The New Akuma Match-up Thread *Recent Update*

Im hoping this is the right place for this…

I found something wierd in the Seth matchup… I was down to a sliver of health Seth had about 50%, Seth pulled out his super, i teleported behind him and kara ultraed… Win for me right ? Nope, my demon just bounced of Seths back until his super had finished then he caught me with kicks…

haha i check out what i bolded. (taken from the guile forums match up list for akuma.

got a kick out of it for sure.

Oh jump? I always block raging demons.

Was playing my brother who mains Cammy.

Forward throw, s.HK into HK.Demon Flip - Dive Kick beats out her Cannon Spike reversals cleanly, I believe EX Cannon Spike beats this though.

Just a little bit easier than doing the mash dash mk.demonflip.

wait until the super finishes and he claps his hands together.

That’s how I’ve been studying match-ups, reading the forums for other characters and seeing what they want to do against Akuma.

I’ve been playing a very good ryu, actually he’s prolly the best Ryu here in Brazil.
The thing is, i was losing in the fireball war to his hurricane kicks.
Any ideas on how to deal with that ?

And, i think more strategy on the Rufus matchup is needed.

Thx

duck

haha i always duck under the huricane kicks and eather c.jab to interupt before he gets away or c.fierce and start a vortex after the reset. :tup:

oh dontforget to FAD the fireballs to build meter.

You’re probably being predictable with your fireballs, so he’s reading your speed and pattern and can tatsu punish. But you know you can tatsu back as well. If you can duck in time, cr.mp and cr.hp are good poke punishes. If youre at the very end of his tatsu path, cr.mk buffer into demon.

You can’t duck a proper anti-fireball hurricane kick. It would hit you during recovery frames of your fireball.

right, i wrote that assuming you already recovered and were able to duck. :karate:

So I have been having a lot of trouble with chun li lately. I don’t know what it is but i just have no idea how to approach her. I don’t like sitting at full screen all day so i try and rush her down but i keep getting beat out by her pokes(as they are superior to ours).

I also run into the problem of whenever i try to demon flip in on her i get beat out by c.HK :S.

I used to have the match up down pat back when i played bison but now i am lost.

HELP PLEASE!!!

Search the old match-up thread or check the front page for info.

it helps when i mix up the demon flip distances. sometimes i’ll just go short and not even get anywhere near her, but since she’s antsy she’ll still throw out c.HK or whatever move she’s just waiting for. if i’m in range i’ll counter and if not just keep fucking around. on wakeup she’s also always just itching to ex-SBK so i safe jump or demon flip palm strike and land in time to block and get in

ok so if this is already well known then my apologies guys… also i dont know of a better place to put this info since there seems to be no general strategy akuma section…

i’m sure that if it hasnt been posted already that alot of you probably already know this anyways. its nothing huge just something i havent seen mentioned.

anyways akuma can get more forward range out of his dash by karaing his first frames of his focus attack… that combined with an immediated kara throw makes it so that akuma has a kara throw that albeit WAAAAAAAY SLOWER than kens actually goes further than kens kara throw… the range on this baby is like damn near half screen!

does anybody use this? is it useful? its slow as shit but it really seems like the range could really throw people off.

secondly this is also just useful without kara throwing cause it almost increases akumas forward dash distance dash by like 35-40%.

also well known is that akumas back dash is can be made to cover alot more screen by holding focus for just a tad bit before backdashing… akuma gets hella backdash distance using this… funnily enough if there were ever a time where you didnt want to go very farback with akumas backdash you can use the earlier kara method mentioned to take a quick step forward and then quickly backdash resulting oin a backdash that has less backwrads range than a regular one.

the reason why these work is cause akuma moves forward for the first like 5-6 frames of his focus and then he takes a big step back after that… so adjusting the timing on you dash cancel will yield different degrees of distance applied that vary greatly…

i think this could be useful for that ridiculously far throw, or for different ambiguous setups on his vortex like throw dash x1 >focus dash x1 mk demon kick may crossup some characters whereas it normally wouldnt… i havent tested that specific setup but you can see where i’m going.

anywho this is almost certainly old news, but can we have a discussion on this techniques best applications? cause i havent seen it anywhere on these forums yet.

