This is the new thread since Duggish wanted a new owner of the old thread and a mod didnt get back to me about making me owner of the old thread. I’ll do my best to keep up with Duggish’s amazing work so far :-D.
Disclaimer:
I am merely the thread owner and updater; all information in this thread is from the community as a whole. If you have a contribution to make on a particular matchup, this is the place to do it. I will be checking in on the thread periodically to add new information found within the discussions that take place. I am summarizing what people post into a list, so if you feel that I am missing crucial information on a matchup then please don?t hesitate to point that out.
Some basics to remember when you?re having trouble with a specific matchup:
Remember the basics. SRK their jump-ins, zone with fireballs, build demon with FA’s when you can. There are lots of different matchup specific situations that you can take advantage of, but never forget the basics of your character.
“Your opponent is doing x. What tools do I have that are designed to counter this?” More often than not, you have an answer within your own tools without having to find something specific to the matchup.
OFF TO THE MATCH-UPS!!!
Updates:
10/27/2009: Copied old info and made new thread
1/20/2010 : General edits adding some demon opportunities and new information found recently. Added Fei Long, Gen, Ken, Ryu strategies.
General Info: http://www.eventhubs.com/guides/2008/aug/29/akuma-street-fighter-4-character-guide/
Frame Data: http://www.eventhubs.com/guides/2008/nov/13/akuma-gouki-frame-data-street-fighter-4/
Matchup Vids: http://streetfighterdojo.com/sf4/characters/akuma.html
Abel
[details=Spoiler]Abel
Guaranteed Demons:
Blocked Rekka (CoD): Super only, after the 1st hit
Blocked Wheel Kick: Super only
Blocked Super/Ultra: Super and Ultra
Roll: if he gets predictable u can either super or ultra.
Tatsu > Sweep?
No
Strategy:
Abels?s ability to land his ultra with relative ease and ability to get in through your fireballs can make this match a pain for an Akuma player. Luckily for us, Abel doesn?t have a consistent AA.
In general, Abel has a hard time dealing with jump-ins and pressure. Feel free to apply pressure with HK’s and various jump ins. Once Abel has his ultra, your zoning game is severely hampered; if he catches you throwing a fireball when activating his ultra, he will pass through and put the hurt on you. If Abel gets on the offensive, just look for an opening to teleport out and try to take back the initiative, just be wary of his Ultra. His CoD has armor on it so it will absorb one hit of an attack I have seen many Abel?s use it for offensive pressure whiffing falling sky?s to gain meter to get in unharmed. If you are up against an Abel that likes to do this buffer demon into a sweep and if he decides to EX CoD you then you have your demon.
- Always be looking for the roll to get an easy throw/demon opportunity. From there you have an easy jump in setup.
- Use RH kicks to apply pressure, but be wary of his meter, EX COD will blow through and put the hurt on.
- He has poor AA, so abuse cross ups and demon flip mix ups but do not go crazy on him he can autocorrect falling sky a bit.
- Zoning is fine early in the match, but once he has ultra be careful when throwing fireballs.
- When on the defensive look to teleport out, but again, watch that revenge meter he can throw out the ultra and tag you on your recovery.
- The hk, s.lp loop is viable on Abel, and you can start a good pressure and mixup game by ending it with a sweep.[/details]
Akuma (Gouki)
[details=Spoiler]Akuma (Gouki)
Guaranteed Demons:
ex flipped red fb (ex flip must be on guess, demon can be on reaction)
blocked shoryu
ducked LK tatsu (stand up and kara it)
blocked flip sweep
blocked LK or MK tatsu
blocked HK tatsu (super only)
dashed Air Fireball
Tatsu > Sweep?
Yes
Strategy:
Akuma mirror matches are largely dependent on who has the better footsie. Since the simple fact remains that what you have, the other player has as well. When you have an opening go for it cause this match relies heavily on who capitalizes their damage. Getting backed into a corner is a big no no, since then you end up playing right into insane mixup from Akuma’s arsenal. Especially if he pins you down with air fireballs its pretty hard to get out because a teleport can be punished for massive damage by demons either super or ultra. Getting into a fireball war is a massive guessing game since both sides have the same fireballs and demon flip should not be abused since the regular sweep can be demoned.
