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[[Category: Akuma]] | [[Category:Akuma]] | ||
[[Category: Ultra Street Fighter 4]] | [[Category:Ultra Street Fighter 4]] |
Latest revision as of 08:19, 28 June 2025
Matchups
Abel
Abel[No Data] [character page] |
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Adon
Adon[No Data] [character page] |
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Akuma/Gouki (Mirror)
Akuma[No Data] [character page] |
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Balrog/Boxer
Balrog [character page] |
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Akuma's gameplan: Maintain the life lead and turtle it out. Vortex Boxer to death after getting a hard knockdown. Boxer's gameplan: Pressure Akuma with various rush and turn punches. Get in close.
One thing to be aware of is that whenever Boxer is holding charge, stop playing footsies and begin zoning. Mix up well with air and ground fireballs, because you'll have to force him to lose charge and come at you. Make sure you feint every once in a while to make him stay alert as well. Boxer can punish air fireballs if you use it a bit high up in the air with Dash Straight, Dash Low Straight, or Dash Low Smash, so take caution of your jump height before you chuck plasma. Playing the neutral game with Boxer is not the easiest task due to his outstanding normals. His cr. LP's are 3 frame moves with ridiculous reach, so walking in recklessly can get you combo'd. His far st. HK and cr. HK are also normals to watch out for, as they have decent reach and difficult to whiff punish. They tend to recover fast for hard normals, but you also have a nice sweep with a long reach too. Also, if Boxer does not have charge, he has very little answers to Focus Attack, so throw it out every now and then to make him hesitant to throw out normals. Also, don't hold focus if you see him whiff a hard punch or kick. He's probably charging up for Turnaround Punch, which breaks armour and even gives him counter hit, so the minute you see him whiff a hard normal, be ready to punish it. The last thing you need is to have him up close to you. You can punish Turnaround Punch with a walk up throw or cr. MK xx HK Tatsu. The same applies to EX Rush Punches as well, save for Dash Straight. The only disadvantage in this fight is if you're cornered and being pressured. He has answer to pretty much every escape method you try, so you just need to control your impulses and defend for as long as possible. Push him away with anything you can when you find the opportunity, such as a cr. MK or a slight walk up cr. LP when you see a hole in his pressure. If you manage to knock him down, there is absolutely nothing Boxer can do if you Option Select Demon Flip Palm ~~ cr. HK or Demon Armageddon. He tries to back dash and you'll catch him, his Buffalo Headbutt will go over your cr. HK or be countered with Demon Armageddon, and EX Rush Punches will just be shattered by the palm's armour breaking properties. Overall, this is a match in your favour. Just avoid making mistakes and play as safely as you can. |
Blanka
Blanka [character page] |
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Akuma's gameplan: Stop Blanka's hop and ball shenanigans. Control space with lots of caution. Blanka's gameplan: Get into the mix up range and pester Akuma with mixups and normals.
This match up can be quite frustrating and even overwhelming if you don't know how to approach this fight. One thing to keep in mind is that this match up doesn't boil down to mix ups, but it's whoever can whittle down the other's defenses.
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C. Viper
C. Viper[No Data] [character page] |
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Cammy
Cammy[No Data] [character page] |
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Chun-Li
Chun-Li[No Data] [character page] |
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Cody
Cody[No Data] [character page] |
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Dan
Dan[No Data] [character page] |
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Decapre
Decapre[No Data] [character page] |
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Dee Jay
Dee Jay[No Data] [character page] |
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Dhalsim
Dhalsim [character page] |
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Akuma's gameplan: Push Dhalsim to the corner, get one knockdown to mix him up. Dhalsim's gameplan: Keep Akuma out with limbs and fireball zoning.
Patience is key in this matchup. The biggest mistake you can make against Dhalsim is to rush him down recklessly, because that's exactly what he wants you to do.
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Dudley
Dudley[No Data] [character page] |
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E. Honda
E. Honda[No Data] [character page] |
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El Fuerte
El Fuerte[No Data] [character page] |
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Elena
Elena[No Data] [character page] |
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Evil Ryu
Evil Ryu[No Data] [character page] |
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Fei Long
Fei Long [character page] |
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Akuma's gameplan: Zone Fei Long and fight for every of space possible. Fei Long's gameplan: Push Akuma to the corner with the threat of Rekkas.
This is a match up in Akuma's favour by a slight amount. Fei Long has problems dealing with air fireballs, and one hard knock down is never a good news for Fei Long. However, one successful Rekka combo is all Fei Long needs to get the momentum.
