i think Cammy is atleast 5.5-4.5 or 6-4. If i lose to an Akuma, it’s because he has better mind game that me. Just SA can get out of many of Akuma’s vortex mixup. CS works as well if you can see it coming.
HAHAHAHAHA. Hey play me drunk next time.
Who’s the 1% in your opinion? :shy:
i think its great against chun, guy, and cammy
used to be rufus too but crossup ex strike to ultra is just too good
little more than 1% though lol
i’ll test some more later tonight (i personally had trouble figuring out which side i was gonna land on lol). you should be able to ultra after the frontal one, but i could be wrong… to the lab!
edit: as for the akuma matchup i gotta side with chen on this one. yes, both of them have glass jaws, and yes both have unsafe shit, however akuma also has a plethora of safe pressure he can put onto cammy. on top of that akuma has far superior escape options from cammy’s offense than we do from his (you can NOT just sa or dp your way out of a tight vortex, prepare to either u2 your way out or block correctly). and while yes we /can/ catch his teleport escapes with u1 we give up the ability to stop the vortex for that, and he retains the ability to teleport either forward or backwards, so option selecting u1 isn’t a permanent solution to his escape. you can option select a dash, but unless you have him in the corner you still have to guess which way he goes, and then you have to react quickly to land your ultra or other punish. short of playing meh akuma’s i can’t see how this is anything better than 6-4 in akuma’s favor.
oh, and 1 more point for the “you will never land u2 unless the other person is sleeping” crowd, that’s the entire point of the ultra. if that’s the case then that person is not doing the annoying things that mess with cammy in the match and that in and of itself swings things in her favor. as for the rufus match i’m not all that keen on using the 50/50 on him all that much, especially since he can shut it off with u2 (most will be using u2 for the match) and then you not only don’t have that ultra setup, but you also don’t have the deterrent for his oki pressure. example: chun li’s don’t use u1 in matchups against fb characters because they think “this guy will be an idiot and throw stupid fireballs while i have charge” they do it because they think “ok, when i get ultra stocked he wont throw as many fireballs and that will open up the rest of my game”. think of u2 that way and suddenly it’s pretty damn good.
Personally I think the matchup is even, but it comes down to how well you can defend against the vortex. Really only thing that should consistently hit you is demonflip throw and the damage off that isn’t that good. In a Nuetral situations I try to fight the match at near the edge of his sweep range. His sweep is really solid and most akuma’s I play spam it as their footsie. If your with cr. MK range you can punish it with a cr. MK > SA, but that isn’t going to happen often. At this range it boils down for me that your st. RH beats all his pokes but his st. RH but blocking beats his st. RH as second hit whiffs into punish combo (of course be careful if he has ultra). So I try to abuse this mindgame to get some control on footsies always aiming to bait a jump so I can get a knockdown or sneak in a cr. MK > SA.
Once you get a spiral arrow knockdown you should immediately hit uf as most likely they will tech and aim a LK dive kick at his back shoulder. He’ll either whiff the dp or get stuffed if you do this right. You’ll land evenish on frames so if you need more frame you can do it also with EX divekick. For teleport I buffer ultra or super and see if he blocks, if he teleports i hit him for half his life.
Don’t be afraid to use an EX drill for a knockdown through a fireball, though it can be hard against a good akuma. It’s all about the knockdown and doing your best to not be at a disadvantage in the nuetral game. Once you do the safe stuff to punish his buttons take advantage that he’s respecting your pressure and mix it up.
That’s how I play against most akuma’s in a tournament when I play cammy.
That’s the thing, though. Akuma doesn’t really ever need to try to get in. And there’s no WAY Cammy outpokes Akuma. Akuma’s normal move set is vastly superior to Cammy’s. Cammy’s moves all have too much lag at the end of them, so if they whiff, you eat a Sweep. You basically can’t play footsies with Akuma at all. I keep trying, and Ed Ma keeps yelling at me to stop playing Footsies.
