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 Akuma Matchup

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PSN : Mincereth
Posts : 1512
Location : New York

PostSubject: Akuma Matchup   Mon Mar 15, 2010 3:03 pm

Tierlisting: 4-6
Personal Matchup Level: 4/10

Akuma has better tools than the other shotos so it makes this match a bit more difficult. His st.HK owns space (it walks him forward while attacking) and is a great pressure tool. The air fireballs make approaching difficult. He can also get out of your wakeup game cause of his teleport. Take this match slow and steady. It's winnable but you have to play it smart.

General Strategy

3/4 to Full Screen -

Like other shotos, Akuma can use his fireball to zone you (treat his red fireballs as a normal projectile). This zoning tactic is easily countered with an LK Guac to hop over them. Be aware of the different strengths that are used so that you don't land on it. Of course absorb the fireballs from time to time to build ultra meter. He can also use air fireballs to counter your Hab Dashes. If he throws them at too high a jump, you can Hab Dash > Calamari Slide under them. If he tries to counter your LK Guac meter gain with his Demon Flip, you can Guac him out of it. Other than this, neither player can do anything to the other.

Mid Screen/Poking Distance -

This is where it becomes tense for both players. If the Akuma player tries to play the fireball game at this distance, you can Hab Dash > Tostada or Hab Dash > Fajita to cause an untechable knockdown, putting him in your wakeup game. You can also EX Hab Dash to run through the fireball and knock him down with a Calamari Slide (works great against EX Fireballs). Of course, if you have Ultra 1 stocked, punish him hard for his foolishness.

If he doesn't use fireballs at this distance and attempts pokes instead, he's at a bit of an advantage. His st.HK is his most notable normal in this match (and especially at this range). It brings him closer to you safely and puts you in block stun after it hits (even though it results in a stalemate in frames, his superior normals will take you out afterward cause he just brought himself at a dangerous range). Even though Fuerte is a small character, both hits of the st.HK hits which results in you not being able to counter.

Close Distance -

Like any other match, Fuerte doesn't want to be face to face with his opponent. Akuma has great hit confirms which will lead into a good chunk of life gone and into Akuma's vortex. Do the usual crouch tech to stay out of throws and wait for him to either push you far with his normals, fireball, or whatever. If he makes the mistake of going from a normal into the Demon Flip, punish him with either a cr.HP, LK Guac, or even an air throw if you see it in advance. If you are feeling overwhelmed, EX Back Hab Dash out of there.

Ultra of Choice

Ultra 1: El Fuerte Flying Giga Buster
Ultra 1 is better for shotos in my opinion. You can punish their fireballs from a good distance and it's easier to grab their Air Tatsu if they are coming at you with it. In this case with Akuma, it's no exception. You can even go through his Zanku Hadoukens with this (just practice the timing so you don't do it too soon or too late). And if you are playing a below average player who likes to do Raging Demons from full screen for some reason, you can use this on reaction and grab them out of it.

Last edited by Mincereth on Mon Dec 19, 2011 10:14 am; edited 10 times in total (Reason for editing : Updated for AE 2012)
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PSN : Mincereth
Posts : 1512
Location : New York

PostSubject: Re: Akuma Matchup   Mon Mar 15, 2010 3:54 pm

Quesadilla Bomb
Akuma can do either of the following on block:
- st.HK (only first hit will connect)
- cr.HK
- HK Tatsu
- Super
- Ultra 1

Zanku Hadouken (Air FB)
- Calamari Slide it, make him pay
- Ex Guac goes through the FB's
- When you see the peak of his jump is reached (after the FB comes out) you can Ultra

Gohadoken/Shakunetsu Hadoken
- Short Guac
- Ultra on reaction (at right distance of course)
- EX Hab Dash goes through two hits of the Red FB and Tostada will have it avoid the third hit

Hyakishu (Demon Flip)
- Guac
- Low Fierce
- B. Hab Dash Tortilla/Tostada
- Air Grab
- Ultra*
*Note - Beware the Dive Kick, it's change in timing can ruin the Ultra
*Note - Don't take too long after a Demon Flip Sweep

Goshoryuken (SRK)
- If they miss the timing on their combo or if you bait the SRK, RSF them!

Tatsumaki Zankukyaku (Tatsu)
a lot of times will be done randomly against a Fuerte to knock him out of his run
- low Fierce
- Short/Forward Guac (Roundhouse and Ex seems to miss)
- Besides a Short Tatsu, Ultra it when it passes over you

Air Tatsu
- low Fierce
- Guac
- B. Hab Dash Tortilla/Tostada
- Ultra

Super: Raging Demon
When activated from OS Demon Flip or any other time from point blank range, this is an instant grab and you can't escape.

Ultra 1: Wrath of the Raging Demon (Shungokusatsu)
Nothing to worry about. It's extremely difficult for Fuerte to get caught by this ultra.

Ultra 2: Demon Armageddon
This ultra should never hit you unless they combo into it or you do full screen wall dives. Safe Tortilla and jump ins would be whiffed.

Fun Facts
- On Akuma's wake up, OS Hab Dash from a jump in to catch his teleport escape
- Use safe Tortilla/Tostada to bypass SRK on wake up
- Both Fajita and Tortilla can grab SRK out of it's start up frames when timed correctly

Last edited by Mincereth on Sat Jan 14, 2012 8:59 pm; edited 4 times in total (Reason for editing : Updated for AE 2012)
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