mrtom82
3783
question on the crossup air fireball- where should you aim the fireball? I’m trying a setup off back throw and the fireball is easily punished on block and on hit and it doesnt matter if I land in front or behind, the opponent has a fair amount of time to hit me before I’ve recovered.
Should I be aiming the ball to wiff and land behind them? The video below shows what I’m basically trying do:
The air fireball set up doesn’t work on standard back throw but it may work on an opponent who has used DWU on back throw.
It only works on hard knockdowns by DF Palm, DF Grab and DF Slide.
Rikudou
3785
Also works in the corner after sweep, ex.hadou, hp/ex shaku
Pskelly
3786
What do most people consider Akuma’s worst match-ups? Is there an agreed upon few?
I try and play a couple different characters competently just so I don’t get into a rut with Akuma but what would be a couple characters that I should try and get decent with to maybe help cover Akuma’s bad match-ups?
otori
3787
Is the wiki data for his cl.mk wrong? Listed as +1 on hit which is not enough to get a f.hp afterwards even on counterhit, yet I see Tokido land this a couple of times.
Its +1 on a standing opponent and I think its +3 on a crouching opponent.
Yep, my bad. Forgot to say on crouchers.
I was playing around against E-Ryu. And tried to find original ways to punish a blocked DP.
Never though of it before but you actually can start the punish with a instant ex hado point blank, land and keep going. Haven’t explored much. So try it yourself 
What do you guys feel are the strongest block strong into kara throw mixed with frame traps to go for? Sometimes I think I get too fancy and wait too long which leads to people cr. lk ing out of my pressure.
I used to think getting a CH wasn’t that hard against mashers or from a read. Then I used my training tool and replicated several tech masher patterns to find out it’s as hard if not even harder than teching throws.
You let 2 frames gap, well that only mean the opponent only have a 2 frames window to push something. And they are just like you, they push the tech with the same rhythm they would block string you. One input at the end of each end of block stun you put them on.
Thats roughly one push per 14 / 18 frames. And you want this to be caught by a 2 frame window 
That’s why it looks so random.
I know what you mean, I also struggle to trap people and often eat a cr.lk. But I think it’s mainly because I never trained this seriously.
Once you start your home work on this subject, you’ll find how to use far HP, and cl.MK at a range after you backed off a step.
I play by the rules :
Fast masher -> traps with LPs or cr.LP into cl.HP trap.
Slow masher -> dual cr.MP or cr.LK, st.LK into far HP
Delay techer / stand techer, the standard 2 lights + walk back, walk in throw rule. Far HP traps also should work.
And never underestimate a cl.LP xx DF grab on those mashers. While they mash, they can’t DP 
Shabrout
3794
A feel that I eat CH more often when playing against noobs. They just push buttons at weird times. But that can mean something for me. Like huge gaps are effective, not only tight holes.
Huge risk, balls on the table = better result when fishing for CH.
Eating a cr.LK only mean you did your trap too close. There’s long range CH for this situation. Will be kind of safe if you miss it, but still can be followed if you succeed.
mrtom82
3795
So I’m really not understanding the frame data on the teleport. Everywhere I look it only lists the active frames but it can be an easy punish so clearly it has recovery frames. Anyone have any idea how many recovery frames it actually has?
good question, a ton I believe.
http://wiki.shoryuken.com/Ultra_Street_Fighter_IV/Akuma
If you scroll right to the bottom it says:
Ashura Senku (Far)
Total frames = 61
Full invincible = 1 - 49 frames
So it must be 61 - 49 = 12 frames of recovery I believe.
Whilst the kick version has 9 frames of recovery.
What is the best approach to take mix up wise after u2 lands?
false79
3799
Just played against Titz…OMFG totally got destroyed. Never played an Akuma that did not let you take a breathe. The only way to beat that guy is not let him throw a punch because once it starts, it’s over.
Minute 14:36: https://youtube.com/watch?v=CO17wK-4BqM
- What’s the input for that BnB? Including which Fireball he’s using (LP, MP, or HP).
- Does it still work in USFIV?
- And does that work midscreen as well?
And another question not related to the video:
- What are Akuma’s 1 frame links?
Combo wise Akuma didn’t lose anything going into USF4, he actually gained links he didn’t have before. And yes it does work mid screen, but the main key is you need be a decent distance away in order for it to work.
luibee
3802
Help!
Is it true that the Tenmakujinkyaku (jump forward + down mk) can not link to c.mp when hitting a standing opponent? I failed after many tries.