Akuma FAQs: Quick questions & answers!

Thanks metallica!

To tell you the truth, :u:+ :hk: , :u:+ :hk: , :lk:+:mk:+:hk: was what I was doing with j.HK OS U2 (yeah, doing 2x up + normal seemed to help muscle memory), but Akuma kept jumping… I think I’m doing the up, up part too slow… Maybe there’s a trick with the thumb?

It doesn’t look that hard but jeez…

Trying to wrap my head around the vortex, still practicing L.tatsu to sweep so just straight sweeping is the most reliable way of starting this off atm.

a few quick things:

  1. can u still stuff reversals ( shotos) from the just sweep ( furthest) range or is that just after the forward throw setup?
  2. getting inconsistent results with cross up tatsus, seems to be a timing thing, whats the best way to practice this? I’m recording the dummy doin the setup right now, sometimes it’ll stuff an srk, sometimes the srk will whiff.

Edit: ‘furthest range’ i think.

Answers:

  1. I believe you cannot safejump anything faster than 4 frame start up reversals off a sweep. Meaning that Akuma/Ryu/Ken/Sagat are out of the question, but you can safejump characters like Seth and Cammy with an instant command dive kick.

  2. Just takes practice. There is no golden rule. Also, it depends on the SRK you use and how late you input the command. I believe it is possible to make the SRK auto-correct if you input the command late.

Does anyone find landing combos up close very difficult? I’m trying to land cr.lk cr.lp st.hp xx hp tatsu, i can do it in training mode. problem is online the spacing between me and the opponent is always just a little to far away, its as if i have to be right up against them for every hit to connect and not get st.f.hp at the end. how do you get in close enough? am i practising a shit combo? what can I do to hit opponents that are a bit further away and how can i get in closer, even if im just a little to far away and walk up i get smashed. i’m pretty frustrated. whats a good medium range combo that has a good finisher before doing hk tatsu. maybe something involving cr.mp?

thanks.

^

Yeah that combo will pretty much only work point blank. I recommend using just cr.lp > s.hp and hitconfirm that after a crossup whiffed palm. Cancel into fireball for it to be safe. A better combo is just cr.lk, cr.lp cr.mp into ex tatsu or hado if they are crouching and lk/hk tatsu if they are standing (space dependent).

You don’t have to go for max damage every time. As long as you can get your mixup game started, cr.lk, cr.lp, cr.lp into tatsu is fine.

hm, whats my options on plinking cr.mp?. thanks for the tips guys

Usually MP~LP is the best bet for plinking. It also gives you a chained jab if you screw up the timing so it acts as a safety net.

also, at like a little distance from the opponent, say just about at the max reach of cr.lp what can i do? cr.lp xx hadu ? also is cr.mk xx hadu safe? I see ryus and kens using it but can it be punished on block?

acutally, is there any recent combo thread? the only sticky is for vanilla.

Thanks bro, Can you explain what you mean by “I recommend using just cr.lp > s.hp and hitconfirm that after a crossup whiffed palm. Cancel into fireball for it to be safe.” if its blocked just do a hadu instead of whiffing a tatsu and what do you mean by “after a crossup whiffed palm” thanks!

Sometimes when you demon flip palm, it can go over the opponent and whiff. This usually happens when you’re using HK flip.

As for hitconfirming blockstrings, I usually never end in fireball. Going for frame traps and throws to set up the vortex is too important.

  1. You can stuff reversals off mid to max range sweep. With Shoto DP, just aim for the back of the head with a delayed mk DF kick. I have had mixed results using command dive kick.
  2. If your cross up tatsu is making the dp whiff I’d say keep doing that. Opens them up for a free st.hp into BnB

For my own timing, it’s really hard to say. I abuse the shit out of cross up Tatsu. It’s like muscle memory. It just comes out. Wait til you are right above their head, on the way down from your jump. Hit j.hk or do hk.Tatsu. So ambiguous it should be illegal. Also if you are really close and want to cross up Tatsu, I find mk.Tatsu hits more often

Command dive kick makes a better safe jump than reversal stuffer

Lately more than trying to stuff DPs I’ve been trying to make reversals whiff as someone (can’t remember who :E) suggested, honestly seems way better.

I mean not only it’s still risky outside of established setups, but after all it’s just 70/100 and some momentum. I’d rather take a full punish and/or a vortex setup than that crappy damage. Alternating between those two things really messes up with the opponent, or at the very least you force them to block and stay put.

so I just learned how to buffer a demon into Crouching HK. bear with me with the notations but suttin like:
Down + Lp + HK ( think u can do MK aswell but thats awkward on pad)
Down + LP + HK
Back + LK + HP

Its probably nothing for you veterans but I’m feeling nice right about now hahaha. Can’t wait to use this. I’m gna keep playing with it, but I guess cancelling from his overheard as well as far standing roundhouse isn’t that much more complicated right?

Akuma is getting there!

Edit: Seems AA Demon doesn’t work with Super? Testing with Ryu’s J.HK, Akuma gets kicked out of it

Super has a single frame of invincibility => cannot AA with it

Cool, thought as much. Cheers and thanks for the info further up too.

would you guys give me an idea of what to do against people who mashes tech throw?

Cr.mp, cr.mp in the same speed as you would do a combo or slightly slower to leave a larger gap for their cr.lk to come out. It will counter hit, allowing you a+3 frame bonus hitstun so you can combo into sweep very easily. People fear tokido frame traps so much that they give up on crouchtech completely sometimes, since he can combo into roundhouse loop (1frame link) afterwards. He beat momochi’s yun at a clutch moment with this frametrap. But sweep gives you the hard knockdown, so your opponent has to start all over.