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Matchup #2 - Akuma


 Your moves? Nothing.
 Your moves? Nothing.

Next on the list is Akuma, a lot of people seem to think mirror match strategies are pointless, but since the Gouki Gouki one is full of so much shenanigans, I have to cover it. This is the match I know so well, that it makes me sick. My early SFIV career was based solely on mirror matches, and it shows. 

Normals

Jab
Akuma’s all purpose hit-confirm is his jab. Crouching, standing close, standing far, they all offer good frame advantage on both hit and block, and have only 3 frames of start-up. Getting clipped with a far standing jab means you’re going to get hit with far roundhouse or sweep. Jump jab is Akuma’s best air-to-air, since it has 7 active frames. Sure it doesn’t do a lot of damage, but it sets up a mixup on the ground immediately after.

Strong
Standing and jumping, the strong punch isn’t too useful. It can be used as a neutral air-to-air from time to time when you read a jump, but other than that, not great. Its true use lies with the crouching version, which is one of his best pokes. Counter-hit c.MP is pretty common if the Akuma is hitting his buttons at the right time, and since it only takes 4 frames to start-up, and offers a ton of hit-confirming opportunities afterward, expect to see this often.

Fierce
A deadly normal. Jumping fierce is an ok air-to-air option, but that’s not the half of it. Close standing fierce comes out in 4 frames, making it one of the fastest hard normals in the game, and is the primary tool for punishing BNB’s. He can even cancel the recovery of the close fierce with a demonflip or fireball which makes it a relatively safe option, and useful for hit-confirms. Crouching fierce stands up your opponent, but the primary use is for anti-air. Down fierce is traditionally one of the best Street Fighter normals, and it’s no different for Akuma’s. Any jump-ins that are too close for comfort can often get clean hit by down fierce, even cross-up tatsus. Akuma can even cancel the down fierce into a demonflip for rushdown shenanigans.

Short
Jumping and crouching short are the two main uses for the normal. Air-to-air it beats out stuff similar to jump jab, and it’s one of his best ambiguous jumping attacks as well. A lot of the times you’ll be expecting a cross-up MK and you get a standard jumping LK instead. Crouching, the short replaces a jab in a hit-confirm, and is used in conjunction with option select tricks. Starting with a low is often a good way to get the ball rolling, and offers similar frame-advantage to that of crouching jab.

Forward
Medium Kick is used for poking primarily, but is also his basic jumping attack/cross-up. His crouching forward isn’t nearly as good as Ryu or Ken’s, but it’s still good enough to 2-in-1 a fireball or ex fireball, into FADC into whatever else. I personally find that people don’t expect low forward into fireball like they do for Ryu, so Akuma can use this to his advantage. Of course, this is also the button of choice when buffering the demon, so a lot of times Akuma will be throwing out a crouching forward and buffering something nasty inside it, be cautious and spot these if you can.

Roundhouse
Akuma’s best normal, maybe one of the best in the game. His roundhouse is superior in all fields, the only exception being close standing roundhouse. Crouching, it’s a very fast sweep, faster than most others. It has nice range and can be used as a poke since it’s much harder to punish than other shotos. Jumping, it’s a great attack with nice range and damage, and is implemented in the vortex a fair bit. But yeah, there’s that whole far standing roundhouse. Some people say it’s pretty good. Hits twice, combos, pretty coo’.

Overhead Chop
The overhead chop has its place during EX air fireball pressure and wake-up games, but is also highly unsafe if blocked, and comes out super slow. It can also be used to buffer super or ultra, a technique called “kara”.

Dive Kick
The normal dive kick flat out sucks. There’s a demonflip version which we’ll get to, and that’s more than likely the one you’re going to see. If this version hits shallow, it won’t combo and the opposing player gets a free punish. If can often be mashed right through, proving how unreliable it is.

Special Moves

Fireball
His main tool for zoning being a shoto, the grounded fireball comes in four variations: LP, MP, HP and EX. The difference is the rate of speed they travel, with good spacing he can catch you slipping by varying the speed of the fireball and by whiffing normals for mindfuck purposes. The EX version hits twice and knocks down on hit. In a corner Akuma can get creative with EX Fireball combos, with the ability to juggle afterward with an SRK.

