We already defeated Sheng-long! The Akuma Video Thread

Last week the UK version of SRK, www.neoempire.com held a big annual event with players from Europe coming down for, I guess like a UK version of Evo :smile:, “Super vs Battle '09”.

Quarter Finals: Shirl (Italy - Akuma) vs V-Ryu (Swiss? - Akuma): [media=youtube]qc7e6lUVY-E[/media]

Semi-Finals - Shirl (Italy - Akuma) vs Ryan Hart (UK - Sagat): [media=youtube]UU7lZhyMwNs[/media]

Final - RickyTTT (Spain - Sagat) vs Shirl (Italy - Akuma): [media=youtube]IqaNpKonMzU[/media]

Those looked pretty good, the last fight was pretty harsh though =( That Sagat shut him down hard.

Yeah, V-Ryu is from Switzerland

Critic my Akuma

So I started to pick Akuma about a month ago (been playing Ryu). I don’t have all the BnB combos down yet because I hardly get to play and I’m making the transition from pad to stick.

I’ll leave a playlist here to get some advices from you guys.

Please ignore the Ryu vs Ryu videos.

As you can see I tend to finish hit confirmed combos with a FB because thats what I’m used to playing Ryu for so long. I can do the c.lp xx c.lp, c.lp (c.mp), lk tatsu combo though.

My Akuma needs lot of work but I really need advices on my gameplan. I tend to play Akuma as I play Ryu.

http://www.youtube.com/view_play_list?p=31A77F8E11B7DB16

Thx

I didn’t watch all the vids, but as a glancing tip I think you need to play Akuma less intuitive than that. Between the frequent air fireballs there were aggressive roundhouses, sweeps with some EX demon flips and LP SRKs on wakeup that all seemed to be chasing shadows at times.

Try to play more cautious, reactive and methodical in using Akuma’s toolset to take control of your opponents options and space. Try and make your approach more observation based.

Example:


Between the fireball exchanges at mid range, use a neutral jump on occassion. If during your time in the air the opponent jumps in to challenge you in the air, use you nuetral jump MK to defend this space and reset them back to where they were. (with a small recovery advantage or fireball or demon flip or something) If they’re going to throw a fireball for you to land on, have your latent air fireball ready to hover above it and let is pass; giving you the chip on them and some frame advantage. A low air fireball gives you quicker recovery and helps boost your frame advantage.

If they look to advance on you for the sweep, an EX air fireball will help you defend this space aswell, although your are not assured safety if they’ve lined it up right. If they haven’t got it right, the EX air fireball gives you a chunky combo here. When Momochi played Daigo last year, he really used this against Daigo who wasn’t as experienced in looking for the sweep here and this gave Momochi a big damage source in their sets.

If they jump in later on you in the falling part of your jump, be ready to SRK them on landing or leave a cr.MK for them to land on or whatever is appropriate for the positioning of their jump. If they nothing while you were airborne, just land to block their next fireball/continue your ground game, or use a low air fireball to apply some pressure, even use the frame advantage to walk in for a cr.MK to Demon Flip etc.


Use cr.MK in your footsie game as the range limit of ‘sticking things out’ using an occassional sweep either reactively to punish whiffs or to help keep them in check from just out of cr.MK range. Try to reserve double roundhouse as punishment, interupting focuses or occassionally to catch them walking in on you. It’s high risk for leisurely use, especially against Ryu, although it’s otherwise very useful for applying pressure on characters who can’t duck it.

Something I noticed on one occassion was you had a HP Shoryuken reversal blocked with a two stock of EX and didn’t focus cancel out. This position didn’t seem like it would be a common scenario in your game but you want to aim more toward something like that with reversal Shoryuken.

The HP is a 3 hitter although the range for one of the hits not to vanish is very small (around crouch jab or short reach) so when you are close enough for the 3 hits to be blocked, that is plenty of time to hit confirm and FADC to safety if you are blocked here. It means you can reverse a bit more freely once you’re close and have that safety net and don’t have to lose the meter before you know what’s going to happen.

It’s less about chancing LP SRK reversals in the open in case they move into your space (almost twice the recovery of ryu’s on block and whiff btw) and more about sizing up a good time for your reversal attempt and having the meter management to go for it with a minimal risk.

That’s generally the way you gotta roll with Akuma.

Most likely it’s a Momochi vids. Look for Momochi vs Zangief on youtube and you’ll find something that fits that bill.

Thx DevilKnight. I appreciate your input and I’ll try to remember that next time I play.

Anyone else has something to add?

[media=youtube]98_5q5mk17Y[/media]

This?

Here are some videos of me playing Corrosive in North Carolina a few weeks back. I still get shit on by Bison’s that aren’t retarded, so if anyone can share advice that would be great.

[media=youtube]iMCZDuTJSEQ[/media]
[media=youtube]DrYkods4c_k[/media]
[media=youtube]7t3-KUaAMjg[/media]
[media=youtube]sBCSODn5LGI[/media]

1 - Don’t drop your hits. When that Bison hit you with a cr lk he turned it into a knockdown. Half the time when you hit him with your jab you let him go.

2 - More good fireball pressure.

3 - Punish those back teleports. That Bison almost always back teleported away from your wake up mix up. You need to read that and punish. A good way to punish is to walk up to him on wake up and then just heavy demon flip. You’ll land right on his teleport for free combo.

