SSF4 Akuma Match Up Thread

[media=youtube]BczROdC78wI&playnext_from=TL&videos=l1G9nDGR_BY[/media]

that’s a safejump divekick against ryu. but seriously…in super its risky to do it…

what they said,
the df dive kick isnt a normal safe jump, but if you space it right its safe from ryu’s dp

It’s actually really easy to do, just mess around in training mode. Do a max range sweep with akuma then do a hard kick demon flip and try to time the kick to hit him near his head. Mess around with it a few times and you’ll get it.

Yessir, as in where it would be if they were standing(or crouching).

Top of their heads is a vague description.
When you have the correct spacing to stuff a shoryu it looks like you’re gonna cross them up.
Easiest way to exactly figure out the spacing is in training mode, pick ryu as dummy and record him to shoryu.
Then just sweep and try it out.

What do you guys do to Adon when is waking up from a f.grab? Air fb instead of df mixups?

So I’m finding that a meaty d+mk against a downed Ryu is actually a very useful tactic.

If done right, it offers three possible outcomes:

1.) Beats mp/hp SRK, or, stuffs their attempt to execute it
2.) Is blocked, allowing you to continue a string and apply pressure, fish for counterhits, etc
3.) Trades with mp/hp srk

Point three is interesting. Usually trades suck for us. In fact, they always suck for us but in this instance the trade against Ryu is even. We take the first hit of his SRK which isn’t particularly damaging now and break even. Now the point of this is to send the message to Roo players that you might well have something to fuck with his wake-up that can cause him to second guess his wake-up options which can pave the way for you to empty jump and combo, grab or even demon flip grab.

Naturally he can EX srk to smash everything but you can potentially bait this out also by doing a couple of d+mks to lead him on and then subsequently stop.

A meaty d+mk can be a real prick to deal with I’ve found (on the receiving end) as its a normal that quickly changes Akuma’s air trajectory making it very difficult to react to and anti-air. A common response is to simply block it, which can be advantageous for us.

I’ve often maintained this is a very underrated normal and lately I’m finding it more useful than ever. Give it a bit of love - you’ll be surprised how handy it is for maintaining offensive momentum.

ShinAkuma204 has started a “safe palm/divekick thread”. There you can find this vid:
part 1: [media=youtube]7LZulowZvkE&feature=related[/media]
part 2: [media=youtube]BczROdC78wI&feature=related[/media] (subtitles are in english)

It’s from vanilla but useful for SSF4 as well and gives you an idea of what Gamogo has written.
Imho best vid for this. Helped me very much in giving an idea on how to fight against Ryu and what to do on his wakeup. Before this vid I never knew what to do. There was no pressure on his wakeup, no chance to gain momentum.

"A common response is to simply block it, which can be advantageous for us."
If blocked and you are above the center of the opponents body it will be disadvantageous. Imho no good idea to do that.

Interesting … I was playing a friend’s Sim earlier and noticed that if I met him in the air, naked dive kick seems to beat out all his normals.

Or is that well known already? >_>

So I was messing around in training mode today against Abel, testing some stuff. After landing your BnB, it’s almost always better to reset with stand HP(or cr LP/MP) and cancel to LK demon flip palm. It’s a perfect setup for a safe palm against him - the only options he has is to either backdash or roll out (MP and EX falling sky will get beat out). Also, when you have Ultra, and you option select it off the reset, you’ll catch his backdash/EX roll. If Abel does anything but block, he’ll get beat out. Once you get him in the mindset that he can only block, you’ve narrowed down the mixup to a 50-50 of demon flip palm or grab.

I’m having problems with the Rose matchup. My mate seems to have run the gamut of characters I have trouble playing against (Balrog, Rufus, Bison) and now that I’ve got those matchups down for the most part he’s settled on her. Feels like I’m missing something because I know it’s supposed to be in Akumas favour. It seems like there is no point keeping her 2/3 to fullscreen since she can reflect air/normal/red fireballs and fire off her own inbetween.

2/3 to 1/3 screen it seems like she can cover herself with lp fireballs guile style, they go so slow that jumping them gives her plenty of time to anti air, and she has time to slide under any fireballs i put out to absorb em.

