SSF4 Akuma Match Up Thread

another option is to go for c.mk… fucks ppl up very well on jump-ins (but won’t work on wake-up…for obvious reasons). It also helps you accidentally doing a random whiffed srk “predicting” something… hope that helps a little as well.

I talked to Shin Akuma about this via PM a long time ago, but what do you guys do against Ryu/Ken/Akuma players who use their c.mk to go under a cross up tatsu? I know there are counters to this such as dive kicking and probably option selects, but I want to know if there is a way to actually get that cross tatsu to work if they do this.

Versatile…I used to have players do this…mix in a meaty jHP…or jHK…this will beak them of doing cMK so often.

Also…still having trouble with rufus…

I know the basic idea of spacing right outside his df+mk range and just punishing everything he does…but what do you guys do when he’s doing dive kick pressure? I usually teleport out and at worst eat the sHP to get out…I’ve been trying to do the cMP tech opselect but it’s not nearly as useful against rufus as it is with cammy…I get counter hit LK/HP when he continues his block string rather going for throw/dive kick pressure…

I’ve been using off set demonflip throw setups so that if he ex messaih’s you only get hit once and ex SS whiffs…this seems usefull to kill his bar with very little dmg…

Regular d+MK seems to delay long enough to beat rufus cMP but really I don’t know what to do playing him that to just run…punish jump ins/dive kicks with sHP/HP dP…and punish galatic/d+MK with sweep

I learned that x-up tatsu if timed right his U2 will never auto correct and you get a free jump in combo…

This is by far my worst match-up…any advice would be very useful

Bokkin

this match up is pretty challenging for me as well but here is all that I have to offer. Check out this vid here and let me know what you think. Hopefully this can help you out a bit.

Sorry man…that literally did nothing to me…all the akuma’s dmg came from a properly guess air to air normal…dPs and cHP through dive kicks and fb zoning…the round win came from a sorta gimmicky demon (which I don’t rely on to win) and then subsequent rufus rushdown + random messaih kicks that I don’t know what to do against other than run and zone like he was doing.

I feel the same way. I’m getting bodied by local Rufus players because when I start up pressure, they

  1. Dive kick once my blockstring pushes them to c.mk/c.mp range
  2. Mash ex-messiah

And on the flipside, although I can uppercut 4/5 divekicks/jumpins it hardly does any damage in this game, and when they eventually DO get in,
I start to get fucked up for trying to tech or trying to reversal teleport divekicks.

For example, here’s a match I lost at a ranbat last night.
http://www.justin.tv/xanadugames/b/263957328 - Starts at about 1:52:00 (one hour and 52 minutes)

When he was doing divekick throw, I was trying to reversal teleport but nothing came out.

But yeah… Rufus U2 makes the matchup much more difficult than it was before.

can you guys gimme some tips on practicing to DP jumpins? I spent the entire morning playing some ranked matches and began each match throwing ground fireballs and moving back and forth and DPing their jumpins late. I was actually quite surprised at how it didn’t trade, I’ve always just blocked and countered as necessary.

my AA game is quite weak. I can’t rely on AA demon all the time, especially since its stricter to pull off now. tips?

It is not more strict for me, to do aa-demon. If you have trouble hitting b+lk+hp, from d, maybe try df+lp,lp first. I find this easier to be sure to get the b tight.

And, practicing Dp jumpins is actually easier with the cpu. On hardest, just fb it, it will jumpin alot. Sometimes it will only jump after you’ve fb’d and you will get hit if you’re not quick enough. Try it versus different chars. Don’t rely on ranked matches online to practice basics.
Using trainingmode and special cpu-practice (don’t play it to win, don’t abuse it’s lame patterns, no FA and meter-use) has made my game improve so much more than random ranked play.
Instead of playing the cpu in trainingmode where theres no “dying”, go to versus, pick player vs. cpu, 3 rounds, to get the pressure kindda going. Try not to fokus on matchpractice but footsies and basics (more important: be sure to hitconfirm everytime and land those comboes!), with the restriction mentioned before, you’ll be better off here than fighting the majority of scrubs online. If you can’t play offline real matches, that is. Only stick to good playes online, invite to endless, that’s the only fair onlinetraining imo.

EDIT: Why did I answer, this is OT?

On topic:
Ibuki:
Her kunaivortex, if she gets a kd, is the only real pain for Akuma. 2 times and it’s dizzy, goodbye round. Only thing I could do was srk on wakeup.
Anybody has something to say on this?

Cody:
Vortex this ass. Demon flips are almost safe to do constant, so just mix it up till he messes up his block. Try not to land in front of him during mixup, criminal upper will eat you. His super is also easy to interrupt, infact you can counter demon it if you time it right anywhere in between his kicks. Or just thrown a lp to reset him. Try not to counterpoke him too much, his mp xx CU will lead to another ex-CU, big damage.

