USF4 Akuma match up thread

http://imgur.com/qgiQmB5

http://imgur.com/cmYkp3k

I don’t know if you guys have noticed but if someone tries to DWU after Akuma’s U1, the technical message pops up during his pose. Consequently, this gives enough time to choose the right setup.

EDIT: Same applies to his Super and also to Oni’s and Evil Ryu’s Supers’.

Any of you guys notice that during Vanilla Akuma’s U1, the ping and symbol appear as soon as the health reaches zero instead of after it reaches zero?

Archive:

Poison Part 3:

Rolento:

Anyone have tips for the new version of Rose? I used to do okay against Rose before but her new buffs (especially EX Spiral) gives me more trouble…

Os grab on jump in since Ex spiral is now throwable and change up with sweep for the backdash.

99% sure im going to fight Sanford at New Challengers: Resistance 2 this saturday. Quick tips for Sagat and Oni please? I know that I should mostly throw fireballs at Sagat from fullscreen, and failing that, go for vortex.

Tokido seem to think it’s more in his face to play him. Spamming that cr.mp and far lp/hp seems to annoy Sagat normals a lot. More at sweep range though. To get a life lead. But Tokido is good at converting random hits.CH into combos so… not for everyone.
How about Sandford picking Oni ?
Anyway good luck, go clean, respectful and wise. You gonna learn a lot, I’m jealous.

how do I fight oni guys?

Have you fought Geom Ex plague recently Volcanic? Just curious. Because He’s my training partner so he knows that match-up like the
back of his hand. Him and OMH is the only oni’s I can imagine beating you. Umm a few of quick tips.

-Forward + HP is sweep punishable.
Oni does not have true fireball block strings.

-Vortex is hard on oni due to 3f auto correct uppercut. Generally advised to stay grounded in this

-S.HK can be abused on him however be careful with a St.LK check by oni because he can cancel it. However if he does cancel into fireball you can FADC it for full punish. You Can screw with him by hitting S.LK to cause the check to whiff and then hit S.HK again.

-It’s very hard to zone Oni in the mid range due to Forward + HP punishing air fireball or trading in his favor.

-It’s best to rush him down with normals as akuma’s are all faster.

-3/4 quarter screen is generally in akuma’s favor as well with better conversions of air fireballs.

-Whiff punish Step kick with S.hp into cancelled special move.

-A charged fireball by oni screws up jump back fireball.

  • Avoid taking a step kick due to kara throw and palm mix ups afterwords.

-Teleport immediately if you see LK slash enders, do not take the mix-up afterwords.
On hit and after FADC, it is extremely hard to tech due to the advantage he has afterwords.

-Save meter for super to punish a lot of oni’s moves. Slash, Palm, Step kick.

Your only real options is grounded based rush down and 3/4 screen zoning. Stay out of the mid range similar to ryu it’s too difficult to win the conversions oni get’s its too strong and not worth the risk for the reward.

Generally that’s it. You just out play the player from there it’s just another shoto match up outside that.

Also Volcanic do you have a facebook or something or another way to contact you? I dislike pming on this site or in generally really lol

If you want to stay at 3/4 screen away from Oni he can be tatsu swept if you need to get away from him after a punish as a SRK ender might put you in a bad position near him.

Sup.
I have HUGE problems with the Dudley MU. I even get blown up by noob Dudleys. The reason being I can’t find a space where Akuma wins. If I sweep I get punished, if I throw a fireball he ducks under it and im not even going to mention air fireballs. His stun build is ridiculous too, especially against low stun Akuma.

Thanks

Alright Dudley. One of my more favorite matches. I play it all the time. Primarily because Akuma dominates the mid range, you just got to be confident. This whole match is actually about being confident as both character’s can keep each other on their toes when in close. However Akuma has the edge from a distance.

First off St.Hk - HUGE RISK in this match. It only hits twice in very select situations. If you use it, Make sure you use it so only the 2nd hit, hits and the first hit whiffs or to punish an obvious focus attempt. You also cannot LK tatsu > sweep Dudley.

One and mostly important. DO NOT THROW OUT SWEEP AS A POKE TOO OFTEN. It is very easy to counter poke as about 3-4 moves from Dudley beat’s Akuma’s sweep consistently. So in this match ignore the HK button entirely unless for obvious whiff punish situations.

Instead throw about cr.mk as a poke from max range. Do not always cancel it into fireball so Dudley has to guess these situations. Then this pressure is entirely in Akuma’s favor and it’s up to Dudley to either block or complete guess right on the situation.


  • cr.mk xx fireball - beats focus - loses to command dash.
  • cr.mk performed one after another (twice) - beats command dash/sometimes focus(however can lose to a well timed focus). If Mistimed or whiffed can lose/trade to Dudley’s cr.mk. (On block.)
  • cr.mk then walk forward crouching jab/throw - beats focus, hit confirm punish on command dash, loses to dudley’s cr.lp.

