New matchup thread being made....rejoice!

I have a short question concerning the Guile matchup:

I tried different moves to punish it (FA, crossup…), but nothing works out really well. What’s the most effective way to punish Guile’s cr.HK?

Focus between sweeps and also Demon between, works really well for me.

You can just srk fadc shaku in between there pretty easy.

sicapent> a good guile will sweep MAYBE 1 time out of 5 matches.
the matchup is really basic the hardest part will be out-prioritizing his normals and dodging air grab

block the first hit, LP uppercut the second. I also believe you can jump him after blocking the first part of it.

I’m still pretty new with Akuma, but I play with a guy who is REALLY good with Gen, and it’s really hard because he is so difficult to punish and all his normals seem to stuff Akuma. I still usually lose to him, but these moves seem to be more reliable than others:

At medium range when he is coming in for pokes plain old HK tatsu catches him often.

Jumping backward with FP seems to beat a lot of his jump attacks and wall kicks

He likes to ultra (ground dash thingy) to punish air FB, but if you can bait the ultra with an empty jump and punish with RD it usually ends the round cause Gen dies so fast.

Dude I really need help with the Chun matchup. People take her anti-air options for granted, you really cant jump on her whenever you want, and her quick dashes and focus make it hard to start up any offense on her… Can anyone offer some advice? I’ve got videos if people wanna look at em.

http://www.youtube.com/view_play_list?p=17C57BC552D35A67

If she doesn’t have any meter, cross her up and try for a tick throw if she blocks. If not, BNB. Other than that, I noticed a few missed opportunities in your third video.

After a focus crumple, you opted for a cr.MP rather than a st.HP, which would have finished her. Even if you didn’t do that, you could have FADC’ed into a Red ball for the finish.

Last thing I noticed before I lost focus was that after she hit her ultra, you got up…and demoned her recovery? She had a fireball’s worth of damage left. Why give her meter?

A lot of chuns know that you can ultra a blocked sweep from akuma, but alot of them don’t know that you can’t do it if akuma has ultra meter. Just cancel the recovery into ultra after she starts her ultra. This also works if ryu tries to super a blocked sweep, or even if someone does a basic countersweep to punish the recovery. Doing it to catch punishment normals is something of a gimmick but it’s totally confirmable to punish retaliatory ultras.

I’m gonna probably try my akuma out against nerd next chance I get and see if it’s gotten anywhere, I just started playing this guy as a 2nd to handle some bad matchups for my main but I might just completely switch, akuma doesn’t really seem to have any bad matchups and he is alot more fun than I thought.

I just discovered some stuff vs Ryu. Not only from playing but from watching vids.

ST.MK seems to be able to stuff Ryu’s cr.mk and moreso when akuma is walking forward. Also from the Fujino vs Daigo vid I noticed something he didn’t try to play the fireball war he just jumped over each fireball or focused them or met them instead with his own.

Its a lot smarter than fireball war cause then if ryu gets a good read he will hit you with a tatsu and now you are in the corner exactly where you don’t want to be.

Instead its better to jump in the air and do a close air fireball to the ground that will hit someone trying to walk in and also do it in that range so you can’t get swept.

Also neutral jump then sweep is really good vs ryu’s who want to try and walk forward when you neutral jump because if you pull off a air hado too early they will sweep you and sometimes that could be a pain cause you would’ve probably been able to land a combo but instead you got swept.

Also another thing he did he punished Daigo’s fireball attempts with jump in rh then bnb combo which was good. And of course in the proper range he did sweeps so daigo couldn’t just come in at free will. He did all this while staying away from getting hit by ultra but then in the 2nd round fujino got fucked up cause he did a fireball at the wrong time and also was trying to focus daigo’s fireballs while he was a bit too close for comfort.

Anyway I think akuma’s air fireballs are more so what should be used instead of his regular fireballs since they are easier to punish for bigger damage.

I too have been thinking this match is heavily in ryu’s favor but I have been doing research to see how akuma needs to play the match to win.

great post man
yeah this match is most definitely in ryus favor.
i have a really good ST ryubot on my list and the only way i can consistently beat him is if i COMPLETELY outplay him by baiting srks, jump in HK>BnB.

i like to jump in with a FB alot because if they srk they either eat the FB or waste an ex meter. sometimes they will try to ultra or super you if they see you jump in with an FB, but you can bait that with an ex air tatsu.

I’d like to ask if the first post can be updated to include the match-up info for Bison and Ryu specificly, and anything else helpful that hasn’t yet been updated.

Duggish was saying he wanted someone else to assume that responsibility from him. Is anyone here in a position to add this info?

I’m actually having a little trouble with Rose’s advancing c.mk slide. If I block it and try to poke, she’ll throw out her s.mk or s.hk which will usually stuff whatever normal I threw out. What are my options footsies wise?