And Demon Flip on your Wake-up DOES beat Cannon Spike… especially the punch option (automatic Safe Jump) or the Dive Kick (delayed, so wake-up Cannon Spikes lose and you get hit off the ground and comboed). And Option Selecting Teleports doesn’t work well enough 'cause he can teleport two directions. I’ve often done OS’s only to Ultra the wrong direction. And once, I was playing ShadyK and he Teleported backwards and I option selected correctly, and the Ultra connected for one hit, whiffed the Cannon Spike portion, and he killed me. You basically have to Option Select a Dash before doing the Ultra, and then you have to 50/50 guess which way he’s teleporting. And all the while you’re doing this, if the opponent is smart (like Ed is), he knows I’m going for Option Select so he just DP’s me on wake-up instead.
Option Select Crouch Teching does work if you do the Anti-Rufus strategy of OS’ing with Low Strong at the same time. That hits TKCSs out of the air.
Plus, Stand Roundhouse for Akuma is really good if you learn to aim it properly so the first hit whiffs. If you Focus, Cammy leans far enough forward that she takes both hits of the Roundhouse, and getting the Focus off in between hits is really hard to react to to pull off in time.
There’s simply no way Cammy has the advantage in this fight. Against all your typical Akuma players, yes, Cammy rapes them for free. But as soon as you play a careful Akuma, who knows Cammy can beat up a lot of her options, and he plays a much more careful game, it’s really hard for Cammy to beat him. Again, you standard Akumas will die, yes, but the smart ones will keep you out and it’s hard for her to get in.
Yeah, I agree. U2 pretty much has never been better against any of the cast than U1. I just wanted to see if I could use it to hurt the vortex, but it just didn’t work out too well.
- James
you can do far jab xx far jab xx SA hit confirm to shut down Akuma’s roundhouse. Its the same thing I use for Balrog.
Standing jab is underrated.
If you use 323 motion from crouch you can beat the dive kick. EX Spike has no vulnerable ground frames so if the Akuma is somehow finding a sweet spot to beat the invincible attack frames of the CS and hit you in the 1 frame that you are grounded and not invincible with a HK Spike, use EX spike and you will just be reset out of the air by the dive kick…
Cant figure it out…
cr.lk > qcf hk~lp > cr.lk… although i’m not sure why he is using the lp in there… is that just to plink so that you don’t miss the window on the os?
Video of me vs a Blanka… I particularly like the way it ended
[media=youtube]Nc6zn1fASjk[/media]
That’s interesting. Never thought about using ex c spike that way. So just take the trade or hit from akuma s demon flip and get air reset by the hit.
If Akuma is going for cr. mp tech vs. tkcs, you can jump back ex divekick and get a phat combo. Or if you know he’s gonna do that just get the counter hit cr. fierce if you wanna fish for ultra, or close st. mp. Footsies vs. Akuma - If he’s going to commit to whiff punishing your pokes that’s going to allow you to walk forward. The second you’re inside his sweep range you can do a slightly delayed TKCS (so that you’re higher in the air) and then you’ll be good to go for mixup. If you see him WHIFF a sweep, personally I don’t go for the whiff punish, as the timing on that is really tight. I usually just dash forward and then boom you’re in. I think you’re approaching this matchup with a defeatist mentality James. In your head you’ve already lost, and you’re not even looking for solutions to the problem.
BTW my matchup experience isn’t vs. random scrubs, this is coming from playing Hsien Chang whom I consider the best Akuma in america.
And yeah, ultra 2 is pretty worthless. The ONLY matchups I use it on is vs. Blanka ultra 1 so he can’t do 50/50 off forward through and vs Honda’s so they can’t do random butt splashes up close (since you can ultra it on the way down, and since those splashes tend to be reversals they can’t be focused.) The honda match is definitely a personal thing, as I’m sure most people like having U1 to punish headbutts, but it’s great vs. u1 blanka since I really like knowing I can’t get chipped to death _
I think cammy is in a better off position than most other characters in terms of akuma’s vortex. You can neutralise his airfireball zoning game which in turn affects the safety of his mix-ups when he’s dive kicking It’s harder for him to set up vortex against cammy then say fei long or ryu.
