SSF4 Akuma Match Up Thread

Couldn’t find anything in FAQ so here it goes, warning relativly noob akuma.

I rarely AA w/ FP SRK, I usuallly use c.FP since I read long time ago by westab and loltima that its the best akuma AA, now my question is due to it sometimes trading (if i hit it too late) and sometimes whiffing (if they just empty forward jump) is it still best AA for Akuma?

Also I find myself overusing s.FK a lot altho I mix in w/ air FB walk up throw,sweep,blockstring any suggestions what would be the better way for closing distance midscreen without overcommitting?

and 3rd thing I don’t know is this necessarily a bad thing but I find myself underusing DF mixups during blockstrings (like JR Rodriguez does) I still do use them after fwrd throw for SJ and mixup.

Also due to me playing online I find myself often hitconfirming w/ c.lk c.lp x2 , no balls for c.lp s.hp is this a bad leak since of the damage loss overall?

Hope this wasn’t a big pain in the ass, thx.

c.hp is still fantastic, and pretty useful in most jump-in situations. srk mp or fp extend farther out so they can catch potential empty jumps. Also, the short start-up and 3 frame invincibility is helpful for a lot of jump-ins that can trade (Rog’s j.hk or something). Finally, you can always tack on a fadc red fireball. The damage isn’t nearly as scaled back if it was used in a combo and plus it gives you great positioning for a follow-up demon flip.

You should only be using st.hk to advance/poke on characters with big hitboxes. Akuma’s has one of the fastest walkspeeds in the game so use that to your advantage in footsies by walking in and out of other character’s normal ranges and using sweep to punish. If someone is trying to shut you down with fireball zoning, focusing through fireballs, lk demon flips can also help you cut the distance without “over-committing” as you put it. a late air fireball ex is a good way to put pressure on a guy with very little risk as well but watch out for full invincible moves like ex srk.

DF mixups are great until the other guy realizes he can just j.hp to stuff them. They’re good every now and then when you catch the opponent sleeping or expecting something different, but I wouldn’t try to abuse them, especially against good players who can srk ultra or anything else like that.

I’ll only go for a c.lp, st.hp link off a demon flip kick since it gives me enough time to hit confirm. I’m sure better players here need less time to hit-confirm and can probably do it off of other stuff. Personally, I’d stick with what you’re doing. Use your normal hit string, and you can always tack on a fireball fadc st.hp bnb afterwards if you have the meter for it.

Anyone got any decent advice when fighting Adon.

I normally play a slightly aggressive Akuma however Adons pokes are just to lethal forme to try any of that, i spend the majority of the game running my ass off & only every going offensive when i get a knockdown. Problem being

  • Running leads to corner, & i just don’t know how to get by his Jaguar Kick (Air & normal)
  • He seems to build meter very well so i always end up playing against him when he can FADC out of a Jaguar Knee
  • None of my typical stuff seems to hit, forward throw -> Cross up tats, safe jumps don’t seem to be working well either. (Though i have only startedusing them so that could be my own doing)

He really is eating my alive, it’s like fighting a Bison with the insane offensive he’s got.

Adon wakes up super fast so Akuma’s normal setups won’t work on him. As for the matchup, I don’t know if I can help much because I suck at it and suck vs Bison as well lol, but I do know that far roundhouse is very helpful in this matchup since Adon has to block both hits and you can pressure him well with it (Tokido uses it a lot vs Adon from what I’ve seen).

I wish he didn’t have his damn air jaguar kicks, he already has a very fast Blanka like jump speed which is hard to AA, add to that the ability to change his trajectory with air Jaguar kicks and I’m screwed lol

Forward throw, st RH, RH demon flip kick stuffs out any reversal flash kicks from guile 100%.

vs viper strats please.

on offensive:

  • whenever i do block strings and proceed to grab viper is usually getting ready to do reversal burning kick.

what should i do over there?

on defensive.

  • when blocking thunder knuckle/ got hit by overhead elbow viper does ex-seismo.
    backdash = death, crouch tech = death. so what should i do over here?

thats presuming that they got a mind game of burning kick coming somewhere along the line as well.

  • when blocking a x-burning kick they land and grab. i find it ridiculously hard to tech during those moment.

general

  • any reccomended normal against her?
  • is dp essential in this match or can backfire?
  • footsie range? close combat? mid range? far end?

