I thought it’d be a good idea if we had a separate thread just to point Akuma’s setups. However, I’m not a huge setup master myself and i’d like your help in order to organize this thread and also to build the knowledge into it.
My idea is to organize the thread with the spoilers drop-box separating Universal Setups and then Character specific ones. I’ll try out some codes here to see what I can do and hopefully you can help me out.
What are Set-ups?
A Set Up is something like a rehearsed play. If you manage to get your opponent under certain conditions your gameplay opens itself into a thread of options similar to the Evolution Tree inside Diablo or other RTS games. From then on you have different gameplay options that will lead to advantages in your game. The perfect setup would be an Unblockable: a situation where you will hit your opponent with no doubt. But there are also setups that leave the opponent in a situation where everything is against him. He has to decide whether to block, evade or counter-attack and, if done correctly, even when he tries to counter, you’ll be safe.
Akuma: The Setup to be character.
Akuma has always been a powerhouse inside Sf4 series when it comes to attacking. But lately, players like Tokido and many others have been discovering several setups for him which are transforming him into a character that is optimized for setup play. One setup leads to another and many times the Akuma player is trying at all times to position himself into a setup situation. Although this is not mandatory, it seems that the character will be best used for setups if his gameplay continues to evolve this way.
These are setups that work against all of the cast.
After Demon Flip Throw
Instant Dash, Tiger Knee’d Air Jab Fireball: If done correctly, the fireball will cross the opponent up and it will also allow Akuma to combo after it.
After Forward Throw
Double Instant Forward Dash, Jump: This is a safe jump against all of the cast with 5 frame reversals and normal reversal times.
Double Instant Forward Dash, Cross-up Tatsu: When executed right, this Cross-Up tatsu will go over all reversals, including 3-Frame Shoto Uppercuts.
Instant Single Dash, HK Demon Palm Whiff --> Will land in front of the opponent.
Instant Single Dash, Tiny Walk Forward, Hk Demon Palm Whiff --> Will land behind them. | This setup works against almost every character. I didn’t test against the whole cast but I noticed that vs Balrog you have to walk a little further but against the majority of the cast you really don’t have to WALK at all. You need to keep the stick holding forward after the first dash and than you can input the demon dive as soon as you see Akuma moving. It seems just one or some pixels will get you behind them.
The Tokido Ex Fb Strategy:
Close to medium distance combos ending in Ex Fireball, MK Demon Palm Whiff: This acts as an empty jump that it’s really ambiguous as it seems like a true safe jump. It is safe, but it won’t hit them if they just block. You can use this to bait reversals or you can go for a c.lk
Close to medium distance combos ending in Ex Fireball, Walk forward just a little, Demon Throw: This is not safe by all means but it is used to mix the opponent up with the first setup mentioned above.
This is used a lot by Tokido. Actually, this is why I believe Infiltration never quick stands Akuma’s Ex Fb. He usually holds still to get the opponent out of timing. As seen on his match vs Tokido on Canada Cup.
HK Tatsu Into Corner
If you’re near a corner and start a combo, you can choose not to end it with tatsu sweep and, instead, use Hk Tatsu. If the tatsu takes the opponent all the way up to the corner, do an Instant Jump Lk. This will be a perfect timed ambiguous cross-up with the Lk. It will hit the opponent on the front and you will land it in front for a low attack but the weird animation makes the opponent miss his block.
Wait briefly, Tiger Knee’d Air Jab Fireball: This fireball will also cross the opponent up and will allow Akuma to combo after it.
vs 4 or 5-Framers
4 or 5-framers are the charaters who have 4 or 5 startup frame reversals in the game. I will add the full list later but since some of them are really popular characters, I did some testings against some of them. Even though they share the startup frames on their reversals some of them are exceptions to some setup due to other characteristics that they may have. Sagat, for example, wakes up slower than the rest of the cast, causing some of the setups to whiff on him.
Safe Jump Command Dive
Tatsu, Sweep, Instant Jump, Instant Command Dive Kick: This setup works miracles. It will safe jump almost all 4-framers in the game and it will also stuff some reversals. In the cases where it won’t stuff nor block it, you will avoid the reversal. This happens mostly with reversal Ex moves.
Characters tested: Guy, Fei Long, Guile, Adon
This will whiff on Sagat!
Ryu St. Hk Setup vs 5-framers
Forward Throw, Instant S.hk Whiff, Instant HK Demon Dive: This will stuff or avoid 5 frame reversals, except for Cammy.
Characters tested: Fei Long, Guile,
Forward Throw, Instant Whiffed s.HK, Instant Hard Demon Flip, Instant Demon Dive: This dive kick has to be executed fast, always on the first frames of the follow-ups. Akuma will dive and stuff all of Ryu’s Srk’s, Ex Srk will whiff.
My comments: Although this is a valid setup and it can be executed with proper training, I do not recommend basing your gameplay on this. If you mistime it even a little bit you will get traded into Ryu’s Ultra.
**The unblockable: **
Forward throw into corner, Instant Forward Dash, Jump Mk: This is a unblockable air attack if executed right. The character has either to frame block or reversal. The reversal can be punished with most Option Selects and depending on the move used as a reversal Akuma can actually wait for him to whiff it, walk up to the opponent and capitalize for maximum damage.
Demon Flip Throw --> Instant Dash --> Instant Ex Demon Flip Dive Kick
This will hit cross-up on Rufus 99,9% of the time even when out of perfect timing. It is known that this setup also hits many, many other characters but it is completely timing dependant. The variations on other characters are being tested by the community.
Suggested setups that are yet to be confirmed their specific situations:
Forward Throw Into Corner --> Whiff st.HP --> Tiger Knee’d Air Fb = Will hit cross-up