New matchup thread being made....rejoice!

Just tested this and…Gouken’s parry beat EX SRK.

EDIT - I was only able to actually hit Akuma with the parry counter a few times, most of the time Gouken parried the first hit of the SRK and Akuma went flying up into the air. So that’s almost worse haha. He absorbs the first hit then waits for you to come down for some back throw action.

Does EX SRK have the armor breaking ability? If it does that shouldn’t that beat his parry?

Edit: Oh I see Gator says that the only Akuma move with armor break is the demon flip punch.

Gouken

Just a note to start; his parry is not a beast, it’s pretty lame. Just a glorified (by non-Gouken players) fast focus attack. It’s used because it’s his last line of defence as his footsies are ass.

It will parry multi-hit attacks for sure, though he has to guess between high and low. You can pretty much stay just outside his throw range exactly where he tries to use parry and mix between cr.MK in BnB or close HP into BnB. The risk reward is fine, the parry is around 200 damage at most; the best thing about it is that it throws the opponent back to mid range. (Goukens ‘zone’)

If he uses EX he doesn’t have to guess, but that’s at the cost of EX meter and it does less damage. If you’re worried about the EX or about him guessing right, you can easily just throw him, or pause a moment for him to screw up his timing and then punish him.

This match isn’t that bad but you have to understand Gouken. In mid range he’s a beast, he’ll crush you in a fireball war because his fireballs recover the fastest outside charge characters. He can fireball spam and outstrip your own long before you get the time to charge a red fireball or before he needs to think about the rush punch. If you look to hop his ground fireballs, he’s in the perfect range for his sky fireball to stuff you anytime from when you go up. The good part is that his EX fireballs don’t hit twice unlike pretty much anyone elses, and for a multi-hit he’d have to do a really long, pointless charge. Keep this in mind and remember to use an EX Gouhadoken to get through and knock him down to save yourself if you get trapped here. Only use it to escape because he can rush punch it just the same.

If you see him start charging up his fireballs to go for a trap to make you jump, if you’re close enough you can teleport through him where he’s screwed.

His weaknesses are both max range and right up close. With max range, his single ground fireball has to cross the whole field before he can throw another one, so you’re on equal terms here and his sky fireballs can’t touch you from this range. He hits like a fairy from here, red fireball and air fireballs are back in play, and you can use your ground fireball to buy all the time you need when his own are coming in. You’re pretty safe here and can dominate the fireball battles, but don’t get complacent because he can still EX Demon Flip in on you and catch out an anticipated fireball or careless red charge. His Demon Flip can be a bit of a worry because of the air parry he has. If you’re worried about excessive mindgames from this, you mix in Akuma’s EX Tatsu as you’re AA since it beats out both the air parry and the throw. (but loses clean to the dive kick) Ultra here is magic of course.

Up close is where Gouken has the most trouble. His normals only really cut the mustard on the most basic level, they’re pretty slow and anemic. The best he has is a safe slow sweep with a nice speed and okay range. No crazy priority AA reversal like a Shoryuken, his best reversal is probably his parry, which requires meter or a correct guess, and can be thrown of course, not great. His anti air is pretty basic and doesn’t have great priorty, he needs things like little crouching normals, a parry or a really unsafe Tatsumaki. His primary defense against jump-ins is his sky fireball, which is not reactional AA on closer small hops in, so when you know how to zone your jumps, he’d better hope he threw a psychic sky fireball.

Naturally you can mix jumps with your footsy pokes because he can only react to the latter and the jump approach screws the timing of parrying anticipated pokes. At the right range, he’s pretty much only got random parries or unsafe dash punches (or of course random Ultra’s when they’re charged) to choose from to get you off him.

Don’t fear the backthrow. I mean obviously it’s a real threat, but aswell as the throw having bad range, it has a huge window for teching and his normals rarely win him enough time to stop you attacking so he can move in and throw.

Close pressure in the corner is pretty much death for Gouken, even really good players have few solutions outside of the more predictable and desperate attempts. If you pin him in the corner, you can just rain on him until he’s worn out.

Fetched vid example:

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who can beat this?

http://img84.imageshack.us/img84/4417/01akuma3xe.jpg

im talking good goukens i know how to beat the scrubby ones who abuse demon kick every chance they get…and i know how to zone against the palm…whats killing me is his fucking throw because he can do that hurricane kick out of it and his super which is really frustrating…i was jus wondering if hes a guy i should run away from…or if there were anythings specific to look for to punish ya dig?

i love watching phil’s videos cuz he cries about absolutely everything its hilarious :rofl:

I love DSP as well, but I know an absolutely sick Gouken player. I’ll have to take these words to heart here and practice his ranges.

Did anyone come up with a list of S.RH whiffs and blocked hits vs different crouching characters blocking?

