SSF4 AE Akuma Match-up Thread

will the same thing apply if they do ex reversal seismo instead?

well at least 1 thing less to worry at times. good stuff.

I guess we already leave the floor there.

It has to be tested, but in the case we can’t hit her right after her invincibility (13f) drains (supposedly with the lower hitbox of the DP), we fly into the stratosphere and she rapes us upon landing since EX Seismo is 41 frames total, HP Shoryu is 64.

HP srk vs Ex seismo is a loss for HP srk every time.

There you have it. :>

Btw Sol, you mean on landing?

I mean no matter what viper is bird watching. What goes up must come down.

hei guys, what abt ken matchup. it seems to me that divekick doesn’t work well against his dp. alot of setup that works on ryu doesn’t. i remember loyalsol having trouble in this matchup as well.

There are Ken specific divekicks. Exploding heart into a mk df delayed divekick works very well. DP fadc lp shaku hk df delayed divekick. Basically you need more delay on your divekick to beat his DP.

Delay DF kick right at her head will beat her HP thunder knuckle. Viper is +2,+4, or +6 once you block her air burn kicks, so after that you are forced to guess between her throwing, overhead, or blocking against you. It’s a stupid matchup for everyone really.

I know. It wasn’t her damage that in my opinion that is overpowered, it’s her burn kicks completely fucking you up.

Dude you need to c.mk that shit more to make 'em whiff. There’s a recent bunch of matches between Valle and Latif thaw showcase this well - put it to use.

i’ll agree to an extent burn kick does go into my head. but its not just burn kick its the whole thing seimos, thunder knuckle, burn kick they all good synergies.

anyway, to the next one. what about gief matchup in footsie situation?

my game end up becoming a was abt my c.hk/c.mk vs gief s.mp most of the time. any other normal suggested to deal with s.mp? or am i doing it in wrong a wrong approach?

put it this way…my opponent is putting all effort to snuff my c.hk with s.mp and walking me to the corner like a wall making me feel that s.mp>akuma. and if i choose to divekick/safejump/ anything he chooses the right counter its kinda gambling but occasionally works out in his favor.

i prefer minimal jump back air fireball as it just gonna send me to corner quicker.

been doing that. but if they tweak the time to counter c.mk or especially the 2 choice jump hk/burn kick…ducking it seems to be fatal at times.

eg. http://www.youtube.com/watch?v=jQvMxLo_JPA @ 1:35 that jump hp/hk can change into burn kick if they wish. that combo is instant stun for akuma.

just feels like akuma x-up hurricane/ jump hk combo.

i get to play this matchup alot lately. its just a matter of time to get the correct c.mk into the system instead of the wrong ones i guess.

was facing a pretty good viper last night. what can I do if I block an ex thunder knuckle? it seems like I can punish with some jabs and link into a combo

I think I am declaring that U2 against Ibuki is a million times more useful than U1. After messing with it further it really screws her wake up options, gives us an easier out of that brainless vortex, punishes some penguin kicks, can punish kunais, and overall just be incredibly useful.

OS U2 beats both her back dash and reversals so she is basically unable to do anything besides block on wake up.

Also I am starting to prefer U2 for Honda. I like using it to punish his neutral jumping.

I played against a very good Ibuki (got ripped apart, to this day I still dunno if there’s some trick when it comes to blocking Kunais lol) sometime ago, and I came to the same conclusion. The only downside (aside from the usual ones, like punishing FAs with sweep cancel Demon etc) I found for U2 is that you cannot get free pressure with sweeps, since she’ll be able to punish them with U2 and you cannot Raging Demon cancel anymore. One shouldn’t abuse that in the first place, so I think it doesn’t mean much anyway.

Other than that there’ll probably other uses for U1, but the girl stuns us in 2 combos, especially when she got meter for EX neckbreaker. Getting out of there for free once in a while (if she times it she can still punish us) is golden, and if you tested the OS U2 it’s pretty much set imo.

Already tested OS U2 against Honda? Was curious about that but haven’t been able to play lately.

Ah btw Loyal, I posted about OS Super against Bison in the OS thread, let me know about it when you got a minute.

OS U2 beats Head butt and LK Butt splash, but loses to all other butt splashes. This actually isn’t too bad though since most Honda wake up with those exact options since HK and EX splashes are easy to punish since they whiff on crouching opponents so in wake up situations they are not that good.

I just added a response in the other thread.

Oh I see. What’s your thought, might be worth trying? EX Headbutt should still be the #1 reversal of choice, and LP Headbutt should be the one (for AAs) starting from v2012. HK buttsplash, maybe they can use it to mess with us in a huge lead scenario where we corner them, mmh…

Haven’t had much luck with U1 against Honda, though it’s still cool to U1 their face on very predictable headbutts and jump ins lol.

Thanks for the reply, I’ll go read now!

A good Honda can also punish any teleport with headbutt. U2 helps defend against that.

U1 is the way to go! x-tatsu if honda reversal = dead honda

Cross up tatsu actually loses to auto correct ex headbutt.