I’m clueless about the matchup myself, I barely play against Vipers and when I do they’re way above my level which makes my Akuma see a lot of stars lol, anyway the other day I was checking some stuff vs her in training and posted here, it might help:

If someone knows a good strategy to counter Viper’s chained seismos(where she keeps on super jump canceling one into another while you’re in block stun), please share your method (I suck at super jump canceling otherwise I would have checked in training myself).

Jump? Demon flip? Fullscreen tatsu? Demon? KKK teleport? FADC? If you make her whiff any of them, her recovery is massive.

Figure I should add this but Dudley is susceptible to the exploding heart technique (forward throw 2x dash mk dive kick) It stuffs all his uppercuts and Ex whiffs.

This thread is brilliant, but can I make a suggestion?

In the OP, under each character’s heading, it might be a good idea to include info on preferable options selects. That is one of the most important things about any match-up and it would really help Akuma players to up their game.

general rule of thumb:

Characters with slow reversals (for example honda) = OS hp srk

Characters with good backdashes (for example chun, ibuki, rose) = OS sweep

Teleport characters (example akuma, seth) = OS hk tatsu

Bison = gotta guess.

Superlollo, i tried to OS HP SRK a bison who did ex PC, but i got hit out of it. Does timing really matter in this option select?

Thanks for hte advice.

So, it should go like this?

Ryu, Ken, Sagat, Dan, Adon, Rufus, Guile, Honda, Zangief, Hakan, Viper, Gouken, T. Hawk, Cammy, Fei, Cody, Guy, Sakura, Bison - go for DP DK, OS’d with HP SRK.

Chun, Ibuki, Rose, Balrog, Juri, Makoto, Blanka, El Fuerte, Vega - go with DF Palm, OS’d with sweep (or maybe OS Demon?)

Akuma, Seth, Dhalsim - go with DF DK, OS’d with HK tatsu (or maybe OS Demon?)

yeah but remember you can’t safe jump ryu, ken, akuma and other characters with a 3 frame reversal…even 5 frame reversals are quite hard to safe jump (unless it’s sagat or cammy because they wake up slower and after a sweep an immediate jump with d.mk dive kick is an automatic safe jump).

I usually go like this:

Honda: os srk

rose, chun, ibuki, vega, balrog, gouken, makoto: os sweep

Rufus: os ex srk or just block ex messiah and punish with u2 or ex srk.

Abel: os sweep or os throw to beat his backdash or roll

Bison: mix os srk and os hk tatsu

Akuma, sim, seth : df kick os hk tatsu (risky on akuma and seth, but they’re usually scared to reversal if your df kick is ambiguous because if they whiff they lose 40-60% life)

others i usually don’t OS anything…too much risk of getting reversaled or blocking after safe jump is simply better because you can do more damage (for example cammy and sagat)

Hope i didn’t forget anyone, but that’s unlikely with 35 characters, hehe

btw, you can os sweep even from a df kick or normal j.hp/j.hp…or even from a crouching jab

os sweep on Guile and probably Fei and Viper

os demon is also good for teleport characters and especially Abel

Yeah OS demon wrecks abels day.

WTF is OS? Some secret? I kid. I kid … hehehe. Yeah, I need to start adding them to my game. Just need to practice and use them to up my game.

Dude, you should start using OS jump back. It’s way better than OS HP SRK on bison. However, if you insist in using OS HP SRK, you probably did something wrong, very wrong. EX PC has 12 Inv frames, and hits only in the 13 one, all the while your HP shoryuken has 16 active frames.

Just use mk tatsu OS vs Bison. Beats ex PC, back teleports (free 2hit fp srk :wink: ), trades with ex scissors and whiffs vs ex devils

AFAIK mk tatsu doesn’t beat EX PC, it just goes over it, like every other projectile.

OS jump back does a lot in this matchup.

If he does:

EX PC: you jump back inside your sweep range.
EX Scissors: He hits you for 70 dmg. (he spent an EX meter to do so, that’s pretty shitty for him)
EX Stomp: He will miss and be in range for a SRK (don’t press any buttons while mid-air, though)
EX Reverse: Resets. You can still cr. MK punish him.
Teleport: any other teleport that isn’t :dp:+:3p: resets. You stay free and out of his range.
Any Ultra: You will not jump.