So since I’ve been playing Akuma again in v.2012 I’ve been having quite some issues vs. decent cammy players.
I find it very hard to be consitent vs that character and sometimes I’ll just get a blow up.What happens a lot to me and I mean A LOT is that I’ll play ok, start up the the vortex or whatever get her to 10-20% but then she’ll rush me down get me in the corner and RAPE ME HARD. The teleport isn’t of much help vs decent players and she is so much better then akuma close up.She can out footsie you, out frame trap up and out mix you up at that rage. Also it gets so sacry to use c.hk , c.mk wen she has even one EX bar.If she lands that EX dive kick (and she will if you are not really careful whit your pokes) its 35% + on your hp bar easy. After that a simple normal dive kick or crossup j. lk combo will stun you.
Also if you slightly miss-range your s.HK its a free punish that leads in to more mix ups so thats no good.
Don’t get me wrong I can just be sucking balls but it seems to me that she has a GREAT answer for everything akuma does and it makes it very difficult whit the low hp/stun of Akuma.
And its not like I can’t block cammy shit. I’m doing much better in that match whit rufus and honda for example and whit those two I have to block all her shit since they don’t have that great of a escapes vs cammy
Help me out here ,can someone tell if its a bad match up or am I playing very wrong or something ?
this can be a bad matchup if you are playing it wrong… Thats the best answer i can give… this can be either a 7-3 matchup in akumas favor or 7-3 in cammys favor depending on how well you know the match… MP shoryuken is your best friend for anti airing cannon spikes, zone cammy to death make her so uncomfortable , im kinda tired right now ill post some more tomorrow
I’ll say it like this - it’s a 5-5 match-up at the start, but once Cammy get’s in on Akuma, it’s 7-3 Cammys favor. Those frame traps (both ground and air EX dive kick) combined with an absolutely insane damage output just demolishes Gouki’s soul. She can end the match in 2 combos leading into a stun and then a third combo into a knockdown into a last hit or chip situation.
More over, it’s pretty damn hard to remain that distance where it’s a 5-5 match, because cammy’s dash and air mobility allows her to get in pretty easily (not to mention the drill on ill-placed fireballs). Overall, you got it right, Cammy got pretty much every tool at her disposal to deal with every situation in this match. It’s hard to zone her, it’s almost impossible to get her off of you once she’s in, she can OS your teleports, her DP autocorrects on a lot of set-ups, overall I think the match is defenetly in her favor, though some people may not agree with this.
Akuma doesn’t have so many of these in his MU count (I mean he really doesn’t have any other MU that are widely considered to be not in his favor or just 5-5 MUs, except for Yun I guess, even though that’s arguable too), so you should just learn how to deal with that pressure, the key here is, to train yourself not to crouch tech againts her. Even eating 3 throws in a row doesn’t always equals a counter hit combo, so fuck it, just hold down back, her dive-kick can’t cross-up either (well it technically can, but it really really REALLY is rare), so on wake-ups, when you see her do a dive kick, always block the normal way. She can however land on the other side after a blocked dive-kick, so gotta learn to notice the spacing on it too. This match is defentely winnable, Tokido for example knows this MU pretty good, so you just gotta learn the little things about it to help you out.
Also there are pretty neat safe-jump set-ups on her. For example after a light tatsu into sweep, immediatly jump and do a command dive kick (down MK in the air), if she goes for a DP, you’ll land in front and block. The forward throw --> 2x dash --> jumping HK safe jump works on her too.
Be sure to pick Ultra 2 in this matchup. This allows you to get away most of the time from Cammy’s vortex pressure. Just don’t teleport if she has you cornered though. Also if Cammy doesn’t have an Ultra 2 of her own, vortex the hell out of her. You can safe jump her, cross up tatsu. Focus Cammy if you can as well because she doesn’t have the best focus breakers. Although good Cammy players will use either Hooligan or Spin Knuckle if she finds out that you focus too often. Be sure to backdash if she’s not doing anything.
Overall I think this is either a 5.5 - 4.5 matchup for Cammy, or 6-4 in Cammy’s favour. Zone her to death, vortex her if given the opportunity, and equip Ultra 2. This matchup requires a lot of practice and patience.
don’t get knocked down. she will pin you with cheap dive kicks.
blocking those are a bitch, because they always look like they’re going down the middle. hard to tell.