-edit… yeah versus guile akuma cant do throw > dash x 1 > demon palm wiff crossup (he always lands on the side he started from) but if he cancels focus into dash x 1 demon flip palm wiff, it will crossup.

probably lots of wacky setups like this… versus different characters/ranges.

another thing i dont see akumas using is his easy as pie safe jump… versus fei,cammy,sagat,rog,chun, etc. akuma can sweep and then jump towards and d+mk… all the characters i mentioned are forced to block this… if they do any reversal akuma is free to block and smash ass while they recover… like i said its a TRUE safejump… not that empty jump block bs that doesnt fly much at high level…

so how come no one uses this? its free aggression versus more than half the cast. they can only backdash or focus backdash… which akuma can demon. mix in crossup tasu and mk demon and akuma has some really solid options off of his sweep… i think safejump d+mk will be a better standard than crossup tatsu to start the shenanigans versus characters that the safejump applies to, cause the safejump d+mk hits meaty and VERY deep which makes it actually good as far as block and hitstun go.

-dime

For the anti-fireball Tatsu, it really depends on where you’re throwing your fireballs from. I generally play keep away with Ryu’s, and bait out tatsus with a LP.Red. Full screen a tatsu can cleanly counter a HP, but the LP is quick enough on recovery to duck and punish. From that point on, they’ll be more hesitant to throw it out.

I played at a small tournament this weekend and there was an abundance of Balrog/Boxer players.

I probably consider this my hardest match-up alongside skilled Bison, Blanka and Ryu players. As such I both dreaded and appreciated the opportunity to play against so many down-backer-jab-mashers. But if I suck at a match-up, I wanna learn it.

Anyway, I learned some stuff. ALL of Balrog’s TAPs (Turn-Around-Punches) can be stuffed as he’s about to strike you with . . . c.lp.

This is easier than it sounds. Key is to listen to him shout out a number (‘One!’ ‘Two!’, etc and react accordingly.) The beauty of this? You can link together three to establish hit confirms and then cancel into lk tatsu. From here you can fp SRK, or lp SRK > FADC > Red ball. Obviously the second option isn’t an efficient use of meter in terms of dealing damage, but if you’re one to pursue stun its a great option.

Another option is to c.lp x3 > lk tatsu > c.hk to score that untechable knock-down. Then REALLY start molesting Balrog’s charge with cross-up mk or cross-up tatsu.

Another option is to c.lp x2 and then cancel into hp SRK. If you like (as above) you can FADC out of this after the second hit and slug him with a red ball for good stun.

Very interesting - thanks for this. I’m slowly beginning to use d.mk (from the air) a lot more in my games and I find it a great tool to throw people off due to its crazy speed. It completely changes how people perceive a jump-in Akuma.

That forward dash stuff is appreciated too. I’m gonna have a tinker with that right now actually :smiley:

Just want to add that if you score untechable knockdown and Balrog has meter, you should be using demon flip palm as your go-to option, as it breaks the armor of all of his EX dash punches which will score another untechable knockdown, it safe jumps all the headbutts and ultra (actually I think it beats regular headbutts but, at worst it is a safejump), and you have a million years to punish TAP after you safejump that. It’s important because his EX dash punches will allow him to escape crossup tatsu. After Balrog either burns his meter and falls down again, or is conditioned to block this, you can mixup out of demon flip palm from there. Also crossup tatsu often loses to wakeup ultra as it will autocorrect.

Demon flip palm safejump seriously ruins like 2/3’s of the characters in this game. Exceptions are dragon punch-like moves from Ryu/Ken/Sagat/Seth/Fei Long/Cammy/Dan, Guile (though you can regularly cross him up, so he isn’t a threat), and Blanka with EX meter (up ball), and you should bait out that EX meter so he can’t use it anymore. Also Zangief can psychic SPD or lariat. Other than those scenarios though, demon flip palm is the best option on any untechable knockdown period in my own experiences.

As far as that safejump that Dime mentioned, wow. If it works against Sagat’s DP it should work against Seth’s too right? They both go active on frame 5… if that’s the reason this works, then that list up there you have this option against like half of them… :slight_smile:

EDIT: The only reason I think people are wary of using the d+MK dive kick is because it has really low hit-stun and is generally not useful in a neutral situation, however I… well I underestimated its speed at getting to the ground, I think, as a tool for safejumping 5 frame reversals, just kinda looked past it. But very useful information, I will add to my BS Akuma wake-up game.

Hence why I said properly spaced anti-projectile tatsu. Meaning the dude doing the tatsu spaces it correctly.