New matchup thread being made....rejoice!

Who do you guys think are Akuma’s hardest match ups?

I am starting to believe that Akuma vs Rufus is 4.5/5.5 Rufus favor. Akuma is just has too little health to deal with Rufus up close, and the teleport is very punishable by crouch fierce and sweep. His fireballs aren’t as good as Ryu or Sagat’s, so zoning is a little harder too.

I think with a lead and meter Akuma can really turtle him out, but a good rufus is very patient and will slowly work their way in. It’s very important to have 2 bars ready to go at all times so you can shoryu and FADC out if they block it.

People say Akuma loses to Cammy. I think that’s BS. The only character in the game I can see Akuma having a disadvantage against is Rufus and MAYBE Ryu(but I believe this is 5/5)

What do yall think of the Akuma vs Rufus match up? How can it be even when you have to play so spot on and the Rufus has lots of room for error?

I honestly call every match up 5-5 or better with the except of Ryu where I think Akuma is at a slight disadvantage because Ryu’s tools are too similar that Akuma doesn’t gain the rush down advantage he is use to enjoying.

because akuma got the same tools like ryu it should be a 6/4 matchup for akuma vs rufus
yeah the problem is your health and the amount of dmg that rufus can give to you
but you have to remember with akuma you can always teleport out of his divekick pressure
or corner pressure so that why i give it a 6/4 for akuma

Yea, I’m going to record some fights vs good Rufus and post them here and perhaps some other Akuma players can give me some advice. I think keeping Rufus away at all costs is important, as well as my zoning and anti airing being on point. I can see it being dead even, but I don’t know about Akuma having the advantage.

The thing is that Ryu has the same tools and the few tools that are different are different in his favor. The ability to combo the ultra and super easily makes this one of the few match ups that is pain for Akuma. It is still perfectly winnable, but a good Ryu with pin point zoning is a bitch to rush down.

That’s my two cents. Probably wrong somewhere in there my bad :sweat:

And I’m aware that the teleport-Ultra thing is incredibly scrubby.

Ah, this also brings me to a question - without considering life lead or who has ultra/super, what should Akuma’s gameplan be against Ryu? I’ve played two types of Ryu’s, one type that starts off slow and tries to figure out my zoning style, and another that doesnt give a shit about who I am, dashes in constantly and has very quick and powerful footsies with the hado. I try to zone Ryu out and make him take risks to start the match off, but when they’re constantly in my face, it kind of scares the hell out of me…

Vs. seth:

  1. Neutral jump sonic booms until he gets impatient and jumps off the wall to close distance, then Fuck it up with a SRK. U can both punish eachother trying to close in, but u have more options. Do not close in on seth if you have the life lead. Wait for him to come to you.

  2. Dont fireball war recklessly when he has ultra.

  3. Ex tatsu avoids ultra, and demon flip dive kick avoids ultra so if u got for a dive kick on his wakup and he throws an ultra out, a dive kick will make it miss.

Thanks SickNasty.

Was wondering if you guys could give me some Vs. Bison advice? I know it’s nowhere near a problem for Akuma, but it has always been my worst match up. It is by far the match where I lose to players who are below my level the most frequently. I just don’t have the right approach. dashing,st.hk typically beats out my jump back fireballs and they always manage to get their scissor kick pressure in. Option select sweep beats a lot of my teleport and that gimmicky non ex headpress cross up gets me a lot.

I’m more looking for match videos from any of you guys. I already know the gameplan: zone him out and turtle him until you get a knock down, and I do it pretty well 50% of the time, but the other 50% I eat random gimmicky crap and I’m just tired of only doing average in this fight.

Can you option select a SGS with a Demon Flip Command Grab? Because if so, you could punish Bison that likes to Teleport with that. (Off a knockdown)

And I think you can AA Demon his Headstomp.

And air fireballs unless fullscreen or a knockdown are generally a bad idea.

I really don’t know the match up well either. But you and I know that Bison doesn’t have a legit AA on wake-up.

http://streetfighterdojo.com/sf4/matchups/mbison_vs_akuma.html

Lol, just ignore me and watch these.

Note: Blocked Ultra keeps Bison in the air for a few extra frames. Thus making a BnB Normal xx LK Tatsu, the tatsu will whiff. I think the best way to keep pressure on Bison after a blocked Ultra would be to s.HP xx Demon flip (LK for grab, MK for cross-up) If you decide to Demon it, AA Demon works best.

  • Jab air fireballs against Honda AND when you are close to the ground can be effective. Other air balls are torpedo, super and Ultra bait.
  • Demon flip and cross-up heavy offensives to mess with his charge and force him to throw it away
  • Learn to deal with butt-slam-spam.
  • Backdash when in close after block strings to make him whiff Ochio
  • Be careful in the air. Honda rules the air. Controllable neutral jump fierce punch ruins EVERYTHING

One of my sparring buddies is one of the top players here in Australia and mains Honda. Its a very difficult fight for me (I drive an average Akuma) though I can take some wins here and there. I have no go-to strategy against his Honda though I find I do well when I constantly apply pressure and rush a lot with demon flip grabs, cross up tatsu, tick throws and butt-slam punishment.

