Updated SSF4 Akuma Matchup Thread (2011)

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Man, your Akuma is crazy! Thanks for the vid.

That spiral punish (OS?) is one of the greatest things I’ve ever seen as an Akuma player.

I could have sworn I responded earlier, but oh well.

95% of the time I space fs.hk so the second hit gets him instead of the first. No worries with that. The other 5% … well, I get stupid a lot. :lol:

I can react to fireballs by jumping, but I have a mental block where I think j.hk over fireballs is too risky, I’d end up suffering srk fadc u1.

gooood fucking shit man<3

Seems great, how does it work? Just st.LK to let the drill whiff, then cr.LP into Tatsu? Or is it some kind of OS I cannot understand?

Very nice vid btw, we should link that in OP!

Guys, what do you guys think of opening a new Akumas Set-Ups thread where we can cover all of the discovered Akuma setups such as unblockables, stun strings, ambiguous dives and things like that specifically per char?

I can organize and then, when we gather a respectable amount of material we can integrate that info into the Matchup thread.

It can be really confusing to memorize all of the setups, especially the matchup dependant ones and as for myself such a thread would be appreciated.

^I was thinking about that the other day. Most of the time I go into a match doing shit off the top of my head after knockdowns because I forget certain setups. -_-’

Tiger Knee Air fireball? EX is very safe & can lead to combos. mind you if you do it to much he can of course blow through with EX SRK or if he hasn’t comitted to a projectile then he can do alot of things (Sweep trade etc)

Great stuff but go easy on gravity ninja :wink:

I managed to drag myself away from Marvel for a bit to update the OP and find a few more tidbits in other matchup threads:

Guile
-Avoid getting into a fireball war with Guile at midscreen if he has U2 stocked - Guile players look to trade in this situation.
-Similarly, Guile players like to use U2 to trade with jump forward EX air fireballs.
-Jump back air fireball is punishable with EX Sonic Boom
-Guile players are quite afraid of palm/throw mixups

Nothing too advanced for Guile - I think the key is to not get forced into playing Guile’s Sonic Boom + cr. HP game - either find a way to advance on him on the ground or out-zone him and make him approach you.

Guy
-Guy has a safe jump setup consisting of forward throw>whiff LP Hozanto>Safe jump MK.
-Guy can focus the first hit of f.s. HK and dash under the second for a punish. This can be countered, however, by canceling into Super or U1.
-On wakeup, do the DF dive kick at the peak of your jump to stuff EX Tatsu - doing the dive kick ‘deep’ will lose.

This isn’t Akuma-specific, but I also read that Juri’s pinwheel leaves her at greater frame disadvantage if blocked low than if blocked high.

Thanks for your usual work Steve, much appreciated.

Against good Guiles, I’m trying to use the teleport even more sparingly: the range on their backfist is huge, and their walkspeed is cool. Seems fairly easy to punish teleports with it, it also kind of hurts (deals a healthy chunk of damage/stun, it’s 120/200).

They’ll also look for chip damage with their U2 on wakup: activating it at the right distance and with the proper timing, you can’t really Demon through it, and somehow (with the freeze) it gets trickier to teleport away.

hey steve can you give me some advice vs Boxer? ive been having tons of troubles vs this boxer guy who does dash punches (the one who breaks armor) at max distance, and I cant do anything to punish, and if I get cornered he just barrages me with dash punches, cr.lp x10000, ex rushes, taps, etc.

I have a problem similar to this against Balrog. But the one I fought kept using his normals from max range and backdashed a lot.

^^if he’s is using normals from max range, such as cr.rh, stand just outside of the range and counter poke him. or if they get predictable you can focus in his face, absorb the hit, and then release for your own hit. you can also dash in after the focus attack for additional pressure.

if you play against a balrog that likes to sit back and turtle then you have to find ways to open him up. find ways to get our knock downs in, condition him for specific block strings or throws and then change them up on him for damage. most importantly, know your option selects off of untechable knockdowns. he’s not gonna put himself in dangerous situations so you have to make the most of your knockdowns.

Use low forward and buffer U1 or ex SRK to beat out his charge attacks.

so, for example he likes to do tons of max ranged low smash (the armor breaking with kick) and AFAIK akuma cant punish because he ends up out of range how do I deal with that? because cr.mk is kinda slow vs that one

@diveman

I punish that with reversal hard-tatsu, it works except if balrog uses smash at the tip.

Edit:
You can also jump up on reaction if you baited it.
That’s always a free full combo into sweep.

As soon as you see him turn yellow, walk forward and throw him. You’ll get an eye for this with some practice. Easy untechable knockdown.

only met the guy twice…first time he won, i went immediately back and won and when i tried to enter again for another match (1-1 always makes me mad, hehe) he kicked me out 3 times. =\