SSF4 Akuma Match Up Thread

Even better, you can stuff his flame kick AND combo his sorry ass for big damage or an untechable knockdown.

I also like to throw some low jump back air fireballs, and if he does ex CW through it, just stick out standing fierce to stuff it clean every time.
Also if he likes to use CW on wakeup to escape pressure, just bait it with something like a demon flip palm that will go over him and ultra his ass if you see the startup of the CW.

I don’t feel like it’s an easy matchup because fei’s pressure is one of the best in the game (getting cornered is a nightmare) but then again akuma has the tools to deal with him. 5-5 imho

Wait you mean good players don’t jump around like monkeys, do random moves that are highly punishable, and allow you to land easy combos? Crap what game have I been playing! :slight_smile:

dude, it really was. I mean, i know how to poke, but DPing jump ins just makes the other player angry as well. It’s does more mental damage, imo.

I dunno, you can’t light DP them i guess.

whenever i jump in after a knock down, no matter what i seem to get flame kicked. I’ve tried demon flipping, j.MK, j.RH, and all of those stuff me. faaack.

well he uses chicken wing to gain the ground and close in on me, as opposed to jumping. I try DPing, but i’m either too quick or too late.

Simply put, good players won’t randomly jump in on you…especially if you’re Akuma (one of the best DPs in the game and AA ultra with c.mk is godlike) and especially if they’re using a character with a great solid ground game like Fei Long.

As for stuffing flame kick, try the crossup tatsu…it works wonders (on wakeup obviously). Also after sweeping Fei Long you can immediately go for a hk demon flip kick and if you time it right you’ll stuff all non-ex flamekicks…shit can also be safe jumped (or baited) with demon flip palm.

Against CW, you can make it whiff with c.mk and ultra him or as i said before, standing fierce (s.hp) will beat it clean if you time it right.

Just poke the shit out of him with strings like s.hk > c.mp > walk up > c.mp > s.hk and throw in a throw (lol) once in a while.

feilong that is good at using rekka 1st hit and 2nd hit at tip range is the on that is hard to handle. when done at the tip its safe can’t punish and its hard to guess whether they are stopping at 1st hit or 2nd hit. they can sorta hit confirm that.

hate playing blanka that test my reaction. and i can’t safe jump blanka somehow…so hard…

anyone here can deal with blanka confidently?

I try to force him to the corner and palm strike their wake up to bait up balls.

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^ heh,never knew duongplays blanka,only seen him play honda/rog.

Ill be recording some scrubby akuma action, i want to drop juri for akuma,time I play for real now. No more kids games. ANy crit is helpful since im just starting akuma out. Hope I can find a teacher.

The player in those vids is not a local.

oh,then now i seem to be crazy. Hmm,thanks. :stuck_out_tongue: lol

Anyways,nice games eitherway. Always nice to see your matches n person or online.

In regards to stuffing dps/flame kick with crossup tatsu, how far do you need to space it in order for you not to get hit but only your leg to hit him. I’ve done it a few times randomly, but i cant get the spacing down. I can crossup tatsu no problem, but that usually hits right next to them.

im confused…why do you even bother to grab dash*2 df kick against blanka his roll beats it completely doesn’t it?

i was surprised when u can do c.mk into df kick against blanka. over here whenever i do it they get me with either upball or jump back hk/hp.

the match just feels like you adapted to the player and killed him without even considering the matchup much of how dangerous blanka can be.

i was expecting more of safejump or horizontal ball punishment. but you did heck of a good job attacking so confidently.

Sometimes when you worry too much about the matchup specifics you don’t do the things that you need to do to win.

Most fighting games are about adapting to the opponent. Matchup specifics alone won’t win. You must be able to read and adapt to your opponent.

I totally agree with you, like said you adapted to that blanka player who to me seems to be not very good at up balling those demonflip. my blanka opponent is the type that sits there and wait to see what happen kinda of opponent.

feels like a scrubby version of momochi vs mizoteru in godsgarden. any mistake by akuma and it will get worse.

ex-up ball is the bane of akuma’s wake up existence since vanilla. Not safe jump-able and beats EVERYTHING dive kick/x-up tatsu/anything…although a early timed “fake jump in” to bait it hands you a free demon. I don’t feel this is that bad of a match-up as it felt in vanilla but you have to play very different, kinda like playing against deejay.

EX-upball is a 4 frame start up… it can be safe jumped.

Also, sweep is a punish on block if demon isn’t available.

Can anyone confirm that Palm OS Demon loses out to Breathless?

Not saying you are wrong or anything, but wouldn’t safejumping something with 4 startup frames be as hard as hitting a 1 frame link? And you have no tools (plinks,doubletaps) to aid you.Not impossible, but pretty hard to do i think =(

I dont know about the option select, but I’ve tried the following setup:
P1 : akuma P2: able.
I recorded able to jump and then do Breathless without the delay. Then, with akuma i would go stand next to him in the time he uses to jump and then try things out after the ultra flash.
Akuma U1 loses (i buffered the ultra in his ultra flash and performed the ultra right after it, so it’s definitely no execution error)
Teleport doesn’t get hit (no surprise there).
U2 whiffs and his grab also whiffs (same for teleport to ultra 2).
DP beats it out clean.
Tatsu i can’t remember good. I vaguely think that breathless beats it at close (standing next to each other) range but don’t quote me on that one. You’re gonna have to try out that one yourself.

So I found out yesterday that Makoto’s AA punch special, whatever the fuck the name is, kills the vortex completely. I have to pressure her on the ground or try to bait and punish with DF palm whiff. I was trying all day against her to see if there’s a specific timing to stuffing it with DF kick, but no luck. Doesn’t even trade.

If the Makoto player is relying on the AA punch then you can bait it out with a empty df palm and get a combo then if they start blocking then throw in the df kick again.

^ Check second sentence. :o It can also be safe jumped I believe, but I wanted to experiment with different dive kick timing. I was also a bit rash in saying it kills vortex COMPLETELY, since there’s baiting and all that shit.