What I’ve started to do is dragon punch it immediately. I use the jab one also for quicker recovery. If you know it’s coming, you can block and then srk it. When you block her slide, you have the frame advantage so take advantage of it. Doing this should hopefully keep her from sliding in as much on you.

Tips and questions below…

Re: Elf… I had the privilege of playing one solid and one ridiculously great Elf at CF the other night and I came away with a lot of knowledge. First, I got pummeled three or four times (seriously pummeled, we’re talking dizzies and perfects) and then I asked Andy Autodemon for his tips for Elf. He said ‘don’t jump and walk towards him.’ I tried the strategy with tremendous results, although I’m sure I got a bit lucky, too.

It would seem like Akuma owns Elf due to teleport destroying Elf’s killer wake up game, and although the match is definitely in Akuma’s favor, Elf has some tools. Predictable air fireballs are a huge no… A good Fuerte will slide every time. Elf’s Ultra is a bit like Akuma’s in that it really changes the game and if you can bait it out you should do so because you cannot jump in OR cross up or fireball) when he has it unless you wanna lose 50 frickin percent. I learned about the cross ups the hard way at EVO actually. So that leaves us with footsies… Akuma dominates in this department. Far HK like mad - you just have to avoid being focused, so keep it at th right rang. That brings me to Elf’s other devastating weapon… The infinite, which is very bad for Akuma for obvious reasons. If he focuses you or catches you in an obvious teleport situation, a good Elf will take off huge damage and possibly stun you. So if you get knocked down, teleport is amazing unless he predicts it. Consider refraining from quick get up so you can survey his intentions. if he has you in the infinite, mash SRK or teleport in case he messes up.

So in summary:
-attack him by going right at him with far HK, watching out for focus
-use the usual wake up shenanigans and cross ups unless he has ultra
-defensively, avoid obvious air FBs and teleports and DONT jump or fireball near him when he has meter
-teleport away from his mix ups.

A lot of that I’m sure has been covered, but going straight at him is the biggest tip IMO.

Now, my questions…

I’ve been having a lot of trouble with boxer, especially rushdown boxer. All I know to do is neutral jump from half screen and pray he dashes so I can punish, bait headbutts, and cross up, although good boxers are savvy to cross ups. I know you can focus some of his moves but that seems risky. He also dominates footsies. It seems like almost none of his moves are punishable. What the heck?

I’m also having trouble with Blanka. All I know to do is punish slide and punish balls with demon. I feel I only beat eithr char with random pokes and demons. If I don’t get a demon, I have little chance. Please help!

I’m new to Akuma and I’m finding Blanka to be an interesting match-up. I’m a Gouken main who has many options against Blanka to shut his nonsense down and severely limit his options whereas with Akuma things aren’t as luxurious.

  • Consistent ball counters with demon are a good way to instill fear in your opponent and as such I find myself focus absorbing to build a good chunk of Ultra meter to prepare that threat.

  • Blanka players assume the EX ball through fireballs is a failsafe go-to option that will always work. Keep this in mind. As such, bait it out so he blows his EX load which will again limit his options. Combined with my first point, baiting EX balls will net you an Ultra.

  • One key point I bring from my Gouken game against Blanka is to consider this: Blanka’s sweep range essentially has a half screen reach. With this in mind you can find safe ground that doesn’t require you to fear a surprise slide and thus focus on zoning and baiting those balls.

  • As above, because of this range you are in a position to genuinely react to balls and punish with a SRK and FADC into a red ball to force him to reconsider his options. Once you demonstrate an ability to punish balls - whether it be via demons or well placed SRKs, Blanka will change gears and try to go on the offensive. What other options does he have? He will begin to get jumpy and toss out a few slides. He’ll also get cute with beast hops, so get ready to tech those bites. If you also demonstrate a ball punishing ability he will also begin mixing up with short and mid-range balls to gain distance so he can slide or bite. Teleport out of there and reset that sweep (read: half screen) range distance again. Use your teleport carefully though, as he can slide you out of its ending animation if you are sloppy.

  • If he has EX meter avoid jump-ins and demon flip dives. Though if he has no EX meter or is perhaps conserving it for horizontal balls, pressure him with ultra-deep dive kicks on his wake-up and go for a tick throw.

  • Another thing re: ultra-deep dive kick on his wake-up: If he has Ultra, he may wake-up with it. Fret not. Your dive kick will pass right through him as his Ultra is beginning (due to its invuln frames), but you will NOT get smashed out of it. As soon as you land, block low as usual and then move into a high block and guard against the rest of his Ultra. Ultra demon once he bounces off you. I find it odd that his invuln state also has no hitting frames so this works in our favour despite the gigantic chip damage we must incur. I am wondering though if we can pass through those invuln frames and immediately launch into teleport to get the hell out of there and prevent that chip damage.

