New matchup thread being made....rejoice!

Listen to to this man. Zone Balrog out. The guy you were fighting against was a jerk. Don’t let the bully sike you out dude. Akuma doesn’t want it with Balrog up close or at mid range. Balrog doesn’t want it with Akuma right outside of mid range or at long range. Fireball him every which way man. Neutral jump in anticipating(or reaction) to his dash punches and always be ready to demon punish. Always anti air him, never let him get free pressure, and when in a bad position, TELEPORT OR COWARD COPTER.

Always make him lose his charge constantly, and when at mid range, BLOCK A LOT. His sweep is probably the best in the entire game and you don’t want to eat that. Focus is a decently high risk, high reward kind of thing, but I would suggest using it to combat his sweep from time to time as well as all of his non focus crushing dash punches. Just throw it in there to keep them honest. Charge the focus and then just backdash. Let them know that they not only have to worry about a barrage of ground and air fireballs, but that as well.

On knockdown, vortex Balrog like it’s about to be patched in the next version of SF4 and this is your last chance to abuse it. Cross up tatsu, fake cross j.mk, empty jump throw, empty jump low, demon flip throw, fake cross peak jump d.mk(dive kick), etc, etc. Balrog does not want it with the vortex, trust me. End your combos with sweep as much as possible(unless it’s going to win you the match, or put him in the corner, then don’t. use his srk finisher instead) so you can restart your vortex.

Besides the obvious vortex, Balrog is free on wake up as far as meaties are concerned, c.lp beats everything he does outside of an ex headbutt, which Akuma recovers from way before Balrog’s ex headbutt even comes out, giving you a free punish. c.mk meaty works the same, except ex dash punches beat that and so does ex headbutt.

Oh, and PLEASE block the overhead and punish him hard. That move is gimmicky and pretty easy to react to as long as you’re paying attention. Throw or c.mk,fierce shoryu OR demon him out of all of his ex dash punches.

Don’t be so worried about creating momentum vs Balrog. As others have articulated, this guy seems to want you to rush him down and get in his face and that’s simply NOT the way you want to play the match. Your momentum will come from knockdowns and playing a safe, safe game. The dude wants you to play his game, Balrog’s game. Screw that. You beat a character by taking away what they want to do and their best options. Balrog wants to be close and at mid range so he can utilize his ridiculous normals and footsies for massive damage, so you zone the shit out of him and constantly make him lose his charge. Akuma is arguably the best in the game taking away every character in the game’s best options. This is why Ryu is his hardest match up and his shakiest 5/5. He’s so versatile and perfect(as shin akuma pointed out), that he can be played many different ways and you can’t really take away what he wants to do, because he wants to do whatever works and he’s capable of doing so vs any character in the game. He’s like a GPS system. If one direction doesn’t work, he easily goes a different route without much of a fuss vs anyone in the game. So Ryu is probably the only character in the game Akuma can’t really stifle consistently.

Sorry for going off on a Ryu tangent, just fought Chris Hu yesterday and lost 10-5, lol.

But yea, the way this fight goes down is basically whoever is the first to get a fairly big lead is going to lose 85% of the time. It’s not like other fights for both characters where a comeback is a strong reality. If Balrog has a lead and decides he’s going to turtle you hardcore, you’re going to have to work very hard to get anything going. The same applies him for, but it’s probably even harder for him if you play smart.

Hope some of this helped.

Oh, and some random vs Ryu science.

If you anticipate a tatsu and can react to it time, crouch demon punish him. Use c.lk to hide the light punch inputs since a c.lp will knock him out of his tatsu.

Do…

c.lk+c.lp, c.lk + c.lp, back+lk+fierce, and watch his health deplete.

For random Tatsu, I found keeping the buffer low with cr.LK was quite tricky. You can do it a bit easier by blocking the first hit (or two) and then crouch blocking to buffer the Ultra out of the blockstun. what happens here is that you have all of the normal block stun and vulnerability, but also all of the next whiffing hit to go through and this will only go wrong if you’re late enough on the Ultra for a jab to come out of the blockstun which isn’t common.