Air Fireball
Akuma can throw an air fireball at any point while airborne. The angles of the fireballs vary on which strength is used, LP being the steepest and generally the safest (provided it’s a tiger knee fireball). The jab fireball is also used for cross-up tricks, so be on the look out. EX Zankuu shoots two fireballs at slightly different angles, and it’s probably the safest way for Akuma to jump in on an opponent’s wake-up as they act as a shield when he’s falling. He can of course get EX-DP’d through it, but other than that pretty safe. The EX fireball sets up a blocking trap in the corner as well.

Red Fireball
Akuma’s secret tool in the fireball is the shakunetsu. When he sees a gap he will strike from a safe distance with this, and depending on which strength is used, it will hit from 1 to 3 times. The stronger version of the fireball that is used, the slower the recovery, making this pretty unsafe – but also allowing his opponent to be tricked into thinking a jump attack is safe, the LP Red FB is useful for that. EX Shaku recovers just as fast as the jab version, does more damage and stun than HP, and is +12 frames on block, allowing Akuma to pressure you into a corner with it.

Shoryuken
The all purpose shoto anti-air and a prime ender for combos, shoryuken is something you have to respect when fighting any shoto character. This used in conjunction with safe fireballs gives Akuma a Ryu-like stature, but the main use is in his bread n’ butter combo. After popping his opponent into juggle with an LK tatsu, Akuma will usually juggle with LP or HP Shoryuken. The LP version if he’s FADC’ing into shakunetsu fireball. LP version hits once and does 130, MP hits twice and does 80/80, and HP hits 3 times and does 80/60/50. In FADC combos LP or MP will be used because of damage scaling. EX version has the exact same frame data as the HP, but it’s invincible all the way up, making it one of Akuma’s safer wake-up options.

Hurricane Kick
The LK Tatsu is used primarily in the BNB as already mentioned. After a jumping attack and normal/string the LK Tatsu is used to pop Akuma’s opponent into the air for a big juggle ender. MK version is fairly useless since the HK is better on the ground in every way. HK will be used to pass over projectiles; frames 7-36 are invincible so improperly spaced fireballs can be read and punished with it. If the distance is perfect, Akuma can also SRK juggle afterward, but this is very touchy. EX version hits may times and offers some nice invincibility, but the prime use is for hit-confirming on crouching opponents (since a normal tatsu will whiff). In a corner the EX tatsu can set up some sexy juggle combos, so be on the lookout.

Air Hurricane Kick
The air hurricane is mostly HK version, and is used either as an escape from a corner (coward copter) or as an offensive cross-up attack (x-up tatsu). The cross-up tatsu sets up a sweep afterward for an untechable knockdown, and thus begins the vortex. Of course Akuma vs. Akuma this doesn’t work too great, since he can just teleport out in response. You can also get clipped with a shoryuken after a x-up tatsu hits if Akuma just wants the guaranteed damage. The EX Air Tatsu is widely referred to as the “PHD” or “ED MA” since it’s a stunt performed by Ed Ma at the Denjin SBO 2009 Qualifiers. EX Tatsu causes akuma to stop in mid-air and spin around a bunch, which can set up a mixup upon landing next to an opponent, such as SRK, throw, or demon.

Demonflip
The demonflip offers so many options that it’s kind of silly to think about. It’s essentially a command jump, with four different follow-up attacks depending on what Akuma does afterward. It has three distinct ranges, and is good for punishing predictable projectiles since it travels almost the length of the screen with the HK version. The EX version has auto-tracking, which will go where-ever his opponent is located, but has a nasty habit of landing behind them. The demonflip can be whiffed repeatedly to gain meter as well.

Palm Strike must be blocked high and is armor breaking untechable knockdown, so it stops pesky focusing in no time. It can seldom be used as an air-to-air, but the primary usage is in whiffing it. There is no landing recovery time if the palm is whiffed, and it sets up Akuma’s oki game very nicely.

Dive kick is the equivalent of a jump-in attack, although it’s a little weaker than j.HK and a lot safer than it seeing as demonflips are harder to anti-air. It doesn’t have to be blocked high like a normal jumping attack, but it stands up opponents on hit allowing Akuma to combo however he pleases afterward. The biggest perk is that if it hits a combo is essentially guaranteed, unlike the normal poopy dive kick.

