The ground game is basically footsies and zoning. In other words its the ability to create pressure without ever leaving the ground.
Quick question guys, don’t know if it was already asked: did they change our teleport in AE?
I was pointed the new frame data and was checking it a while ago, total duration for both PPP and KKK has +4 frames, but frankly I didn’t really notice any change. Shouldn’t it be kind of noticeable?
So, what happened there?
I know they updated the f.data on SRK wiki since it now shows the correct advantage values for close st.LK (+5, previously it said +4) and far st.LP (previously +5), but what about the teleport?
To me, that looks even worse tbh. I mean, I (almost) never manage to get it to hit 5 times, it glitches often.
On top of that, they nerfed both stun and damage, so it ends up like a 140/160 move. Way off better to go with EX Fireball and keep the pressure going - also, more stun.
Atm I’m using it as “get off me” move, or simply hoping to throw them back in the corner.
Thanks Loyal that was very helpful.
Keep moving… I’ve run into a few decent Blanka players online and your best bet it to NOT stay put. As LoyalSol said, jabs will beat his hops though it’s a pain to time them online, more so if there’s lag (even minimal). You just have to adapt on the fly to the timing.
It’s not a GREAT example as my Akuma’s not that good, but here’s a vid I put up on my youtube of a Blanka match. But you should get the idea as I’m constantly moving here and he had a hard time getting to me with hop shennanigans. I played a 2nd match with him where I wasn’t as mobile and he won…
Basically keep moving, but stay grounded (not like I did, jumping around like an idiot) and you should find this matchup will become easier.
I find its still one of Akuma’s best tech busting moves as it leaves you safe (unless playing sim) and does decent damage AND only costs you one bar. But yes, its a bit goofier now and the s/d nerfs kinda suck.
On a complete unrelated note, Gouken’s ex tatsu is awesome now.
anyone have a list of who wakes up early/late for each untechable knockdown?
Here’s a list I’ve done for SSFIV (I think the thread was deleted or somethin after the board update):
I haven’t checked these in AE, but one thing for sure is that Adon’s wakeup is fixed now, I might recheck the entire cast including the new characters sometime to see if there are any more changes in AE.
thanks mate
so much frame perfect timing involved with akuma… makes me want to play yun for his derp safe pressure/mixups
i’m a new akuma player and recently started playing on stick as well. i’m having a hard time doing fireball fadc combos. i’ve managed to complete trial 19 once but trial 23 is just too much. i seem to constantly be practicing it wrong, what is the easiest way to do it?
@metalica the list you’ve done. blanka wakes up normal on forward throw?
Yeah he does even in AE, forward throw x2 dashes immediate j.hk OS jab SRK should beat/fully stuff everything except EX upball & U1 (both are faster than 5 frames), pretty sure those two reversals can be empty jumped after forward throw x2 dashes.
http://img163.imageshack.us/img163/9241/ryu3ds.png
if anyone wants a animated akuma avi send me ur color and 3 moves you’d like through PM
(example: color 3, teleport air fireball taunt
Those of you who peruse the stick art threads on SRK will have already seen this, but here’s the panel that I’m expecting to arrive in the mail this week. I’m pretty happy with how it turned out, given my limited graphic design skills.

Alright guys I’ve finally made the switch from Vanilla SF4 to SSFIV AE since I play on PC. Anyway for some odd reason the combo timings and all that seem a bit different in SSFIV compared to vanilla. Is it just me? Sometimes i drop the most basic BnBs like the srk finisher off a lk tatsu. =/
It’s always just you.
I’m going to do this switch from vanilla to AE on PC, too and can tell you as soon as the disc version hits the shelves. Should be around 15th in Germany… I hope… Didn’t expect Capcom to screw the different releases (online distributors/retail market/different regions…) up like this.
But I can’t remember anyone recognizing this when SSF4 came out for consoles last year. So it MUST be you.
sup, who is the best akuma in the US, on xbox live and in psn. thanks.
and PC too
Hey guys, wanted to get two safe jumps setups for demon flip after UKD, preferably one off of fwd throw and another off of cr.hk. The one I’ve found that seems to be what i’m looking for is: fwd throw, 2x fwd dash, mk.demonflip. If you guys could give me one or two more (and confirm if this is in fact a safe jump), id really appreciate it. In general i’m trying to replicate the demon palm safe jump O/S sweep/U1/U2, against Balrog.
Any help is appreciated guys.
Could someone please explain an Akuma demon flip palm O/S? I get the whole concept of it, but cant seem to pull it off even in training. Mainly the timing is what i cant wrap my head around… it seems like im doing a bunch of moves , then holding block??? whether its O/S sweep, or demon, or DP… I just dont get it … PLEASE enlighten this noob.
…i guess i’ll answer your question. You perform a safe jump with demon palm, and input the motion for whatever you’re trying to buffer when the attack would hit, thus: if it whiffs, you get whatever you put in, if it hits, then it…hits.
Try, cr.hk, delayed lk.df-palm. It should hit as soon as the opponent wakes up, then when its hitting, you hold down and hk. You record this and let the dummy do it, and then you as any character attempt to backdash, or perform some invincible reversal. if you want to see it in AE, do moves that have a crap ton of invincibility (more than 12f). Like do demon flip O/S U2 and try it against boxer’s TAP or mp/hp/ex.hb . You’ll see it activated. Backdash is the easiest though.