  • St.HP into fireball works as an amazing counter poke after cr.mk as well to mix-up all this pressure. It beats focus, dash, cr.LP, walk in throw, etc… loses to ex dash. It’s also extremely hard to whiff punish on reaction in that distance due to it’s fairly low recovery at 16fs. Extremely useful tool now in Ultra.

  • Always, not some or maybe, ALWAYS anti-air with MP DP if possible. Every other anti-air is very susceptible to trading or flat out losing to Dudley’s jump in’s. The Trade is generally in dudley’s favor damage wise when using cr.HP.

  • Counter poking with Cr.LP or St.LP stops a lot of normals, random dashes and ex machine gun blows from a far so throw them out quite a bit to avoid hitting hit randomly by this move and other non ex dashes.

  • With this Oki and enough execution, You should beat the majority of Dudley’s from getting started. It is by far THE best tool to combat Dudley.

  • Fireballs can be thrown from exactly 3/4 screen by Dudley and if he dashes through react to dash with a sweep for a knockdown punish. Cr.mk xx fireball for a full punish.

  • Air fireballs are very useful against the average Dudley and it’s very easy. Build frustration with zoning from 3/4 screen with air fireballs. If you spot Dudley dashing through them with his command dash, LK Demon flip dive kick makes for an extremely difficult anti-air dive kick situation. He has to DP or block as his only means to deal with the situation, and if he does the HP command dash more often than not, it punishes it.

  • On knockdown, The Demon flip throw and Palm mix-up is best against Dudley. Demon flip throw as well as palm beats a lot of options. After palm remember to mash jab as if Dudley ex command dashes to escape he will dash right into cr.lp. Hit confirm that into a combo.

  • Defense against Dudley is a bit of a guess. The roundhouse cancel into dash is cr.lp/DP punishable. A lot of his moves you have to block. Do not stay in face for too long. Mash back dash after two hits and he can’t option select or teleport out after 2 hits. Of course block or risk cr.lk within the first two hits. I would mash teleport a lot to avoid resets by Dudley. Teleport during air to airs with Dudley or anti-air’s by Dudley. The mix-ups he gets out from those are deadly.

Again is match-up is really about being brave and just walking up and mashing on cr.mk. It’s just if you have the balls to get in Dudley’s face. You generally want to be offensive and controlling in this whole match. So the more you pressure dudley whether, it’s heavy knockdown in your face pressure, of relentless air fireball demon flip kick pressure, make sure you are attacking most of the time. Your best defense is offense in this match up and it all starts with Cr.mk. The only reason why Akuma should lose is his own mistake and Dudley capitalizing or unfamiliarity in apply good pressure in that match-up. Dudley has to THE most patient person to deal with Akuma regularly. It’s 5.5 to 4.5 in Akuma’s favor in my opinion. The only reason is Dudley’s damage output.

Hopes this help.

Note: Most of this will only get deter you from getting bodied by Smug. T-T.

For Dudley:

Fireball from far away to bait dash then st HK, works when they’re about 3/4 screen away

Hk Demon flip palm whiff then immediate sweep works well when they’re in poking distance

You can red focus machine gun blows if you have the meter

Most important- don’t get cornered! I’ve also found dudley players like to use his overhead after block strings, especially if you’re in the corner. Try to keep an eye out for it. Once you see the pattern it’ll help your defense a lot. I always got owned until I noticed it. I would always get hit when blocking and I thought it was just me screwing up crouch tech. It comes out fast so it’s easy to miss.

We play the match very similarly forbidden. Good stuff.

Tanks.
I played the MU totally wrong by playing defense aswell as constantly sticking out sweep.
“And so another noob was saved by SRK-forums.”

Thanks a lot. It’s always nice to hear that you are doing the right thing while learning this game and being reassured by follow players. I appreciate it. :slight_smile:

how the hell do we fight Ibuki and Fei Long?

Alright, some of my local buds helped me figure out this one (sorry if you guys already know this) against cammy, rufus, and (more than likely) viper.

when crouch teching, use c.lp + c.lk + c.mp. the c.mp will stuff instant EX strike and dive kicks, from cammy and rufus, respectively. You can cancel into stuff, I like Demon Flip, but you guys know thats just me :wink:

This could really potentially help us in crouch tech situations. Haven’t tested their counters yet. EX Messiah and Cannon Spike seem to be the go-to ones, id imagine.

EDIT: OK, looking at the old thread, we did know this. o well

This is the only tech I use “c.lp + c.lk + c.mp”. Can’t remember where I learnt it - probably Vesper Arcade. Never really given it much thought. Perhaps I should be using just “c.lp + c.lk”. I guess it’s one frame faster…? What’s the window for a throw tech?

3 frames. also that tech could be used against Guile’s upside down kick. using the tech and replacing c.mp with c.Hp could potentially be helpful against a higher Rufus dive kick