Akuma FAQs: Quick questions & answers!

akuma mirrors are dumb. That’s about it.

Exactly, that’s why the fact that we cannot dash anymore pissed me, lol. And yeah, for some reason I also have higher success rate with crouching moves, don’t know why lol…

I think against Ibuki there’s also throw whiff + far st.LP (24+9), though I’d never go for something unplinkable (or plinkable “vertically”, god I can’t do that) when having easier setups.

Good stuff.

I was familiar with the trip guard concept, that’s why I mentioned Makoto’s grab - 4f moves are the fastest we can safejump, but we’re still forced to block on the 4th frame on our landing, so fast grabs with invincibility like Abel’s EX TT screw us.

Oh I see, basically what’s not there is considered “standard”.

About the missing characters: E.Ryu isn’t safejumpable anyway (same for Oni), Yun should have standard wakeup off a sweep since we can safejump with D+MK.

Speaking of safejumps:

Basically I take this works because the 3f DPs aren’t in range to hit Gouken’s hurtbox during the 3rd active frame - while Ken’s fierce one is.

Yeah’s that’s not exactly a true safejump because it’s taking advantage of the hitboxes, I’ve seen similar setups with Rog’s j.hp and Chun’s neutral j.hk.

Safe jump is a safe jump. The whole purpose of a safe jump is to time or space your attack so your attack lands if they do nothing, but if they reversal you can block.

It’s also for applying useful pressure and potential mixup.

The safe jump setups that rely on your character being too far away to be DP’d are basically useless because you are way too far away to followup with any type of pressure post bock. It may work on scrubs who are DP happy but good opponents will see that you are very far away and just block.

I’m having some trouble doing the EX/LP SRK -> FADC -> Shinketsu Hadouken.
I admit that I’m not too good at FADC’ing, but when I do successfully FADC out of the LP/EX shoryuken, I can’t seem to get the Shinketsu Hadouken (HCB+LP) to connect; it’s always late. I have literally spent hours trying to do this combo, and I haven’t been able to land the fireball once. Any advice?

There is no point in doing SRK FADC into Shaku.

I call it Shaku. I dont give a fuck

Anyway, for the most stun, its st.hp xx lk.Tatsu -> mp.SRK FADC lp.Shaku. For the most damage its st.hp xx lk.Tatsu -> Ex.SRK

This.

Be damned the one who made SRK into Shaku pointless. Couldn’t they come up with a way to still use it?

Anyway, I don’t think that’s not the combo where you wanna use DP fadc Shaku (assuming your st.HP isn’t from max range)

[LIST]
[]DF divekick, cr.LP, st.HP xx LK Tatsu, MP Shoryu FADC LP Shaku 332/523
[
]DF divekick, cr.LP, st.HP xx fireball FADC st.HP xx HK Tatsu 362/600
[*]DF divekick, cr.LP, st.HP xx fireball FADC st.HP xx LK Tatsu, st.HP reset 357/605
[/LIST]

I still use it when I land a (lucky) far jump in where I can follow with st.HK, cr.MP etc. Stun is pretty good there (690+ with no CH) and you’d be pushed too far away to fadc anything, though you’re then stuck with weak okizeme (going for cr.MP xx fireball FADC sweep is always viable there).

As said already, considering the payoff you get from it that combo’s a huge waste of effort and meter so don’t bother using it in a game. Having said that, it’s worth learning just so you can work on your execution skills.

The key is buffering the forward part of the Shaku into the FADC. As soon as you press :mp:+:mk: to focus you should immediately tap :f::f: to FADC and as soon as you tap your second :f: you follow through with the rest of the Shaku - your inputs need to be very very quick or you will be late with your Shaku.

So that’s: :mp:+:mk: :f::f::df::d::db::b: then the punch of your choice.

I Mp.DP > FADC > Red Fireball to end matches.

Who cares about meter anyways. You’re motherfucking Akuma, you ARE meter.

My scrub Akuma cares. I need meter for JR style supers :razzy:

Anyone got a hit confirm string that links into cr.hp to force stand? either that or some easy way to hit confirm and force stand? im trying cr.lk st.lp cr.hp but I find it a bit fiddly, any suggestions?

You just don’t use cr.HP.

The only normal which has the right frame advantage is cl.LP (far LP is just too distant), but that whiffs on crouchers and you basically can’t hitconfirm. It’s also a 1 frame link, and if cr.HP is whiffed (30+ frames) the opponent is gonna murder you.

Don’t think fireball fadc into cr.HP would be considered hitconfirm, but that’s a way.

Anyway, just use standard st.HP hitconfirms (mainly cr.LP), going for HP SRK or HK Tatsu if you see the’re crouching. If you got 2 bars it’s even easier and you can net some nice damage.

Thanks mate, Why should I be using st.HP? I’m looking at the frame data and I’m not better off with that than cr.HP? Also, where can I find the info on the hit confirm strings and block strings and frame traps, forums a mess :wink:

Yeah somehow we didn’t update the combo thread. :S

st.HP not only has longer orizontal range than cr.HP, but it also starts up in only 4 frames, thus linking from cr.LP. (point blank, you can even do cr.LK, cr.LK, st.HP on some characters, but that’s so rare and specific you better play like this doesn’t exist). It also links from a very deep cr.MP, but this doesn’t work on every character. Long story short, you can’t combo/hitconfirm into cr.HP, but you can with st.HP.

st.HP doesn’t force stand so you can’t always follow with LK Tatsu > Shoryu/Reset for max damage/stun, but as mentioned in the previous post Akuma has several ways to hit crouching opponents, and confirming from cr.LP is not hard at all once you get used to it. Basically if you land st.HP and realize your opponent is crouching, you can pretty much cancel into every special:

  • Shoryu (Fierce and EX Shoryu might miss one hit on some hitboxes if your st.HP hits from very far, you can always use LP for better positioning afterwards)
  • Fireball (the weakest options; EX is good for stun though, and if you are in corner you can juggle into fierce DP)
  • HK Tatsu (If your st.HP hits pretty close it will pick up crouching opponents), EX Tatsu (misses one hit if your st.HP isn’t hit ultra deep)

Actually you can also do st.HP xx Teleport xx U2, but that scales horribly and you got to train that to perfection not to get raped.

hm thanks for the tips

Thanks for the tips mate. So, say for example my opponent is crouching, what are my options for punishing him? that is, after doing the 3 listed specials what are my options? or pretty much I’m stuffed because its not light tatsu. haha. also if I want to add extra damage before i finish off with HK tatsu, DP or fireball. what can I do or is it just the hp right before i cancel into it? also, is st.f.hk -> cr.mp -> lk tatsu … etc etc a good combo? is the startup of st.f.hk too bad ? looks like its got some good range ( st.f.hk ).

thanks mate

also, I find if I’m always holding back while attacking ( habbit from playing as blanka and chun ) is this a problem? like defensively?

It’s because cr.lp to cr.hp is a one frame link. If you can do it consistently, then good for you. But a blocked cr.hp leaves you at -9…

Akuma can’t combo cr.lp to cr.hp normally like Ryu or Ken (wish he did even if it was 1f link), it’s the close standing lp that gives enough frame advantage to link a cr.hp after it. That sucks because the standing light punch could whiff on many characters and the pushback could easily make the cr.hp whiff which is very bad.

Akuma doesn’t really need it like Ryu or Ken does.