Couldn’t find any link to this matchup in the sticky. So i’m putting this here because I’m facing problems with his vortex.
Personally, the air hurricane thing isn’t that bad - sometimes its ambiguous so whatever. What i’m having trouble with is the dp +k set ups… I guess the throw is fairly predictable and I can live with it. But when he does kick, at what points in the block string can i poke back?
I feel like i’m attempting to crouch tech after every blocked hit because he can tick throw me anytime.
Usually the string is dp+k, cr lp, cr mp, lk hurricane, lp dp or some combo mixup like that. Where do i throw the poke and what poke do I use? b+lk and b+mk? o rsomething else?
i play akuma and to be honest u kinda just have to read it. akuma can frametrap you during the blockstring as well so sometimes mashing crouch tech isnt a good idea.
for example i like to mixup divekick > cr.lp > throw
with divekick > cr.lp > (frametrap) > cr. lk > whatever.
im no expert but my best advice would be to watch what their typical blockstring consists of after divekick, and start to anticipate when u can tech/backdash/whatever. akuma has lots of options once hes got u blocking so their isnt really a safety tactic as far as i know.
u can anti-air the divekick pretty easily as long as its not after an untechable knockdown. teleporting should get u out of trouble too.
dont know much about dhalsim but i hope that helps.
I destroyed an akuma on psn today with this setup after watching him get out of it once… first round I had him in the corner ready to be chipped out by U1 so I launch it and I think he reversal teleported past the ultra…
So next round, same thing, except now I have full super, let out the yoga catastrophe, backdash, watch akuma teleport right into your super. Seems like a lot of meter but sims get super/ultra pretty quick, and this will take a ridiculous amount off akuma.
pretty specific… but most sim matches are right? im a total noob with sim but I thought I would share
Here is what has worked for me when i do get knocked down.
Most of time he’s coming with a meaty divekick so i’ll try a teleport if i’m not in the corner. If i’m in the corner or I’m worried about the dive kick i’ll justblock. i pay attention to his block string and if i see him not put up a link, i use a crouch tech. If he resets back into dive kick, I use ex up flame or i just lk or mk slide underneath and punish accordingly. I still think the matchup is pretty tough against akuma but it is definitely winnable.
I don’t see how HP flaming him on his wake-up would work. He could easily reversal teleport out of there and probably punish you even without meter. You will probably want to go with Shangrilla U2 instead of Catastrophe for the same reason because catastrophe can be avoided on wake up entirely with teleport. If you can bait out wake up teleport with fireball, it’s possible to IAT and Shangrila him if you know what direction he is going to teleport, but that probably takes a fair amount of prediction and skill.
I know this matchup quite well so here’s my opinion:
divekicks:
Sim hasn’t a move against all divekicks. Even ex flame vs some deep divekicks will not work. I normally prefer to slide under with lk slide, and then alternate with grab, b.mk xx flame (rarely backdash).
Sometimes if you predict a divekick use jb.hk: both chars will land at the same time and a lot of akumas will use dp. Block it and punish. Otherwise if you want to keep distance use j.mp.
Try to put Akuma in the corner: then at medium distance he cannot divekick at all, because your b.mp will stop every attempt. Just press the mp button as you listen the Akuma “scream”.
U1 or U2?
I normally choose U1. It’s so hard to punish divekicks with U2. All non-deep divekick can be punish by U1 if done at the last frame possible. I also use U1 to escape from corner or as bait for teleport (punishable with super, if you teleport before).
Divekick pressure
I always prefer be grabbed in the air instead of eating a full combo. So if you’re on the ground, just block and try to tech grabs… wait and don’t panic: he will try to divekick again, so slide lk and grab or escape.
I normally use crouch tech, but against tick throw I’ll use db.lp, b.lk or backdash.
Yoga Sniper
Use it, but remember he can punish you with his U1 if YS is not at full distance. Never do that in the corner of course.
Akuma s.hk
This is a great move against some chars, but not vs Dhalsim. If you block it crouched you get at least a free grab. (super also will work).
After playing around in the matchup all i can really say is that the best range for dhalsim is def at your standing strong range, strong beats a lot of akumas options (and snuffs fireballs if timed well) and puts you in a distance to either AA or slide with relative ease.
Be careful when engaging in fireball wars with akuma also, If you play a good player he probably will not get you get to cute with your fierce trades with fireballs.
My problem with this matchup is that I mash to much on crouch tech but im learning to get better at it, since i realized that i would much prefer eating a throw than a meaty low strong or sweep.
Another key to the matchup seems to be if you can control the air well enough, If you do enough jumping strongs and roundhouse your opponent might become more hesitant to put pressure on you due to akumas low vitality, from there on in you might be able to stick some damage in with well spaced fierces, fowards and strongs
The slide works well until he goes for his slide. And for some odd reason Gouken players do the slide against dhalsim more than another other demon flip option.
I agree… but Akuma goes for slide (after a demon flip) only at far distance.
So it’s not a pressure option because his close slide is pretty unsafe on block.
His ultra isn’t that bad as long as you’re not throwing out pokes too much, it’s not a 0 framer like gief and hawks u1. If you’ve already stuck out a poke close-range like in that video however, and it goes through the invincibility on his ultra 1, you’re screwed. But if you aren’t pressing buttons and akuma does ultra 1, even point blank you can just jump it. If you’re feeling frisky and he’s a little further away you can probably stuff it with a random poke.
Akumas super however is a 0 frame grab, if he’s beside you when the flash goes off there is nothing you can do.
As an akuma player I’d like to confirm that, yes, when dhalsims slide under my demon flip kicks it’s a nightmare for me.
Non-grappler players tend to say a grab that cannot be jumped after the flash is 0 frame. I assume he knows that the flash itself is one frame. So unless you were mashing tele to get out BEFORE the flash, point blank your going to eat demon…
^ this. Isn’t it the same with Gief and Hawks ultra 1? The framedata for them all lists the startup as 1+0. As far as I’m aware the ultra pause / super flash is 1 frame, so if you’re already doing something you’re good. But the second the animation/flash kicks in you can’t do anything.
gore, load up training mode, record akuma doing a super off a jump-in that lands right beside you. Try and tele after the super flash and let me know how it turns out for you.
As far as fixing an unsafe move, that’s a common ultra 1 setup. With some characters his standing roundhouse whiffs the second hit on crouchers, allowing them to punish. So akuma players buffer in the start of the ultra right as they start the kick, then finish the motion when the second hit goes to whiff. It can be cancelled off other attacks too, another common one is that if players tend to focus sweeps the akuma player will cancel the sweep into u1 to catch the focus/dash.