Playing footsies against Fei Long can be risky, but you will be forced to play if you want to keep your back away from the corner. You're forced to walk at a range where his Rekkas would connect if you want your poke to connect, but you don't want to whiff any pokes neither. His Rekka and his other plethora of normals are perfectly designed for footsies, be it for poking or whiff punishing. He is also equipped with arguably the best Focus Attack in the game due to its range and speed. It's fast enough that he can hit you out of the second hit of st. HK, and even crumple you for doing so. Also, when playing footsies, NEVER USE AKUMA'S CR. HK!! One blocked cr. HK is a free Rekka for Fei Long.
Rather than playing footsies, try to focus more on the fireball game. Fei Long has little answers to a good projectile throwing Akuma outside of EX Chicken Wing or a Focus. Throwing ground fireballs can be a little risky since he may be able to Focus you at max range of Akuma's fireball animation, but he can't really do much to contest air fireballs. He can try to Ultra, but he'd have to be closer up at a range where LP fireball would barely hit. If he jumps at you, know that your st. HP will successfully anti-air most of his jump-in normals at most ranges. You can even hit his nj. HK if you space it correctly. If he's closer up, just use Goshoryuken.
Fei Long's biggest nightmare in this match up is when he eats a hard knock down, be it from throws or a combo into cr. HK. If you have Ultra 2 equipped, you shut down all of his wake up options via Demon Flip Palm ~ Ultra 2 Option Select. Wake up back dash and EX Chicken Wing will lose to Ultra 2, safe jump reversal Flame Kick and Ultra 1, and obliterate his Ultra 2 completely. His Ultra 2 loses to any move that has armour breaking properties, so slap him in the face for even equipping himself with Ultra 2 in the first place. Even without the Option Select, vortexing Fei Long isn't that difficult. He can try to escape with EX Chicken Wing, but most of the time, you'll have time to walk up to him and hit him with cr. HK before he recovers. |
Gen
Gen[No Data] [character page] |
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Gouken
Gouken[No Data] [character page] |
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Guile
Guile [character page] |
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Akuma's gameplan: Take out Guile's Sonic Boom game and push him slowly to the corner. Guile's gameplan: Pester Akuma with Sonic Booms and normals.
Akuma is usually considered one of Guile's worst matchups for a number of reasons. Akuma shuts down Guile's gameplan effectively, and once Guile is knocked down, there is very little he can do to escape Akuma's vortex.
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Guy
Guy[No Data] [character page] |
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Hakan
Hakan[No Data] [character page] |
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Hugo
Hugo[No Data] [character page] |
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Ibuki
Ibuki[No Data] [character page] |
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Juri
Juri[No Data] [character page] |
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Ken
Ken[No Data] [character page] |
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M. Bison/Dictator
M. Bison [character page] |
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Akuma's gameplan: Maintain the life lead and watch out for anything Dictator attempts on wake up. Dictator's gameplan: Push Akuma to the corner and keep him trapped there. Punish all air fireball attempts with st. HK
Round 1, Fight. You have the immediate advantage here. Dictator is going to have trouble getting in, because he only has one very risky tool to get around fireballs, which is his Headstomp. If Dictator starts the round by building meter with Devil's Reverse, always stay mobile. Throw some ground fireballs here and there and hope to catch him with on the way down. Just don't be too obvious, because that's when he's going to bonk you on the head. The worst thing you want to have happen at this point of the match is to lose the life lead. If he's not doing too many Devil's Reverse, then pester him with projectiles; there's very little he can do without meter. Of course, unless if you got a perfect in Round 1 before he built any meter, he will have at least one bar. Now you really have to watch out, because there's so much he can do about your fireball game... if he has charge. You throw an air fireball from super high up, he'll go through you using EX Psycho Crusher. You throw any fireball on the ground, he'll go through you with his EX Knee Press. Always assess whether he has charge or not before you throw that fireball. Even then, you have to watch out when you throw an air fireball as well; Dictator can usually walk under it and peg you with his st. HK. Against Dictator, you generally want to play defensive, but playing too defensive can have its consequences. He is dangerous up close, thanks to his 3 frame cr. LK that he can combo into, and his normals reach further than most of yours. Your cr. HK actually reaches longer than his st. MK, but whiff punishing it is really difficult because your spacing has to be near pixel perfect. At least if you whiff punish, you get a knockdown into setups, while he just gets measly 70 damage for whiff punishing a sweep. That said, if you end up playing