I’ve got no actual tips thought, since I lose to cammy loads more than I should…
Teleporting away won’t help for shit, do not do it.
If you watch the above game, you’ll notice Cammy having the momentum of the vast majority of their games; but once Tokido gets a chance to get fight back he spends all his meter for the most damaging combos.
Akuma simply doesn’t have the tools to destroy Cammy; but he has a really high damage output - it’s all about getting as much out of it as possible.
Make sure you combo into to sweep. execution “must be on point.”
Use the few safe jumps known for her…
sweep > Jump immediately - command dive kick.
sweep > Jump immediately - J HK
sweep > walk a little bit - Cross-up J MK.
Don’t get knocked down.
Avoid resets. (Unless their for “next hit” stun immediate stun purposes.)
Make sure you maintain two bars of meter to get/stay out of trouble.
Don’t teleport out the corner without ultra 2.
Zone with low to the air fireballs and HK demon flip distance ground light and medium punch fireballs.
Hit always front except if you quickrise after cr.HP, cr.MK xx HK Arrow
Almost impossible to hit crossup from other combos
They usually always hit front
Akuma can Teleport out of them if he has U2 stocked and cammy can’t optionselect the teleports properly. Her Spiral Arrow doesn’t have the range, and Spinning Back Fist won’t autocorrect. Ultra can be done on reaction but it’s amazingly hard to pull off since you have to guess in which direction he will teleport then do a dash Ultra. Anything else can get punished by his U2.
If you lose to Cammy more than you think you should, then your zoning is probably not on point. I actually do play against pretty decent Akumas and if they know what to do it’s tough to get in.
On the other side if I get knocked down I have to deal with his vortex which is in my opinion alot stronger than Cammys.
I don’t think you can compare Cammy and Akuma 's vortex as who is stronger but more like who is the easiest to achieve.
Safe jumping with Akuma is damn hard while Cammy almost can random Cannon Strike at will after throw, sweep, arrow on every chars. She can dive or jump normal from the same jump in so way more ambiguous than Akuma DF or Jump in options. And she can link far normals to specials improving her frame trap game a lot.
People saw her jump with different timings for the entire round and unable to punish her for it, they start to lose patience and finally lose the game.
Actually Cammys “vortex” is harder to achieve since it’s hard or almost impossible to crossup dive akuma after spiral arrow. If you get hit by MK Strikes that don’t really look ambiguous… well bad for you lol.
Also since when are Safejumps = Vortex ?
Akuma has a ton of ambiguous options after forward throw so I don’t get why Akumas tend to be all mad when Cammy get’s a backthrow with 1 simple 50/50 mixup.
I do believe it’s even. Akuma has a ton of mixups anywhere he gets a knockdown. Let it be a throw into corner, midscreen or a sweep anywhere. Also Cammy can get safejumped rather easily in my opinion since her reversal is “6” frames (due to 1 frame slower wakeup).
If you just go by the facts then Akuma wins this matchup since he has probably the best wakeup game in SF4 and a mirriad of options to escape Cammys pressure game without even taking risks (u2 stocked).
His vortex is also more consistent due to the fact that you don’t really have to rely on your opponent and your combos most of the time and since he is quite hard to crossup strike I do believe that a safejump / crossup tatsu after sweep is A LOT easier to achieve than a crossup strike on him.
Just my 2 cents
U2 does not save you one bit against Cammy. It stops easy OSes, but it sure as hell does not stop Cammy from punishing it. Cammy can pretty much time U1 regardless if Akuma has U2. The teleport is always a risk against Cammy.
You don’t need cross up dive kick. Cammy’s game against Akuma is basically staying on him till he screws up which she does very easily. If the Cammy knows her options it is damn near impossible to keep her out.
Akuma’s vortex is harder to start up in this match up compared to Cammy’s mix up game. All Cammy needs is for you to block one dive kick and you’re in her guessing game.
It’s a match up where Akuma runs for his life in hopes to knock down Cammy and once he does he makes sure she doesn’t get back up.
So you pretend playing Cammy but don’t get the jump lk/mk cross up or front dive kick simple Oki she can perform off of a simple jump over?
You can block that ? I though we where here to talk serious but it’s definitely not in this direction.
Who said that ?
