Matchup in AE: Gouken vs Akuma

The only time I even get pissed when I lose to Akuma is when it’s due to that bullshit and I literally have to guess my way the hell out. No rhyme or reason, just guess and if you do anything other than block hope he didn’t call your bluff or DF Throw your ass. I guess that’s why knowing the timings of the flips are important.

If he’s late or goes for throw, jump back mp > tatsu and EX Tatsu works as well as avoiding with cr. lk. The problem is, he really doesn’t have a reason to do either. Just flip and palm and even if he lands early it’s little to no risk especially if he uses cr. tech for his combo/string starter.

I played with Akuma for a bit and some of the stuff he is able to do off of 1 set up is just friggin ridiculous. I’m just glad that if he forward throws us in 2012 it makes his life a bit more difficult b/c of the possibility of EX Tatsuing is ass b/c the safe jump option may be screwed. If everything pans out in our favor, just keep your meter and if he uses forward throw the more likely you’ll be able to stand.

A lot of this match up is just preventing from being knocked down in the first place, but that’s easier said than done.

I’m assuming the new BS Tactic in 2012 will be to use U2 and teleport backwards every time they use far st. hk.

Heh, they gave him the easiest knockdowns in the game, AND the best setups after a knockdown. Teleport to U2 is one of the most bullshit additions i’ve ever seen. He’s both impossible to defend and impossible to pressure. wtf, how is that a balanced design?

I wish this was their idea of everyone being balanced.

I messed with Akuma’s forward throw and it doesn’t seem to different to me. The main thing that lost was Cross up Hammer fist > Mix Up.

Everything else looked pretty much in tact, especially safe jumping in with palm.

Yeah, you can still safe jump. You can’t c.lk, tatsu, or denjin after a forward throw.

what about Super? Does it beat everything? Or can Akuma safe-jump that too?

I thought Akuma’s teleport-cancel to Ultra 2 was a joke at first. Goes to show never to underestimate his BS.

Furhtermore, why exactly his the HK -2 on block? Nevermind that it was 0 before. A move that pressures the opponent like that, and has a fucking great hit-box both low and high (assuming you try to jump away), shouldn’t allow to spam a LP and repeat the god-damn cycle.

Long as it does not go over super and not a early /empty jump in (which you can throw them out of) 3 frame are not possible to safe jump because the landing animation after an attack take a few frame to start blocking.

The teleport cancel to ultra 2 have always been a bit under rated.

Space it right and they shouldn’t be able LP out of it. LP don’t have enough range to make Gouken block after the push back.

Sure, but in Gouken Vs Akuma, at close to mid-range, it’s often the Akuma that has the control, and it’s easier for him to decide the spacing.

What I thought was a joke, was the info when I first heard it :wink: It didn’t make sense to have something invincible and very practical, such as the teleport, to allow it to cancel into a freaking Ultra at will.

While it seem really odd to allow canceling of teleport, Akuma’s U2 have very poor start up time compare to any of his special. Plus it does less damage compare to his other ultra. However, it really do make people who don’t know how to bait it out leave him the hell alone on his teleporting.

If you use st.hp as a zoning/foostie tool at the range he goes for st. hk you will completely beat him and recover fast enough not to eat any kind of punishment for it if you whiff. at that range, gouken’s fat hand owns his demon ass. 150 on counter hit, plus a guaranteed sweep if he’s close enough.

This makes a BIG difference in this match up cause it forces him to take risks to get close, risks which akuma can’t deal very well with.

I 100% agree with the above. Way less problems with this match since I started using this. Seems like a small difference but when he gets iffy about throwing out that stupid kick it seems to change the match a little bit.

Yeah that’s good to do especially with the improved standing hp.

Gouken’s only REAL problem in this MU is when he is floored. What decides if Gouken wins or loses vs. Akuma always revolves around if how long Gouken can stay on his feet. The longer he can stay on his feet the worse for Akuma and Vice Versa.

