Updated SSF4 Akuma Matchup Thread (2011)

akuma

#1

Hi everyone, since the previous matchup thread was getting long, and great information was being lost, a few people felt it was time to update the matchup thread, with the hopes that this one will be updated and kept current.

As I said in my original post, thanks to everyone (dtheboi, loyalsol, west, shinakuma204, richard nguyen, superlollo and several others) for their work and contributions!

Abel

[details=Spoiler]Abel

LK Tatsu>Sweep - NO
Fs. HK hits twice on on low block

Guaranteed Demons
Blocked Wheel Kick - Super
Blocked Super/Ultra 1 - Super/Ultra
Blocked Change of Direction (first hit only) - Super/Ultra (Ultra only if second hit comes out)
Ultra 2 (reaction)

Effective Options Selects
Demon Flip palm o/s sweep on wakeup
Demon Flip palm o/s throw on wakeup (if Abel is blocking on wakeup)
Demon flip palm o/s U1 on wakeup

Offense Tips
Abel’s roll is a throw or Demon opportunity
Standing HK is an effective pressure tool
Abel has no good reversals so vortex him hard
EX Hadouken is a good way to get a knockdown (combo/cr. MP frame trap ender)

Defense Tips
Almost always avoid both ground and air fireballs (except combo enders/option select cr. MK-Hado) when he has either Ultra - both can easily punish fireballs
Be careful using teleports to escape pressure when he has either Ultra
Neutral jump or backdash out of block strings (both Akuma’s or Abel’s) if he’s using Tornado Throw often - punish whiffed throw
Do not backdash on wakeup (Akuma’s or Abel’s) if he has either Ultra
[/details]

Adon

[details=Spoiler]Adon
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block

Guaranteed Demons
Blocked/Whiffed Ultra 2
Jaguar Tooth (Reaction)

Effective Option Selects

**Offense Tips **
Normal Vortex mixups don’t work because Adon gets up really fast
Adon can be safe jumped, but he wakes up faster than most characters so timing is difficult
U2 can be useful in this match - if you block a cr. MP, do a teleport and if Adon does a Jaguar Tooth, cancel into U2
When Adon dive kicks, hit fs.HP or jump toward/back and HK on land
Jaguar Tooth can be Demon’d on reaction

**Defense Tips **
Get to know Adon’s st. HK range - it can be focused near the end of its range
Avoid fireballs (especially Shaku) when Adon has Ultra 1 - it can punish a fireball from nearly fullscreen
Avoid high air fireballs - Adon can dash under them and punish
Try to avoid getting chipped by Adon’s Super - it does up to 126 chip damage
Adon can make an AA DP whiff by suddenly doing an air Jaguar Kick - watch out for this.
[/details]

Akuma

[details=Spoiler]Akuma
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block

Guaranteed Demons
Blocked Shoryuken
Ducked LK Tatsu (Kara Demon)
Blocked Demon Flip Sweep
Blocked LK or MK Tatsu
Blocked HK Tatsu (Super only)
Dash Under Air Fireball

Effective Option Selects
DF Palm o/s HK Demon Flip on wakeup (should punish teleport - do dive kick late)

Offense Tips
If opponent does close air fireball, EX DP through it

Defense Tips
Work hard to not get cornered - teleports can be punished with Demon
Avoid using Demon Flip Sweep
Do not get predictable in fireball wars, especially if opponent has meter for EX Demon Flip
If teleporting is important, select U2 so your teleports can’t be punished with Demon
[/details]

Balrog (Boxer)

[details=Spoiler]Balrog (Boxer)
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Dash Straight: Super, must hit deep
Blocked Dash Low Straight: Super, must hit deep
Blocked Dash Overhead: Super
Blocked Dash Upper: Super/Ultra
Blocked Dash Low Smash: Super/Ultra
Blocked TAP: Super, must hit deep
Blocked Headbutt: Super/Ultra
Blocked Super/Ultra I: Super/Ultra

**
Effective Option Selects**
Flip palm o/s late sweep on Wakeup (Beats anything except block - will lose to headbutt if sweep is not delayed)
Flip palm o/s U2 on Wakeup (Beats anything except block)
Cr. MK o/s DP for Dash Punches (incl. EX)
Cr. MK o/s LK Tatsu for Dash Punches (incl. EX)

**Offense Tips **
Getting a KD is crucial in this fight
After knockdown, a good starting attack is DF Palm o/s sweep
When Rog starts blocking the DF Palm o/s sweep, mix in DF throws or whiffed palm into tick throw
Buffer Demon while throwing fireballs - execute if Balrog dashes/focuses through
cr. MK can beat his dash punches cleanly if timed correctly - o/s fireball or DP for extra damage
Rog can be grabbed out of EX dash punches for a KD
HK beats TAP or armored dash punches, as long as it’s done close enough to hit twice
End BnB combos with sweeps instead of DP to continue vortex
Crossup tatsu is not an effective wakeup attack - whiffs on headbutt
Rog players become more hesitant to TAP through fireballs when Akuma has U1 loaded
Reversal Whiff Setup: After landing c.s.HPxxLK Tatsu>Sweep, walk forward a bit and then do LK DF Throw. Headbutt should whiff.

Defense Tips
When Balrog jumps, he has ~1 second before he can headbutt again
When Balrog moves forward, he has ~1 second before he can dash punch again
Advance forward in small increments - be constantly blocking when trying to move forward
Be careful with throwing fireballs at less than 1/2 screen - EX dash punches and TAP go through fireballs
Do not jump in to begin an attack - Rog’s AA normals and headbutt/Ultra are too effective
The only ‘safe’ fireball string is HP>Hado - he can headbutt, Super or Ultra through others
Only sweep when they’re ‘guaranteed’ to land - his st/cr. HK is too good otherwise
Rog’s j. HK will usually beat AA cr. HP, cr. MK and sweep. DP is a good option if Rog is close (i.e. close enough to get hit even if he doesn’t hit a button). Going air-to-air or doing an air fireball for him to land are viable counters.
Be mindful of his incredibly long sweep distance - focus attacks can be used to close the distance
cr.MK causes headbutt to whiff, which makes it a good attack to use following a blocked/FADC’d DP, blocked s.HK, blocked focus or following a cr. LP (frame trap)
Do not overuse jump back fireballs - EX upper punishes them
Corner escape tatsu or teleport is punishable by autocorrect U1
[/details]

Blanka

[details=Spoiler]Blanka
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block

Guaranteed Demons
Blocked Slide (Super only if far, Super/Ultra if close)
Blocked Blanka Ball
Blocked Up Ball
Blocked Rainbow Roll
Blocked Super/Ultra 1