Jumping neutral fierce will beat Bisons stomp stuff. If he DR’s then you land and charge focus. Also if you’re not sure how to punish a whiffed unltra you can just ex red fireball at it after it passes by(decent damage/knockdown). Or you can kick teleport toward it (immediately after it whiffs) and then demon. If you block it it’s free DP/Demon.

Here to not troll like I do in the Bison forum, shit’s always a riot. I think the Bison match up is tough, no lie, for Akuma players. But a few things to take note of are that when Bison does have meter, it means that you have to take a lot more caution than you’re probably used to as an Akuma player. But the cards are still in your favor for comebacks, stun, and damage as long as you play smart. It’s in your best interest to score a knockdown and do your damage before Bison can do his. He has no comeback factor unless you give it to him, and Akuma is more than capable of dealing with his bullshit. You have a DP, so cross ups shouldn’t be an issue, and the main tools he has for anti-air are all spacing dependent/situational.

For instance, if you’re worried about double jumping MPx2, which is still a risky/situational move at best that requires prediction or just outright handing it to the Bison player, then you need to realize that you should never be taking to the air without advantage. Knocking down Bison, as ShinAkuma204 said, is the key. If you’re worried about Bison having meter, play defensively and get him to burn that EX meter.

Personally, my most difficult matches with Akuma are when my life lead is gone and I’m trying to work in and do damage. If I eat a standing roundhouse into a meaty combo, that’s pretty much demoralizing at that point. There’s still a lot of risk, but one good knockdown can mean the whole match if Bison loses the life lead. A lot of this is theory, but that’s my mindset. The match feels toughest at the beginning, so I want the momentum if I can snag it. It feels like one wrong Focus Dash through fireball or one misplaced jump can spell disaster for Bison. That’s just how his character is.

I beat Issei at SummerJam if anyone wants my credentials on the match up. I feel a lot of it is just staying on the ground in most situations and creating a wall once you have the lead. If Bison so happens to hit the ground during any of this, it’s your game.

September 17th Weeklies:

Adeel (Akuma) vs Danny (Rufus): [media=youtube]5Y4f01PW8ys[/media]
Adeel (Akuma) vs Hudd (Bison): [media=youtube]7YuPjCDQ0bM[/media]
Adeel (Akuma) vs Winchester (Sagat): [media=youtube]r_vGFg5FJqQ[/media]
Adeel (Akuma) vs Face (Chun-Li): [media=youtube]4GJ3htFL7aI[/media]

nice punishing the bison tele in that first round.

s.rh > bison

adeel the fight against rufus
in the 2nd and 3rd round you was like hell dont come near me
im scared :smiley:

That guy is a mashy Rufus. The minute he mashed out an Ultra on me, I decided to stay away. Screw that crap lol.

hahaha

i know once he hit you with the dive kick galactic tornado combo half of your life is gone same shit with snake strike rufus to OP for akuma :smiley:

love the combo @1:09 vs Rufus :slight_smile:

Eita (GO) VS Daigo (RY)

Casual matches. Played on September 13th, 2009.

[media=youtube]F5fJX7kZZ3M[/media] (#1)
[media=youtube]Y6WEqYpLubE[/media] (#2)
[media=youtube]uGVAt1sj4SU[/media] (#3)
[media=youtube]N4T5rO4tMcY[/media] (#4)
[media=youtube]FNYHG3BBkeE[/media] (#5)

Enjoy.

Thanks for sharing dude, it is very much appreciated. One of my buddies I play from time to time both on and online is a Bison monster and completely overwhelms me.

His style has a huge focus on rush-down and he also has an extremely effective second gear he switches into when I manage to chew of a sizeable amount of health. He is easily the most relentless Bison I have ever seen and that’s including the wealth of accomplished players who have featured in clips on YT, etc.

There are two main areas when playing against Bison which sap my vitality:

1.) Light kick scissor loops

The safety of this attack on block is incredibly frustrating, particularly in the corner.

Teleporting away is often a huge risk as it issues Bison with a free s.rh which in itself is particularly painful. s.rh sometimes works as a reply, but often gets stuffed. Neutral jump sometimes gives me some room (with mk), but can often get snuffed by EX stomps after scissors or even s.rh. I feel this largely becomes a guessing game and I should make an effort to try and avoid the corner. This is where Gouki gets himself annihilated against Bison. I spend a lot of time blocking. Sometimes I’ll sneak out a lp SRK to catch a poke or even another scissor, though I am reluctant to snap out responses that are essentially a dice roll.

2.) Bison’s s.mk and s.rh are both fast, effective and damaging. s.rh has a huge reach and when capable Bison’s understand the importance of spacing, using this really keeps us at bay. As mentioned earlier, s.rh is free when we teleport the vast majority of the time which forces Gouki to keep his teleport use in check. The problem with this though is that it takes away a huge escape mechanism for us - especially if Bison has us in the corner which is where we have problems.

I am not near as good a player as my sparring buddy though despite this I often understand my options against most of the cast and fare quite well. Against Bison however I am somewhat lost. I am almost convinced he cannot be zoned and combined with his incredibly versatile normals (s.mk, s.rh) he can cage my Gouki quite effectively.

Good Bisons are extremely tough for Gouki. For me personally I find it my most difficult match-up.

what can you do against a ryu this solid? seriously?