SSF4 Akuma Match Up Thread

why would you want to jump against juri? Her ground game is inferior to yours and if you ever sweep her she’s bound to losing half her life…like gouken, she DOESN’T have an answer for df palm OS sweep…if she does her ex pinwheel you block, if she backdashes you automatically sweep her, if she ultras you block, if she does her “counter move” or tries to jump you break her armour and slam he back on the ground and you can repeat the same process. If you see she knows that she has no answers to df palm and she always block just distroy her with a df palm/df throw mixup.

Funny enough the only juri’s that give me problems are those who zone ME, lol. That bitch “up forward” fireball is annoying as hell, lol.

Vs abel how about OS demon flip palm/crouch tech/sweep, or is that not possible?

From watching videos vs Sako, its weird to me how Tokido never did fireballs vs him. I can understand once Cammy has meter you gotta be weary, but when she has none is at mid range he should utilize them.

Demon flip palm + OS Tatsumaki beats his backdash, no? …

If I’ve correctly understand, HP will hit his kunai, and raging demon will catch her just after? It’s a good thing. :angel:

I tried to OS palm srk a wakeup reversal U2 (to see if it could be option selected) but i kept getting hit by U2. Is this bad execution on my part or is it not possible?

So is the input for the OS sweep df lp palm down rh and then down back?

you do a df palm and the moment you hit/would hit her you immediately press down back+hk

  1. not possible

  2. after about 15 seconds from the start of the match cammy will have at least one ex bar and you can’t throw fireballs any more…as soon as the 2nd round start, she’ll probably already have at least one ex bar, too.

Against someone with CRAZY reflexes like Sako zoning with hadokens would probably be a suicide…oh well, one might argue that tokido lost anyways, hehe

Ok sounds good, is there a good way to practice option selects in training? Should I just look at the inputs to see if I did it right?

Tell that to Daigo. He had no problems chucking fireballs at Sako.

You go into trainign mode and select the character you wanna practice against (for example Chun) as P1 and you chose akuma as a dummy.
As soon as the training starts you set the dummy (akuma) to “record” and you walk up to chun li and do a sweep…then you do the df palm with OS sweep. You should smack chun li back on the ground as soon as she wakes up and no sweep should come out.

Now you press start, set the dummy to “playback” and then you select “restart” from the pause menu.

Now you control chun li and as soon as the training starts, akuma should walk up to you and sweep. Now you should try waking up (as chun) with a backdash. If you recorded the OS correctly akuma should sweep chun li as soon as she dashes. Now select “restart” again and this time wake up using EX spinning bird kick. If your df palm was a correct safe jump you should block the EX SBK and sweep should NOT come out.

You can do the same thing OSing a srk instead of a sweep. Easiest way for safe jumps option selects, so you can start practicing with the easiest way, is doing a sweep and then immediately jump and do the d.mk dive kick and OS a srk. Do this vs bison and then after you recorded the safe jump OS you try waking up (using bison) with EX Psycho crusher…you should get a srk that will stuff it.

Hope this was clear enough

man i don’t know, sako was probably mind fucked…i play a very good cammy and even if i’m not predictable throwing hadokens i often get ultraed unless i’m really far away, which doesn’t happen very often since cammy can get in your face in a matter of seconds. Sure, you can try and zone her a bit with fireballs, but it’s definitely not safe, espcially considering akuma’s low health…ryu can afford to take quite a bit more damage than akuma does.

I’ve been having a problem with Dee Jay lately, probably because I don’t get a chance to play many good ones and there aren’t a lot of videos/tech about this match up. Specifically, the sobat kick seems really safe and his EX up-kicks shut down my oki nonsense. I figure there has to be a hole in his game that I’m not seeing – anyone have any general tips?

Treat Dee Jay like Guile except with a worse fireball but better wake up option.

Shaku’s (use jab version a lot) to mess with his head as well as his charge in a fireball game.

He has pretty bad normals, so try whiff punishing with your sweep at any chance you see, especially whiffed slides.

Bait out the EX up kicks with an early demon flip palm to land and block. Do this once, and he’ll start doing it less, I promiseee. :stuck_out_tongue:

Also, note that Dee Jay wakes up slightly slower than the “normal” characters. So, forward throw to double dash and jump forward with hk will actually miss him, but it will LOOK like it should hit. But you will miss regardless, but will be able to block if he does EX up kicks.

Sobat kicks are all unsafe on block. Lk is -6, mk is -7, hk is -9, and ex is -8. Akuma’s sweep has 6 frame startup. I suggest piano’ing all three kicks to help you time the punish easier.