True, so we have to isolate the ways he gets those knockdowns and deal with them, as well as find ways to minimize the risks once knocked down.

how does he get those knock downs?

  • cr. hk
    st. hp should keep him from getting into that range and st. hk.
  • st. hk
    deal with it using st. hp
  • ex fb
    risky: you know what to do
  • jump ins
    you know what to do
  • air fbs:
    I’m not so good against these: got anything?
  • demon flip
    same as jump ins(?)

-Air FB’s
Depends on the version, try sweeping him as he lands, palming through and focusing through. EX however is a nasty piece of work.
Some cases try jump back HK, it’ll often trade, but its in Goukens favour and he’s techable knockdown.

-demonflip
j.MP and j.HK are your friend here. EX tatsu as well, but make sure you’re ion point at recognising distance and timing.

Negative. Last night I played a pretty spotless Akuma and cr.lk > tatsu’d my way out of precisely 1 palm setup in about 15 matches. Hell, I was getting thrown while crouching and trying to cr.lk. He was hitting me or grabbing me on the standing frame I think because there was no cr.lk animation at all. EX tatsu worked only when I recognized a mistimed flip. This match up has only improved in the mid range, and only really with our better fierce stats.

yeah. Although, it is much better in mid-range. Also, I think you can always FA his 2-hit st. HK - you just have to be quick to cancel it once you absorb the first hit. If you nail it, it’s a huge pay-off.

But the wake-up is indeed still bullshit. It has nothing to do with Gouken, but only with Akuma’s design.

Anyway. Just block and guess correctly while he leaps in and jabs and kicks away left and right and high and low, and tech the throw, and wait for the inevitable st. HK, or jumping fireball - or whatever, and let him try to just barge in, but don’t answer the door. Once he steps back and cools off, you can play the game more at Gouken’s pace.

Yes and no to the advice. Yes, blocking really is our best asset, but I was getting flip thrown way too much for that to be all we can do. He did not miss a wake up flip throw once. We should be able to at least crouch safely on wake up now that his palm is not overhead, but we can’t even do that. I’ve been hitting training with Akuma to learn him. There’s a whole lot of timing to learn, but a mastered Akuma can keep Gouken down for good. This match is won by Gouken at 99 seconds and the more the clock ticks down, the closer Gouken is to losing. I think we need to consider opening a can of whoop-ass from the start of the match and not letting up. Problem is when we are on the offensive, he’s got better lights, an srk and a teleport that can cancel to U2. My analysis leads me to believe that this cannot be an even match up, ever.

This match up sucks balls, and is Akumas match up to lose. If Gouken is not offensive enough he will surely lose, on Defense hou are almost better off just letting him DF Throw you on your wake. Anything else yields a punish or knock down. I don’t think anyone has enough balls to DF Throw the entire match, especially when Gouken has meter for EX Tatsu. Akuma has no reason to air fireball or dive kick Gouken on his wake up.

Gouken has to be on the offensive in this match up and stay on his feet. Not an easy task.

At mid range neutral jump, st. hp, and j. back mp is pretty solid. EX Tatsu is Great AA at that range.

The goal full screen is to throw air fireballs to make a fireball pattern you can either palm, dive kick, or slide. If he rushes you down instead you lose and vice versa. He just has more lock down tools once he’s in b/c Gouken can’t srk.

Dude, I agree like you said, if the Akuma is dumb enough then they will be eaten up by Gouken. I think what you need to stand a good chance are:-
[LIST]
[]Don’t get knocked down
[
]U2
[]Be wary of his meter
[
]F.HP, F.MP (bloody good in AE 2012)
[*]j.HK (dealing with crossups if you see it, Air to Air)
[/LIST]

I don’t know, I feel like Akuma has a set up to repeat his flip crap after a flip throw, but if you go with the almighty hold up, he will palm you which he will then have to manually time his flip off of instincts. If he is off by a few frames this allows you to use c.lk xx tatsu

I’d kind of probably just keep taking palms and hope he messes up by a frame or two and get that c.lk xx hk tatsu for 225 damage or whatever.