too defensive, you'll end up pushing yourself to the corner, and that's exactly what Dictator wants. Always make sure you fight for space, because it's never fun when Dictator cages you in the corner. It's important to play footsies, even if his normals can be intimidating to deal with. Also, remember that it's a common tactic for good Dictator players to walk under an air fireball and hitting you with his st. HK, so learn to not play too defensive against him. If you have him knock down, make sure you force him to lose charge. If he has no bar, always do Demon Flip and OS a palm into HK Tatsu; it's pretty much his only reversal option. Now if he has meter, always make sure you make him lose charge. It's never fun having to guess whether he's going to EX Psycho Crusher, EX Knee Press, EX Devil's Reverse, or Teleport on wake up. By making him lose charge, you only limit his wake up to EX Devil's Reverse and Teleport. Very rarely is he ever going to do EX Headstomp, because that is completely punishable on wake up. If you do Demon Flip Palm OS into Wrath of the Raging Demon, you'll only beat his EX Psycho Crusher and Teleport... anything else he does will make you waste that precious Ultra you had. It doesn't matter whether you're being too predictable and only going for cross ups, what's more important is to make sure you either force him to block or waste his meter. One tool that can come in handy is the Super. If Dictator does EX Psycho Crusher, and you block it even at point blank range, you can always punish with Super. If Dictator has you cornered, control your nerves. Just sit back and eat some LK Knee Press chip. He has an answer to everything you try. If he thinks you'll stick out a poke, he can either counter poke with st. MK or another LK Knee Press. If he thinks you're going to jump, he'll either st. HK or Headstomp... or even worse, he's going to j. MP into Ultra. You try to teleport, he'll either slide or throw you back into the corner. Just sit back and wait a bit. Sometimes it'll take 2 LK Knee Press, sometimes 4, sometimes even 10... eventually he's going to try something like walk up throw, Headstomp, or EX Psycho Crusher frame trap. Always look out for these possible moments to escape, rather than taking a risky guess to try to escape. If Dictator won the first round and he has some meter, round 2 is going to be pretty difficult. You have to play super careful and not make any mistakes, because losing the life lead at any point here is nearly equivalent to game over. Once he has the life lead, and he's holding down back, there's very little you can do to approach. You can try to get some sneaky jumps in here and there, but he can always EX Psycho Crusher to anti air you if he's always prepared. Even if he doesn't hit you, he still just ran away and avoided pressure, so he has room to hold down back again... and losing that one bar isn't a problem because he can use Devil's Reverse to build meter again if he wants to. If it's round 2 or 3, and he's holding on to the life lead with 2 or more bars while you have 2 or less... all I can say is good luck. |
Makoto
Makoto[No Data] [character page] |
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Oni
Oni[No Data] [character page] |
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Poison
Poison[No Data] [character page] |
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Rolento
Rolento[No Data] [character page] |
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Rose
Rose [character page] |
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Akuma's gameplan: Push Rose to the corner, get one knockdown to mix her up. Rose's gameplan: Control Akuma's space with cr. MP xx Soul Spiral pressure, fight for as much space as possible.
At first glance, this may seem like a matchup in Rose's favour, but it's actually 6-4 in Akuma's favour. It may seem discouraging to throw fireballs in this match, since she can absorb or reflect them and build tons of meter. The thing is you should throw fireballs... at closer ranges. A good range to throw them are somewhere just outside of her st. HK range, or even somewhere within it. If you're throwing fireballs at timings and places when Rose isn't expecting you to throw them, it's very difficult for her to react to it. Just be a little more careful when she has meter, because she can get through your fireballs with EX Soul Spiral. However, if you're always changing up your patterns (ie distances and timings), it can still be difficult for her to react in time. Rose can be really annoying to fight against at footsie ranges however. She's going to pester you with normals like st. HK, slide, cr. MK, and occasionally cr. HK as well. Her st. HK is especially annoying to deal with, because it reaches long and her feet are off the ground, so it's difficult to whiff punish with something like a cr. MK or cr. HK. You can try an Option Select to deal with this however. You can try to do cr. MP, and buffer a Gohadouken while the cr. MP is still out. If you're at the right range, you can actually hit Rose's feet with cr. MP, and if it hits, you'll get a Gohadouken coming out. At that range, your fireball won't hit, but it will help push her to the corner. Once you do have her cornered, you have a lot of things you can do to her. One thing to look out for is her slide, because it covers a lot of ground and will push you away. When you have her cornered, always dance around her cr. MP