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Chazmobile

[P4A] Yosuke vs Akihiko

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Get hit and die, basically. Akihiko does so much damage on counter hit, we can pretty much settle down and expect to be in Awakening when he's done. He has so many traps he can put you in once he's on you, you have to pay so much attention to him. You must be aware of your Akihiko and figuring out his plan.

However he can't control space worth anything except for Caesar (get counter hit by this and die) and his gravity pull just makes you and your glides faster. All he has for anti-air options that I can see is 2B and DP, both aren't amazing, easily baited, and delicious on counter hit.

You can pretty much run around, fly around, and do anything you want except run face first into a Kill Rush or a giant sword. Harder than it sounds.

2A+B Sweep low profiles under Akihiko's 5A and Kill Rush. Not sure about his 2A, but it'd be sweet if it did.

If he Corkscrews you mid screen, WATCH HIM. He might be Kill Rushing straight into you again so either delay your tech or do normal stand. If you're gonna instatech just block until you can see what he's doing.

If he throws out a random Awakening Super Storm and you feel like trolling, B+D it. You'll trip the lightning and remain invulnerable for the entire duration.

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Courtesy of the Akihiko army in Tennessee:

CH 5B (and 2B) can combo into B kill rush, which nets you his goofy DP -> jump loop garbage. That's where his big damage comes from, as far as I've seen. You can also get CH 5B -> c duck -> full combo, but the damage is less; it's more for the sake of installing a hit confirm into a tick throw mixup, where 5B -> B Kill Rush is just an arrogant frame trap.

CH AA 2B -> c duck or jump back -> air dash forward jB leads into 5B -> jump loop as well.

The double hook -> cork throw combo I think you're referring to is just off a level 3 throw. On CH throw, they're left standing long enough to get a c duck into full BnB.

CH Hook -> c duck gives you a full BnB. CH lvl 3 hook gives you a crumple and enough added hitstun to get d sway -> lvl 3 cork into jump loop.

CH lvl 2/3 Cork gives you a crumple into jump loop

CH Vegeta Landing (214 A/B in the air, can't remember the name) gives you a hook -> b cork for a 3 hit 2.5k combo

B+D at lvl 2 and 3 give you 5B -> jump loop. That's usually gonna be a CH anyway to stop people from hammering 2A like one of the Come On Baby buttons is broken, and the added hitstun nets you another rep of the jump loop.

j.2C will clash with the first hit of Akihiko's Furious Action. If you're paying attention, you can Furious Action him back which will trip him, take his blue health, and he's face first on the ground letting you setup whatever you want.

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I'd like to reiterate "get hit and die" with sincerity.

Earlier I thought it was just to troll, but if Akihiko does his awakening super at neutral and you're on the ground (their intent is to one more cancel and mix you up) you can trip the lightning, swag through it all, and it doesn't count as you blocking or getting hit so he can't one more cancel, making it a free punish!

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most akihikos who dont mixup very well, you can always ib the sweep part after the rush punch and you can escape by jumping, rolling, or by raction making it harder for him to do his obnoxious mixup

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Worth noting that Akihiko's midrange option is poor at best.

Abuse this fact with 5C pokes and always punish his DP properly(it has a long recovery) with 2C FC and remember you can cross the DP over on his wake up.

Most Akihikos like to cancel their pressure strings into his AoA overhead since they can get big rewards off of it so keep an eye out for it and punish it properly.

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- Instant Block all of Kill Rush and your life will be twice as easy. You'll be able to escape for free. but be careful, a good aki would notice he is being IB and will probably go for duck/weave shenanigans.

- be careful of Level 3 EX Corkscrew. It's very fast and he's invincible for a short period of time. DO NOT CHALLENGE THIS; if you are just DP him. but if you see him building wind gauge, don't let your guard down.

- his j.a. ugh, this normal is actually pretty good air to air. if an aki is doing this close up either AA or stay away from him. his 5A is damn good too and fast as hell. but as Milln said, 2AB goes low profile under it which is very interesting.

- his 2B is good too. it is also capable of hitting from behind. if he gets you on counter hit, you are possibly going to take alot of damage since he can j.B loop from it. Oh and if he knocks you down after a corkscrew, he can perform a 2B as a meaty.. if you were caught pushing buttons(besides DP) it will hit you and he can confirm into another knockdown. Be aware of this method though, he can get you use to thinking he will always go for a meaty but that's where aki's mixups really shine.. training the opponent to make more mistakes so he can get free fatals into dead.

- Ex Hook is a damn good move. it's honestly his best move. has full guard point and fatals? pssh.. don't even mess with it if he's at level 3(he can crumble) but luckily for us he shouldn't abuse it alot in this matchup since we have datbasedDP.

- watch out for his grabs in level 3.

- KAISER!/CEASAR! is also another normal you should keep an eye out for. i mean no one likes seeing yosuke fly across the screen back and forth lol

- IAD j.B is really good. if he knocks you down, and goes for this.. don't try to AA him. it hits pretty deep so your best option would be rolling or guarding. i would say dp but a certain distances, he can safe jump with this.

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Good info ShadowFiend.

All I've got on this is, glide > Ceasar. Just IB it.

Also watch out for duck -> grab. If you don't tech this they're going to keep doing it until you do.

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