I recommend using that if you’re not great with the cr.LK one, because it’s very easy to use and it’s worth the chip for the damage. This crouch blocking thing happens to work for your close and crouched HP combo starters aswell btw. I’m not sure why but it makes all the safe hurricane kicks fully punishable.

When it comes to the ranged fireballs vs. Balrog and stuff; it’s the best choice but I’m not sure it’s all that secure because once he has an Ultra he can go through and punish a fireball on reaction from a 2/3 screen distance and he can dash into that also. It’s not even particularly hard to do.

It can be a bit like the second half of the Chun Li fight only he doesn’t have the same difficulties playing around air fireballs as she does.

It’s a very tricky fight where I feel it’s in Balrog’s hands to win the ground game and Akuma’s best chance is from maximising knockdowns.

So, I’ve been getting very good at tatsu crossups, for the first two games against my friend (solely plays Ryu), doing as we do, I spammed the hell out of it until he trained himself to do something about it. However, beforehand, he’s always been very good at directionally corrected shoryuken’s (DCS’s).

I would say, out of 30 games, that he would miss 2 out of several hundred DCS’s. Once he realized he could still stuff me with it (as the assumption was it wasn’t working and he was just confused at the timing, assuming his forward shoryu would still hit), the tactic became virtually pointless. It’s gotten to the point where jumping at him for his wakeup or demon flipping, regardless of front or back or mixed up, results in a correct shoryu.

What I’m wondering is…what exactly should I do here? I notice in higher end play, people jump in semi-frequently on people’s wakeups and don’t get SRK’d in the face, however the person I spar with daily wakeup shoryu’s on reaction and knows it’ll hit. I’ve pretty much all together stopped doing it as if he see’s me in the air, I’m going to get wakeup shoryu’d. Occasionally I can bait it with FA dashing in and out, but he’s picked up on that pretty quickly. (in other words, he doesn’t spam shoryu on wakeup, it’s a conscious decision because he knows it’ll connect, otherwise he typically blocks the correct way and we go back to square one footsies or I teleport out and begin the fireball mindgames again baiting unsafe jumps)

I have to stick mostly to my ground game with him, and it’s pretty frustrating when I can’t really pull wakeup tactics on him as effectively as I’d like to given his outrageous capability of DCS’ing me. I’ve tried doing ambiguous crossups, but it doesn’t really matter, as DCS’ing is always the right direction.

Currently, I’ve basically just resorted to air fireballing, he frequently blocks low, so I’ll overhead chop him. Next wakeup I’ll repeat and maybe sweep, or stand there focusing trying to make him decide whether or not he can tatsu me before I hit level 3 and if the fireball will hit him out of it. Sometimes I’ll dash out and sweep or dash in and throw or cross him up at that point, but I’d much rather be able to keep him on the floor as much as possible and capitalize on it rather than rely on after-wakeup tactics like that.

Furthermore, given enough time, he’ll start to develop counter tactics to that pretty quickly.

I’m definitely lucky to be able to play with someone on the daily in which we force each other to constantly adapt to new tactics and playstyles, but it can get really frustrating when you hit that streak where you feel like you just can’t do a damn thing. I win most of the games usually, but…I’d certainly prefer to win them a lot harder.

So, I tried to give as thorough of an explanation of the situation as I could. Do you guys have any advice on handling DCS’s, or critiques on my general strategy in this match up?

I find myself not being in range of the bnb combo that often, playing a blend of keepaway and footsies in an attempt to get a knock down and work on wakeup pressure.

Wouldn’t c.mk work better? Just like an AA Demon? That’s what I do:\

I use low forward demon aswell

Ahhh that works too yes.

Crouching strong with akuma is sooooooooooo good

I guess since no one is gonna post I will post again.

Akuma’s crouching strong is way better than crouching jab because you can hit confirm it with a double unreversible crouching strong that you can confirm into a special.

Jab seems to get reversed a lot especially online where your inputs drop. I think peoples need to start using c.strong more. Trust me you will see instant results.