**Effective Option Selects **

Offense Tips
Patience is key in this match - mostly boils down to baiting moves and punishing mistakes/jump ins
Sweep or cr. MK are good ways to punish electricity, but some space between Blanka and Akuma is required
Upball is punishable on hit with a sweep (assuming you’re grounded when it hits)
On wakeup, try doing a DF palm whiff that lands just outside of electricity range to bait electricity
After a sweep, if Blanka has no meter, immediately do a MK Demon Flip kick - it should beat everything but block or FA
Mix tick throws into block strings if Blanka is mashing electricity during blockstun
Command dive kick stuffs electricity
Blanka can be safe-jumped, but it’s a 1-frame window

Defense Tips
Teleport when Blanka activates Ultra 1 unless you can afford to take the chip damage
When Blanka activates Ultra 2, forward jump for the first ‘hit’ and demon on landing. Another counter to Ultra 2 is to EX Demon Flip (or non-EX, if at the right distance) dive kick into BnB or cancel into Demon
Be careful throwing fireballs at less than 3/4 screen - EX balls go through fireballs and his slide hits from almost a half screen.
Don’t do air fireballs at the top of the jump arc if Blanka is within a half screen - reaction slide can punish
Focus Attack rainbow rolls (especially EX) if they look like they’re going to hit you - this avoids crossups and can get Akuma a free punish
Do not use jump-ins to begin attacks - electricity beats air attacks and does a lot of damage
If Blanka moves forward, he has ~1 second before he can Blanka Ball again
If Blanka is doing the command hop, he’s likely trying to get in for a throw/mixup, so teleport toward him
[/details]

Cammy

[details=Spoiler]Cammy
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block

**Guaranteed Demons **
Blocked cr. HK (Super only)
Blocked Spiral Arrow (Super for far, Super/Ultra for close)
Blocked Cannon Spike
Blocked Super/Ultra 1
Spin Knuckle (cr.MK/cr. HK kara)

Effective Option Selects
Cr. MP o/s throw tech on dive kick pressure

Offense Tips
s.MK beats far Spiral Arrow
Focus Attacks beat everything except for close HK Spiral Arrow and Spin Knuckle
On wakeup, try Demon Flipping over Cammy (just outside of DP range) to bait Cannon Spike
Safe Jump setup: After a sweep, immediately hold up/forward and do command dive kick.
Safe Jump setup: After a sweep, immediately do a HK demon flip - it should cross her up and any reversals should whiff
Wakeup DP is not effective on Cammy if she has meter because EX Spin Knuckle will make it whiff

Defense Tips
This match requires Akuma to play defensively and patiently
To deal with dive kick pressure, do cr. MP o/s crouch tech - MP will come out if they miss a block string, throw will get teched
Dive kicks can be DP’d or Focus Attacked on reaction
When she’s applying dive kick pressure, hit jump back fierce as soon as she jumps
Avoid teleporting when Cammy has Ultra 1 loaded
[/details]

Chun Li

[details=Spoiler]Chun Li
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block

Guaranteed Demons
Blocked f+MK (Super)
Blocked SBK (Super)
Blocked Hazan Shu (Only if it hits deep)
Blocked Super/Ultra 1/Ultra 2

Effective Option Selects
Demon Flip palm o/s DP on wakeup
Demon Flip Throw o/s delayed sweep ion wakeup if they’re not doing reversal EX SBK (slightly delay sweep, or sweep will be hit by reversal)

Offense Tips
EX SBK is safe-jumpable and can be beat cleanly by Demon Flip Dive Kick (delay kick in the air) if it hits in the middle or df palm o/s shoryuken
After a tatsu>sweep, step forward and do a MK Demon Flip to be put in a position just outside of EX SBK

Defense Tips
Her aerial target combo has two overhead hits, so don’t immediately block low after the first overhead
Many Chun Li players like to end block strings with Hazanshu, which must be blocked high. Learn to focus these attacks.
[/details]

Cody

[details=Spoiler]Cody
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block (close)

Guaranteed Demons
Blocked/Whiffed Ultra 1/2

Effective Option Selects
Demon Flip palm o/s Sweep on wakeup (only use if Cody has no meter for EX Zonk Knuckle)
Demon Flip palm o/s EX Tatsu on wakeup (beats EX Zonk Knuckle)
Demon Flip palm o/s Ultra 2 on wakeup

Offense Tips
Use fireballs liberally - the rocks can’t keep up and he doesn’t have easy punishes
A good zoning strategy is to throw LP fireballs from nearly full screen, step forward and s. HP if Cody forward jumps over the fireball - it will often connect due to Cody’s large hitbox
Cody lacks good AA so pressure him on wakeup with Demon Flip mixups
Wake up EX tatsu beats all wakeup options except block
Cody is at frame disadvantage [-3] on hit when his overhead attacks connects on a crouching opponent - if Cody is close enough, this should leave time for a st. LP or cr. LP into sweep/combo.
EX Criminal Upper is throw invincible

Defense Tips
Try to keep Cody away from the knife
Be careful of Cody’s hop kick during footsies - it will punish low attacks
Both of Cody’s Ultras work as AA, so don’t jump in when he gets Ultra unless it’s safe
If Cody has Ultra 2, do not try towards jump air fireballs
Teleport is a good defensive wakeup option until Cody has U2 loaded
Do not neutral jump at less than half screen - Cody’s Ruffian Kick punishes it.
[/details]

C. Viper

[details=Spoiler]C. Viper
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block

Guaranteed Demons
f+MP (Super)
Blocked MP Thunder Knuckle (Super)
Blocked HP Thunder Knuckle (Super/Ultra)
Blocked Super/Ultra 1

Effective Option Selects
Demon flip palm o/s Demon on wakeup
Demon flip palm o/s SRK on wakeup

Offense Tips
Demon flip dive kick is a good wakeup attack - delay the dive kick slightly
Exploding Heart Technique stuffs her reversals effectively (and makes EX uppercut whiff)
It’s possible to do cr.MK kara Demon to punish a Burn Kick
For DF dive kicks, slightly delay the dive kick (wait until Akuma is above Viper’s head) to beat EX Seismo, HP TK and reset backdash and Burn Kick
n.j. HK stuffs many aerial attacks, according to Viper players (requires verification)
Reversal Whiff Setup: After landing c.s.HPxxLK Tatsu>Sweep, walk forward a bit and then do LK DF Throw.

