Akuma FAQs: Quick questions & answers!

I disagree, if you are close to stunning, mp.SRK FADC lp.Shaku does alot of stun

That’s probably why he wrote " damage wise ". =)

Hey guys, got a question about the HK DF palm whiff after landing a sweep at the “long range”, where you end up on the other side on your opponent’s wakeup.

Who recovers the quickest? Does the opponent get up quicker than you or do you recover before his wakeup? Is it character specific, because some characters (annoyingly) have different wakeup times, right?
I’m trying to decide weather to use cr.lp or cr.lk as a combo opener, since the cr.lk ads more difficulty in blocking it, but I’m worried that it can be stuffed b 3-frame or even 4-frame moves.

What is your experience with it?
Thanks

Frame Data.

Hi guys I have recently gotten hold of all the characters in SSFIV’s frame data, a quick question what does it mean by block advantage and hit advantage? Why some moves do not have them? and as a Gouki player how would you use this to your full advantage?

They are the number of frames faster/slower you recover when compared to your foe’s recovery. For example if it says +2 that means you will recover two frames faster than your foe. If it says -3 then it means that you recover 3 frames slower than your foe.

When talking about hit advantage the frames become useful for figuring out what will combo and what won’t. When talking about block advantage it is useful for determining if a move is safe on block.

My tip would be to start with cr.lk+cr.lp . A cr.lk will come out but it also acts as a crouch tech at the same time, so if your opponent goes for a reversal, you block it, and if he goes for a throw he techs it.

Won’t the cr.lp+ cr.lk register as a cr.lk in that situation, thus eat the reversal and it’s invincibility frames?

The key do the technique is to delay it. Here’s a vid showing how to do it. [media=youtube]NE2PpD7qtI8[/media]

can someone tell me how to do a fireball after forward dash? i always end up in a dp (of course, its the same input) but is there a a way to avoid dp and do a fb instead?
edit: i have the same problem when i walk forward and try to fiercepunch into fireball
help aprecciated

What is the preferred method for comboing u2? I’ve been using :b:+:3p:, :d:, :db: (release :3p:), :u:, :u:, :u: + :3k:.

I don’t get consistent results (because my execution, no doubt, is poor).

If you demon flip whiff palm into the corner behind your opponent and hit HP the second you land you’ll sometimes teleport in front of him. It’s a weird glitch and I was wondering if that is something that have been patched in Arcade Edition?

Uploaded a video of it: http://www.youtube.com/watch?v=0seOqRxPayQ

  1. Why would you want to do a FB after a dash forward?

  2. If you really want to, then after the dash, let go of your joystick to bring it back to neutral position before inputing the QCF + punch. Should go a little something like “double-tap”, “double-tap”, let go, “down, down-forward, forward + punch”.

  3. Same deal if you want to do it while walking forward; joystick has to come back to the neutral position before inptuing the QCF motion.

What’s the general strategy against people that focus fish a lot but aren’t in the range to get countered by a s.hk or shoryuken? Or the ones like sakura that has focus attacks that duck under the hk.

Walk up sweep xx ultra 1? Or you can throw them i guess if you know the focus attack is coming.

I think the easiest way is to: HP, f , d , uf (or b , d , ub) , u + KKK. This way the up forward motion of the teleport doubles as the first input for the ultra.

So in this situation what you want to do his buffer ultra into your sweep. Just after you hit sweep just hit jab twice, if you see them focus the sweep then all you have to do is the last input of the demon. Free ultra and usually round.

Do you mean PPP (instead of HP)?

Also, how does one get around the online Claw crap where they do continual crossups?
And how does one get around Guy’s ex tatsu on wake?
And why can’t I anti-air ultra when Blanka is just spamming j. hp, s.hp?

Also, if a move has 3 frame startup, that means it goes active on frame 3, right?

Answer 1: Vega’s wall antics are unsafe if you play them right. c.HP owns Izu drops and if he tries to fake you out move forward and punish his whiff. The other dive you just need to block and punish Vega. It takes some practice, but Vega shouldn’t be beating you with just wall dives.

Answer 2: It is annoying, but you need to incorporate some different tactics. Empty jump set ups will help. A trick I like to use against crappy Guy players is c.MK on wake up. It causes the Tatsu to completely whiff giving you a free combo.

Answer 3: Timing. Blanka shouldn’t be able to jump on you. c.HP beats or trades with most of his air attacks.

Answer 4: No it goes active on frame 4. It means there are 3 frames before it is active.

Thanks for the info.

I’m a scrub yet. Just started playing seriously, because I just got a good internet connection.

Would c. LP, c. MP, c.MP be a good start for frame-trapping Ryu, for example, because it beats his c/s LP and DP? What happens with his Ultra?

I would be worried the c.MP would shove Ryu too far out of range for the next one.

One thing to keep in mind this that a frame trap isn’t just a block string. It is how you time the moves not just what you use.

There are all sorts of frame traps for all sorts of different situations and characters.

For example a good generic frame trap to bait crouch tech is to do c.LP, s.LK, (Slight Delay), c.MP. This is a trap you use after landing a dive kick and works on most of the cast. You of course have to set it up by showing you are willing to throw them after the s.LK to make them look for the throw.

In fact you can make 3 jabs a frame trap by how you time and space them.

I’ve done the oddly timed jab trap before, but that’s as far as I get (never know if one’s going to hit or not, and it’s below the .18-.20 second reaction time). When’s that darn offensive tutorial coming?