Anywhere under 1/3 screen it seems like she can apply pressure with block strings, crossups and slides into throw/mixup, but what bugs me is that spiral does a fair amount of chip and she can keep things SO safe with that backdash. It also seems so fast that if she ends a string with a shallow, safe spiral and then backdashes I seem unable to punish it with a tatsu or ultra, because she recovers with plenty of time to block. And if i try to punish with demon flips they’ll either have time to dash again or anti air. Even without the backdash at the end, the punishment window for a well placed spiral seems tiny if not non-existant.

Her anti air (standing fierce?) seems a bit patchy but still seems to beat things out more often than not, but it seems like trying to anti air her crossup attempts with crouching fierce it’ll will often whiff because she goes quite high and certain moves seem to change her hitbox.

It also seems like if I land an untechable knockdown and go for a jumpin/demonflip on her wakeup that most of the time she can still manage to backdash an attack, for instance a palm strike that would stuff a balrog wakeup reversal. Does she have a faster wakeup, is it the startup on her dash or have i just mindfucked myself with this character and im timing my jumpin/demonflip wrong?

And whats the best thing to do against her ultra 2? It gets used at LEAST once a round, I dunno if I should be backing off, chucking out a low/fast normal to try and stuff it, throwing as many safe fireballs as I can or just holding down back, riding it out and waiting to tech the throw attempt. I’ve had limited success with each of them to say the least.

Any tips for this matchup would be greatly appreciated.

I’m with you on the difficulty of the Rose match-up. I have an extremely hard time Vortexing her because she seems to be able to back-dash out the way of a lot of things.

However, as far as U2 goes, I don’t find it hard to avoid. Just run away and fire air FBs at her. She shouldn’t be able to catch you what with tele and cowardcopter, and the air FBs will kill the ultra if she blocks.

I try to play the Rose matchup in the first few instances of each round where you MUST get in as much damage as possible before she gets Ultra meter. After that, she won’t be so keen on just jumping or reflecting your FBs from full screen distance. She’ll have to come to you to do some damage.

@ Laughter: You gotta be carefull though as most Rose will wait until you’re close enough to activate their Ultra and then spam SLIDE to get under your Zankus and get close enough to you to tag you with her effin’ Ultra… I usually just teleport (PPP) back and alternate between ground and air FBs to get her to block.

if you know she is going to back dash alot go for meaty dive kicks or deamon flip sweep. after you catch her with those enough shell stop backdashing, odviously you dont want to do it if she has meter for ultra 2 but thats how you stop rose from backdashing on wake up.

DF Palm OS sweep beats every option rose has on wakeup.

What do you guys do vs dudley? since the op post doesnt say shit about how to play vs X characters I ask here.

spam max range c.mk and buffer hk tatsu or hado…that LITERALLY COMPLETELY FULLY fucks up his offence and he’ll start to jump…anti air accordingly. He’s also pretty free on wakeup.

When you’re being pressured backdash works wonders to break his offence (unless you’re cornered of course) and you can start the whole c.mk thing again.

If he’s ever stupid enough to do a random ex machine gun (or if he fucks up a combo) that’s a free ultra 1 and subsequent mixup after the knockdown.

If it weren’t for the fact that dudley can literally stun akuma with 1 combo and 1 punch the matchup would be completely in akuma’s favour. I think it’s 5.5-4.5 for akuma. It’s not easy for dudley to get in but if he does and manages to corner you, you either get lucky with a mashed srk or you’re dead since his overhead/c.lk 50/50 mixup is deadly

is it adviced to try and play footsies vs him?

Other than st.HP I don’t know any (long-range) pokes that are worth worrying about.

yeah of course, as i said, c.mk all day. Once you got ultra you can also start abusing sweep, but before that moment be carefull since he can focus it for BIG damage/stun/corner placement.

As the absolution said, his only good poke is s.hp (which does a buttload of damage on counterhit,so be carefull)

Tip VS Ryu: If the Ryu is decent and option selects you on wakeup (to smash your teleport recovery with OS hk tatsu) use U2. Once stocked with U2, teleport BACKWARDS his jump-in on your wake-up to bait out the OS. Execute your U2.

Bam.

If he gets wise, he’ll have to figure out some new options or just plain leave you alone in terms of wake-up OS. Keep in mind the usual baits such as super/ultra that will crush us on recovery.

i’d never use U2 in that matchup…you gotta play it all on footsie level and ryu got a good focus attack. U1 all the way.