Defense Tips
A good block string to avoid getting tagged by mashed reversal burn kicks is cr.LK, st.LK, fs.HP (i.e. Akuma’s kara throw setup)
Be careful with using fireballs to zone - Burn Kicks and Seismos can punish fireball recovery, and LP TK can go under air fireballs
Viper has good stun output, so don’t engage her immediately after getting hit by a combo
cr. MK can avoid burn kicks
Do not become predictable with crossup air tatsu - these can be punished with Ultra
Do not overuse teleports - jump in attack o/s EX TK punishes teleports. Having U2 can protect against this.
Use cr. MK instead of cr. MP for crouch tech so that instant burn kicks whiff
[/details]

Dan

[details=Spoiler]Dan
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block

Guaranteed Demons
Blocked Koryuken
Blocked MK or HK Dan Kicks (Super only)
Blocked Super/Ultra I
Blocked Ultra II (mid screen or closer)

**Effective Option Selects **

Offense Tips
When you crouch block a Dan Knee (esp. LK), quickly tap back to fool the opponent into thinking you’re trying to punish the blocked move. This is an effective way to bait out Koryuken.

Defense Tips
Don’t use fireballs at a close distance when he has either Ultra
Stay on the ground - do not go air-to-air
Dan’s LK Knee can cross up Akuma at close range, if Akuma is crouching
AA Demon only works if Dan has already thrown out a move in the air - otherwise he can change his direction with Dan Knee
Dan’s knees are not really punishable - MK/HK are only -2 on block, and LK actually gives him frame advantage, depending on where it hits
[/details]

Deejay

[details=Spoiler]Deejay
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block

Guaranteed Demons
DRS (Reversal Super)
Deep Low High Kick (slide)
Whiffed Upwards Kick
Blocked MGP (Super)

Effective Option Selects

Offense Tips
Meaty attacks (cr. MK) on wakeup are effective - he doesn’t have any fast reversals
Deejay has slower-than-average wakeup, so exploding heart technique or forward throw,double dash, jumping HK will barely whiff on his wakeup. This is good for baiting wakeup moves.
To safe jump, do a forward throw, double dash, tap down and then do jumping HK.
HK Demon Flip whiffed palm is a good mixup tool in this match
Use LP Shakus to mess with his fireball game
Demon Flip Kick beats his AA special at the right angle
Start wakeup attacks with a meaty cr. LK to beat most of his defensive options

Defense Tips
Be careful attacking from the air - Deejay has good AA and his Knee Shot is a very good air-to-air
Slide beats Demon Flip Kick clean
Slide punishes air fireballs (neutral or towards jump) at close distances
[/details]

Dhalsim

[details=Spoiler]Dhalsim
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block

Guaranteed Demons
Blocked Mummy deep
Blocked Drill deep
Blocked Drill shallow (super only)
Blocked Slide
After being hit by jump back HP
Blocked point blank Super (Super only)

Effective Option Selects
Demon Flip palm o/s HK Tatsu (catches teleports)

Offense Tips
Patience is the key in this match - Sim wants Akuma to recklessly rush in and get hit by normals
Slowly advance close to apply pressure
When Akuma steps closer to Sim and is in normal range, hit focus attack and dash forward if Sim doesn’t attack.
End combos with sweep instead of HP SRK to continue the vortex - keeping the pressure on is vital
St. HP beats many of Sim’s pokes - if Sim moves forward a bit and is at normal distance, hit HP
If Sim hits Akuma with an instant jumping HP, and is just outside sweep distance, he can be Demon’d
EX Demon Flip is a great way to punish Sim’s fireballs
Sim’s can slide out of dive kick setups, giving Sim a throw/punishment opportunity. If the Sim player is using slide to escape the vortex, try using DF Palm o/s sweep

Defense Tips
Teleport out of Ultra 1 setups
Be careful with jump-in attacks - his AA knee will stuff everything
His Ultra 2 can punish teleports
Dhalsim’s fireballs do not travel full screen
Sim likes to slide+throw, so if Akuma has 2 bars, do HP SRK on the slide (block) to catch the throw attempt. Cancel if they block.
Do not jump at Sim unless he does Yoga Fire
Air fireballs are unsafe - closer FBs can be punished with his slide, and distant FBs can usually be punished with teleport > punch
[/details]

Dudley

[details=Spoiler]Dudley
LK Tatsu>Sweep NO
Fs. HK hits twice on low block (close only)

Guaranteed Demons
EX Machine Gun Blow
Blocked Ultra 1/2

**Effective Option Selects **

Offense Tips
Use crossups liberally - Dudley does not have effective reversals
cr. MK beats many of his rush punches and has better range than most of Dudley’s fast normals
Try to keep Dudley on defense - keep up the pressure
Buffer HK tatsu and HP Hado into cr. MK to apply pressure

Defense Tips
Don’t press buttons during Dudley’s block strings - it’s difficult to reversal him and not generally worth the risk
Try not to get cornered in this match
Backdash out of his strings
Teleports are punishable by EX MGB in either direction (Dudley can delay the input to punish Akuma for teleporting ‘towards’ him on a jump in) - don’t rely on teleports if Dudley has meter.
Dudley likes to hang out just outside of Akuma’s cr.MK range and basically wait for us to do a move to punish. Jump-ins, fireballs, tatsus and standing roundhouse are all punishable from that distance.
-Dudley has a setup on Akuma that makes MP/HP/EX DP whiff. The setup is back throw>LK Ducking>j. HK. The setup loses cleanly to LP DP, however, and can also be blocked.

[/details]

El Fuerte

[details=Spoiler]El Fuerte
LK Tatsu>Sweep - YES (Difficult, only feasible from certain distance)
Fs. HK hits twice on low block

Guaranteed Demons
Blocked Quesadilla Bomb
Blocked Run Slide (Super)
Blocked Super
Back Jumped Ultra

Effective Option Selects

Offense Tips
Standing HK is effective on El Fuerte

Defense Tips
Teleport out of mixups
Do not throw fireballs at less than half-screen; he can EX Run or Ultra through a fireball
[/details]

Evil Ryu

[details=Spoiler]Evil Ryu
LK Tatsu>Sweep - ???
Fs. HK hits ?? on low block

Guaranteed Demons
To be updated

Effective Option Selects
To be updated

Offense Tips
To be updated

Defense Tips
To be updated
[/details]

E. Honda

[details=Spoiler]E. Honda
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block

Guaranteed Demons
Blocked Butt Splash (Super only)
Blocked ex Butt Splash (Super only)
Blocked far Super (Super only)
Blocked close Super
Blocked Ultra I
Blocked Ultra I (between hits)
Whiffed Ultra 2