Throw is like a normal throw, except done in the air. The range and timing is a bit difficult at first, but it’s one of Akuma’s better mixups. The strength of the demonflip also determines the range of the throw, the stronger verion the larger range. These are usually seen after Akuma conditions his opponent to expect jumping attacks/empty jumps, at which time they block and get thrown. Using this In conjunction with demonflips canceled out of normals can be very tricky.

Slide is the last and least interesting option, and is done by hitting no buttons after inputting the Demonflip. It has a ton of recovery but does have the same properties as a sweep, and can be used meaty on an opponent’s landing. It definitely has use, but limited use.

Teleport
Teleport is the get out of jail free card, Akuma will use this to escape wake-up/mixup pressure and corner traps. It’s very readable so he has to be careful when using it, and it has a huge recovery time as well. But still, this is probably what people find the most upsetting about Akuma. There’s two ranges, short and far, as well as two directions he can go in. Learning how to spot these is essential in catching the bastard.

Super Combo
The super demon is essentially a zero frame grab, so at point-blank range, it’s inescapable on reaction. The only way an opponent could jump out is if they did so before the demon was activated. This is the main use for super, and it can be buffered into overhead chop or a demonflip palm for trickery. It only does 330 damage, but the way an Akuma player sees it: That’s a free 330 damage. You won’t often encounter the super since Akuma also enjoys the luxuries of EX moves and FADC combos, but once in a blue moon you’ll be reminded when the screen goes all black.

Ultra Combo
The ultra demon does a TON of damage, and is often a deal-breaker in what is otherwise a pretty chill match. It can’t be thrown out randomly since it’s easy to escape, even at point-blank range. It does have a fair bit of startup invincibility however, which makes it deadly in conjunction with a c.MK or c.HK buffer. Once Akuma has ultra, it is no longer safe to jump, ever. He can grab you during your landing recovery frames, even if it’s an empty jump (provided it’s timed correctly). It’s great as a reversal through unsafe moves and ultras that are blocked, but the only way to combo into it is from a level 2/3 focus crumple. A good Akuma will be buffering demon jabs into just about everything he does, making any move you do in response very risky. Look out for demons buffered into cr.HK, a lot of the time the other Akuma is fishing for a focus, and when they receive it they will finish the demon and obliterate.

Strategy

The Akuma mirror is largely dependent on tricks since a lot of the zoning and wake-up games don't really apply. The opposing Akuma as well as yourself can teleport or otherwise escape out of a lot of situations that would normally put another opponent under a lot of pressure. Akuma travels by demonflip much of the time, so anti-airing with your typical shoryuken becomes a very risky proposition, and red fireballs should be used sparingly in fear of ex flips on reaction.

Whoever can poke better and capitalize on opportunities seems to win this match-up. You wouldn't think so, but Akuma has a hard time getting out of a corner against another Akuma, the opponent can trap you effectively with moderately spaced ground fireballs, and mixes it up jumping in with air fireballs as a shield, going into a three-way mixup with either a low attack, overhead, or throw as the fireballs connect.

The far st.HK seems to obliterate, which is both good and bad since your opponent can also abuse it. Upon a blocked far st.HK, there is a 0 frame advantage/disadvantage for both players, which sets up a metagame in itself. Either player can choose to poke/counterpoke, jump, walk-up throw, shoryuken, walk back, etc.

Poorly spaced air fireballs while jumping forward or backward can lead to anti-air ultra, which can either be buffered into a cr.MK/HK to lower hitbox, or with far st.HK to traverse under said fireballs. This little trick can be counter-acted by tiger-kneeing jab air fireballs, which will usually hit Akuma as he tries to slip under them.

Protips

  • Use Shakunetsu Fireballs sparingly, even the quicker ones are easily punished by psychic flips.
  • Go for the damage whenever possible, since mix-up and vortex have little effect on another Akuma.
  • Never back yourself into a corner or you’ll get a taste of your own medicine.
  • Don’t overuse teleport, especially when the other Akuma has meter. Demon demon demon!
  • Buffer demons with far st. HK to traverse under air fireballs, and c.MK for everything else.
  • Don’t fight midrange with another akuma if your footsies aren’t good enough, st.HK beasts on Akuma.
  • If you're losing in the rushdown game, by all means back the hell up and revert to Ryu-style fundamentals. Simple and effective.
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