- Shaku sparingly.
- Capitalize on damage whenever you can.
- Do not demon flip slide when they have meter you will be demoned.
- Be on your toes.
- Do your best not to get backed into a corner it might just be the death of you.
- Don’t abuse teleports they can be punished by demons even though the window is small don’t give the opponent that window.
- Standing Roundhouse buffer, or low forward/sweep is a good idea against close enough air fireballs.
- Stay out of Round House range it will bring the pain if it connects.[/details]
Balrog (Boxer)
[details=Spoiler]Balrog (Boxer)
Guaranteed Demons:
Blocked Dash Straight: Super, must hit deep
Blocked Dash Low Straight: Super, must hit deep
Blocked Dash Overhead: Super
Blocked Dash Upper: Super/Ultra
Blocked Dash Low Smash: Super/Ultra
Blocked TAP: Super, must hit deep
Blocked Headbutt: Super/Ultra
Blocked Super/Ultra: Super/Ultra
Tatsu > Sweep?
Yes
Strategy:
Balrog can be a tough matchup; his combos can do heavy damage and stun, he has several options to get through your fireballs, has a solid AA, and a strong mix up game. Stay cool, play patient, and you?ll soon realize that it?s not too bad of a matchup one you learn some of the options Akuma has to deal with this matchup.
Your Ultra plays a very large role in this matchup. If you throw a fireball and Balrog decides to EX charge through it, you can catch him with an ultra. If he headbutts through it, you can Ultra provided it?s not too late. If he jumps in at you, teleport out or ultra if you have it. Try to stay a safe distance away, zoning with fireballs and watching for rush punches. If you don?t have ultra and he EX charges through your fireball, be ready to teleport out. In general play very safely, zoning at all times while looking for that chance to demon for big damage. If it?s not an EX charge, feel free to try to HK him and if you?re close enough then combo.
- All of his specials can be punished by Super on block
- Learn to buffer the demon after throwing fireballs, pressing FP only when you see him EX through
- Pay attention to his movements:
- If he jumps, he lost his Head butt charge
- If he moves forward, he lost all Rush Punch charges
- Always be on guard never go forward too long or you’ll risk eating dash punches in the face
- Be wary of his TAP, only throw fireballs from a safe distance and vary the timing on them
- Don?t jump in on him, his AA is too solid. NEVER jump in if he?s has ultra or super.[/details]
Blanka
[details=Spoiler]Blanka
Guaranteed Demons:
Blocked close slide
Blocked far slide (Super only)
Blocked ball
Blocked up ball
Blocked Backstep ball (a reversal is too fast, wait a bit)
Blocked Super/Ultra (a reversal is too fast, wait a bit)
Tatsu > Sweep?
No
Strategy:
Blanka can be a tough matchup for Akuma. EX ball passes clean through fireballs, the slide can go under poorly spaced fireballs on reaction, and he?s got some strong pokes that tend to break Akuma quickly. A lot of your regular zoning game is stripped away in this matchup, but with patience and careful baiting you?ll find yourself with the upper hand more often than not.
Very well put post on your general game plan for fighting Blanka. Throwing max range hado occasionally is not punishable by EX ball and should be your main strategy. Baiting EX ball using a jab hado is a great way to fish for that easy reversal Ultra. Teleport out when he approaches and just play the game at your own pace. Beat Lightning with any low hit (spaced properly) or with a fierce SRK. FADC that into your fierce Shaku and they?ll be much more hesitant to throw it out as frequently.
-Don?t jump in; lightning will win
- Punish blocked ball with ultra when you can
- Again, watch his movements, and know which moves he has lost charge on
-Punish slides with sweep if out of range for anything else
-Teleporting though his ultra is fun and works every time[/details]
Cammy
[details=Spoiler]Cammy
Guaranteed Demons:
Blocked cr.HK (Super only)
Blocked close drill
Blocked far drill (Super only)
Blocked Spike
Blocked Super/Ultra
Spin knuckle can be c.mk/sweep kara demoned since she is airborne when she is spinner.
Tatsu > Sweep?