Effective Option Selects
Demon Flip palm o/s MP SRK (should beat buttslam)

Offense Tips
TK Fireball into mixup is a good pressure tool
AA consistently - don’t let Honda jump in
Cross Honda up on wakeup - buttslams don’t defend against this if Akuma jumps early enough
HP headbutt can be punished by walking forward a bit and sweeping - headbutt must be blocked high (difficult timing)
U2 can be helpful in this match - teleport cancelled into U2 can punish headbutts on reaction

Defense Tips
Be careful with jump-ins when Honda has EX or Ulta 1
Focus Attack buttslams to avoid crossups and possibly getting a free combo/Demon
Don’t advance too quickly on Honda - nj. HP beats out most jump attacks and headbutt is fast
Headbutts (except HP) and buttlslams (except for HK) are safe on block - try to get some distance after a blocked splash to avoid being thrown
Don’t throw fireballs at less than half a screen - Honda’s j. HP covers an amazing amount of distance
[/details]

Fei Long

[details=Spoiler]Fei Long
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block

Guaranteed Demons
Blocked double kick (deep)
Blocked Rekkas (Super)
Blocked Flame kick
Blocked Super/Ultra

Effective Option Selects

Offense Tips
Rekkas are unsafe on 3rd hit (blocked) - punish accordingly
HP and cr. HP beat Chicken Wing
Standing LP beats rekka
Fei can be safe jumped - Flame Kick is a 5-frame move
cr. MK kara Demon on reaction will punish Chicken Wing
Crossup tatsu on wakeup often beats Flame Kick
U2 can be useful in this match - it can punish Chicken Wing and Flame Kick

Defense Tips
Concentrate on zoning for this match - Fei has superior footsies
Only sweep at far range - blocked close sweeps are easily punished by Rekka
[/details]

Gen

[details=Spoiler]Gen
LK Tatsu>Sweep - NO
Fs. HK hits twice on low block

Guaranteed Demons
Blocked Gekiro
Blocked Mantis Super/Ultra
Whiffed Crane Super/Ultra
Blocked Crane Ultra II

Effective Option Selects

Offense Tips
Punish blocked waterfall kicks
Apply constant pressure to prevent Gen from changing stances

Defense Tips
Watch out for crossups - Focus ambiguous attacks
n.j. HP should beat most of Gen’s off-the-wall dive kicks
[/details]


#2

Gouken

[details=Spoiler]Gouken
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block

Guaranteed Demons
Blocked cr.HK (Super only)
Blocked Dash punch (must hit deep)
Blocked ex Dash punch
Blocked Flip sweep
Blocked Tatsu
Blocked Super/Ultra

Effective Option Selects
Demon flip palm o/s sweep on wakeup

Offense Tips
Use Demon Flip Palm and Demon Flip Throw to beat his reversal move on wakeup

Defense Tips
Be very wary of throw setups and tech the backthrow
Do not abuse crouch tech during Gouken’s blockstrings - his reversal move will punish this hard.
[/details]

Guile

[details=Spoiler]Guile
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block

Guaranteed Demons
Blocked Flash kick
Blocked f+MP (Super only)
Blocked target combo (Super only)
Blocked cr.HK (do it between the two kicks)
Blocked Super/Ultra

Effective Option Selects

Offense Tips
Forward throw, fs.HK, HK Demon Flip Kick stuffs reversal Flash Kicks
Focus Attack the 2nd hit of Guile’s sweep (if 1st hit is blocked) for a free combo or Demon
Off of forward throw, do a double dash, slight pause and then MK DF Palm or Throw. Both should beat Focus Attack and make Flash Kick whiff.
Palm and whiffed palm/throw mixups are effective on Guile’s wakeup.

Defense Tips
Watch out for his target combo: cr. MK-overhead punch
Guile can easily do a grab when he’s hitting you with jabs, so may be a good idea to crouch tech if being hit with jabs
Avoid getting into a midscreen fireball war if Guile has U2 stocked - Guile players look for a trade in this situation
Avoid jump forward EX air fireballs if Guile has U2 - Guile players look for a trade in this situation
Jump back air fireballs are punishable with EX Sonic Boom, so be careful using them.
Don’t abuse teleports - Guile can often punish them with walk up>backfist - besides, you want to be close to Guile.
[/details]

Guy

[details=Spoiler]Guy
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block

Guaranteed Demons
Whiffed/Blocked Spin Kick
**
Effective Option Selects **

Offense Tips
EX Spin Kick can be safe-jumped - try to bait it out and punish. Then play mind games on wakeup.
MP/HP Hozanto are punishable with LP Shoryuken
Slides can be punished with cr.MPxxEX Tatsu
fs.HK is an effective pressure tool
Focus attack when he rushes - dash if he cancels
Guy’s EX tatsu can be safe jumped (4 frame startup) but timing is tight
Try to play defensively against Guy - he has trouble penetrating Akuma’s defense
Guy can focus the first hit of f.s. HK and dash under the second for a punish. This can be countered, however, by canceling into Super or U1.
On wakeup, do the DF dive kick at the peak of your jump to stuff EX Tatsu - doing the dive kick ‘deep’ will lose.
Safe Jump Setup: Forward Throw>walk forward>HK DF Palm

Defense Tips
Don’t overuse Demon Flip - you will get air-thrown
Don’t use air fireballs at too close a range - slide can punish on landing
Bushin flip throw does not work on crouching opponents
cr. MK will make elbow drop whiff
AA the command elbow drop with DP - cr. HP whiffs
Guy has a safe jump setup consisting of forward throw>whiff LP Hozanto>Safe jump MK.
[/details]

Hakan

[details=Spoiler]Hakan
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block

**Guaranteed Demons **
Whiffed Ultra 1/2

Effective Option Selects

**Offense Tips **
Hakan players like to slide to punish air fireballs - whiffing air normals can bait the slides out
Watch for oiling animation - EX demon flip can often punish with a BnB
Do not abuse fs. HK on an oily Hakan - he can focus the first hit and DNC into a combo
Hakan’s coward crouch can cause fs. HK to whiff completely - buffer a Demon into the HK and finish the input if Hakan crouches to counter
Rush him down

**Defense Tips **
Do not jump in if he has Ultra 2 - it has a relatively large horizontal range
Hakan likes to do crossup j.HK and o/s a slide to catch teleports. Teleport ‘toward’ Hakan should make the slide go in the wrong direction.
Teleport out of or DP wakeup oil dives - U1 usually loses to it

[/details]

Ibuki

[details=Spoiler]Ibuki
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block

**Guaranteed Demons **
Blocked Neck Breaker (Any)
Blocked Hien (Double Jumping Kick) - Kara with s.MP to knock the follow-up Kunai out of the air and catch Ibuki on the way down
Blocked U1 or U2
U2 can also be reversal Demon’d during the flash if Akuma is close enough

**Effective Option Selects **

Offense Tips
Ibuki’s best reversal is 5 frames, so she can be safe-jumped
HP reset after LK Tatsu does not work on Ibuki
When Akuma blocks her EX DP and she does a follow-up kunai, immediately do fs. HP and cancel into U1. If no Ultra is available, forward dash under and punish with BnB
TK air fireballs apply good pressure
Don’t abuse fs. HK - it oftens whiffs and is punishable with a full combo
Don’t abuse sweep too much - blocked sweep is U2-punishable
When you block a Dragon Kick, do an immediate jump back HP to stuff the follow-up Kunai. If Ibuki doesn’t do the follow-up Kunai, a blocked Dragon Kick is punishable by Demon.

