag me during a block string.

I have a lot of trouble with these types of Akuma players as well. Because instead of keeping up with them, I’m wondering “Why is he doing that?”. There’s not time to analyse during a match, just play it. Learn to adapt. Hey, if you have to turtle to win, then do it. Some players can’t handle it. Other times, you’ll have to grit your teeth and just go tit for tat - go on the offensive and don’t let up.

You’ll notice in that video that Shin was able to turn it around on me each time I backed off when I had him on the ropes (or so I thought…) :wink:

OS DP? how is that done? or is that a joke?

its kinda annoying watching akuma vs akuma. its hard to tell who is gonna win even if the player is better than the other.

i rather watch vs rufus,honda,blanka,cammy,chun matches and learn some stuff from there

i hate watching people doing dp over sweep during combo. though i myself do that… even if you fuck up SJ/SJOS it will look way better then losing momentum because u just did a dp and opponent can choose whether to quickstand or not.

As was I, should have said alt 2 though.

Is there a thread that lists the ways to do every option select? Ex. telling you how to OS a SRK? Would be very helpful, I’d like to incorporate OS’ing into my game but I need some guidance.

What I saw in the replay (and I should probably go back and check again) is him doing the motion for a DP then holding DF and then HP as soon as he was in block stun from my Dive Kick. When there was a break in my block string (jab, jab… attempt at a tick throw) the DP comes out. When I did nothing after the jabs, he’d just sit there.

I dont’ know, maybe it’s NOT an OS DP, but it’s very similar to how I understand you can perform an OS move. I somehow doubt that Shin was predicting my every move and would do a DP when I tried to try a hit string or tick throw attempt and not do anything when I paused on purpose to bait a DP…

The only one who could confirm or deny this is Shin himself. Though he’d probably say “I knew what you were gonna do”… :razz:

i think its called selective dp mashing