Akuma FAQs: Quick questions & answers!

Fairly simple question but how many frames is the cr.lp into standing fierce link? I’m finding I’m only hitting
it about 70% of the time in training mode and much less in matches.

I already plink, I’ve heard of another technique called double tapping; can the two be used together?

Akuma frame data - http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Akuma

It is a 2 frame link.

It’s not that hard to do on the ground but I feel like the timing isn’t the same after a jump hk. weird.

Thanks, I’ve got it better a bit done now. I’ve started to rely on the sounds as a time reference instead of just trying to geuss how much time
has passed. It’s proving to be much more effective, it’s more rhythmic.

I learned to hold st.HP until my DF activates.This avoids getting a negative edge DP ( I think thats what your getting) its easy to learn and very rewarding.

You guys feel like Akuma loses the fireball fight against anyone?

Basically if the match turned into plasma chucking from full screen, would Akuma ever be forced to jump in.

Hell no, never, don’t you dare, say whaaaa?, Basically i dare ANY character to try it with me for 99 sec. I mean granted you have to be mindful of other moves like Seth’s wall kick bullshit, or his ultra, but its all a mind game. Akuma has way too many threats to loose a fireball war. Triple that if we have a few bars. Especially since we now have the " FABULOUS FLOATING EX DEMON FLIP FLUTTERBALL!!! "

Akuma wins full-screen fireball wars, no doubt. His ground fireball loses most of its effectiveness when you come in at mid-range or closer.

Unless you’re Momochi, you’ll have a tough time playing a pure fireball game against good zoning Sagats or even Ryus, on paper you can’t fuck with Akuma’s fireball game, but in reality it’s pretty damn tough to accomplish that, which is why most Akumas tend to rush and look for knockdowns instead of playing a zoning game.

so you hold the HP down to avoid pressing it twice on release?

Yea it goes like this: cross up MK> cr.LP> st.HP (inputs for DF)>LK. By the time you release your HP(negative edge), your DF motion is finishing up. Don’t get me wrong, you CAN do it the normal way, but chances are negative edge will win that battle 9 out of 10.
(Sorry i don’t know how to do the input notations)

LP Shakunetsu (red fireball) can change the tide in most full-screen fireball wars. LP Shaku forces the opponent to fear the possibility our projectile going through his and tagging him since he can’t know if it’s a one hit, two hit or three hit projectile. This will also force him to do two things; either jump after the projectiles meet or continue throwing fireballs because he expects it to be a fake out.

If he does either, you win! If he jumps, you get the timing advantage in the projectile wars. And if he continues chucking fireballs, you can make him pay by sending an MP or HP red fireball at random times.

I dont get it. that feels like what I’m normally doing. what is “negative edge”? are u saying that I should be doing the entire DF motion while the HP is animated?

Akuma’s zoning isn’t bad, but the problem he has is that the damage he gains off of it is minimal. He isn’t like Ryu or Sagat who can just uppercut you into Ultra for making a bad jump. His game loses to zoning specialist, but the reason most of those match ups are in Akuma’s favor is because his plan B is just to punch them in the face.

Now generally the reason Akuma “Wins” zoning wars against characters like Guile, Sagat, or Dhalsim is basically he has the ability at any time of saying “SCREW THIS!” and forcing his way in. He also has the tools to frustrate zoning characters, but not really win outright against them. Against Ryu he doesn’t quite have the same options which is why he is disadvantaged in that zoning war.

In general when I am zoning what I try to do first is work my way to that all important first EX bar. Till then I am just buying time by playing the zoning war and if I happen to get an opening I will take it. Once I get that EX bar you now have the option to use the EX Flip. Now most Akuma players just do a raw flip in prediction of a fireball. This generally is less useful against better opponents because it is harder to predict fireballs. So what you can do instead is use your zoning game as an entry method. Try to hit your opponent with a fireball and shortly before impact EX Flip in. In most cases it doesn’t matter if it is focused, blocked, or hit you will be able to land safely or hit your opponent before your opponent can do anything about it. The slower the opponent’s reversal the better this tactic becomes. It gives the fear that any blocked fireball will result in immediate pressure.

Yes, im sorry i wasn’t clear, but i was articulating what you normally do. Negative edge happens when you input your motions and your move comes out as you release the attack button. For instance, hold down HP, do your input for fireball, the release HP with the same timing as if you were doing a normal fireball. Your fireball will come out with the “negative edge” of HP. Hope this helps

he meant cross up j:mk: > cr:lp: > hold(st:hp: ) :f::d::df: :lk: … release( :hp: )

Release hp before the DF jump or you’ll ask for a palm.
*Btw notation is simply using letters between “:” *
lp for :lp:
b for :b:
ub for :ub:
etc.
beware of the parenthesis with those “:” the smiley take the priority, so add spaces when needed.

wow, this is a bitch to get to work right. it’s really unnatural having a move come out when you dont press any buttons…
now that I know what this “negative edge” thing is, I can see it all the time. it’s winding me up lol
thanks for the tips, getting the timing down for holding the :hp: down is a pain. only getting it like 1/10 right now… wanted to learn it before saturday… hosting a local tournie x_X
I wanted to win ffs

Apologies, there’s no negative edge issue after you hold the :hp: and release it to choose what DF you’ll do.
Just tried it now and I can just hold :hp: and even :lk: , release one or the other or both during the flip doesn’t command for any special DF, Akuma just keep flipping to slide. So you’re free to input a punch or kick or grab in the air no matter if you’re still holding a button at the start.

TL;DR : Demon flip is immune to negative edge during air born.

now I’m completely confused, the problem I’m having is I’m doing :hp: then getting “negative edge” DP
holding down the :hp: button while doing a demon flip is sort of working… thing is, I used to do it just fine for ages by just letting go of the HP while doing the motions… now I know what negative edge is I can’t fucking stop doing it ._.;;

[S]welcome to the club :)[/S]
[S]I hold :hp: and :lk: too instead of releasing :hp: to input :lk: it helps me to just release those 2 button as one instead of releasing :hp:, input :lk: release :lk: …[/S]
[S]So I do : input :hp:, :f: :d: :df: , input :lk: , release( :hp: :lk: )[/S]

02/20/2012 : Screw this holding is the solution to any negative edge issue. I now found my way to keep pLinking :hp:~:mp:. Just need to let the stick alone not inputing any :f: and I just have to release :hp: only to cancel to fireball, or pushing :lk: with shoryu motion to cancel to flip.