USF4 Akuma match up thread

It’s a jump in attack, what did you expect ? Of course it’s + on block.
It’s a good time to improve your defense I would say. Only trying to find the right counter isn’t gona help you learn to block and escape anyway. Even if online teching is usually more like asking for counterhit or getting thrown anyway, you need that practice of just staying calm and blocking.

The other options are cr.mk low profile it, or reacting to jump with something better than a ground special you struggle to input in time, aka, counter jump normal in his face or away. Last, you still have a cr.HP and a teleport.

That’s all I can think about for now :-/

Definitely try cr.hp vs his air tatsu. I’ve been using Ken a lot lately and his ex air tatsu is a great move but if I get predictable with cr.HP always wins unless it’s done real late.

Trying to block that move can be nearly impossible sometimes so teleport is probably the safest option. That ex air tatsu can crossup even if it hits the front when it lands deep and even if you do block successfully, the ken player will likely do a followup, probably a throw but maybe not so it’s a guessing game and given Ken’s damage output, if you guess wrong it can hurt a lot.

Guys, tips on Elena? I fight tonight aganist a strong one and I feel I’m totally free :frowning: that bitch is crazy.

Can Akuma U1 a Rolento Roll considering its -8?

1 min in training room and you’ll know.

I’ve reversalled it with Super demon, but not Ultra. Good question though - we’re a gaggle of idiots if this hasn’t been tested (though I remain doubtful it works).

I would test it but my ps3 is in the shitter atm so I wanna know. Its a 5f ultra right? So a reversal ultra should catch him?

roll isn’t gona stop near you, Ultra still need to reach before grab.
If a 6f sweep can barely punish max range, 5fr Ultra wont.
Haven’t tested though, busy working.

Just found something out vs Able’s ultra 2. I woke up with a hp red fireball and the Able player tried to punish with his u2 but the red fireball won. He was around sweep distance so I’m not sure if that played a factor. It looked like he absorbed 2 hits and the 3rd hit.

how do you stop an akuma demon flipping…divekick beats srk, palm beats air to air, throw beats blocking.
I know i can guess right but i get put in pressure…how can akuma just flip at me willy nilly and get a mixup?
whats the surefire way to stop neutral flips? there had better be one.

nope. thats it @Philoernic‌

Depends on the character you use. For example- the sweep, demon flip kick setup used on shotos will loose to Ken’s mp dragon punch, its 4 frames(lp & hp are 3). I’m sure there’s a setup to beat the mp dp but I doubt there is a setup that will stuff all his dp’s so i’ll just use a setup to make them all wiff.

So to answer your question, youre better off blocking cause you’ll either lose or wiff and neither are good for you.

Once every blue moon. Once you see Akuma flip, meet him in the air and sock him in the chops with any fast air to air normal. Wait and use neutral jump, or use forward jump if you’re wanting to go on the offensive.

Careless demon flips translate to free and easy damage for the opponent.

Treat meaty demon flip dive kicks and such on your wake-up like you would a cross-up attack or jump-in. In short, unless you know full well he isn’t safe-jumping, block. Yes, you may eat a flip grab now and then. That is part of his mix-up game, much like how you might knock an opponent down and opt for a meaty throw or a grounded reversal to bait out a throw tech. If you’re feeling confident in your reads on your opponent and you anticipate a flip grab, neutral jump, backdash or AA reversal it.

Also note that ALL demon flip options (palm, dive kick, slide, throw, EX air ball) can be blocked low. This is a good option to consider as crouching opponents are a little more difficult for Akuma to flip throw.

Play Akuma for a week, and you’ll see clearly what’s bullshit and what’s clean going to beat your options.
What char you’re using btw ?
Have you tried backdashes, focus backdashes, walk forward, delay wake up, …

There’s very few situation that allow Akuma to setup something strong, and you see it coming from so far, you should be prepared to block. The other times, it’s bullshit, yolo, and you should welcome these, knowing it’s your time to score :slight_smile:

After the tests :
Nope U1 can’t punish Rolentos Delta rolls on block. Standing or not.

You are royally mistiming your DP if divekick beats it. Outside of a wake up situation, you can always DP to beat a demon flip regardless of the option.

Also Akuma’s air to airs in that situation are terrible so if you jump you will usually win.

Akuma’s far.hp is amazing for whiff punishing… honestly…

It does 90 damage and is special cancellable right? Its so awesome!

Mostly its amazing for things such as a whiffed step kick from either Ken or Oni… a whiffed jaguar kick… a whiffed dp… everything…

I dont bother with sweep… that move is just too amazing…

If anyone is still on this thread, can you PLEASE explain to me briefly how to deal with BISON?! I’m not new to street fighter, but I am new to match ups! Any help would be greatly appreciated!

zone with fireballs,block, neutral jump, block, air fireball in, do some work. Keep the life lead.

Bisons love their cr.lk… this is what I do and I CH them rather consistently…

Ideally you don’t wanna get into a poking war with Bison but if you instigate it do a cr.mp… leave a small gap then standing roundhouse… one juicy ass CH :slight_smile:

Also don’t let ever Bison jump in on you… AA everything!

Oh and learn your safejumps… very important!