Yes
Strategy:
Cammy is an odd matchup. Her Spiral Arrows are safe from the right distances, and can be linked into her cannon spike, giving her a nice mixup option out of it. In the right hands she can put up a good fight, but the advantage is still in your hands.
Cammy is a matchup that can be odd to handle at first, with her ability to get past your zoning game. Only play a fireball game from to full screen vs her, and if she gets close you can teleport out. She has to get close to deal her damage, and with no projectile to meet yours, playing keep away will be your best bet. Stay out of the air, her AA kick has invincibility I think all of the way up. Hooligan combo cannot throw crouching opponents, and it?s other option is a sweep. Guess what you do? Block low. Cammy doesn?t really have an answer for the low block, if she tries to cannon drill in for a 50/50 throw or cannon spike, you can teleport out and reset the match. SRK her jump-ins and dive kicks.
When on the offensive, try to bait her AA and punish accordingly; I wouldn?t recommend jumping in at her at all. Play a ground game, using focus attacks to close the distance. Once you are close, she cannot safely use them anymore. Use that knowledge to your advantage. It?s overall a simple match, your basics will really come into play here. Out-turtle Cammy all day.
-s.mk can beat a far Spiral Arrow
-FA?s work on everything except for close HK Spiral Arrows and that crappy backfist.[/details]
Chun-Li
[details=Spoiler]Chun Li
Guaranteed Demons:
Blocked f+MK (Super only)
Blocked Spinning Bird Kick (Super only)
Blocked Hazan Shu (deep)
Blocked Super/Ultra
Tatsu > Sweep?
Yes
Strategy:
First thing to know: Chun can and will out-poke you. Your optimal ranges are at full screen, and in her face. Her are at about 1/2 and 1/3 a screen’s distance, where her pokes and hasanshu can come into play. Once she has ultra ready the only safe fireball option you have is a full screen, jump back air fireball. Play this one fairly runaway, zoning until you have an opening to get in, or she has Ultra.
Once she has ultra, you can no longer zone with fireballs as effectively. While some may simply stop throwing them altogether, watch what she does: if she loses charge, feel free to throw a fireball. They’re still very useful as well as needed to create an opening vs a solid Chun. Just because you can’t spam them doesn’t mean you have to resort to full screen runaway…just be wary.
-Demon flipping in while she has meter is risky, but aim for the center for the best results vs EX sbk
-The vortex works well on her, just keep that ex bar in mind…
-After a tatsu > sweep: step forward into MK Demon Flip kick, it should be positioned to beat out the EX sbk[/details]
C. Viper
[details=Spoiler]Crimson Viper
Guaranteed Demons:
f+MP (Super only)
Blocked MP Thunder Knuckle (Super only)
Blocked HP Thunder Knuckle
Blocked Super/Ultra
Tatsu > Sweep?
Yes
Strategy:
Viper. With a cross up heavy playstyle, many combos into her ultra, high stun combos, ability to cancel moves and use super jumps?a good viper can be one of the toughest matchups out there. The key to beating her is to know what the hell she?s actually doing.
Viper can use her aerial Flame Kicks to attack from in front of you, on top of you, or cross you up and hit behind you. Teleporting out is the 100% safe choice, but beware firing it off too early, she may cancel the move and then you?re in trouble. Using a Shoryu against the flame kicks can work, but it?s a risk/reward situation if you guess where she?s going to be incorrectly.
Take care when zoning from max range, many Vipers will try to sneak a little bit closer so that they can Seismo you as you?re throwing a fireball. Remember that her Seismo cannot reach full screen, and just watch for when she creeps forward. Avoid getting hit by a Seismo at all costs, she can and will combo a burning kick afterwards + Ultra.
-Her Thunder Knuckles can be difficult to deal with, try to bait one and neutral jump, or tele out.
-Watch for EX Thunder Knuckle and punish appropriately.
-While she has no projectile to meet yours, baiting her to jump for an AA Ultra will not work since she can easily change her trajectory during the flash by using a burning kick.