Hardest match for me also. Bison destroys Akuma. You NEED to stay out of the corner at all costs. I’ve all but given up on scissor punishment and decided to focus on other areas to pick on Bison. Scissor punishment is fickle due to how safe he often is (good Bisons that is).

A standing roundhouse as a follow-up to scissor sometimes works for me - even if blocked - so I can continue with pressure. I also find that focus attacks can net some good damage against Bisons that get overly aggressive with their normals (s.mk, s.rh). You also most need to avoid teleport unless you are super safe due to it being a free s.hk for Bison.

Be ready to grab Bison too. Good Bisons know how insanely effective his dash is and will zip around the screen a lot with it. Simply grab them when they try to move in. Learn plink demon to punish slides.

Be patient. Because scissors can be looped often and are essentially safe for Bison (lk version) he’ll do a lot of them. Block. Either that or choose a safe opening to teleport away/ex srk. I find when I lose patience, I start to get mangled. Neutral jump with mk I find very useful on advancing Bisons. If I land deep I’ll combo, otherwise simply grab. From here you have a knockdown. Mix him up.

This is all that comes to mind right now. A sparring buddy of mine is a Bison player and gives me real trouble though I am slowly starting to take a win here and there. I find the wins are those matches where I actually make an effort to ATTACK rather than defend and play reactively. You need to meet Bison halfway to stand a chance and NOT let him dictate (:D) the tempo of the match.

Honda is an awkward match up… running works, until Honda guesses correctly once and you lose 20%. If you ever get a knock down on him, that’s basically your chance to gain momentum and take the match; otherwise, it takes effort, patience and… not minding the fact that you WILL run into a s.rh or neutral jump fierce

Can be said for any Akuma match where you’re somewhat dependant on landing 20 fireballs without getting more than 2 of them successsfully read and punished.

This match annoys me because it’s usually plain sailing until he inevitabley lands his Ultra, then however well you’ve been doing up to that point becomes academic because you’re immediately in the danger zone and Rufus will only need any small follow-up to finish you. However that’s something all characters have to put up with in the Rufus match.

The main goal in the ground game is of course to stop this fight getting inside footsie range. Without Rufus Ultra this is dangerous, with Rufus Ultra ready it’s just stupid. Using fireballs at range to set up what you can as usual but being careful with them not to allow him to get Ultra meter for free.

Once he gets inside a 2/3 screen distance I drop the ground fireballs almost entirely because many options for getting around them are available to him. Even a simple triangle jump with that Dive Kick over a fireball safely thrown puts him at a distance he wants to be. Then there’s jump-ins, cut short at all sorts of trajectories by Dive Kicks for SRK baits, safety and successful fireball punishes. Hadoken nulling Galatic Tornado puts him in a good position at practically even frames on block. He can also EX Messiah Kick through them here and hit shallow but still get the follow-up.

I try to concentrate on Akuma’s max range footsies here with lots of movement and use of things like far HP, sweep at the tips and far roundhouse to stop him walking in after me, trying any anticipatory Galatic Tornado etc. Neutral jump for a falling air fireball here is effective in helping to keep this range under control because Rufus doesn’t have a good way through this and using the frame advantage is handy for keeping everything in check.

Rufus should only be getting seldom use out of his cr.HP outside of punishes, just occassional ranged harrassment. In most of his matches it’s otherwise used to stop the opponent walking in on him, which he won’t be concerned with in thsi match. His cr.HP bears the same vulnerability as Seth’s stretchy ground HP, in that you can jump-in and punish it like a fireball and mid-screen focus fishing will see Akuma’s focus attack catch and stun it at range for a dash-in sweep or whichever ranged follow-up. So unless he’s using it very well you should try to see that he avoids it.

It gets really dumb when Rufus starts to get into sweep and cr.MK range and starts abusing those instant Dive Kicks over and over. Impossible to properly react to and if you stick out one ****ing poke in some effort to push him back you’ve lost near 60% life just like that. He will Dive Kick to go for throws frequently aswell, though trying to tech these is a bad idea that can and likely will result in a Symphony of Rufus BS.

Do not use any lows when Rufus starts doing this, the best normals I found for trading with/stuffing those rapid Dive Kicks are cr.LP, and cr.MP and far standing HP as earlier/pre-emptive trades. Far standing HP is quite good when he’s still looking to start this up around sweep range as the hitbox properties are good and catch Rufus high with a chunky 120 damage which is good on a trade.

