Akuma FAQs: Quick questions & answers!

U2 question

When i teleport and perform the U2, does it have the same startup as if i would do the ultra without teleport or does it comes out immediately also 0 or 1 frame???

I’m with dr4gz0r: I don’t see how the speed of the projectile would matter unless A) your opponent is just jumping around trying to anticipate a fireball and from a pretty far distance at that or B) he’s neutral jumping all your FB’s. Rather than change the speed, a more effective tactic would be to vary the timing on the release of your projectiles. Feints are good, but they can be “calculated” by your opponent and so it can help him figure out your timing as well.

Speed matters. It’s how you bait people into doing dumb things.

For instance if you throw a slow fireball from the edge of jumping range your opponent can not jump in to punish the fireball on reaction because if he jumps early he will hit the fireball, but if he jumps on time you can AA him easily. It is basically a trap for the opponent.

Also slower fireballs allow you to cover some space at longer range if your opponent is just jumping. Throw a slow one and follow it a bit till you are at a range where you can trap your opponent.

These are some of the fine points of zoning that most Akuma players don’t get. It is the Super Turbo tactics which still work in SF4.

The thing is, you cannot react to a fireball speed on very close range, and you know that all of them have the same recovery so that shouldn’t affect at all your choices.

Also, how on earth are you getting hit by the fireball if you jump on rection? I mean it’s not like it stays there forever, the only way for this to happens is on very shallow (and far) jump ins or by accident (he didn’t react to jack) :E

Long range is a totally different story (now that’s were speeds really matters), only we were not talking about that…

In the fireball game there are two things to react to. The fireball being thrown and when the fireball is actually close to hitting or the ideal jumping time to safely clearing the fireball. The first is impossible to truly react to because it is too fast so in order to beat out a fireball you have to anticipate the fireball which if your opponent is trying to get a early jump in you can bait it and just anti-air him. When I talk about reaction it usually involves reacting to the fireball reaching the sweet spot not the actual start up.

When I am closer in I want to throw the fastest fireball possible to ensure my opponent doesn’t have time to react and so every jump is a guess at that point which is highly unsafe and in my favor. At longer ranges slower fireballs don’t technically recover faster, but in application they recover faster because it takes longer for the fireball to get to the point where my opponent is willing to jump over them. Again if he jumps too early he risks landing on the fireball but if he jumps on time I will have recovered and be able to anti-air him.

Speed matters at all distances. If you aren’t controling your fireballs you are basically wasting your zoning. Don’t look at traditional frames, they are very close to meaning jack when it comes to fireballs. The frames you care about are frames till impact.

Loyal everything you said is absolutely right, but that that wasn’t really the point (Btw when I was talking about getting hit by a fireball, I meant jumping in, not really neutral jumping on middle to long range fights).

The guy said that at close range you go light fireball “because they’re harder to react”, when in the above post you just said (bolded part) that you want to use the fastest possible. That’s the thing, if anything they are easier to react, or you simply won’t have time at all if it’s so close you get it right after the fireball spawns.

Is it better to combo into sweep off of a far standing jab rather than a tatsu? Getting it off the tatsu seems a lot easier to me. The only reason I can think to do it is on characters that tatsu sweep doesn’t work on but I’m pretty sure I’ve seen Tokido and other top Akumas do it on characters that it does work on.

Jab Sweep is only useful against characters who can’t be Tatsu sweeped or characters who’s hitbox is so large up top that far s.LP hits from a mile away.

From the matchup thread,a quick question:

Is it even possible to o/s a late sweep, especially in a 2 frame palm window? Clearly i am missing something here. Do i input sweep while in blockstun?

Yeah it’s during block stun, it’s like a frame or so right before the sweep will actually combo on block/hit.

Is there a list available on which chars the second hit of Akuma’s far.HK whiffs when crouched blocked?

thx

yes theirs a list… go to the akuma match up thread… it tells you there what characters it whiffs on…

it whiffs on … Ryu , Ken , Sakura , Blanka , Cammy , Chun li , Cody (if your not close enough) , Viper , Dee Jay , Dudley (if your not close enough) , Evil Ryu , Ibuki , Juri , Bison (if your not close enough) , Rose , Rufus , Oni , Yun , Yang , Vega (if your not close enough)

Thank you

Things are finally starting to come together with Akuma. Having some success with Option selects ( I got Palm OS U1 couple times today and that shit felt good damn it) but I only started learning em last night. I went through all 30 pages of the vortex as well on my itouch, definitely helped. I feel like im playing a lot smarter, least where the vortex and setups are concerned. still making some stupid mistakes at times tho.

  1. Trying to punish teleports a lot more, does Palm/air attack OS U1 always track properly? Not sure if im doing it wrong, sometimes the Ultra activates but doesnt follow them or follows in the wrong direction.

2)How delayed is the C.lp OS tech when doing an empty palm? Cos god damn, I am getting DP’d, thrown out of this left, right an center…shit is annoying. I read through the vortex thread ( quite old but some helpful posts) and I saw Sarda amongst others mentioning delaying it but I have had limited success trying to record the dummy doin Sweep > empty palm etc and then spamming throws myself. Got it to tech the throw but the DP still hits.

I know we’re on the verge on a lot of changes with setups etc but Im enjoying Akuma a lot, feels quite rewarding when u start getting the mixups popping off. Hopefully we’ll get a lot of testing and setup sharing cos quite frankly without the fwd throw setup I’d be a little lost.

  1. Is it possible to plink on pad btw? Back and forth a lot with the stick ( movement is difficult still) so im on the pad atm - the main reason I wanted to make the switch was so I could plink tatsu - sweep.

  2. Real, real basic question…empty jumps, I understand they’re for baiting AAs etc but in application im not sure how they work. Had it happen to me a cpl times but im not sure if its cos I underestimated the AA distance or what. Just a straight Jump with no normals right? I dont mean safe jumps and I know U cant safe jump shotos, part of what has me confused about empty jumps. Just need some clarification really.

A lot of questions! Ill number em, might make replying easier.

Oh and are people aware of http://www.sf4tube.com/#akuma/vs seems a good resource

That site is fire, thanks.
Ive only been playing this game about 6 mo. but ill tell you what i know sorry if its not in depth

  1. It sounds like as long as you react quick enough and you jumped or df in the right direction you should catch a teleport
  2. if you are talking about the empty palm crouch tech, i dont think it will beat a 3 frame dp
    3.Ive never used a pad
    4.Hurry up and try fw. throw dash>dash empty jump on Oni. I have no idea why but it actually safe jumps his 3 frame, dp and Most intermediate lvl Oni’s dont get enough of thinking their dp can beat anything. I use empty jumps as a sort of mix up, when i know my opponent is thinking i will jump in with an attack, its all about feel.

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what are daigo’s inputs for low forward cancel ultra 2?

edit: 12:15

anyone know why Safe jump OS EX DP doesn’t work against 4&5 frame reversals when the safe jump timing is correct, and os works against C viper, Bison reversals & backdashes. Curious to find out im perplexed. thanks for all your contributions in this forum.

Because if you buffer the OS your landing recovery becomes 5 frames instead of 4, OS comes out frame 6, and if you delay the input their reversal has already put you into blockstun.

thanks i figured it was either that or the SRK just came out late, do you know why the 2 frames are added?

Its just the way the game is designed.
Heres the in-depth explanation.

Spoiler