Also Ibuki can duck under not just the 2nd, but both hits of the stRH. Really crazy.
1st hit of akuma st rh does hit crouching opponent. so im confused as of why you say ibuki can crouch it.
anyway someone help me with my trouble post already…
You have to do it late. Later than expected
Do a poke late? I think you mean something else. Like the spacing. You have to do it far right?
Is Makoto Free for Akuma? It seems really bad for her. Anyone play a good makoto yet.
Makoto’s combos hurt like hell and stun just like they did back in 3S. She is slow when she isn’t dashing, but her moves are still just as deadly. Also she has the ability to punish the teleport quite easily.
Now she does have trouble getting out of Akuma’s mix up game, but the other way around is just as true.
I really dont think Makoto can do shit to Akuma, theory fighter aside. she can’t do a thing. She can ex-hayate a bad teleport and then what?
I didn’t even think about rush punch punishing a teleport. Neither did and of the makotos I played. she can command grab or rush punch you for teleporting out of a command grab I would imagine. I guess backdashing is the answer to that. I do know as much as one command grab from a good makoto can cost half your healthbar I would think.
To my surprise guy ain’t easy either. elbow drop stuffs demons, air throw beats everything akuma has in the air even tatsu and ex tatsu and it hurts like a bitch. spaced cr.mk from guy beats akumas far st.hk and knocks down. And his st.Hk or st.fp shuts down demon flip and he can cancel it into a bushin throw if you don’t crouch for 300 damage. If you throw a bad air throw he can run stop right through it and akuma can eat a big combo or an ultra.
And in the corner he can really apply pressure. guys far st.hk can stuff predictable jumps(like bison or chun) Though akuma still has alot options of course, I say its a 5-5 matchup imo.
So what’s the plan vs Makoto’s that try to abuse her dash punch? I don’t want to teleport out if I can stuff it and potentially land a combo.
I barely played any Makoto players, but can’t you focus attack the dash punch then land a combo on her?
Not sure where this question should go so I’m playing it safe in the match up thread. As we all know, every character has a specific range or area where they are most dominant. Like Deejay controlling the horizontal plane, Ken being most effective at close range, the “Gouken range”, etc.
I have a pretty good game, but I’m trying to improve my knowledge of character ranges. So the question is…What is Akuma’s range on the ground? He has tools to be effective on the horizontal and vertical plane. But I’m not sure what his ground range is.
GO…
She doesn’t need to land a hit with the punch to be deadly. She can always beat you over to where you are teleporting and use her choke grab.
ground…meaning… just pokes? Between c.mk and c.hk tip range depending on the opponent’s character. Of course his best range is rushing down close but I assume that isn’t really what you meant. He also has one of if not the best full screen games in the game (not that its all that useful in the end…lol).
and yea… normals beat mokoto’s dash punches as well as simply focusing, releasing, and backdash… at best you get a crumple at worst a little damage, a little revenge, and a decent spacing (or she cancels). You can both stuff it and focus it… her dash punch isn’t all that great. To some extent I question why they didn’t make it armor break. Its one of the reasons she is going to be rather low tier instead of at least mid imo.
@ guy… why are you in the air against guy? Why are you basically in the air with akuma on a regular basis enough for it to be a question. You can anti-air his flip easily enough… its not a very good move unless used sneakily really. And an early air fb beats it… like most things. You can focus the moment you seem him start to run at you and go from there. Worst case scenario he stops and you backdash. And his pokes are very so so and/or range specific. I don’t know about 6-4… but I also don’t think its going to be 5-5 either. Guy is just not a very good character overall.
also… akuma has no trouble getting out of makoto’s mix-up really. She has weak-ass pokes for the most part with short ranges, doesn’t have a reliable way to get close except dashing, can be tiger tatsu’ed away from if you are feeling too much pressure, she can punish a teleport but it doesn’t result in a knockdown or if it does (EX) it doesn’t result in her really getting a chance to mix you up very well. Basically she is a rushdown character without an amazing overhead (only EX is worth anything… and you aren’t getting good damage off that), without good lows, without an ambiguous cross-up, and without an amazing reversal to FADC. She has her command grab but the range is merely decent and akuma doesn’t have much trouble staying out of that range… plus her offense is so heavily based around the throw (since her dash punch is garbage on its own, etc.) that you could basically neutral jump when she gets near you every time and come out worst comes to worse only with a slight bruise instead of an egg on your forehead. She is useable, but no way can she hang with akuma. Only thing keeping it interesting is the fact that she can do a lot of damage with her ultra/super combos which she can do off landing a dashpunch (meaning as teleport punish its an option). Basically its the abel match-up except easier. If abel is 5.5-4.5 akuma then mokoto is at least 6-4. Mokoto being low isn’t an execution issue like it was with viper either… this is legitimate problems with the character’s options.
Please add to the Deejay portion:
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DRS can be Super’d on reversal even at tip range. Ultra will get jumped.
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His low HK (slide kick) can be Super/Ultra’d on block. Must hit deep.
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Whiffed JM (upward spin kicks) can be Super/Ultra’d on reaction.
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Blocked machine gun punch can be super’d. Ultra will get jumped.
Hope this helps.
Also pretty sure Makoto got the shaft with respect to dealing with Akuma’s fsHK… has to block both hits almost all the time. Sometimes I use it to hit with the 2nd kick and this spacing also usually beats random dash punches.
Good lord! Just got crushed by two different vipers by getting hit so much, so fast, in such a short time that I got stunned in 3 out of the 5 total rounds. Wow, they were both just incredibly aggressive and I couldn’t deal with the burn-kick (didn’t know where she was going), or when I tried to move away or even teleport, I would get ground pounded (whatever it’s called), get knocked in the air, for even more damage. The vipers was mixing it up well, so what the hell can I do to deal with this. I honestly never even got my feet set I was just blown apart. So I can’t really tell if it was because they actually played well, or I was caught by surprise from all that randomness going on. HELP!
I posted this and got my answer but I just wanted to confirm:
Fierce SRK is invincible on start-up, can be done late to avoid trading?
Thanks.
Here’s a good way (IMO at least) to even test it out yourself, record Ryu throwing Akuma and doing a meaty jump-in HK on his wakeup, then playback and test out the 3 SRK versions and you’ll see the difference.
I tested it out today and traded much less often. The extension of it will force me to use it solely as a reaction-based move, I have a bad habit of sometimes trying to predict jumps. Thanks everyone.
you always want to srk as late as possible. so you can get the 3 hit fierce srk (150 dmg) and not the 2 hit (80 dmg?).
should practice doing srk from crouching as well whenever you don’t need to walk forward or they jump while you are doing a crouching poke. (df, df, fierce instead of f, d, df, fierce)