4:6? That sounds a little more reasonable but I don’t like to liberally dish out 6:4s either. The problem I have with Yun is kind of simple. For me, the match boils down to two distinct tempos:
Defense and attack.
The problem with Yun’s offense (and therefore our defense) is that he’s able to continue it with ease. He’s able to really pile on the pressure with dive kicks and safe chip damage specials which in turn build him meter. Wrong guesses translate to dive kicks connecting and the subsequent combo. Teleporting out often results in him scoring an EX rush punch thinger.
So while I can say that I’m doing an okay job defending against this bozo’s barrage, the issue is that while doing this I’m not attacking him and doing damage/applying pressure of my own. Its tough mounting an offensive against him and keeping it screwed on. I feel like Yun keeps me on the back foot a lot. Our stronger players here have said I need to risk an SRK now and then to get the bastard off me, but I’m hesitant to perform risks with Akuma. I like my stuff to be intentional and planned and I really don’t like bad guesses. Execution screw ups I’m cool with, but outright dumb gambles I’m not.
So anywho. I’m remaining cool in my matches VS Yuns, but still having trouble finding some consistent options to stave off his pressure. I actually had a couple of guys say today “wow, that actually looks pretty bad for Akuma” xD
We have a guy here who is reknown for thriving on bad matchups for his characters (he uses El Fuerte and Chun) so I’m taking a leaf from his book and trying to figure this one out It hard (and expensive!) trying to figure it out in an arcade tho
Nope. Early reports about a faster recovery I also think are inaccurate. I suspect something was perhaps altered in the recovery animation which may have suggested otherwise. Teleport remains unchanged so far as I can tell in-game and certainly yields no new practical benefits.
Edit:
As an extension to the above, recall how ‘fast’ Evil Ryu and Oni appear to move in the early (deleted) videos of them in action. In game Evil Ryu moves at the same speed as Akuma and Oni slower still.
I suspect that a lot of footage captured of the game in many cases is not an accurate representation of the actual running speed, which makes gauging subtle things like this difficult, if not impossible via many match clips.
I’m honestly scared of Makotos, matchup is definitely in Akuma’s favor in SSF4, but one mistake and you are so close to stun. AE might bring some 3S reminiscences…
I totally didn’t know about the 3x cr.mp, lk tatsu into sweep on Abel, I’ve gotta try that in the lab.
This suprises me somewhat, as he appeared to have Ryu speed when I was watching vids. Cool.
I’d figure that since his Slashes are vulnerable to attacks (EX is only projectile safe, right?) he should become limited in his ways to use them after some time. Like if he tries to use a Slash off cr.MK you can stick out cr.MP or something to stuff him before he passes through you or EX tatsu to get Slash attack start-up from either side etc. Also if he tries Slash mix-ups on knockdowns, I saw reversal SRK auto-correct the cross-up… unless he can time it different.
Don’t use far LK with Akuma, lol. It’s… just… awful.
I’m not sure of how Yun’s dive kick actually is or what angles you’re being attacked from, but give far MP a go. Rufus has dumb recovery on his dive kicks which makes them very safe against focuses, which isn’t the same for Cammy when you get time to charge. Any sign that focus might have any use against Yun’s dive kick?
Can he juggle Shakus off his AA jab SRK?
How does it 50/50 and what does it 50/50 with?
Akuma badly needs a buff in this department. The vanilla > super nerf was disgusting and not at all necessary.
Browsing through the Deejay forums didn’t yield much in the way of useful information, except for simple things his slide being able to punish n.j. or forward jump air fireballs from a decent distance away.
I haven’t hit the lab with Deejay at all - can he do anything to punish Akuma for teleporting out of mixups? For example, can he option select a Dread Kick into a jump-in attack? Deejay players seemed to think Akuma could teleport out of mixups for free, but there wasn’t much information to be found.
Having gone through quite a few of these matchup threads, I can confidently say that we have the best one, by a longshot.
Can I get some general advice for dealing with a rushdown Guile? I usually just focus the sonic boom and back up but it seems like he’s got some good options after that. I don’t play any good Guiles so I’m a bit clueless in this part of the match-up.
I just more recently made the switch from guy to akuma…theres a good guile player in my area. He pretty much explained to me that guile shouldnt really be able to rush akuma down…if your fireball game is on point…at some point hes going to have to come to you…and once you get that one good knockdown on guile…make the most of it…but im sure someone on here may be able to give you more info.