Some of them of the top of my head:

Gief: Both with hit.

Rufus: IIRC, both will hit.

Blanka/Chun: Seems random…I have seen times where both hits just whiff them, but other times they will block the first hit then the second one will wiff.

Sak: Both will hit…I would think she would be a short character…

Shotos: You will only get one blocked hit. So space yourself well, probably just a bit over 1/4 screen length away from shotos, and you should only get the 2nd hit blocked, and you can keep the pressure going. Too close and you will get the first hit blocked and whiff the 2nd…then it’s time to eat dmg…

Errr…can’t remember the rest of the cast…probably just go figure it out in training mode or something.

Also, if you are doing air fireball pressuring and following up with standing RH. Know that I noticed in training mode that if you hit RH too soon after you land and your opponent (esp. shotos) is in the blocking animation, you will whiff RH more often. I am guessing that when some characters are blocking, their hit box shrinks.

BTW, anyone know if there is a reason I should ever cross up with jumping short?

^ Second hit whiffs on Rufus, I know that. Will also whiff on Ryu, Ken, Blanka and Chun. Akuma has to block both though, not sure why but yeah. You have to be careful using that against these characters because you can be punished hard. Against characters that have to block both I abuse it like hell though.

Anyone have tips on the Guile matchup? If I sit back and throw fireballs against his booms, he eventually moves in as expected. When hes in, I get rocked. When I jump at him I more often than not get airthrown or flash kicked, and his 2-hit cr.RH locks me in stuns. Any help would be appreciated.

You can srk, demon, teleport, sweep back (not online, as the timing is tricky), whatever…at anything less than the max range of his c.RH.

Akuma experts can help you out with the rest…I’m an Akuma noob

if you mean his double sweep… that SOOO does not lock you down …lol…first off. Just interrupt it (harder to do online) or FA the second hit…after blocking the first. You’ll teach the bastard he can’t use that crap on you if you do it once or twice for a huge combo. Sit barely in his flash range on wake… FA and then pull back and hope he tried to flash kick you… if not then o well…lol. Crossing him up on wake-up is also a viable option but his flash has better upward hitbox than many other charge characters’ anti-air has. FA a few of his boom at the beginning of a round if he doesn’t instantly start dashing after his boom. if you can get your ultra faster your in better shape because you can punish a lot of his move with your ultra and it forces him to back the hell off on wake-up. And who DOESN’T want there super anyway?? lol. Like you said though… you know the fb war to get him close.

why are you jumping at him homie?? your not suppose to jump in this game TOWARDS someone unless your …like…fuckin RUFUS…lol. And akuma has shit for air to air stuff so you really shouldn’t be jumping at them anyway cuz of that except to jump in as a punish for something. That being said, if he sits there … then he’ll take chip ALL DAY LONG or jump your RFB. If you have the lead you just wait for him to come to you if you NEED the lead its a little harder. You have to try and get him to lose his charge if he starts to turtle because you don’t wanna have to risk a flash kick.

i’m tired so I won’t post more stuff but just know what you can punish with super/ultra… play him like normal… use air fb to keep chippin and pressure on him… and FA or interrupt with SRK his double sweep. Other than that you’ll get it in time… I assume the FA of his sweep will give you a boost enough for starters. :slight_smile:

I guess I’ve been getting frustrated with people chasing after me by just jumping, and they do it in such a matter that I can’t anti-air. They’re always jumping at me far out enough that I can’t easily counter it, but the tip of their air attack smacks me and they combo from it. I guess its been a way to compensate for my shitty anti-air x_x. How do I stop people from pressing me with jump-ins that I can’t counter with anti-airs?

I find online I do and offline I don’t. It is because the timing to punish them for doing his crouching hard kick is so small that with the input lag it can mess things up.

Guile Strat:

This is a match of pure patience. Most Guile’s will and try just to zone with Sonic Booms and try to poke you to keep you scared to push buttons. Keep Guile out. Akuma beats Guile in turtling. Don’t jump in on him, that’s exactly what Guile wants you to do. Watch out for the target combo overhead, it comes out pretty fast.

If you do manage to get Guile under some pressure. Keep that shit on him and try to bait reversal flash kick because, really, that’s all Guile can do when facing pressure. Try to FA double sweep and punish. But, really, just play patient. Guile can’t really pressure you, and if you do feel that heat, just teleport out and resume zoning. Try not to get punked by pokes and EX Sonic Boom because it comes out really fast and will catch you if are not paying attention. But, otherwise, Guile really doesn’t have the tools to hang with Akuma.

He can cross up with j.lk, but then what? Nothing special. Just play smart and patient and you should win. You dictate this match-up.

