Updated SSF4 Akuma Matchup Thread (2011)

Just don’t play that game with him. If he scissors you take the chip and don’t brawl. Get at a further range. Throw fireballs from that range. Throw air FBs then fake one to bait out a HK and sweep the HK for a knockdown. Then OS palm/MP SRK on wake up. Get a life lead then he has to come to you. Be ready for long range head stomps. Back dash it when it comes and kara demon = round over.

Ex PC goes right under/through air fireballs and no good bison is gonna throw full screen headstomps.

On a side note, I think the matchup got easier with AE with the added pushback from scissors and tip s.hk doing ass damage

Well, the thing is that this matchup all depends on whether you have your OS down pat or not. If you do, you need to play this match in his face with DF palm os setups (mk tatsu or mp srk depending on his preferred escape method). If you don’t have your OS down, then you need to zone him and be patient, which sucks because Akuma’s at a big life disadvantage against Bison…

Jump back HP beats any full screen stomp attempt and is safe if he devil’s reverses out. He can’t really do anything to you at that distance, which is why the others said that no DECENT Bison would do full screen stomps. But for the scrubs, this works fine. Also, pay attention to what Ultra he selected. If U1, then don’t DF Dive Kick him when he has meter. If he selects U2, you can’t try to x-up tatsu him once he has meter.

I just sweep them. You can bnb them after a whiffed upball, but the timing’s tight (especially online). I opt for the knockdown and pressure if he has no meter to EX ball on wakeup.

Thanks for the information but plenty of Bison’s will try to test you out with fullscreen stomps online so that piece of advice still applies.

And the point about the air FBs, tell that to Tokido because he uses ass loads of them in Bison match-ups.

Sorry to beat a deadhorse, but stop taking online THAT seriously. It’s not advisable especially with Bisons using fullscreen stomps.

IMO air fireballs aren’t terrible against Bison. With all charge characters though, you HAVE to know when he can beat/go through the fireballs. And watch your spacing otherwise he’ll tag you with that stupid st.HK.

I don’t even know what ‘taking online THAT seriously’ even means. It’s a fact: if you play online a lot and you’re not an elite player you will find Bison’s who will full screen headstomp. What the fuck is controversial about that statement? These forums are full of the most anal people in the world.

You still got to know how to stuff antics. Otherwise you will become a victim to BS.

Even offline in tournaments you occasionally run into someone who plays like it is online especially at large events. People act like playing online teaches you nothing. It teaches you a lot of things, just it doesn’t teach you everything.

Air FBs are good against Bison if you do them low so you can AA if he tries to jump it. Same goes for regular FBs just space it so you have enough time to recover.

Thanks for the advice. I am an online only player, a PC one too at that so I’m not even playing AE yet. I will probably never attend a tournament so online play is all i have but i still want to up my game. I have no problem stuffing headstomps or reacting to them in the bison matchup. The biggest problems i had are as described the bullshittery that I fell to and also punishing devil reverse. I try to demon devil reverse from full screen but 9/10 times it wont catch. I don’t know the timing or when to activate demon (how far he is along his descent)

And i also tend to use low air fbs to stuff non ex scissors and slides and just to keep him out in general.

This is not true. EX Psyco defeats all types of air fireballs.

If you watch the videos closer you’ll notice that he almost only throws them when bison is walking/just walked forward. Without a charge he cannot do shit about them (well, he can slide under but that means you’re really bad at throwing air fbs) but with charge it’s really easy for him to punish any air fireballs from any distance

Well yeah I should’ve mentioned that but its obvious when he has a charge dont throw them if he has meter/U2, theyre more situational in this matchup.

I really need help with Makoto. Before AE, I use to play my friend’s Makoto and we would be roughly even in our wins. A lot of it came down to 50/50 mix-ups on each of our ends, and it was always really fast paced and crazy matches. Now that AE is out, I’ve gone from nearly 50/50 with him, to only winning one game out of 40 games. To be fair, he is #1 makoto BP wise in USA right now.

The biggest problems I’m facing now is her new improved DP is stuffing all my vortex options and leading to painful juggle combos. Our matches usually go with me getting cornered then dizzied and dead (no tatsu escape like before) or with me taking a lead then getting caught in a grab into ultra for like 50%. He switches between U1 and U2, and sometimes uses U2 to escape wake up pressure. Sometimes When I safe Jump kick/palm O/S sweep, I eat an ex-overhead chop (Maybe my timing sucks) – When I’m pushed into the corner, DP mashing isn’t great as it usually trades with S MP, or he makes great reads and backdashes and hits me with a hard hitting combo.

The only thing that’s really worked for me is the c LK/tatsu os. When he puts pressure on, the only thing I can really do is mash a demon, mash DP, or block. Blocking usually results in getting ex grabbed. Poking back usually leads to counter hits and dizzies. If I fish for knockdown too much, I end up eating one of those flying axe kicks into ultra or some punishing combo.

I am completely lost in this match up now. Help!!! :slight_smile:

I’ve been having problems with Makoto too, especially eating her up punch on wakeup where once I would be able to palm that shit down. One trick I’ve been using against wakeup DP happy Maks is: (off a forward throw) Dash*2 xx LK DF Palm, sweep. Her DP will whiff and you’ll knock her down. From there, keep applying DF Palm O/S Sweep pressure and you should be good… That is until she has Ultra Stocked!

The other thing you need to do is make her respect your space by zoning her with well timed FBs (both ground and air) and AA her when she jumps in. That will leave her with the only option of coming at you from the ground via dashes which leave her open to punishes.

Makoto certainly got tougher in AE, but it’s still manageable for Akuma.

ok, with honda matchup.

i want to confirm some basic things thats muddling up in my head.

how does honda auto-correct ex headbutt/ultra against crossup tatsu?

can they always do it?

or is it because i did a bad crossup tatsu too late/too early?

i mean occasionally i would want to crossup tatsu to whiff their ex-headbutt and go for U1 punishing their whiff. but i hesitate because i’m worried i might eat auto-correct ultra.

Headbutt will auto correct like 99% of the time. It’s like DJ’s upkicks, very hard to crossup. If you want to crossup tatsu Honda you have to represent that you can OS punish his headbutts. So knock him down palm strike OS dp. Beats all his wake up options except ex buttslam but you recovery in time to sweep him. Once he understands he will have to block you can then crossup tatsu him.

Even HP/EX SRK?

It has nothing to do with invincibility. EXbuttslam avoids the DP hitbox.

No, I meant do they actually recover in time to punish his Buttslam?

No. You both end up in similar recovery.