range, because her cr. MP XX Soul Spiral is another way she's going to try to push herself out of the corner. Also, when you dance at this range, and you successfully block her slide, you can usually punish her with a cr. LP hit confirm or even LP Goshoryuken. If you're lucky, and Rose hit you with a slide point blank, you can still punish her because she's -3 on hit. If you block just the tip end of the slide, don't bother pressing any buttons. She's going to counter hit you every single time, so just remain blocking. If Rose is the one putting offensive pressure on you, be very careful about pressing buttons. She has an annoying frame trap in her close st. MK, which is throw invincible and is a fantastic frame trap. She's totally safe on block, and if she hits you, she can convert it into a combo. When fighting Rose, it's usually better to eat throws than to eat her combo's, because she won't be getting nasty ambiguous setups against you off of a hard knockdown. That of course is different if she has Soul Satellite equipped, but unless if you're cornered, you can usually teleport your way out. That is, if Rose doesn't predict which direction you would escape to. Even then, it's an annoying Ultra to deal with because it kills whatever momentum you had before. There are some things that she can annoy you with though. Her cr. MP pressure is pretty annoying to deal with. Her cr. MP XX Soul Spark can be punished just by jumping forward after blocking her cr. MP. Her cr. MP XX Soul Spiral can be Ultra'd in between. Ultra 1 would lose to Soul Spark, but Ultra 2 would cover both options. Another cool trick is that if you block the tip of her cr. MP, and she does LP Soul Spiral, you can avoid it by doing a st. LK to raise your hurtbox and punish her. This is pretty distance specific, but you can always try it if you feel confident that you spaced yourself correctly. When she's knocked down, unless you have Wrath of the Raging Demon equipped, this is a guessing game. You can try to OS Demon Flip Palm into cr. HK, which would beat her backdash, but lose to her EX Soul Spiral. You can try Demon Flip Throw, which would lose to backdash but beat her EX Soul Spiral (it has no throw invincibility). You have a bit of a guessing game to play, but if you have Ultra 1 equipped, you cover everything that she has on her wake up. As far as Ultra Combo's go, this is totally up to you, though I wouldn't choose Ultra Combo Double thanks to damage reduction. With Wrath of the Raging Demon, you can punish blocked EX Soul Spiral and Option Select her on wake up using Demon Flip Palm ~ Ultra 1 (covers backdash and EX Soul Spiral). On the other hand, you can try Demon Armageddon to punish her cr. MP XX Soul Spark / Soul Spiral pressure, or just land big damage combo if you get the opportunity. Take note that Demon Armageddon will not hit her EX Soul Spiral if you Option Select Demon Flip Palm ~ Ultra 2. It also won't hit her when she's crouching after a close st. HP if you cancel into it too quickly. Overall, play very patient and push her to the corner. Once you limit her ability to move, there's very little she can do without taking big risks. |
Rufus
Rufus[No Data] [character page] |
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Ryu
Ryu [character page] |
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Akuma's gameplan: Dominate the ground game with the use of Akuma's variety of fireballs. Fish for a hard knockdown. Ryu's gameplan: Push Akuma to the corner without getting knocked down. Build meter to slowly discourage Akuma from fighting close.
This is mostly considered an even match, although some say Akuma has a slight advantage in this fight.
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Sagat
Sagat [character page] |
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Akuma's gameplan: Weaken Sagat's zoning game while slowly pushing Sagat to the corner. Sagat's gameplan: Pester Akuma with Tiger Shots, well-spaced Tiger Knees, and variety of normals.
This is a matchup in Akuma's favour, but you definitely need to stay on your toes to win this matchup. Be patient; the biggest mistake when fighting Sagat is to recklessly rush him down and make mistakes. Sagat dominates in that aspect.
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Sakura
Sakura[No Data] [character page] |
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Seth
Seth[No Data] [character page] |
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T. Hawk
T. Hawk[No Data] [character page] |
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Vega/Claw
Vega[No Data] [character page] |
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Yang
Yang[No Data] [character page] |
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Yun
Yun[No Data] [character page] |
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Zangief
Zangief [character page] |
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Akuma's gameplan: Stop Zangief from getting in at all costs. Fight for every inch for space. Zangief's gameplan: Push Akuma to the corner and keep him there. Build as much meter as possible to threaten with EX Red Focus combos.
Akuma VS Zangief matchup has always consistently been in Akuma's favour, but it's become a little more difficult from iteration to iteration. You have to pay attention to every single aspect in this fight, including meter, spacing, and time.
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