SSF4 Akuma Match Up Thread

Not really a Akuma question.

You can not block low vs a jump in attack right? ~Every jump in attack = overhead?

Correct.

I did some further testing and the timing for hk tatsu to do everything that i said is alot stricter than i initially thought. It can beat all those options but i couldnt get that down consistently. When he does DR to stop your hk tatsu, he doesnt have to do the follow up so you dont really get to demon him if hes smart. So thats a free way out of the tatsu os.

And also why did you say hp shoryu os doesnt beat ex pc? It beats it clean and gives you two hits. and also if you time it right it beats DR everytime as well. Ex headstomp beats this.

lp shoryu os does trade with ex pc. The only point to use this is if you think he will headstomp, because you can punish that and he cant punish you if he teleports.

In the end, their is no one option select that works best against bison, but their is a way to stop every option he has. You really just have to mix it up. Sometimes os tatsu, sometimes shoryu, sometimes demon, and sometimes nothing.

You can also throw in option select jump and option select demon flip if you have a good read on what hes doing.

I think it would be good to have a thread dedicated to what option selects are best against every character. This is very useful info and it takes a while to figure it all out.

Hey all, does anyone have insight into the DeeJay matchup?
The match up thread says to play him like guile, but when trying to zone, fireballs get eaten by ex dread kick, or his slide.

Once I get a knock down, it’s hard to preassure if he has meter because ex jacknife(up kicks) is beating demon flip pressure. I have has success doing a palm whiff to bait it out, but that is not very reliable. I have also ultra 1’d him out of ex dread kicks but do not feel it’s a reliable counter.

Basically once he has meter it seems like a huge turtle fest for Akuma. Specifically If he manages to get in, after I block 2 crouch jabs, It seems as though any button I hit is unsafe. DeeJay just watches for me to stick out a poke, and does dread kicks, or throws another air slasher. If I jump he jacknifes me, fireballs get slid under, ect. Trying to focus the side is unreliable as I eat dread kicks for trying that again. Its really frustrating as I want to rush down all day.

Am I missing something here? So far my game plan has been to play simple runaway, doing occasional palm whiffs trying to combo into bnb or low forward x fireball all while trying to anti-air srk his jumps only throwing fireballs from 3/4 screen or full screen. After I get a knock down I feel scared to attempt any real pressure and most of my damage comes from tick throws, ex tatsu to catch a crouch tech, or (lucky) flip throws.

I try to watch his charge to know when fireballs or cross-ups are safe but if they have good defense, it resets the situation into the “stalemate” again.
Am I “doing it wrong”? lol

Any insight is appreciated.

Tell me (us?) about option selects. Clearly they have their place in many match-ups.

There’s a lot of talk here concerning them and a lot of it hinges off assumed knowledge.

An OS j.hk~tatsu is performed by jumping in with a heavy kick and then quickly performing the tatsu, correct? So in essence if the hk connects, nothing (subsequent) happens. If they back dash or perform an attack that invokes invulnerability or shift their hitbox, the hk whiffs and the ‘option selected’ special (in this case the tatsu) comes out.

Am I correct? Can someone clarify the inputs or steps required here? Last weekend I witnessed Daigo here in Sydney option selecting a bunch of stuff in his matches which was one of the few times I’ve seen OS stuff demonstrated in a match and often.

Edit: I’m a knob. I just found the following linked via Sol’s thread:

http://www.shoryuken.com/showthread.php?t=199224

For Deejay, A jump in dive kick can stuff his Jackknifes (anti air kicks) from the right range, but his slide will beat dive kicks clean. But other than that Dee jay is no slouch and is a tougher matchup than Guile I think.

your right. the thing is that different option selects are useful depending on who your fighting against, and knowing these is very important.

against opponents with a fast reversal that is still safe jumpable (tiger uppercut), they have invulnerability and their move hits fast enough so that whatever move you option selected into wont come out.

Then with people with slow reversals that have invulerability (ex headbutt), its slow enough so that your os will come out if they do that reversal. This makes doing certain option selects against this type of move dangerous.

