It rather bothers me that they went through the trouble of creating a challenge mode, but it’s completely non-helpful in practicing match-related skills. So I went and drew up my own list of challenges that would actually help people get better at playing Akuma. Especially for all you players that primarily get your practice online, this can supplement your practice for real-time applications. These are all drills I have used at some point in the past (or similar, I can’t remember exactly how I set things up at the time) to sharpen my game.
The last two whiff drills are what I am currently attempting to pass consistently, but am not quite there yet. I may continue to update this list as I continue to find new drills.
COMBOS 1- Set dummy to autoblock, execute all combos successfully. Not all combos I list will be intended for use, they are chosen to teach you important timing windows, in order of some arbitrary combination of difficulty and usefulness. This challenge should be repeated often as a warmup.
demon flip dive, cl.HP -> LK tatsu, FP srk
FA, dash, ultra
walk forward, to immediate cr.MK -> HP hado
crossup j.MK, cr.LP, cr.LP, LP srk
cr.LP, cr.LP, cr.MP->HP hado
f.HK, cr.LK -> LK tatsu, FP srk
FA, dash, cr.MP, cr.MP, cr.MK -> FP hado (last hit does not have to combo)
HIT CONFIRMS 1 - Set dummy to random block, pass each test by repeating successfully until both outcomes have occured at least twice. Once in awhile, change up the “on block” option to make sure you are able to mix things up in a combat situation (e.g. instead of cr.LP, cr.LP, do throw/backdash/cr.MP->hado etc. etc.)
FA, dash (on hit: ultra) (on block: cr.LP, cr.LP)
f.HK (on hit: cr.LK -> LK tatsu, FP srk) (on block: backdash)
demon flip dive (on hit: cl.HP -> LK tatsu, FP srk) (on block: cr.MP, cr.MP -> LK demon flip dive and repeat)
crossup j.MK, cr.LP, cr.LP (on hit: LP srk) (on block: cr.MP -> LP hado)
crossup j.MK, cr.LP (on hit: cr.LP -> LK tatsu, FP srk) (on block: EX tatsu)
cr.LP, cr.LP (on hit: LP srk) (on block: throw)
COMBOS 2 - Dummy on autoblock.
j.HP, cr.HP -> LP hado, FADC, cr.MP -> LK tatsu, FP srk
HK tatsu (at distance hit once or twice) -> HP srk
cl.HP -> LP hado, FADC (repeat 5 times with infinite meter)
MP srk (2 hit), FADC, HP red fb
LP srk, FADC, MP srk (1 hit), FADC, HP srk
cl.HP -> LK tatsu, LP srk, FADC, HP red fb
cl.HP -> LK tatsu, cl.HP -> demon flip
crossup tatsu, cr.HK
crossup tatsu, HP srk
HIT CONFIRMS 2 - Dummy on random block.
Set up a wakeup with (cr.HK, f+LP+LK, demon flip throw, super, ultra). Do this test with every single one.
— crossup tatsu (on hit: combo with delayed cr.HK) (on block: cr.MK -> hado)
— meaty j.HP, cr.HP -> LP hado (on hit: FADC, cr.MP -> LK tatsu, FP srk) (on block: do nothing)
Neutral jump point blank ex hado (on hit: f.HK, cr.LK -> LK tatsu, FP srk) (on block: throw)
Neutral jump MP fb, opp in corner (on hit: f.HK, cr.LK -> LK tatsu, FP srk) (on block: cr.LP, cr.LP)
f.HK, whiff first kick (on hit: cr.LK -> LK tatsu, FP srk) (on block: cr.MK -> FP hado)
AA DRILLS
- Record dummy walking forward for a few secs, then backing up to jump-in range and jump attacking. AA FP srk with all 3 hits (some moves can only be hit twice by srk, be aware of this).
- Record Ryu walking forward for a few secs, then backing up to jump-in range and j. MK. Anti-air using cr. MK -> LK tatsu, FP srk.
- Record Blanka walking forward for a few secs, then backing up to jump-in range and j. HK, then holding up for 2-3 jumps. AA demon buffered from cr. MK
- Repeat above drills with dummy using a random time interval of moving back and forth before jumping.
FOCUS DRILLS
- Record dummy walking back and forth for a full 10 seconds with 2-3 random sweeps interspersed. Maneuver position in front of him and repeatedly focus charge, back dash cancelling every time. But if he sweeps your FA, release and combo. Re-record with different timings occasionally.
- Record dummy walking back and forth for a full 10 seconds with 2-3 random FA backdash cancels. Maneuver position in front of him and repeatedly attempt to sweep him. If the sweep is focus absorbed, cancel to ultra.
DEMON PUNISHMENT DRILLS
- Record Blanka crouching for a random amount of time, then Blanka balling, then jumping for 2-3 jumps. Reverse with ultra.
- Record Zangief walking back and forth for a random amount of time, then EX glove, then jumping for 2-3 jumps. Reverse with ultra.
- Record Ken walking back and forth for a random amount of time, then f.MK, then jumping for 2-3 jumps. Reverse with super.
WHIFF DRILLS
- Record Ryu holding d/b and jabbing at predictable intervals for 10 seconds. Insert 2 sweeps after random jabs in the sequence, with blocking afterwards. Sit outside both of your sweep ranges and punish his sweep with yours. Re-record occasionally with new timings.
- Record Ryu holding d/b for 10 seconds. Insert 2-3 sweeps randomly. Move around and periodically park yourself just outside both sweep ranges, if he happens to sweep during this interval, punish it.
- Record Ryu holding d/b and jabbing at predictable intervals for 10 seconds. Insert 2 cr. MK after random jabs in the sequence, with blocking afterwards. Sit outside his range, but within your sweep range. Punish his poke.
- Record Ryu holding d/b for 10 seconds. Insert 2-3 cr.MK randomly. Sit outside his range, but within your sweep range. Punish his poke.