Also, his Tiger Knee thing in the air (d+lk in the air) will drastically change the horizontal distance of his jump. So, do be careful in anti-airing him with your SRK because he could do it early and land way shorter than you think causing you to whiff and get punished. Not too many Dee Jay players do this, but just be wary of it.

Thanks a ton I would have never thought of that,I’ll try this stuff out asap.

I have 2 things to say.

1)Doctor, nice avatar. LOL

2)Richard, you are the man. Shinakuma you are also the man.

One thing I can say about Dee-Jay: use your Shaku Hadou when in a fireball war to force him to jump or block. You want to advance with the DF mixups the instant he loses his charge, as his wake-up AA is very good.

i remembered that “a properly placed x-tatsu” cannot be dped.

but how do we tell if the x-tatsu is proper or not?

is there any setup to achieve that “proper x-tatsu”, i am assuming grab dash*2 to be the only viable one and the rest random?

wish there could be a video to affirm this. i guess atm, i believe all x-tatsu is possible.

which especially against ryu if you can’t force him to be scared of x-tatsu. the matchup will slide to his favour.

and even if its not dpable, will the proper x-tatsu be backdashable?

at the moment, i feel that there’s alot of small detailed information that will improve my wake up game against my opponent but i just don’t fully understand it yet. therefore opponent can sometime mash, backdash or reversal their way out of my wake up games.

X-Tatsu’s can be dp’ed, sometimes crouched, and will always whiff against a Shoto’s cr. mk. But there is a “correct” way to do one.

If your opponent does a “reversal” dp, it should NOT “autocorrect” and hit you. If this is happening, you are jumping at them too early. If “reversal” pops on the screen, you should be behind him and hit him with your Tatsu.

Now, if your opponent doesn’t do a reversal dp and the dp autocorrects and hits your on the other side, then that means he is delaying his dp. So basically, he’s taking a risk and trying to dp the other way leaving his first few frames on wakeup with NO invincibility. So, if you did a jumping hk that his meaty (the instant he wakes up), he will get hit because remember he is not invincible on his first wake up frame due to him not doing a reversal dp. Also, do note that this will beat him crouching as well as doing cr. mk.

And if they are backdashing your X-tatsu, you can punish most people by just cr. lp into hit confirm combo or at least frame advantage from the jabs. And if you jump with your hk, do an option select sweep.

Yeah you can’t have everything. If your move is meaty (as in will hit them on their first wake up frame), then reversal should always beat it. The whole point of it is to be at least 1 frame off so you travel onto their other side. It can still be beaten by non-reversals though they will usually only have a 1 frame window to do their move rather than the 5 frame reversal window.

It’s how a lot of akumas setups work. Like the exploding heart technique. Doing it on ken will always beat reversal mp dp but only because you’re not doing it meaty (else you’d lose). This gives ken time to crouch and hit you with a non-reversal dp. Same thing if he wants to backdash your demon flip kick, he has to delay the backdash, ie not mash it on wake up.

I was playing a decent Ibuki today and I took in a few things:

  • Just like superlollo said, you have to play footsies with her. I really like using max range MK x fireball, it’s a good pressure against her and she can’t do much. Be careful once she gets ultra, though. It can go through fireballs and punish your sweeps if they aren’t spaced good - I learned the hard way.

  • During her block strings, BLOCK. It’s tempting to stick out pokes between her sets of triple kicks, but her frame traps are way too good. Also be really careful trying to tech grabs, since she might just counter hit you with a knee into that triple-kick move. OS crouch tech is very important since it allows you to late tech. You just have to be patient until you find a way out, especially when you’re pushed into the corner.

  • If you do get knocked down, learn to mix-up your wake up game; this goes with any character matchup for Akuma. When she’s doing the kunai vortex on you, you can get away with a focus x forward dash; if the Ibuki isn’t prepared for it, you’ll be free. Against the kunai vortex, switch up between focusing, teleporting (both directions), and blocking and you’ll totally throw her off guard.

  • Blocking the kunai vortex is very tough, but here’s a rule of thumb; if it’s thrown really deep into your hitbox as you wakeup, then the kunai will hit as a crossup. However, if the kunai barely makes contact with you when you’re rising, you have to block normally (away from the kunai). I try not to block it very often since it’s a huge risk.

  • If you block her EX shoryu thingy, you can punish with an immediate dash then close HP or crouch MP into BnB. You have to react to whether or not she throws a kunai, though; the time she lands is different for both. The timing is pretty tight to punish if she doesn’t kunai.

Anyway… is it just me, or is connecting shoryu in the BnB a lot harder against Ibuki than other characters? I played almost 50 games of Akuma vs Ibuki today and I missed quite a few of them.

That could be very possible, as Ibuki’s float is kind of weird. She’s the only one you can’t reset with a st.hp after light tatsu.