Akuma FAQs: Quick questions & answers!

Quick question, I dug around and didn’t find this sorry if its asked a lot, but I need some help on landing roundhouse c.lp l.tatsu.

I have some success doing the roundhouse, trying to time plinking lp and lk and doing qcb all at once to get a low to come out, then hitting lk again to get a tatsu out from the buffered qcb. Is this the best way and just needs better timing or is there something else I can do?

I wouldnt be trying to land a DF sweep a whole lot, but after i land one for whatever reason, immediate TK fireball hits as a crossup. After a DF throw dash once TK fireball will do the same

Speaking about demon flip slide which most of us consider as useless, that thing has around 15 active frames which is A LOT and it’s -11 on block, so it can technically be 0 or up to +3 on block if I’m not mistaken if it got connected at the last few active frames.

I’m wondering if there are setups to make use of it as a meaty attack like that, maybe it wouldn’t be so useless if it hits meaty low on wakeup and gives you a couple of frame advantage too on block.

Thoughts?

Mid screen

Throw>stand lk>hk df slide

Corner

Throw>stand lk>hk df slide

Tested on Sim and he can’t punish and sets up deece advantage on block. Might be good to switch up shrug

By the way, I’ve been wondering about this for a long time, does anybody now why the hell Capcom decided to change Akuma’s theme in SSF4? It used to be like this --> [media=youtube]97-sVj9Y-6k[/media]
and I liked it so much, it was so badass, but they’ve replaced it with the rival music that used to play only durning his rival fight with Ryu…

I’m just curious, I think he’s and Goukens theme where the only ones that changed, but then again, Goukens theme is just a slightly remixed version of Gouki’s theme (one wouldn’t even notice the defference between them at first lol), this stuff always kinda bugged me, I want that music back! ):

Im actually using df slide setup from time to time. Its just throw crouch for a sec then df slide for me. Can be good vs meterless bison, but we get better options anyway. The thing is it hits quite often because no one would ever expect a slide :stuck_out_tongue:

DF Slide is useless. It can be grabbed out of if anywhere near the opponent. Most basic defence against demon flips is to throw in case of a palm whiff anyway. Much better to whiff palm into cr.lk. It techs their throw and case they block high hits them low. Comes out even faster as well.

Only usefull scenario is the ones shinakuma posted and scenarios similar to it.

Yeah… His theme is in the game, but only when you play against the “Hidden Boss” version of him. Same for Gouken. Evil Ryu gets a remix of that theme though… :stuck_out_tongue:

EDIT: I only get the slide when I mess up the timing on my DF throw or palm (trying to get it super meaty) and the stupid slide activates instead… Pisses me off!

The slide isn’t completely useless but yea it isn’t as applicable as the other options.

Exactly!! But at least you can go into the TK fireball if you land it

If I was expecting to land it, maybe… But I’m never expecting it when it does so following up with a TK fireball is kind of a non-issue for me. Plus, I have much more fundamental things to worry about when I play Akuma at the moment. Getting all his new setups committed to memory, being consistant on AA and really just knowledge on every matchup is what I’m concentrating on at the moment.

Sure it makes my winning average not so great, but I don’t mind. Playing against better players and learning is what I’m really looking for. I’ve done that the last few days, playing in an Endless room with some really tough competition (I even played LoyalSol a few times 2 days ago). It’s tough on the ego but at least it’s paying off where now when I play ranked I don’t get randomed out so much anymore… :smiley:

the slide isn’t to be used for close combat maybe…
We all know that palm wiff sweep is the way to go.
But ! it’s a nice trap setup for a KD. instead of wiffed jab demon flip kick at mid range (gimmicks you use to catch rekkas for example) you let it go to slide, the opponent fall for the punish thinking you gona dive as usual and eat the slide.

Actually its as easy as cr.lk> hk+mk+lk simultaneously… huh, who knew?

L M H tk fireball? i think there is a difference…

Always L

I was thinking, dash, dash, jump MK used to be the unblockable timing after a f.throw, AND the same timing for a 5-frame safe jump right?
DF Throw, fs.HP whiff is a safejump against 5-frame reversals right? Shouldn’t that be a corner unblockable against Ryu, Ken and Makoto?

Whiffing fs.hp is a 4 frame safejump after DF throw in midscreen if done frame perfectly. Close HP will come out in the corner after DF throw, you can instead whiff standing throw which is also a 4 frame safejump if done frame perfectly, IF kara throw only adds one frame to the total throw animation, the total will be 25 frames which is a 5 frame safejump after DF throw and will work as an unblockable in the corner.

Whiffing a normal throw alone is probably enough to have a decent success rate with the unblockable in the corner though since it’s a bit difficult to do it frame perfectly anyway.

How big is the leniancy for the kara throw, as in how many of the first startup frames can pass before the cs.HP is canceled into a throw?
If I understand you correctly, after a demon flip throw, a frame-perfectly plinked kara throw is the timing for an unblockable?
Fuckin awesome. In that case there should be other unblockables possible after:

  • sweep;
  • EX FB;
  • Shaku;
  • Palm

right?

I’m not sure how kara throws effect the total throw animation, I heard it adds one frame to the total but it could be wrong and maybe it’s character specific. Since Akuma’s real kara throw won’t come out when you’re that close to the opponent (can’t far fierce at that range) I’m not sure if doing a kara close fierce will make any difference at all.

But yeah technically we should be able to pull off the unblockable after all those knockdows in the corner, I know I’ve done it with DF throw and sweep with 5f safejump timing and activating the j.mk at the right height so it would be unblockable.

Ive always wondered this though. Why have a low hitting option like slide and then remove overhead palm? That makes slide completely obsolete, not to mention its extremely punishable. They did the same to Gouken from Vanilla to Super.