Also when it comes to press and getting people in tick throw traps. If they are mash a throw tech or a reversal you can delay and if they don’t reverse but you know they are going to try to tech you can delay your second strong and get a counter hit which will give you and opportunity to combo strong into standing round house for like 400 pts if you have 2 bars of meter for the lp dp into fadc shaku.

Link the roundhouse to BnB with crouching strong aswell and the counter to roundhouse does 417 damage even without FADC extensions.

This is the wrong thread for such things though.

Strong is awesome, but the one problem is if used as the ended to the anti throw string it can push smaller opponents out of range for a DP after small tatsu.

^I thought that lk tatsu always setup a dP no matter the spacing of the LK tatsu. The only problem I have with cMP is that it pushes some opponents too far back for LK tatsu to hit which leads to pain for akuma.

I’m thinking he may mean jabShoryu? I’m not sure.

its both. The c.mp can both push them too far away for the tatsu to connect (which sucks) or it can push them out of range for the full hits of the HP SRK (which also sucks but not nearly as much). And at that point you no longer are gaining damage since you lose one or two hits of the SRK.

If I’m unsure of the range I’m at when I use the c.mp I tend to fireball FADC into BnB or HK. Ryu’s c.mp is better due to the manner by which ryu does his combos since SRK’s first hit has REALLY far hitboxes, unlike the light tatsu.

Against any big character though the c.mp gains in usefulness dramatically. Too bad almost everyone uses ryu :slight_smile:

What approach do you guys take the rose match up? I know Akuma more than likely has a sizeable advantage on Rose due to the vortex, but I’m undecided on whether I should be more aggressive vs her or to take a more defensive approach.

My issue with playing a defense style is that she can’t be zoned that well due to her easily being able to reflect akuma’s purple balls of undeniable manliness. Of course, vs nooblet Rose you can mix up an ex hadouken to score a knockdown, but I’m talking strictly vs a good rose. Defense can be a bit tedious.

On offense, Rose can play a pretty mean footsie and poking game. The better Rose players I’ve encountered love to spam pokes into soul spiral and then backdash to make it safe. I’m not too confident in akuma’s ability to comfortably play a mid range poking game with her. That’s probably the only scenairo where she’s at a slight advantage. Focus attacks own her…kind of…good Rose’s will tack on the occasional soul spiral to you honest in that regard.

Though it’s probably evident, I lack match up experience vs Rose in general so excuse me if I’m coming off as scrubtacular. I promise I am not :slight_smile:

Thanks 4 the helps guys

I have some trouble against one of the best Roses in Europe (imo) as well…thing you gotta keep in mind is, the spiral is only safe at a certain distance. If they do it too close than you can do reversal srk and hit them since hk spiral is -4 and lk and mk are more easily punished cause they have longer recovery frames…pay attention to her throw mix ups because she has one of the longest throw reaches in the game…they’ll probably do slide > throw, or slide > cr. mp or something like that at some point…honestly I think turtling is one of the best things to do after you get a lead because she doesn’t really have an over head or anything, and don’t really jump in on her if she has ultra plis.

[media=youtube]1Gqyf…layer_embedded[/media]

what did Momochi do at 2:28, it looks like a d flip sweep but that cant combo cause it knocks down on impact? im puzzled cuz it looks too fast to be a normal jump in. someone plz set me str8 on this.

He landed with palm strike and did c.MK into combo of choice. palm strike to low attack is generally much safer than demon flip slide, and serves a similar purpose. The palm will let you recover instantly on the ground, and then you can go into a c.LK option select throw tech, or something along those lines.

Footsies…enough said…once you land one sweep you should be able to mix he up until death or once you have a good life lead you can run away and time her ass out (she has shitty rush down-that along with you having tele/tatsu makes this easy)…Fb wars suck because against a good rose she’ll gain lots o meter and her super is actually useful so thats a bad idea. As always against rose if she slides she will throw so either tech that shit or dP it (tech is safer).

Thanks a load guys.