Defense Tips
Be very careful with fireballs, especially when she has meter - EX neckbreaker easily punishes fireballs
Don’t do a lot of jump-ins on Ibuki - she has decent AA or can dash under and punish
Do not go air-to-air
Neck breaker punishes teleports, so teleports can’t be used (often) to escape from her vortex
Ibuki likes to o/s her command kick into cr. MP, so don’t attempt a counterhit if you block a cr. MP
Block HIGH when she has Super loaded, since she can hit confirm her penguin kick into Super
Wakeup dashes or focus attack dashes are effective ways of escaping Ibuki’s vortex
A counter to the Kunai vortex is wakeup teleport xx U2
Ibuki’ Safe Jump Setup: Neckbreaker - j. LP - HP TC or NB (causes DPs to whiff)
Another Ibuki Safe Jump Setup: Untechable KD - cr. MP (whiff) - j.MK (causes DPs to whiff)
Don’t abuse crouch tech option selects - Ibuki’s overhead kick can punish
[/details]

Juri

[details=Spoiler]Juri
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block

Guaranteed Demons
Blocked Dive Kick (Deep)
Pinwheel
Blocked Super

Effective Option Selects
Demon Flip palm o/s sweep on wakeup

Offense Tips
Demon Flip Palm/Throw are useful if Juri uses her reversal/focus move a lot
Stay on the ground for most of this fight
Focus attack throw fireballs (up close) and dash forward - Juri usually can’t punish

Defense Tips
Be careful with jump-ins/cross ups when she has meter - EX Pinwheel beats most jump-in attacks
Do not get too predictable with fireballs - dive kick punishes fireballs
Do not try to focus air attacks - command dive kick is armor breaking
Jump-in o/s HP Senpusha can punish teleports
Most of Juri’s frame traps begin with cs. LK or cr.LK - resist the urge to press buttons when you block these
[/details]

Ken

[details=Spoiler]Ken
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block

Guaranteed Demons
Blocked Shoryuken
Blocked f+MK (Super only)
Blocked LK or MK Tatsu (Super only)
Blocked HK Tatsu
Hit by his HK Tatsu (Super only)
Blocked EX Tatsu (Super only)
Blocked Super/Ultra I
Blocked Ultra II (f. MP kara - cr. MK kara usually causes Akuma to duck under Ken)

Effective Option Selects

Offense Tips
Focus attack is a good tool against f. MK
Careful footsies and zoning is important in this matchup - try to stay just outside of stepkick range and punish with sweep.
Corner UnblockableForward Throw (into corner)>Dash>Dash>f.j. MK (can’t be blocked properly, invincible reversals should whiff, O/S a sweep to catch backdash)

**Defense Tips **
Watch out for kara throws - get to know distance and tech timing
Don’t try to punish a blocked f. MK (step kick) because Ken will often mash DP and hit your normal
Be careful when trying to punish LP DP (online) because Akuma will often eat a HP/EX DP done on landing. Bait the follow up DP by whiffing an attack (cr. LK) before Ken lands.
Do not try to safejump Ken - his DP comes out too quickly. He can be early jumped.
Do not teleport out of mixups often - Ken can o/s tatsu and catch the teleport. Having U2 stocked can protect against this.
Ken has a safe jump setup consisting of: Forward throw, walk back, j. HP. This causes DPs to whiff, and dashes and teleports are punished if EX Tatsu or U2 are option selected.
[/details]

Makoto

[details=Spoiler]Makoto
LK Tatsu>Sweep - NO
Fs. HK hits twice on low block

Guaranteed Demons
Blocked Hayate (super only)
Blocked Tsurugi (c.MK kara)
Blocked Ultra I
Blocked Ultra II

Effective Option Selects
Demon Flip palm o/s sweep on wakeup
Demon Flip palm o/s HK Tatsu
cr. LK o/s LK Tatsu during footsies (expecting Makoto to dash forward)

Offense Tips
Dash punch can be Focus Attacked
Makoto is safe jumpable
Corner UnblockableForward Throw (into corner)>Dash>Dash>f.j. MK (can’t be blocked properly, invincible reversals should whiff, O/S a sweep to catch backdash)

Defense Tips
Neutral jumping when she does a dash punch is often a good defensive option - Akuma will avoid the choke grab and will, at worst, eat one attack
Avoid fireballs from more than 1/3 screen or so if Makoto has Ultra 2 loaded
[/details]

M. Bison (Dictator)

[details=Spoiler]M. Bison (Dictator)
LK Tatsu>Sweep - NO
Fs. HK hits twice on low block (close)

Guaranteed Demons
Blocked close slide
Blocked far slide (super only)
Backstepped Stomp (Kara the demon)
Blocked Psycho Crusher (any aside from max distance lp)
Blocked/Whiffed EX Psycho Crusher (see details in Offense Tips)
Blocked MK, HK, or EX Scissors
Blocked Close Ultra I
Ultra 2 (right before Bison stomps)

Effective Option Selects
Demon Flip palm o/s LK Tatsu on wakeup (Beats EX PC and backdash, safe against other options)
Demon Flip palm o/s MK Tatsu on wakeup (EX PC usually whiffs, beats teleport and backdash, can HP DP if Tatsu hits)
Demon Flip palm o/s MP DP on wakeup (beats EX PC, Devil’s Reverse, backdash, trades with EX Scissors, loses to Head Stomp and teleport)
Demon Flip palm o/s back jump on wakeup (to bait moves)