^^ You can also reversal Shoryuken between Guiles double leg sweep, and reversal Demon.^

Can we work on Vs Ryu Please. Im in grave need of some strats vs a good Ryu player.

@ rugi… i don’t know if you really can call it a jump in if they can’t be anti-aired…lol. If they are jumping in RIGHT outside of thiers and your attack range… try using HK. If they are jumping in their and your attack range… just HP SRK them. You can also sweep on a jump in if they continuously are jumping so they are in a “right out of range” type of range. Another ting to realize is that your c.mk makes akuma’s hitbox itty bitty. This can help if they are not in SRK range and for WAHTEVER reason you keep saying they can still hit you…lol. USe it to duck the hit them come in on them. and specifically for guile… waht are you so worried about him doing when he lands? guile is trash for mix-ups on the ground really and even more so the ppl you are probably playing online…lol. I have seen one good guile who attempted rushdown/turtle online. the rest either tried to rush but couldn’t range with my spacing, turtle which leads to chipping them until they get frustrated and jump at me, or i lose because I made a HUGE mistake at the beginning of a round and have to play catch-up against a turtling guile…lol. But even then… baiting flash like i said usually…ESPECIALLY online … is more than enough to get over that hump.

and ryu…is a piece of TRASH…lol. noob ryu …the ryus online… you just have to anti-air after forcing them to come near you…lol. a GOOD ryu… is a different story. Woring on finding some sure-fire type of things myself for this match-up. But as of yet I haven’t found anything very universal other than to demon flip his FB on anticipation…lol.

OK so Ryu. I’ve noticed so many lately that love to hurricane kick through fireballs. So if you’re playing someone who does this treat him like a Gouken player. Keep him at the range so that if he does come through your fireball you can SRK him. And if you ever get caught having to block a tatsu just teleport as soon as he lands. The mix up off those is ridiculous I don’t understand how there’s like no recovery but whatever haha.

Make sure your links are tight otherwise SRK > FADC ultra and gg. This is what kills me online, the kids who are constantly mashing out SRK during block strings/combos. I miss one link and I get raped for it. If he’s doing this though just throw a couple light jabs out and then block and punish. Should hopefully stop that.

Once he has ultra don’t jump back air fb, know how to defend cross ups, make sure your AA’s are solid and every opportunity you get deal as much damage as possible. Pretty basic I know, but personally I’m very careful against Ryu, he just has too many easy ways to land his ultra/super. And don’t jump in, ever.

well herbbie… what are you trying to do after his tatsu? ryu’s hurricane is -2 on block… but if you add in the fact that there is lag in your match there is a chance trying to do somethign like SRK isn’t gonna work. If you just pound out your c.lp or c.lk you SHOULD supposedly be able to him him… Just mash it out as you would for getting out of a grapple. That way you cover getting grappled for WHATEVER reason as well. On hit I think he’s at even frames so THEN you might wanna just tele over the mix-up since akuma has a pussy amount of stamina. That being said you cant just crouch duck and interrupt it when he’s over you with c.hp as well if you see it soon enough.

Sadly I don’t have a fair feeling for ryu because I play against him mainly online which means I’m dealing with 50% lag 10% opponent maybe bing skilled and 40% lag fucking up MY execution (such as links like you were saying). You know … there is a reason you don’t see the “pros” having recording of laggy online matches… which is what maybe…75% of online matches ARE…laggy…

I’ve only seen a few good ryu’s online otherwise ppl just play him like that would ken except with better FB and a somewhat more annoying tatsu (I prefer ken’s tatsu kinda myself but for scrubby use ryu’s is better I feel). I don’t worry about the bad ryu’s…the majority… cuz I know a lot of the issue is lag and there is no point in tryin to learn to play in lag unless you want to STAY crap…in which case go ahead and pick geif …lol. I don’t know HOW many times I’ve lost a match because of a lag spike destroying a link on the ground or a SRK combo leading to me getting punished (not hard… cuz they tend to only SRK or trip as a “punish” lol). A GOOD ryu though is more of an issue.

Good ryu’s don’t use his tatsu that often from what i’ve seen/felt (only played maybe 2-3 good ryu’s online…). MAybe in part because without the lag it would get them punished too often on block so they try to play as if it WEREN’T semi-lag abusable.

as a side note… I just LOVE how there keeps being character trends. Its as if there is a wedsite called “look nooberts of the world! Abuse *random drawing… THIS MOVE!!!” and they all do what the website says. And then I feel stupid when I do the motion for say…a teleport. a lag spike happens…Nothing comes out… and I get munched on for it. Sigh…lol.

Anyone have some good vids vs. Blanka?

I cringe every time I see one in a G2 finals match. I have at least a decent grasp of every other matchup, but the 6000+ GP Blankas make me look silly every time.