The bolded part pretty much sums it up…your fireball game is better than guile’s at a distance and at sweep’s range akuma is also stronger…just don’t get cornered, that’s the only place where guile can actually apply pressure on akuma. He really has to jump at you to mount an offense, just don’t be predictable with fireballs and that probably won’t happen. Be on point with your AA and fireball game.
I think Guile has a slight disadvantage, but I don’t think it’s as bad as most Guile players pretend. I’ve seen ACE I RIN body Tokido more than once and a good turtle Guile can be a pain in the ass if you don’t have the patience. If the guile you’re facing is good, you should not attack him unless he has a serious life lead. As i said before, akuma can out fireball guile pretty easily, so he’ll eventually have to come at you and he’ll risk making a mistake…if you happen to get that untechable knockdown, get the most out of it.
His c.hp beats all your air attacks if he can time it well enough…only way you can jump at him is by jumping from pretty far away and dropping ex air fb on your way down…they’ll stuff flash kick and if he goes for c.hp he’ll eat both fireballs and you can combo his ass with s.hk or sweep.
Here are a few random tidbits gathered from the Dhalsim & Dudley threads. As usual, some of it is basic, but I’d like this thread to be helpful to new players and veterans alike.
DHALSIM
-Air fireballs are pretty unsafe - closer FBs can be punished with his slide, and distant FBs can usually be punished with teleport > punch
-Instant Air Teleport beats Demon Flip grab setups
-Sim’s slide can cause Akuma’s dive kick to whiff, giving Sim a throw/punishment opportunity. If the Sim player is using slide to escape the vortex, try using DF Palm o/s sweep
DUDLEY
-Teleports are punishable by EX MGB in either direction (Dudley can delay the input to punish Akuma for teleporting ‘towards’ him on a jump in)
-Dudley likes to hang out just outside of our cr.MK range and basically wait for us to do a move to punish. Jump-ins, fireballs, tatsus and standing roundhouse are all punishable from that distance.
-Dudley has a setup on Akuma that makes MP/HP/EX DP whiff. The setup is back throw>LK Ducking>j. HK. LP DP will beat the j. HK, and blocking is always a good option as well.
I would add to the sim notes about air fireballs that whilst typically unsafe, they are good to use for mixing up the offense. Since a lot of sim’s AA comes from his normals, approaching with an air fireball will cause their normal to be stuffed and you are now in sim’s face. This then stops the sim from using normals which means you are now getting jumpins.
Also, a correctly spaced air fireball (ex makes it easier) can stuff sim’s anti air super, which is just magic considering how much damage that thing does.
Although I would like to know what others think about this.
I’ll have to figure out the spacing/circumstances in which Akuma can throw a useful air fireball without getting tagged by a stretchy limb. Anyhow, some random info for the El Fuerte matchup…
-Fuerte’s only source of big damage is his RSF loop, which is only viable as a punish for a whiffed high-recovery move like HP DP. Don’t give him those punish opportunities.
-Only throw fireballs at full screen (or during a combo) and do not use fireballs to stop his run - even HP Shaku can be absorbed/jumped over
-If Fuerte has Ultra Spark loaded, only jump in if you have a bar of meter, so you can do EX Tatsu if he activates Ultra
-Fuerte has a safe jump setup following his running throw. Don’t try to DP a jump-in following a running throw.
-Air recommends using cr. MP instead of cr. MK due to the better recovery time (for the Ryu vs Fuerte matchup)
As always, please post any feedback/objections/corrections
One note about Guile: watch out for the EX Booms, they can tag you during the start-up animation of the Shaku. Very fast projectile, be on guard. If you have him in a block-string and he’s standing, link to the DF Throw as he won’t be able to Flash Kick it.
essentially the gouken matchup works like this, you get the sweep and then you palm os sweep on wakeup until they block, then df grab, and then their mind effed. tbh i haven’t seen a palm from gouken in a really long time. Oh and his safest option is to ex df kick out, in that case they usually try and grab, so crouch tech that
So, on the mirror matches. I tested it out today two option selects against Happy Teleporters in mirrors.
The Os teleport, into U2 seems to be REALLY effective on the mirror match. To the point that the Akuma can no longer teleport out of your Oki. He still can catch you with U1 or Srks though.
Is the HK Demon Flip os any good against akuma? I was able to land it quite a few times on one player and no times against the other so i wasn’t sure how effective it actually was.
The Walk-sweep technique that i see eita using so much, you really gotta antecipate that the opponent is teleporting and then you start to walk after him instantly after you land, opening yourself to other options if the opponent does not teleport, right?