-you can c.mk kara demon her burning kicks. Use it to get under the burning kicks and u can avoid some damage with it.[/details]
Dan
[details=Spoiler]Dan
Guaranteed Demons:
Blocked Koryuken
Blocked MK or HK Dan Kicks (Super only)
Blocked Super/Ultra
Tatsu > Sweep?
Yes
Strategy:
You can do one of two things. You can take Dan seriously, or you can think he?s a joke. I would rather take him serious and win. Do not go Air to Air with Dan his Dankus are god like and I haven?t found a great way around them so I try to avoid going to the air with Dan. If you feel very cocky you can srk if you?re at the right distance or c.fierce. His hadouken is a joke but is viable upclose. He can change his air trajectory with a taunt so be careful of shenanigans I haven?t seen a Dan player use this to his advantage but hey this is a match up thread you should know about matchups. His ultra is very useful at the right distance it can punish your c.mkxxhado which will hurt.
-be wary of ultra it can go through fireballs at the right distance.
-do not go air to air with him you are superior on the ground as it is.[/details]
Dhalsim
[details=Spoiler]Dhalsim
Guaranteed Demons:
Blocked Mummy deep
Blocked Drill deep
Blocked Drill shallow (super only)
Blocked Slide
After being hit by jump back HP
Blocked point blank Super (Super only)
Tatsu > Sweep?
Yes
Strategy:
Dhalsim is going to play keep away. Keep in mind that at full screen he can?t fireball you effectively and that his limbs will not reach you. Don?t jump, that?s what he wants. Just wait and bait his fireball, throwing occasional Shakus out to stuff them. All of his ranged options require some sort of action from you in order to be effective, be it jumping or trying to focus a fireball. If you find yourself cornered, try tossing out a fireball or two followed by an EX flip. Teleports are only going to get stuffed, since Sim?s never going to be close enough to you for it to be safe. Note the guaranteed demon off of a connected j.hp. Once you have ultra, fish for the j.hp from Sim, if he?s jumping backwards just throw the ultra and it will catch.
-Teleport out from ultra setups
-If you can safely get in close, feel free to apply pressure since Sim?s close game is garbage
-Full screen away renders his fireball game almost useless and his limbs will not reach
-Focus Attacks can be a good way to get in after zoning and seeing what his tendencies are[/details]
E. Honda
[details=Spoiler]E. Honda
Guaranteed Demons:
Blocked Butt Splash (Super only)
Blocked ex Butt Splash (Super only)
Blocked far Super (Super only)
Blocked close Super
Blocked Ultra
Blocked Ultra (between hits)
Tatsu > Sweep?
Yes
Strategy:
There are 2 primary tactics to deal with Honda. One is to simply zone and runaway, which is very effective; the other is to apply constant pressure, crossing up frequently to mess with their charge. With proper zoning you can generally keep the lead on a Honda, but you have to play it smart. It only takes a 1 or 2 errors to push the game into Honda?s favor. The key is to simply out zone him, forcing him to come to you?look for his lost charge as the go-ahead to get in.
- TK FB into mix-up is a hard pressure game for Honda to deal with.
- When he has ultra, be wary of the possible AA use when applying pressure.
- Focus attack butt slams that are on their way down for free meter/combo.
-Forcing Honda to take the offensive is the safest option, as well as being easy to do[/details]
El Fuerte
[details=Spoiler]El Fuerte
Guaranteed Demons:
Blocked Quesadilla Bomb
Blocked Run slide (Super only)
Blocked Super
Backjumped Ultra
Tatsu > Sweep?
Yes
Strategy:
Fuerte?s strong point is his ability to force a tough wakeup game. Teleport out. Don?t become too predicatble with this, as good Elfs will punish you, but know that this matchup is made much easier just by having this tool. Zone as you normally would, being cautious for the EX run and wall jump?this match is heavily in your favor, just don?t become predictable with your fireballs. When you are pressing the advantage, go crazy with it?when he is pressing the advantage just escape and zone until you have your chance.
-Standing HK will connect with both hits, and Elf doesn?t have an answer.
- teleport out of mix ups.
-if you can try to pin him in an area and don?t let him out or make him come to you. He has very limited ways to approach you.
-do not throw fireballs from half screen and closer he can ultra you.[/details]