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Thread: Labrys vs Akihiko

  1. #1

    Labrys vs Akihiko

    The Neutral Game

    Long Range: Your Tools vs His Tools

    Medium Range: Your Tools vs His Tools

    Close Quarters: Your Tools vs His Tools

    Offense

    Your Offense:

    His Offense:

    Defense

    Your Defense:

    His Defense:

    Gimmicks and Resets
    Placeholder

    Match Summary
    Placeholder
    Last edited by Setsuna; 03-29-2012 at 03:11 AM.

  2. #2
    New Kid in School Kurizu208's Avatar
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    Kurizu208
    TeddieLinne
    This is the hardest match up for me. Does anyone have any tips?


  3. #3
    What exactly is giving you trouble with this matchup?

    5C is a really good spacing tool for this match, just watch out if he has meter as he can probably EX ducking -> fatal corkscrew for some ouch.

  4. #4
    From videos watch out for his EX ... everything and j.C(?) on counter hit. Besides that nothing really I can note without having my hands on the game.

  5. #5
    3rd Year datchison18's Avatar
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    dreatch16
    found out something funny
    labrys's bull like super can go through akihiko's instant kill
    not sure if the other supers can do it though

  6. #6
    3rd Year redsilversnake's Avatar
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    redsilversnake
    Labrys
    Quote Originally Posted by datchison18 View Post
    found out something funny
    labrys's bull like super can go through akihiko's instant kill
    not sure if the other supers can do it though
    Someone in DL's video thread linked to a vid that showed Brutal Impact being immune to it.

  7. #7
    New Kid in School
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    If the Akihiko player does not know when to do 5B fatal counter on you yet, or simply doesn't know the matchup, you can pretty much just go berzerk with jB. Once they start experimenting, they'll find out a few things that'll hinder your offense but certainly not to a lockdown extent, just need to start playing more careful. Two fatal counter combos from Akihiko can kill you, potentially 4.5-5k, all the way up to 9k if they have the meter for it.

    Certain things to note are:
    Akihiko's range is kind of awful. If you see him whiffing normals often, you might as well use 5A liberally to start combos.
    Lab's jump-in j.B can be dealt with (i mean, short of blocking it) with his Parry special, his upper-body invulnerable r-action, and uppercut super. However, the crossup isn't necessarily bothered by these tools unless he has amazing timing and knows when he's going to turn around, so he's going to have to dash around or away from it or block it.
    When he's awakened, try not to do any slow moves without reason, or j.B too high because he can maziodyne super which is invincible. However, the startup is slow, and it's so punishable it's ridiculous so don't worry too much about it, I've very rarely seen anybody capitalize well off of it, and never without meter.
    Akihiko's quick jC persona slash is a pretty nasty counter hit fishing attempt, like the only thing he has with great range and can be done pretty low to the ground, but holy crap its punishable. 5C and 2C are not as punishable, but for some reason i don't see them being used as often, even though 5C hits overhead anyways.

    Once they figure out 5B fatal counter is amazing, then you'll have to start being careful when they figure out where your attack string holes are. It may be fast enough for them to mash and you get unlucky, but this is unconfirmed since I haven't played any mashers at UFO yet, need to do a record turbo test. However, this nets an easy 2.5k midscreen, 4.5-5k wall, and potentially push to the wall, assuming combo is not dropped.

    Remember his range is atrocious, so his 5A/2A might whiff on accident, and you can 5A that or something, and then if he hops/jumps and does jB jB pair, you can 2B and his vertical range is short enough to where Lab will beat it if timed right, and might either clash (quickly do 5A and beat his next normal) or beat it if a little late. If you can see that though, you might as well just block it and see if it pushes you just out of range for his next standing normal. It does sometimes, and it's pretty dumb, bad for Akihiko but awesome for us.

    His block strings will probably end in throw attempts or another block string; that gap is a hole if he tries the block string, but you'll be better off just blocking, then teching the throw. Beware he can combo off of throws in the corner with no meter unlike us, generally netting 2.5k-ish IIRC, and FC in the corner is scary as said before.

    If you can predict when he'll do his kill rush (flurry of punches in a row with a followup), lab's r-action usually does great wonders on it.

    What'll win you this match is Akihiko's terrible attack range that is always slightly short of what the player probably wants it to be, and not having a free way out of your oki and crossups.

  8. #8
    Aki DP's your DP? Charge it. I kept doing so until this one Labblette decided they really want to DP out of my block-strings.

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