Offense Tips
Zone with fireballs until he has EX (scissors) or Ultra 2
To get the first sweep, try to bait out s. HK and sweep it. A good way to do this is to neutral jump and punch (fake an air fireball) and sweep if Bison hits s.HK
Mash a normal (cr. MK, for instance) after a mid-screen fireball to catch a Bison that focuses through the fireball
EX Psycho Crusher can be punished with Raging Demon:
[LIST]
[]Safe Jump Palm o/s Demon will catch EX PC in startup (tight timing)
[
]Crossup palm into Demon will work if Bison uses EX PC to escape crossup
[]Super can punish nearly all blocked EX PC (even point blank)
[
]Ultra can punish any EX PC that goes through Akuma
[*]If Bison does a point blank EX PC that goes through Akuma when Akuma is against a wall, it cannot be punished with Super OR U1 on block.
[/LIST]

Defense Tips
If Bison makes a noise after a jump, it was not a normal jump
Backwards jumping HP beats headstomps unless Akuma is in the corner
Do reaction nj. HP when Bison does a command jump (stomp or DR)
LK Scissors is safe on block, so don’t try to punish
[/details]

Oni

[details=Spoiler]Oni
LK Tatsu>Sweep - ??
Fs. HK hits ?? on low block

Guaranteed Demons
To be updated

Effective Option Selects
To be updated

Offense Tips
To be updated

Defense Tips
To be updated
[/details]

Rose

[details=Spoiler]Rose
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block

Guaranteed Demons
Blocked slide (Super only)
Blocked Soul Spiral (Super only)
Blocked Soul Reflect
Whiffed AA throw
Blocked Ultra I

Effective Option Selects
J. HK o/s sweep on wakeup
Demon Flip palm o/s sweep on wakeup

Offense Tips
Rush her down
If Akuma has an EX bar, try throwing a fireball to bait an Absorb or Reflect - do EX Demon Flip to punish
Demon Flip palm and crossup kicks/tatsus are good wakeup attacks
She has a relatively slow jump so look for AA opportunities
Early jumps on wakeup can bait Ultra 2, if you want Rose to waste it

Defense Tips
Don’t use many fireballs - Ultra 1 can punish, and she can reflect/absorb them
Don’t jump in or do risky wakeup offense unless you have a safe jump opportunity - AA throw or Ultra 2 are too good
Block when she’s close - don’t try to counterhit
Only blocked spirals that hit deep are punishable (cr. LP>LK Tatsu) - if it hits at the tip, it’s safe
If Rose throws a LP fireball from a corner and follows it, just walk up and block the fireball - don’t jump or counter
Rose’s Soul Spiral, at tip range, can be made to whiff with a properly timed s. LK. and then punished. Video demonstration - [media=youtube]zqu7Sbc5VTU"[/media]
[/details]

Rufus

[details=Spoiler]Rufus
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block

Guaranteed Demons
Blocked Messiah Kick (do after first hit, if he flips you’ll still block, so repeat)
Blocked f+MK (Super only)
Blocked Super/Ultra

Effective Option Selects
cr. MP o/s throw tech on dive kick pressure

Offense Tips
Throw a fireball or two and watch how Rufus reacts
Try to DP dive kicks
Messiah Kick can be DP’d on reaction
Fs. HP is a good tool against Rufus’ dive kicks and other offense - at the proper spacing
Rush him down when he was no meter
EX Shoryuken beats all follow-up options to EX Messiah
U2 beats all follow up options to EX Messiah

Defense Tips
Teleport out when Rufus’ pressure becomes unmanageable
Don’t jump in on him - Snake Strike is good AA or he can j. roundhouse>Ultra
Be careful throwing fireballs at less than half screen if he has Ultra 2
[/details]

Ryu

[details=Spoiler]Ryu
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block

Guaranteed Demons
Blocked cr.HK (deep)
Blocked Shoryu
Blocked f+MP (Super only)
Blocked Tatsu (Super only)
Blocked ex Tatsu (deep)
Jumped Ultra
Blocked Ultra I (close)
Blocked Ultra II

Effective Option Selects

Offense Tips
This match comes down to fundamentals - gimmicks do not really work on Ryu
Demon Flip mix up is essential in this match up, just be careful with the spacing so as to not get AA’d
Bait j. HK - step closer and cr. HP or DP them
Command dive kicks can mess up the Ryu player’s sense of timing on AA
Use demon flip palm whiffs to get closer to Ryu
Don’t try to counterhit a lot - Ryu players often focus attack anticipated normals to advance
Focus the early fireballs to build Ultra meter
Effective wakeup setups on Ryu:
[LIST]
[]Forward Throw>st.HK>HK Demon Flip (should stuff reversals)
[
]Forward Throw>LK Tatsu>HK Demon Flip
[]Forward Throw>Dash>Dash>HK DF Palm
[
]Forward Throw>Dash>Dash>f.j. LK (LK must be done EARLY) (should stuff DPs)
[*]Corner UnblockableForward Throw (into corner)>Dash>Dash>f.j. MK (can’t be blocked properly, invincible reversals should whiff, O/S a sweep to catch backdash)
[/LIST]

Defense Tips
Don’t jump in if Ryu has Ultra 1 or 2
Ryu’s main poke is cr. MK so try to stay out of the range when moving forward
Do not try to safe jump Ryu - LP Shoryuken comes out in 3 frames
[/details]

Sagat

[details=Spoiler]Sagat
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block

**Guaranteed Demons **
Blocked Tiger uppercut
Blocked close Tiger Knee
Blocked Super/Ultra

**Effective Option Selects **

Offense Tips
Make Sagat go on offense - Akuma can win a fireball war
Exploding Heart Technique is effective on Sagat - uppercuts should whiff
cr.MK is a good tool to interrupt knee loops - hit confirm for BnB or demon if he Focus Attacks
U2 is viable in this match - crossup tatsu xx U2 is effective.
Reversal Whiff Setup: After landing c.s.HPxxLK Tatsu>Sweep, walk forward a bit and then do LK DF Throw. Tiger Uppercut should whiff.

