Little portion from my own notes which I had to re-word in a more understandable way - I only make very skeletal notes for myself :bgrin: Expanding on just the ‘full screen’ scenario has taken me a lot of time, but I’ll post it anyway. Hopefully you can see where I’m going with it :tup:
First of all, the legal bit : FUCK LEGAL BITS.
Ken: Matchup in Ken’s favour. Good Ken will know this and take advantage of his ‘stronger aspects’. Must figure out how the player you are playing against uses these stronger aspects - and then develop COUNTERS against them, not just DEFENCE mechanisms. Because once he sees you defending, he can start mixing up and sooner or later he will get through your guard. Now at the same time, this doesn’t mean that you should rush him. Akuma is a blatant rushdown character, but many of his options don’t work well against Ken, so whatever ‘rushdown’ you choose to go for, it MUST be one that you have just developed specifically for your opponent i.e. a certain rushdown pattern worked well against USA’s top Ken player does not mean it will work in the least against Brazil’s worst Ken. Has to be tailor made in the case of Ken because, again, he is the stronger character.
You are not controlling Q here so you cannot wait around for Ken to make a mistake - you must decide quickly as to what you’re going to do AND DO IT. It may backfire, but at least your opponent will be on his toes because they’ve noticed that you’re not taking the shit lying down.
You must first understand what options Ken has at various points during the match. It should be based around this that you develop your counters.
And remember that Ken can stuff all of Akuma’s options to get in from the air, so you will have to play grounded most of this game.
I’ve structured things so that something Ken can do is listed first, with possible followups from Akuma.
Fireball, Ex fireball - parry, wait. If your opponent is the type that likes to run after his fireball while it approaches you, jump straight up over the fireball - be ready to parry an air EX hurricane in the worst case, otherwise just be ready to fireball or air super if Ken gets too close for comfort.
TRAINING MODE: Parry two hits of the EX hurricane in the air, then retaliate with an air super. Not that hard in training, crazy hard in a real match.
Avoid throwing fireballs after a parry. Look at Ken while parrying fireballs at full screen. It may seem at times that you can parry then throw out your own projectile. Ken can time a super jump at this point to screw you over. Besides, were you actually expecting your fireball to hit him??
Stick with charging bar in this scenario. As much as you may hate watching Ken charge his own bar, he can screw Akuma without his bar almost just as bad. So concentrate on getting your own bar as opposed to wasting his. Things get easier for Akuma when he has one super ready, and MUCH easier with two
EX hurricane - Remember that Ken can cross Akuma in the corner. Even from full screen, he can time a super jump with EX hurricane which will cross and hit you. So be on the lookout. When you do see it - jump parry, crouch block, walk under - making sure blocking in right direction. Very easy to get the directions wrong and you will end up dashing into the EX hurricane. Safest option is crouch block as soon as you see it. Chance of punishment that way if he lands close enough.
Ken dashes a few times to get in. Certain patterns of dash back and dash forward can place him perfectly to go for an ambiguous crossup. Keep moving yourself to mess up his positioning, but ALWAYS be weary of getting crossup up.
Far jump in i.e you can’t dash under him, but a late attack before landing will definitely hit you - dash back straight jump, jump towards with parry, jump towards with hurricane, parry his jump-in, wait for landing then overhead or kara throw or dash throw depending on where he lands.
ALWAYS be aware of getting crossed in corner. Sorry I have to repeat this, but if Ken gets a cross up on Akuma, the round is basically his.
Careful if you want to SA1 jump ins due to possibility of EX crossing over. Wait for the landing frame before committing to throwing out the super. Shouldn’t be too difficult for a full screen super jump in since the EX has to be done quite early for it to actually cross. Remember one thing though - most Ken players won’t try a full screen jump EX hurricane unless they know there’s a chance it will connect. So try baiting it out of them with straight and back jumps. In general however, you should be able to SA1 them out of the air as long the distance is right.
TRAINING MODE - quick sa1. With dashing and walking. Same for short short super. Practice low tech throw jab, short super.