List all those ambiguous options please ? Just to know if that’s not a troll. Because at least I do explain what I’m talking about when I talk about other chars, I don’t use “Tons”, “things”, “stuff”, “all those options”.
And again Cammy 50/50 after back throw really ? Let me count : High, Low, Cross up normals, fake cross up dive. Maybe I forgot some but who cares we’re far from the simple 50/50 already.
Good luck anti airing her cross over jumps.
I give up for the rest, the cross up strike part killed me.
After Spiral Arrow ? As Akuma you can basically buffer your DP and block normal afterwards and if you don’t see a strike you can DP. I didn’t really understand which case in particular you meant with simple jump over but if you meant midscreen (no knockdown) then nope you won’t get enough frame advantage of a MK Divekick to combo so it is not really worth it + it can get beaten by a simple SRK
If I am not mistaken a Vortex is a safe 50/50 Mixup where you basically end up in the same mixup if you guessed wrong. Correct ? If her divekicks basically never crossup on quickrise how is it a vortex situation ?
Personally I wouldn’t consider her frametrapping game a vortex due to not being safe to mashed out reversals but that’s just me.
Alright I am sorry, I was kinda tired and lazy but let’s look at it like this.
After a Sweep he can
safejump j.HK / crossup tatsu > sweep
crossup or front j.MK
emptyjump throw
emptyjump cr.LK
crossup or non crossup palm into cr.LK / Throw
depending on spacing he can also do a safe demonflip divekick or a demonflip throw
After any forward throw midscreen:
dash 2x (insert 1 frame delay) j.HK / crossup tatsu
dash cr.MP into demonflip palm OS sweep (safejump)
dash cr.MP into demom throw into a 3/4 unblockable
dash cr.MP into demonflip palm (early) throw
dash cr.MP into demonflip palm whiff cr.LK
After any bnb xx tatsu > sweep in the corner:
wait like you would time the safejump then either:
j.HK depending on timing crossup or non crossup
j.MK do it late for crossup
j.LK for fake crossup but land in front
After any forward Throw into the corner:
Dash > cr.MK > j.HK for fake crossup,
Dash > cr.MK > j.MK (late) for a true crossup
Dash > cr.MK > j.LK for a fake crossup and to hit in front
Here is also just a video with a handful of these setups. Basically the corner 50/50 mixups. If you OS Raging Demon she can’t do anything.
Which means you don’t believe that it’s hard to crossup strike Akuma or you just find me outright hilarious because I just don’t understand that being in his face is already a bad situation ?
I know that being close to him is a keyfactor but with my first post I just really tried to adress that all that crying because of how ambiguous Cammys divekicks off a Spiral Arrow are is just plain bullshit sorry.
Actually on quickrise they never or barely crossup and I just did this video on a whim but meh it’s tough to do and unless proven wrong you shouldn’t block crossup most of the time.
Cammy has also similiar options as Akuma after a backthrow though.
Fakecrossup/crossup divekicks
1 unblockable (honestly I am not a fan of it either and I am looking forward for it being fixed)
After any Spiral arrow the only really legit option she has is a non crossup MK Strike (OS SBF) which is safe to reversals and gives her enough time to react to any teleport with Ultra 1.
Also the Spinning Back Fist won’t autocorrect and Spiral Arrow lacks the range for a punish if you use the PPP version of the teleport.
What I basically wanted to point out is that the knockdown situation vs Cammy as Akuma isn’t as bad as people like to think and it’s not “that” ambiguous. Yeah she can land a crossup j.LK but you could also reversal it. If she doesn’t have U1 stocked you can teleport out of it. As I said the Spinning Backfist wouldn’t autocorrect.
And due to the fact that the actual vortex (safe 50/50 mixup on wakeup which leads into the same mixup if guessed wrong) is hard to achieve with Cammy makes me believe that Akumas vortex is not only better in general but also easier to apply if the player is aware of his options.
I don’t know too much about the midscreen game as an Akuma player but Akuma has probably the best fireballs in the game (Hadoken, Air Hadoken, 3Hit fireball). You wouldn’t need the latter to zone Cammy but if the Akuma player knows what hes doing it’s pretty tough to get in at least from my experience.
I actually didn’t mean to troll or anything but I guess I should spent some more time on some of my posts sometimes. Sorry.