Reversal happy Alex players and such

This is pretty bad for me when I play Akuma due to the amound of stun and damage Alex can do to Akuma. So when i come up against a good Alex player I get stunned to death because he’s dangerous when i’m k.d.-ed. Plus there’s options on his wakeup that make me kill myself. basically there’s three reversals options reversal happy alex can do on his wakeup.

  1. EX dragonkick
  2. EX or regular stomp
  3. Reversal SAII

So the safest option i can do is crouch, and do a lk. He can always parry ofcourse if you do it all the time. If he does EX dragonkick it will miss if you’re crouching (need confirmation). If he does a stomp the cr. short is fast enough to be able to block the EX stomp. Reversal SAII will beat cr. short but people tend to avoid doing it on wake-up and do it the least out of all three options.

On my wakeup i’m thinking it’s pretty safe to block high. Cause the only thing he can do low is cr. short xx SA2. But people don’t do that much cause it’s not confirmable cause he cant co cr. lk > cr. lk > SAII. He will do cr. lk to SAII from time to time but not enough times to be really important. He is more dangerous from overheads and probably will do them more often:

St. fierce, UOH into super and Stomp are all bad and they all hit high. He can grab/powerbomb you ofcourse but that’s really the same if your standing or croucing. St. fierce sucks cause it does insane stun to akuma. I wouldn’t really want to option parry on wakeup cuz he can do back + fierce or powerbomb you to hell. both options are really suckfull for Gouki (stun).

Tatsus don’t really work cause he has a guaranteed normal throw unless the tatsu is done from full distance (far. strong x tatsu). Also air fireballs from half to full screen are not good of an option. if you do it late he’ll dash elbow you before you get to do the air-hadou or possibly trade (not so good). If you do it early the dash elbow will go under the fireball and hit you. even if it doesn’t hit you he will recover faster than you and combo you to death. Don’t get me wrong. He wont be able to do it all the time. But if he does it once or twice a round he has free knockdown mixups and they hurt if you don’t guess right or don’t react fact enough.

I tried to focus to things Alex can do to counter you as much as I could. I realize Gouki is a better char than Alex but he can still kill you really fast if you do not watch out. Some input would be greatly appritiated. Me and probably a few people could use some advice.

Peace

If I posted here, I would feel like I’m posting the same shit twice in the same week. Check the other sections and you might find some answers.

Looks like block beats out every one of those options. You might not like the answer, but a good block can lead into huge amounts of damage with Akuma. I don’t know how to punish stomps, but the other two are easily punished with fierce, short hurricane, fierce srk or fierce, short hurrican, jab, KKZ. You might also want to do meaty air fire ball. In any case, it seems like you’re really set on attacking ALL THE TIME. While this is the basis of Akuma’s game, from what I’ve gathered on the Akuma boards, a good Akuma player needs to know when to play defensively as well (mostly after knockdown to bait out an SRK or throw I’m guessing). I hope that helps.

:u::u:

you get me.

A slightly more advanced option you have is to walk up like your going to throw him on wake up, but then start walking back so that by the time Alex gets up, Akuma is out of throw range. If Alex tries to hit you with 1, 2, or 3, it’ll either miss or you’ll block it. If he tries to throw, you’re out of throw range. In both of those cases you can punish however you see fit. If Alex turtles, go for a kara throw.

Walk up to him while he’s getting up, then crouchblock. If he reversals, you get to punish. If not, walkup throw or just attack.

So I guess the advice is don’t be so aggressive. It might seem counter intuitive to Akuma’s general play style, but you have to remember all the offensive options in the world aren’t going to beat stuff like reversal super.

Oh yeah, and I think meaty fierce will beat stomp.

You shouldn’t constantly be on the attack just because you think you’re supposed to be. If that isn’t working, it’s time to try something new. This should be one of the most basic concepts you live by when you play SF. You can’t hammer a square block into a circle hole.

What everybody else has said, block and punish.

any high meaty(close s.mk, UOH, close s.mp, close s.fp) will beat stomp or ex dragon kick.

super obviously you have to block.

and jump back rh is really good against alex trying to wakeup throw or stomp.

we have a tourney on friday. so i’ll try to record some matches.

Also know that his stomp (ex or not) can be single parried. If he’s stomping you on wakeup, just tap in either direction. You’ll get either a parry or block. I haven’t tried this but you could probably block the stomp and super (SA1 of course).

shin ryu: yeah i know but usually it gets me when i’m doing a move or trying to throw. the stomp is -3 on block so no reversal SA1. so if blocking you can’t do anything really.

as i promised:

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i scrubbed out really bad but i’ll still post it. no excuses 4 playing bad but my stick didn’t work so i had to use sanwa sticks instead of my seimitsu. Example: couldn’t get a divekick vs Hugo for the love of me all i got was a j.mk going up i guess i was hitting the diagonals.

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team battle

i played ken tho

Well, its obvious you had quite a bit of problems with the stick :sweat:

So, work on execution! It might be just me, but I find connected shoryus after mk tatsu is easier if you start the combo with mk instead of fp. Might help. Other than that, keep playing. Looks like you’re mostly just having a hard time reading mixups, which will get better with time.

One thing I noticed is that you don’t use demon flip throw. Mix it up a little more to scare your opponents.

your zoning is so fucking off and just hitconfirm some low forwards into super instead of trying to land rd all the time.

^stfu he didn’t claim to be match, secondly.

“hit confirming c.mk” isn’t like anywhere near the top things a novice akuma player should worry about.