That said, I would not recommend sticking to hold the ground with any of these, they are just your best normal options and will still result in eating the Ultra if the timing on them happened to be wrong. Just do what you can to escape or to SRK your way out of it.

Capitalising on the knockdown jump-in game is important for Akuma. You want to be cautious with the timing on these though so that EX Snake Strike isn’t available on reversal a bit early to fly up and knock Akuma out of the cross tatsu effort. The risk is cut when Rufus doesn’t have meter for those two EX options.

Try to train them with cross-tasus first and be conscious of Akuma’s meter so that when you go for a deep j.HK on his front side you can use the combo extensions.

Use either

j.HK - HP - LK Tatsu - LP Shoryu - FADC - EX Red
j.HK - HP - Fireball - FADC - HP - LK Tatsu - HP Shoryu

whichever is more comfortable. This gives an immediate stun on Rufus when followed from a sweep or likewise knockdown. Large post-stun scaling applies of course.

I wouldn’t say there’s any room for 0.5 margins in a match-up score where it’s a life/damage advantage vs high consistency. Either one side will find a clear advantage or they’ll level each other out to a satisfactory degree.

In my opinion both characters can stand an equal chance in this match when the players have a very close ability.

Good stuff DK. I know the rufus match up pretty well, but you pointed out some good stuff I wasn’t using, like st.hp.

Thanks a lot for the Bison stuff Gamogo.

Does anyone know if this option select work for Akuma too?

[media=youtube]nL2zpySSymE[/media]

Don’t see why it wouldn’t work. Akumas EX srk is just as invincible as Ryus.

Was playing against a pretty decent Bison today and was wondering how to punish scissor kick. I wouldn’t say he spammed but it sure felt like it and he used them with purpose, not chip or hopefulness. Anyway, his scissor kick is pretty hard to punish since it pushes him back a little and sweep, c.mk doesn’t reach in time.

For that matter, how would you punish HK.tiger knee from sagat? Deep TK, are pretty vulnerable to throws but far TKs push sagat back enough and is pretty safe for him.

Are you talking about about the Bison block string scissor kick? They should end it with the text book short scissor, which leaves you in neutral frame advantage on block. So yes, if they know what they are doing, that move is not punishable. I learned that the hard way.

As for Sagat, I need to check on that. Supposedly, his roundhouse TK leaves him with -12 frame advantage, but I am not sure what moves Akuma has that can close the distance within 12 frames.

Yea out of curiosity I just glanced at Bison’s frame data, indeed 0 on block in the string, but at full screen when they’d empty EX-scissor to get thru fireballs or punish air fireballs or just to cover distance, I don’t know how to punish that. I’d block and they’d still be pushed enough to safety. So safe.

Deep TKs are throwable on block, the TK’s that give them space even after block are what im wondering about. Means nothing’s stopping these fools from spamming except psychic SRKs.

You just gotta play the match up. Not everything can be punished. And if that is something your opponent knows, you better make sure that you don’t even try to punish those moves, cause it will back fire. And it’s not cheap, they are just playing out the match up. Take Sagats tiger knee, low forward loop at the corner for example. You pretty much have to mix up teleport/ j. tatsu and get out. Attempts to counter is most likely to your disadvantage. It is important to pick your battles in these situations, and get opponent to play at your pace and distance, rather than being forced into to their game plan. This is of course easier said than done, but I think at high level play, it’s all about your knowledge in the match up. Tricks and gimmicks will only get you so far.

I think with Sagat’s safe Tiger Knee abuse there is some difference between whether you’re crouching or standing as you block it. I can’t remember which one leaves you in a better place, but I think it’s a standing block.

If you’re comfortable with this, it’s worth trying that trick with a cr.MK to make the safe Tiger Knee whiff. With Bisons short Scissor abuse, I think at the right range you can predict to jump back as he throws it and go with a punish/sweep on him in recovery.

Also want to make a nod to some of those thoughts of Bison being a tricky opponent. I get destroyed by a solid Bison for free, but dare not talk too much about it on this site because on paper he’s not a fantastic character. I’ve just never managed to come up with a “winning gameplan” for Bison with Akuma.

Going after him on a knockdown is the most you can do it seems. Obviously footsies are hopeless against him and EX Scissors can punish fireballs from nearing 3/4 screen. You can neutralise him at a long range and turtle like that, but you can’t do anything from there. With a read on a fireball you want to throw he can use a prediction EX Headstomp for big damage and it’s not like you get much if you get away with throwing a few unpunished.

I wouldn’t suggest AA Ultra buffer on Bison’s Headstomp because it stays active till his feet are about a milimeter off the ground. Much of the time you’ll get a good AA Ultra and he’ll ride through the invincibility and land on your toes to stuff it. But I find a backdash into a buffered Ultra is a good replacement for this, you just have to react and execute quick.