Defense Tips
Be careful of his block strings into safe Tiger Knees - use teleports and Coward Copters to escape
Be careful with jump-ins - he has decent AA and trades are greatly in his favor
Do not throw fireballs if Sagat has Ultra 2
[/details]

Sakura

[details=Spoiler]Sakura
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block

Guaranteed Demons
Blocked f+MK (Super only)
Blocked Shouoken
Blocked MK or HK Shunpukyaku (Super only)
Blocked Ultra I
Point Blank Blocked Ultra II

**Effective Option Selects **

Offense Tips
She can’t win in a fireball war, so zone accordingly
Don’t get too predictable with fireballs, or she’ll do her jumping overhead smash

Defense Tips
Her tatsu can cross you up at the end of a block string, so be careful
Sakura players often reset at the end of her EX tatsu, so don’t stop defending because you assume you’re getting knocked down
[/details]

Seth

[details=Spoiler]Seth
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block

Guaranteed Demons
Blocked Super
Whiffed Ultra 2

**Effective Option Selects **

Offense Tips
Play hit & run offense with Seth - get in, deal damage, get out

Defense Tips
Don’t throw out random moves when he has Ultra 1
[/details]

T. Hawk

[details=Spoiler]T. Hawk
LK Tatsu>Sweep YES
Fs. HK hits twice on low block

**Guaranteed Demons **
Blocked Condor Dive

Effective Option Selects

Offense Tips
All strengths of Condor Spire can be DP’d on block
Blocked Condor Dive is a good punishment opportunity - Akuma may have to walk forward a bit to be in proper attack range
Anti-air with Shoryuken instead of cr.HP to avoid getting hit by Condor Dives

Defense Tips
Backdash or jump back at end of block string to avoid getting command grabbed
[/details]

Vega (Claw)

[details=Spoiler]Vega (Claw)
LK Tatsu>Sweep YES
Fs. HK hits twice on low block (close)
**
Guaranteed Demons**
Blocked Flying Claw
Blocked Flip kick
Blocked d/f+MK (super only)
Blocked/Whiffed Wall Dive
Blocked Claw Roll

**Effective Option Selects **

Offense Tips
Focus attack wall dives or teleport away if Vega uses the throw
Vega has poor AA so don’t be afraid to jump in on wakeup
Try to bait his dodging flip and punish
Zone Vega with fireballs

Defense Tips
Do not throw fireballs when he has Ultra
Try to avoid staying in his poke range for too long
Vega’s kara throw has incredible range, so watch out for throws when he’s just outside of normal throw range
Teleport away from wall dive super
Don’t abuse sweep too much - Vega has many ways to punish blocked/whiffed sweeps
Be careful of teleporting when Vega has meter - EX wall dive will punish
[/details]

Yang

[details=Spoiler]Yang
LK Tatsu>Sweep NO
Fs. HK hits ??? on low block

Guaranteed Demons
To be filled in later

**Effective Option Selects **
To be filled in later

Offense Tips
To be filled in later

Defense Tips
To be filled in later
[/details]

Yun

[details=Spoiler]Yun
LK Tatsu>Sweep NO
Fs. HK hits ??? on low block

Guaranteed Demons
To be filled in later

**Effective Option Selects **
To be filled in later

Offense Tips
Low-to-the-ground air fireballs are effective zoning tools
Rush Yun down!

Defense Tips
f.s. HP can punish dive kicks done at outside/tip range
A well-time LP DP can interrupt Yun’s cr.MP strings
Backdash is effective at getting out of Yun’s pressure
[/details]

Zangief

[details=Spoiler]Zangief
LK Tatsu>Sweep YES
Fs. HK hits twice on low block

Guaranteed Demons
Blocked far long sweep (super only)
Blocked close long sweep
Whiffed Lariat (hit the recovery, not the Lariat)
Blocked Green Hand
Hit by Green Hand
Blocked EX Green Hand

**Effective Option Selects **
DF Palm o/s U1 or U2 on wakeup (This should beat late crouch lariat, U2, backdash and EX Green Hand, but will lose to reversal lariat or EX SPD. Akuma is also in an unfavorable position if Zangief blocks)
DF Palm o/s HK Tatsu on wakeup (This should work the same as Palm o/s U1/U2, and can be used if Ultra is not stocked)

Offense Tips
Bait lariats with properly spaced air/ground fireballs, then sweep the lariat
Zangief’s wakeup is a guessing game:
[LIST]
[]DF Throw beats lariat, EX Green Hand, Block, EX SPD, Wakeup Jump to U2. It loses to backdash SPD or U1.
[
]DF Divekick beats reversal lariat, EX Green Hand (follow up sweep should be possible), EX SPD. It loses to late crouch PPP lariat and wakeup jump to U2. Akuma is also in a bad position if Zangief blocks.
[*]DF Palm beats late crouch lariat and wakeup jump to U2. If U1/U2 and possibly HK Tatsu is option selected, it will also beat backdash and EX Green Hand. This loses to reversal lariat and EX SPD. Akuma is also in a bad position if Zangief blocks.[/LIST]

Defense Tips
Stay away most of the time - one missed link in a block string can mean eating a SPD
Don’t go air-to-air with him if he has Ultra 2
Be careful with the spacing on air fireballs - EX green hand can close the distance quickly
If he’s jumping in and is out of range for an AA or s.HP, teleport back to avoid being in SPD range
Don’t throw out random sweeps if in SPD range
EX Green Hand is used to get out of pressure - try to bait it out by feinting stutter stepping after block string or feinting a move (e.g.cr. LK at sweep range)
[/details]

It is my intention to regularly update this post with my own findings and findings by other members of the community.

Does everyone approve of the spoiler tags (to condense the page) or would you rather that all information was displayed without having to click anything?


#3

Vs Abel : DF Palm OS U1 should be added, it’s amazingly good against him.
Vs Makoto: Buffering lk.tatsu into Akuma’s cr.lk seems like a Very good way to deal with her dashes as Tokido has shown us in one of his recent videos.

As for the spoiler tag format, I think it would be better to use it because hopefully the matchups will be updated constantly this time around, so without the tags it could make the thread look like a huge wall of text.


#4

This is relevant to my interests

Guaranteed Demons:

Abel

  • Reversal first hit of CoD and if second hit (punch) comes out you can, Super / Ultra 1
  • You can Ultra 1 his Ultra 2

Adon

  • Jaguar Tooth (in flight)

M. Bison (Dictator)

  • YOU CAN PUNISH EX PC ON BLOCK WITH ULTRA 1! Why do you have inaccurate data?
  • You can Ultra 1 his Ultra 2 in flight. Use invincibility frames to get through stomp and catch him on the way down
  • Head Press into Sommersault Skull Diver. Use invincibility frames to avoid his fist and grab him as he lands

#5

It says that you can do that, you just can’t against max distance EX PC, which will even give Bison frame advantage on block. I’m not sure if it’s possible to demon blocked point blank EX PC too since he travels too far away and will probably recover in time before the demon travels that far.


#6

Just got done playing this guy

[media=youtube]gq1fc6f_lm4&hd=1"[/media]

EDIT: Brought it into the lab. Absolutely POINT BLANK (like yu are all up in his ass) and block it crouching, Reversal Ultra 1 will not catch him. However if you are a little bit back it will catch him, and gotta block it standing.

