Akuma FAQs: Quick questions & answers!

What you want to do is go from down to down forward to forward to up-forward plus LP really quick. I.e. don’t do a fireball and then press up. You press up-forward before you press LP. Akuma will jump and immediately do a fireball. To make it effective as a cross-up you will need to space and time it just right. There are certain set-ups, e.g. against Honda. I think it’s a back throw, slight pause, TK fireball. That will let you go into a safe block string for free pressure.

On block it’s not safe…you can be reversaled between the fireball and your c.lp. It does combo on hit tho.

Here’s the answer from the handy-dandy SRK Glossary thread:

I remember about this way back when, when I started to learn playing SF4 and Akuma, and I became interested in the Kara Demon: “~” means you press two (or more) buttons almost exactly at the same time, and if I remember correctly, technically you’re supposed to press the buttons 1 or 2 frames apart for this type of input to work.

They can also autocorrect Ultras, though I don’t know if that’s a viable option. I just know that hurt lol.

There is a version of the crossup air fireball that safe on hit/block and can’t be autocorrected. Just delay the button press when doing the instant motion so you get a fireball that executes later into your jump frames.

Can someone tell me some Useful Kara Demon inputs and Setups ? I’m getting blown up because i fail at it :frowning:

Ok, since you elaborated, can you or someone else please explain how I go about practicing these option selects in training mode or however its supposed to be practiced? The same question applies to footsies (which are akumas cr. Pokes right?). I watched the video with Mike Ross and Air explaining how to do it with Ryu, but i still dont quite understand it.

Much appreciation.

EDIT: Also, is “kara canceling” any different from regular canceling?

Practicing is actually not that hard. Set up Akuma as the training mode dummy and try to input the OS. Then set it to play back and try to back dash out and also try just blocking. If you did it correctly a block should result in s.LK and a whiff should result in s.HK.

The input for this OS is actually very easy to do. By far it is the easiest ground OS I have seen. Both the c.LP sweep OS and s.LK HK OS are dirt easy to do. You just need to work them into your muscle memory.

Kara canceling is similar, but a little different from normal canceling. Normal canceling you cancel out of the active frames of a move into a special move while Kara canceling you are canceling the start up frames into another move. The advantage is if you have a normal that moves you forward you gain that advancement for the move you cancel into. Or in the case of Demons you use the normals to hide your jabs.

Wtf I only just realized using Ultra 1 with Akuma gives the opponent around…3 bars. Thats insane o_O is this the same with every other character too? Ive played this game for a whilleee now and only just noticed. Prob. cause I only recently picked up Akuma again, and when others use Ultra, the bar increase for the opponent isn’t that much.

Thats crazy. I punished a FEI players today as he did his Ultra and I blocked, the range + blockstun made it impossible for me to walk up and do anything bigger…he had 10% HP left, I ultra 1’d, I gave him THREE bars of super for the next round. Thats just plain stupid lol…

Edit: Sorry if this is off-topic, most sections I visit have a generall discussion thread

Yeah, een like this since Vanilla, and no, I don’t remember other Ultras giving back so much meter. It is probably the only downside of this Ultra, you’d never want to give your opponent 2 and 3/4 bars.

One should restrain himself to use it only when it gives a huge lead (or simply wins the round), or basically when your opponent already has a lot of meter.

Akuma has access to huge punishes up close (the brainless cr.MP xx Tatsu into EX Shoryu is about 290 damage, and lots of st.HK combos go for about the same damage), so majority of time you can avoid using the Raging Demon .

So Tokido basically often prefers to juggle with LP DP after a tatsu against not sweepable characters.
Who else is using this and what are all the possible mixups afterwards?

Other than the corner it is less about the mix ups and more about keeping the pressure on.

What kind of pressure? TK fireball? Demon flips? Are there any safejumps possible against certain characters with >4 frame reversals>
Much appreciated :slight_smile:

Ground pressure. You recover slightly faster than your opponent. But not fast enough for jump ins

Lately I’ve been consistently getting thrown out of my JR-style demon setup gimmick where you jump over an opponent at wake up and whiff a normal and then land into a demon. I hit it about 70- 80% on vanilla PC/keyboard but ever since going to xbox/stick, I seem to get thrown out of it like EVERY time. Not sure if my inputs are coming in too slow/fast or what. Any ideas?

Hey guys. I’m a new Alums player that is having a little trouble continuing my vortex again reversal happy opponents. Everytime I try to MK or HK.Demon Flip on my opponent, i eat a DP. And when I cross up with air HK.Tatsu, I get thrown as soon as i land. Is there a way to stuff SRKs with Alums, and also, how should I go about using the HK air tastu mixup. Thanx

What the hell is “Alums” lol?

Anyway, if you’re getting thrown on wakeup and the opponent isn’t lowering his hitbox on purpose (i.e cr.mk with Ryu, Akuma or Ken), you’re not timing the x-up tatsu properly in the air, the timing got changed in AE a little bit compared to vanilla and SSFIV, you just have to keep practicing in training mode to get the right timing (I do it a bit after the peak of the jump).

A properly timed x-up tatsu will beat reversal SRK’s, but in most cases it will lose to non-reversal SRKs (good opponents know this and will delay their SRKs on purpose if they expect a x-up tatsu, this will lose to early meaty jump-ins though because they won’t be blocking in time so it’s not risk free).

Alums=Akuma. Lol The stupid autocorrect on my phone. Thanx for clearing that up. Also, wat is your advice for stuffing DP reversal happy players with the demon flip?

You have to experiment with that as well because it requires timing, when going for demon flip dive kicks, I aim for the reversal to whiff entirely instead of just stuffing it which does crap damage and only give you a reset usually (i.e Ryu’s mp & hp SRKs), so I could fully punish the opponent and he’d think twice about throwing out a reversal again.

A setup I use after forward throw is to dash once, take a tiny step forward and HK demon flip and activate the dive kick really late, if done properly this will either fully stuff SRKs that have grounded frames after the invincibility frames are over or make the SRK whiff entirely, you’ll get a full punish either way.

IIRC this DF dive kick setup crosses up Akuma on his wakeup.

There’s a couple I know of.
After a forward throw dash twice as fast as you can (after the throw just keep mashing forward) and after the second dash go into a mk dive kick and instantly press kick, that dive kick should stuff reversals (got it from LordofUltimas videos, check them out)

Also, this one I’m not so sure of, haven’t tested it but after a demon flip throw dash forward once and do a lk dive kick. I’ve not tested it and I don’t know when exactly to press kick but whenever I do it stuffs reversals really nicely, mess about with the timing in training mode.