Honestly the best thing to do if you’re not comfy with OS tech/low strong IMO is to just block. I know that sound redundant, but let him show his patterns. Let him show his throw set ups. Just sitting there and waiting and watching is much less risky then trying to tech a throw or teleport. throws hurt a lot less than combos and Messiahs.

After you JUST blocking most Rufus players will get frustrated and focus solely on throwing you. This is where you can put your observations to use. Let them do the same throw set ups, you should be able to read most of them and either tech/srk them.

After that things get jumbled again, but more than likely if this scenario I laid out does play out, you will have thrown that player off their gameplan. Advantage: You.

2 things:

I noticed the framedata link in threadstart is broken.

Second, metergain for demonflip is missing?
http://www.eventhubs.com/guides/2008/nov/13/akuma-gouki-frame-data-street-fighter-4/

it says 0/(30 or 40 depending) on all demonflips, which means it only does metergain on hit. This i wrong. I do shortdf palm all the time to build meter and i builds the instant you put in the demonflip command.

cheers

played a pretty solid deejay. he has a very deceiving crossup that’s kinda hard to tell if it will cross up or not. he can also zone pretty well better than guile imo. And his combos hurt.
But a jump in dive kick beats out his upward kicks 95 percent of the time. This will shut down his anti air and basically let you in for free for a rushdown.

Anybody got other helpful tips on him?

not sure if my information will be helpful or not.

if anything when rufus dive at me i will just randomly uppercut regardless… although if they block it my game is probably over.

just for me that, i predict most of the players do dive twice and if they don’t i start mashing teleport on block strings to avoid being grabbed still gonna get hurt by his c.hp though.

also safejumping with palm is fun or even just doing random palm on wakeup +c.mk if they ex messiah the messiah kick will hit only 1st 2hit and the rest will whiff and i punish it with sweep, st. hk or ragingdemon.

its really a suicidal gameplay, but works for me.

VS Rose:

  • Don’t throw fireballs and watch the match change almost instantly. Develop a game-plan against Rose that doesn’t involve fireballs at all. When you ball her, you assist in her zoning and keep away game based on reflects and absorbs. Taking that tool away from her cuts away a lot of her options and arguably some of her more frustrating strengths.

  • Don’t mess with her wake-up when she has U2. It’ll destroy anything you attempt for good damage.

Vs Guy:

I played a couple of Guy players last night and I really had no clue what to do (his flip grab hurts sooo much lol), so thought I’d test a few things with him in training mode and here’s what I gathered so far:

1- Akuma’s focus attack seems to be great vs Guy’s run mixup, his overhead hits twice, but Akuma’s hitbox avoids the second hit unless you did the FA really late, some characters Focus attacks can avoid the second hit as well (like Sakura’s), so if he tried to slide or use the overhead attack vs Akuma’s FA, you’ll most probably be able to land a full combo on him from the crumble.

2- His flip grab either seems to have VERY small range or it doesn’t grab a crouching opponent (it works vs a standing or jumping opponent), I couldn’t land the grab if the opponent was crouching, even tried quite a few times on a crouching Sagat but couldn’t land it. So at the moment, whenever I see Guy doing his flip, I just do crouching fierce, I got baited a few times with early elbow drops that made me whiff SRKs, so crouching fierce seems safer to me at least.

3- His elbow drop can be blocked low, both normal version or from his flip.

Correct, you cannot get bushin flip thrown while crouching. Surefire way to get out? Just teleport behind it. Gotta wait 'til he’s close though or he could just insta elbow and bait you. Variety.

EDIT: hmm I guess you could get run-slide’d if you wait too long. Less dmg than the throw! Hahaha. Just an idea.

fs.hk pressure kills guy…he can’t do shit about it…just s.fh and fish for counter hits with c.mp and if you see he’s just scared and blocks everything fs. hk walk up throw works wonders.

c.hp will stuff his flips all the time but will lose to the normal jumping elbow (down mp). If you’re getting pressured teleporting out is usually a good idea, if you’re cornered air tatsu is better than teleport.

His ex tatsu will kill all your wakeup pressure except crossup tatsu which makes it whiff if timed correctly…bait and punish…his mp and hp hozanto can be punished with lp srk. His ex tatsu will beat crossup air fireballs most of the times so watch out. It can also be safe jumped but it isn’t easy.

AA demon (with c.mk) doesn’t work well vs guy because of his fucking elbow that will stuff your demon 90% of the times.

Use focus vs his run mixups but watch out because if he has 2 bars he can cancel the slide, you whiff your focus and he rapes you

Pretty sure you can meaty palm his wake up so that his ex tatsu wiffs but the timing is tight.

Just wanted to make sure about something, a meaty palm works just like a safe jump right ? (which should be possible on any reversal more than 3 frames, but requires real strict timing on 4 frame reversals like Guy’s ex tatsu)i.e the df palm has as much recovery frames when landing as doing a normal air attack (unlike empty jumps where you recover instantly).

On the first page, for Honda, what does “TK FB” means ? I’m always having trouble against them.

Tiger Knee’d Air Fireball.