ryu stuffs courtesy of micky d
[details=Spoiler]First of all it’s important to understand that Akuma needs to play the fireball game against Ryu. Not just through air fireballs, but ground fireballs as well. Though his recovery isn’t as good, he can still match Ryu’s momentum and by doing this, unlike most of the cast, you won’t get bogged down and barraged with fireballs so quickly. Using air fireballs is a good idea as well, however you can’t ever discount the idea of ryu doing a psychic jump hk to hit you before you throw it…or possibly dashing in under the fireball and sweeping you on recovery…or the dreaded super when throwing a fireball. Point of the matter is that ground fireballs are under rated in this matchup, and they are used in order to press momentum on Ryu, or possibly keep Ryu’s fireball momentum at bay.
Every knockdown must be utilized in an opportune way as well. Don’t just knockdown and give away the momentum by not doing anything. Even if you think that Ryu is going to SRK, SADC on his wakeup, it’s better to back off a bit and bait with a demon flip dive kick of some sort. Knockdowns that Akuma get are CRUCIAL to his game, and begin his amazing momentum game (lol vortex). I also believe that the vortex isn’t the best idea to do against Ryu in situations of an unteched knockdown. I remember jab shoryu beating tatsu crossup, as well as a jump in…it’s tough because safe jumps with Ryu are an exception due to his fast uppercut. All in all, knockdowns are crucial, and big damage needs to be done in order for you to control the spacing game later in the match. You want to maintain a lead and make ryu come to you through stupid decisions like jumpins which’ll give you more knockdowns and more momentum.
The matchup is about 80% fireball/zoning game really and the rest is dealing with momentum from both sides. Speaking of which, don’t teleport too often as you ryu has ways to still deal a bit of damage…such as option selecting a hurricane to catch you out of your teleport, or by throwing a hadouken during your teleport to get a slight bit of damage. Play it safe and keep cool and block, then play the zoning game again.
In the 2 matches I watched, Momochi loses to Daigo because he wasn’t aggressive enough (too much respect for Daigo?) but Yuu wins against Daigo because he WAS aggressive. Momochi played very safe and sound, however Yuu took a few more risks enableling him to combo more. Basically, calculated risks are okay in this matchup, and they are NEEDED to win, however you need to play CALCULATED and safe at the same time. Can’t just expect to land a demon flip from full screen…Which reminds me…the match is not played at full screen (contrast to most beliefs)…it’s played primarily at a 3/4th range, to footsy range due to the fireball/zoning battle.
Key points: Fireball in order to gain momentum and keep Ryu’s fireball momentum at a low roar. Air fireball from a distance, but NOT when Ryu is closer as he can punish them (not at all when he has super btw). Momentum and knockdowns need to be taken ABSOLUTE advantage of…keep that pressure on in some way, do NOT let it go completely until the momentum fizzles out, or Ryu takes it away from you. And last but not least, play safe, yet have CALCULATED risks and safe pressure. Things’ like jump in ex air hadou are good as they cover the ground and Ryu is forced to block, giving you momentum as you gain ground.
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Also, does anyone want this thread? I don’t have the time (or PC @ home) anymore to be able to consistently update this or keep up with it, nor do I really care…pm me if you want it (you’ll have to ask a mod to remove the sticky/stick yours) and ill shoot you whatever info I have.
PM! I don’t want to check back to this area of the boards… there’s a couple very reliable posters here that I would hope will take this on, you know who you are. I don’t wanna give it to someone who’s just going to do the same thing, lol. Peace!