Akuma FAQs: Quick questions & answers!

Thanks for the help :smiley:

think my question got lost.

iā€™m really interested in your opinion, please share your experiences with me on that point:

Shaku combos put you in the best position to continue pressure after a BnB on a character who cannot be swept.

Iā€™m finding it best to mix it up as much as possible - i.e. donā€™t use a hard and fast go-to option.

  • j.hk/hp leads ins
  • safe jumps
  • empty jump in > c.lk, c.lp, lk tatsu, etc
  • flip palm
  • flip grab
  • walk up grab
  • j.hk, s.hp, mp flip palm whiff (change sides) > super
  • over head
  • tk air fireballs > tick throw

The idea is to build an approach that is completely ambiguous while taking advantage of your (metric shitload) of options that leads to training your opponent into guessing what youā€™ll do. The odds are in your favour to land damage and often resetting the situation to do it all over again.

A good approach is to ultimately knock the bastards down over and over to keep this situation going as long as possible.

What are some of the best ways to punish cross up happy players (Ryu, Abel comes to mind).
I have seen people punish with Demons but Iā€™m not sure if that works against every crossup. Most of the time when I try to do it the demon goes the wrong direction.

I find cross ups in general hard to see and react to and Iā€™m not sure what my options are besides teleporting away from the wakeup pressure.

After getting knocked down, youā€™ll have to know from the distance of their jump and attack whether theyā€™re going to cross you up or not so youā€™d block the right way (which youā€™ll learn by experience), teleporting every time can be baited and punished hard. If the jump-in isnā€™t during your wakeup, cr. HP is great, you can even auto correct SRK them, but I go for the cr. fierce since itā€™s easier and it hardly trades if done early.

What are the best ways to bait punishable reversals?

Sorry if thatā€™s a dumb question. Iā€™m still a bit of a novice and I only ever seem to get the chance to hit with BnB after random mistakes.

Is there an easier way to cancel s.HP into tatsu? It never works for me so I have to do cr.HP

A few questions, please note that I am using a 360 d-pad:

  1. How critical is using FADC in Akumaā€™s combos? Because I use a d-pad my FAā€™s donā€™t come out too consistently, hence I go for simpler punish combos such as st. FP > lk. Tatsu > FP. SRK
  2. Same question regarding Akumaā€™s cr. lp > cr. lk links
  3. I see sometimes players do Demon Flip Palms out in the open, why is that?
  4. Are there any players who made the transition from pad to stick?

Thanks.

1.) Not as critical as it was in IV. Its best used now as a bail out of bad uppercuts than it is to extend damage.
2.) c.lp, c.lk etc lead ins are essential for Akumaā€™s hit-confirm options. For mix-ups (empty jumps/whiffed demon flip palm > then lead ins with c.lk) these links are also required
3.) Personally, I demon flip palm to traverse the screen and build meter and bait stuff. Palm travels a long way and moves fast, builds meter and recovers instantly.
4.) A mate of mine who I consider the best Bison player in Australia by far (he also drives a mean Akuma) was a pad player (PS3) who I loaned my HRAP3 to a while back. He transitioned across and has mastered it well. He can still play just fine on pad also. Its actually freakish what he achieves on pad which I once considered essentially impossible.

sorry if its been asked already , but how many ways can you cancel in to a teleport?? & how do you do it?

thanks

I assume you would, for example:

St. FP into Teleport = F+st. FP > DF+PPP

Cancel it like any other move? I could be wrong, Iā€™m going strictly off logic here.

i am thinking about ultra 2 setups thats all , (unblockable ones) , wonder if jp fk ,st fp , teleport , ultra would work. will have to play around in training tomoz , am busy whooping the computer in 1p at the moment lol , even though its not online its still good satisfaction :wink: . I AM DAIGO VS THE CPU :slight_smile:

cheers for your answer fella

so whats with this new fireball cancel into super? how do you do it and why do you do it?..and wouldnt the super not connect if they get hit by the fireball?

New? Super cancels are nothing new. And there is no way it will ever combo.

Ive been wondering about demon flip divekick crossups midscreen, is there a way of setting them up? I always seem to get them randomly after tatsu/far.lp > sweep, but Id like to know if there are specific setups to do it. thanks.

i meant like in these videos
[media=youtube]xyRtxvsGZdI#t=1m29s[/media]
[media=youtube]GDRtxWNxEsY#t=45s[/media]
[media=youtube]o70z3SCEt9g#t=2m40s[/media]
and in the last one it lets him go through sagats ultra, ive only seen this recently so is it new for super and wasnt in vanilla and how do you do it and such?

double post glitch

the last link. the one I did super through ultra. There are few requirements for it.

1: Perfect Zoning between you and your opponent so that you go into super and become invulnerable for 1 hit of a projectile
2: Light Punch Hadoken cancel to Super to be inside your Hadoken with a Grab and a Projectile hitbox
3: When another projectile is attacked near close range your projectile hitbox is nullified for 1 hit and your grab hitbox grabs opponent preventing mult-ihit projectiles to hit Akuma.

http://shoryuken.com/wiki/index.php/Akuma_(SSFIV)

Is sleep deprivation getting the best of me or does that data imply that you cannot do a standing LP into a crouching HK and have them combo? Because I am quite sure that they combo just fine.

Far LP says its +5 on hit and c.HK says it has a 6 frame startup.