Furthermore, I think alot of people think that just because cammy is a momentum based character, they have to immediately rush in on akuma. I cannot stress how wrong this is. Although, akuma beats you footsie wise, you beat his fireball zoning clean, you can just dart in and out of his mid screen range using your footspeed, assessing his zoning game, making a plan or simply sandbagging, I don’t see akuma doing anything that you can’t counter or just simply block. His options are actually more limited then yours in that you can choose to spiral arrow towards him anytime and he can’t do anything about it. When you get close, you both do similar amounts of damage (akuma has more damage but less life etc), i think its a matter of staying outside his footsie range and simply baiting. If your playing a cautious akuma, then simply be more cautious then him, you bait him to do mistakes because you can neutralise his zoning game which in turn affects the safety of his mix-ups when he’s dive kicking. In this battle the sum of 2 or 3 combos basically determines the winner and I think cammy wins because she has similar mix-up options but shuts down akuma’s escape options pretty badly.
if it is c.lk, qcf hk~lp I cant figure out why it wouldnt cancel like c.lk xx SA. If the chain had priority or something wouldnt you just be able to do c.lk, qcf HK+lp…
At least you are out of the vortex…
I like the EX Spike idea. I’ll try that out. One more invincible frame is better than eating the whole Combo. But yeah, the trick is delaying your DP on wake-up, not to go for Reversal DP. The tough part is that because the delay only happens when he hits Kick, hitting Throw will catch you if you wait a bit and hitting Punch will let him in. Honestly, the hardest part for me is that I don’t know Akuma’s vortex well, so I’m bad at recognizing the options he actually has. If I took the time to learn Akuma (which I tried to do before and failed), I’d probably do much better against him.
The reason for the “lp” is to chain the “cr.lk” into “cr.lp.” You have to learn the timing of it, but this is essentially what happens: you hit Crouching Light Kick and then, timing it so that you hit the next buttons AFTER a Crouch Light Kick would completely finish whiffing, hit Roundhouse then Light Punch in a Piano-ing speed. So, if the opponent Back Dashes, the Crouching Light Kick WHIFFS and button presses come after the move completes. Thus, the Roundhouse button takes affect FIRST as you pianoed it first, triggering the Drill. HOWEVER, if the opponent BLOCKS, the Block Stun extends the total time the Crouching Light Kick is out, so that the same timing of pushing those pianoed buttons actually makes you press them WHILE your move is still out. So the Roundhouse essentially does NOTHING (gets ignored by the game) and the pianoed Light Punch chains out of the Light Kick instead. And then you go into your standard BnB, mixups, and shenanigans.
No, that’s absolutely 100% what it is. I have a mental block against Akuma 'cause my friend I play with annoys the living crap out of me with his Akuma, and now every time Akuma does anything, it pisses me off. But the other problem is that there IS a lot of truth to it. I do believe that Akuma does, in fact, beat Cammy.
How do you do against Hsien? How does he play against you? Do you have any videos? Again, my experience comes from losing to ShadyK and Ed Ma, arguably the OTHER two best Akumas in the country. And they kill me basically for free. Both of them kept yelling at me 'cause I tried to play Footsies against them, but when I stop trying to play Footsies, I feel like I’m not doing anything and I end up super predictable because I no longer am doing anything. Lol!
- James
James,
When I play against Akuma I’m really just full screen, random dive kicks. My matches against ShadyK’s Akuma is me full screen, he’s throwing fireballs and I’m just hanging out on the other side of the screen. Sometimes blocking, sometimes doing lp spin knuckle, dive kicks, neutral jump, FA dash.
My only form of footsies against Akuma is faking with stand lk or stand lp, then dive kicking on their sweep/low forward. You want to play really safe against Akuma.
Also, I don’t think you nor I are anywhere near as good as ShadyK or Ed Ma. All the other Akuma players I’ve played I can beat.
yeah it has to be a personal thing!
cause u can backdash -> U1 Vs Splashes!
50/50 Blanka Crossup: save 1 EX bar to EX spin Knuckle for the escape… :looney:
“personally” i think the akuma matchup is 5.5 - 4.5 (Akuma) … :karate:
Yeah, admittedly, I always have to keep attacking. It’s a real bad fault of mine, I can never sit back and force my opponent to come to me. That’s why I have to play characters like Cammy. 'Cause that’s what she does.
And I know Shady and Ed are better than us, but it’s bugs me that Ed’s been playing a ton of Juri, and I fight his Juri pretty well with Cammy. And if I play Adon vs. his Akuma, I do WAY better than when I play Cammy. So I feel like if Cammy vs. Akuma was even, I should at least feel competent in that fight as well, but I just feel like I get my ass kicked. Then again, I’m probably doing better than I think, I just get salty whenever I lose to Akuma, so it FEELS worse.
- James