Might want to add to the Dudley section that he CANNOT be sweeped from lk tatsu (its currently blank).

This is a bit of a bummer actually.

^Dudley has a difficult time with akumas vortex pressure anyway I feel. I just learned a crossup short or tatsu won’t get countered if he does his counter move. Not to mention without ex his DPs are poor.


I wanted to ask, if you jump (any char) and you press a normal attack, you get +4 recovery frames as opposed to empty jump correct? That means if you midrange fireball a rog or honda and they nj.HP HP; technically you should be able to sweep them when they land every time?

HP -> FADC crosses Dudley up in the corner.

dont really use jLK as crossups, but dudleys counter DOES beat cross tatsus.
further, you cant sweep dudley after lk tatsu, think someone accidently wrote yes instead of no.

could we discuss the dudley matchup in more detail? i have serious problems with that

i usually do a lot of demon flip palms on his wakeup to either block his reversal srk, beat his counter (palm cannot be countered) or whiffing it in front of him/behind him and start with cLK into bnb.

my problems are mostly in reset situations, when akuma and dudley are both looking for an opening. cant throw fireballs if he has u1, and if he has u2 he has that command dash into several options. how do you guys zone dudley out, what is your gameplan?

whats the usual gameplan against Boxer (Balrog)? just turtle until u can get in? could someone elaborate that matchup a bit?

Anyone got some good stuff on thawk? I do ok wit him but he’s a tough one.

You need to score a knockdown on Rog. Zone him a bit with firreballs to learn his tendencies on how he deals with them. Akuma can punish TAP with a variety of moves for big damage. (ST HK, Small DF)

Once you knock him down vortex the shit out of him. Watch out tho because crossup tatsu is only really effective on his wake up as his crouch fierce will stuff any non wake up attempts. Learn the OS forward kick/DP to punish his ex rushes. Rog is very weak against demon flip palm on his wake up. If done correctly he cannot punish it and must block. Careful when going for tick throws because Rog’s 3 frame jab can beat out many throw attempts into his BnB. If you happen to secure a big lead you can back off and wait him out. Always be ready to demon off your heavy pokes so that you can punish ex rushes if he blows through a sweep. Stay out of the defensive corner and do as much as you can to put Rog in the corner.

Remember any fireball string that comes from a poke other than a fierce punch is not safe on Rog. He can headbutt/ultra/super through it.

Shin why a forward for the OS?

[media=youtube]V-yQg-0fJc8[/media] @ 1:13

Crouch forward OS DP beats all his ex rushes.

wrong thread

I prefer a grab for EX rush punches. Its a hard knockdown. Then you can OS your safejump and cut his options.

Oh I assumed you meant standing forward not crouch.

i did main boxer before i switched to akuma, and boxer has extreme problems with cMKxxSRK:

it stops EVERY EX dash punch, but the timing is very strict. some guys im playing regularly can do that consistantly, they just react on the colour change when boxer glows yellow. imo this cancel is essential for a shoto, especially for that matchup. this will force boxer to change his game and just rely on his strong normals.

the thing is, those guys all play ryu, and im not sure where exactly the difference between akumas and ryus cMK is. furthermore, depending on the range, the HP srk could only hit once and whiff, so you should do LP srk in that situation.

another way of beating EX dashes is to simply throw, just before he hits you. works with every EX dash, but doesn’t with non-EX dash punches. the timing has to be practiced. if boxer feels lucky enough to EX dash across the screen, u1 will grab him.

LK tatsu into sweep works. on wakeup, abuse demon flip palm to savejump headbutts and beat EX dashes.

and most important, learn to block that overhead. good players won’t spam it because it’s unsafe (-5), but if you can’t see it in time it leads to heavy damage.

hope this helps.

i still need some tipps about the dudley matchup - i know how to keep him in the vortex (i use palm (hit/whiff) to beat his counter, just sparringly dive kicks or crossup tatsus), but how the hell i’m supposed to zone that guy until i get that untechable knockdown?