Also, Reversal Super catches him every time, no matter the distance, way it was blocked, etc


#7

I left some additional info for Balrog in the other thread. Some of it should be added.


#8

GREAT work man, this was a much needed update!

vs cody:

  • Df palm OS sweep will get beaten by EX zonk: you’ll safe jump it but the sweep will come out since ex zonk’s invulnerability frames will make your palm whiff and the sweep will get stuffed. Use df palm OS ex tatsu. It’ll beat BOTH backdash and ex zonk.

  • To bait crouch techs use ex tatsu and not srk because if he does ex zonk you’ll fly up in the air and you’ll be in a world of pain as soon as you land. Did you know: Ex tatsu even beats his Ultra? (the one that doesn’t combo). It is THAT good in this matchup and it can be used for safe wakeup chip.

  • his b.mp is a really good AA, it’ll even catch crossup tatsus and such but it’ll lose to proper demon flip kicks for a full combo.

  • cody’s hitbox is enormous…from full screen just throw lp fireballs and walk a step forward: if he forward jumps the hados use fs.hp to hit him EVERY time…and i mean EVERY time, just like rufus. If he sticks out a limb during the jump you’ll probably counter hit him for 150 damage.

  • watch out for his hop kick…that’s actually the only thing you should worry about…it has decent range and it’ll go over your sweeps.

  • abuse the shit out of him on wakeup.


#9

With cammy you should be VERY cautious using teleport as a defensive tactic when she has U1. Good Cammy’s can punish tele with U1


#10

The guy you were playing for some reason didn’t just try to hold up to see if he can get away, he pressed up too late with the first demon and was pressing buttons vs the 2nd one lol, but at that distance which isn’t absolute point blank it probably will work.

Even Super can’t Punish max distance EX PC, that thing gives Bison like 4+ frame advantage on block IIRC.

Thanks for the ex tatsu tips against Cody superlollo.

From Tokido’s blog: Vs Rose, if she throws a lp fireball from either corner and follows it, just walk up and block the fireball, don’t attempt to jump over it or anything else. This might be common knowledge to some, but it’s nice to know these little details if you’re having trouble countering such strategies.


#11

^ the problem I have with just blocking fireballs like that, especially vs Rose and Dee Jay is that they get free pressure. I suppose that’s fine for some people but I don’t like that


#12

if you end up in the corner by walking backwards you’re gonna get pressured anyways and that’s usually a lot worse than being pressured mid screen. Jumping over Rose’s fireballs often mean getting hit by ex soul throw


#13

I did a short video on ways to punish the psyco crusher with Ultra and super.

[media=youtube]5P7IY4d1oHQ[/media]


#14

here’s some more option selects against bison. after a safe jump demon flip palm, buffer any of the following:

  1. MP shoryuken - Beats EX psycho crusher, devil’s reverse, backdash, and trades with EX scissors. Will lose to teleport and EX stomp.
  2. LK tatsu - Will only beat EX psycho crusher and backdash, but you’ll be safe if he does any of his other options. The safe jump must be done perfectly (or close to perfect) for this to work.
  3. MK tatsu - Beats teleport and backdash. Occasionally will beat psycho crusher depending on the range and timing of the palm, but most of the time, it’ll just pass right through and whiff. This is better than the HK tatsu OS because if it beats a teleport, you can combo a 2 hit shoryu after.

You generally want to just mix up all the option selects depending on what the Bison likes to do, it’s all dependent on the other player. Just see what beats what and what loses to what.

Also, for option selects against honda, you want to do a MP shoryu instead of HP; HP shoryu will trade with MK buttslam while MP won’t.


SSF4 AE Akuma Match-up Thread
#15

Updated - keep it coming!

I was about to add the note about DF Palm o/s Sweep being beaten by EX Zonk Knuckle myself - found that out the hard way last night. :slight_smile:


#16

Vs Ibuki: Focus dash her Kunai mixup from time to time on wakeup to not get very predictable with teleports

Vs El Fuerte: Focus dashing on wakeup can escape pretty much half of Fuerte’s mixup game(regular/x-up Tostada press and low slide/sweeps), Tostada press can even be punished easily after dashing towards him.

Focus dashing will lose to Fuerte’s throw attacks, but you can avoid those via backdashing, by mixing up those escape options with teleports should make you a lot less likely to get your teleports baited, it should frustrate Fuerte players who attempt to mix you up on your wakeup because they have many things to look out for.

Just saw this on eventhubs, look @ Yang’s super damage @ 1:33 with what seems like overhead reset mixups:

[media=youtube]jLgqpsBE1eA[/media]

The super combo only got connected halfway through too! Thank God Akuma has a very good reversal and teleport, characters like Vega or Makoto will get raped by this lol!


#17

Really good work!

Vs Ibuki Option select vs backdash: demon flip palm OS U1, and OS HK tatsumaki (120 health). Never make OS sweep (doesn’t touch her backdash), or delayed it. :wink:


#18

vs Vega:

  • All blocked and whiffed wall dives can be punished with Ultra 1… If he feints it, it has a LOT of recovery, so you should be able to react and demon. The crossup one should work, but you will need to reversal it. Otherwise, if you don’t have Ultra, just try to anti-air it with crouching HP, it has a really good hitbox.
  • EX Wall dive can punish your teleports, so be careful doing it when he has bar.

vs Akuma:

  • Jump back air fireballs can be punished with stand HK kara ultra demon.

vs Cody:

  • Safe palm OS Ultra 2 will beat out all of his wakeup options.

#19

Yun/Yang are difficult for Akuma. I took my licks tonight from a couple of our best players in Australia (who have moved onto Yun) and found the going very, very tough.

Relentless pressure from Yun makes it difficult to rip into an assault as I’m constantly trying to defend dive kicks and stay alive. A bunch of us (including the Yun/Yang players) were talking after our session and we feel a secret to keeping these guys out might be in standing light or medium normals which we’ve managed to use to cleanly stuff their dive kicks a few times.

Lack of training mode makes it hard to figure this stuff out right now, as our arcades are pretty much in full competitive swing. Worth noting is that Yun has three variations of his dive kick (depending on the strength of the button pressed) which adds another dimension to his offensive approach.

Right now this is looking like a 6:4 (in Yun’s favour). Expect to face a LOT of these guys and as such I hope we manage to put together a game-plan because for now its an uphill slog.


#20

Shouldn’t most anti Rufus dive kick strats work against the twins? If not what makes the twins divekick pressure better than Rufus?