  • I find success at relentlessly pressuring Blankas in the corner. Sometimes I switch my Akuma into ‘retarded’ mode and just plain pile on corner pressure - particularly on Blankas. If you do not land hits, go for a tick throw.

  • Tick throws. Blanka is a dirty, gimmicky bastard. He’s going to grab you and he’s going to bite you. He’s going to hop through you and go for these options. He’s going to empty jump and go for them. He’s going to cross-up and immediately bite. Be ready to tech but more importantly - bring this dirty game to HIM. YOU need to go for tick throws. YOU need to be dirty also.

  • You also have some options to molest his charge (tele, cross-ups), though Blanka has a good array of normals (slide!) that reduces your impact here and you’ll find he can still hold his own without charge somewhat well.

  • Learn and understand the rainbow ball. Its a cross-up tool. The EX version can be CONTROLLED AND GUIDED. Identify if you are being crossed up and block respective to the direction. If you are doubtful, focus absorb that mess, dash and punish. I can’t comment right now on the EX rainbow ball’s properties concerning armour breaking. I’ll confirm this and update my post accordingly.

  • Hoo boy the gimmicks, the gimmicks. Blanka is out to fool you. Don’t be fooled. Don’t fall for his dirty tricks. I actually admire the Blanka playstyle as its quite unique and is shamelessly dirty. A good Blanka MUST be dirty. Learn the character’s basic playstyle and have a tinker with him yourself to build an understanding of him. Marvel at that retardedly simple cross-up mk. Check out the lp horizontal ball’s range and see how easy it is to grab from. Try out those beast-hops into grabs. Learn 'em and hate 'em. Then use that knowledge. Also - read the Blanka sub-forum. Mingle with those dirty bastards and learn what makes the Blanka player tick :smiley:

Other stuff:

  • Can we punish electricity from the air like Ken can with a jumping short?
  • Can we reversal a ball with kick teleport and sneak in a sweep?
  • Blanka’s crouching hitbox is very low. Many attacks will whiff on it and placing a demon flip grab is quite difficult
  • Due to the ease of placing Blanka’s cross-up mk, many Blankas are sloppy with its placement and thus don’t hit very deep with it. Can we reversal this? What is our best option? EX SRK?

Like I said, I’m a new Akuma player so a lot of this may be very obvious and newbish for which I apologise though I figured I’d contribute nonetheless.

Last but not least - my parting gift:

Gentlemen of the Akuma forum - I present to you the “Dirty Blanka Tactics” thread" courtesy of our friends in the Blanka forum.

http://forums.shoryuken.com/showthread.php?t=186785

Enjoy.

Thanks a lot for this, I didn’t think you could srk in time after blocking the c.mk but it’s working everytime in training mode.

Hey guys, I need a little help here. I’m working on a big compendium of meaty options and option-selects for Zangief that I need some peer review on. Gonna make a video on it soon, but I wanna make sure that there’s nothing wrong or missing on it. If you can find something wrong with this section or something new I haven’t thought of, PM it to me and I’ll put your name in the video’s credits! Here you go (and if there are any terms you don’t understand, check that link out for clarification):

Akuma
-----Best meaty: Knees at the back of his head (cr. short o-s throw) o-s jab hand
----------Lp, mp dp: Loses to knees
----------Fierce dp: Loses to knees
----------Ex dp: Whiffs through, hand over
----------All teleports: Whiffs through, hand over
----------Super: Loses to knees
----------Ultra: Loses to knees
----------Backdash: Loses to knees
----------Focus attack: Loses to short
----------Focus backdash: Loses to jab
-----Best meaty on quick stand: #1
-----Comments: The knees have really short hit and block stun, so when done at the height where they beat Akuma’s dragon punches Akuma can recover from them in time to do something when you land. The cr. short o-s throw means that if he goes for a throw, you’ll tech it. But if he goes for dragon punch, that input will lose. I have that section in parentheses because you just have to guess whether you should do it or whether you should block in expectation of his dragon punch. As for these post-normal/360k options, realize that the set after the semicolon are unsafe, but that mixup is so strong that it’s still reasonable to try sometimes. In order to make sure that your o-s jab hand tracks his teleport, you need to press the jab button for the green hand a little later than in most o-s’s. The reason is that you want Gief to wait until Akuma has actually teleported before pressing the jab, since only after Akuma teleports can the game know which direction it should make Gief move in.

my akuma is exceptionally dirty. i caught him with a sheep, once. the poor sheep was on a cliff edge, and akuma was ‘behind’ it. when i asked him “why so close to the cliff?” he replied “so the sheep pushes back.”

he also never takes a bath.

one more way to punish Blanka

demon flip kicks punish Blanka’s forward ball and trade with his up ball (though you definately lose out on the trade)

I like to do an lk demon flip occasionally to punish balls and slides

demon kick also beats electricity as long as you are hitting from the front