Akuma FAQs: Quick questions & answers!

Speaking of tatsu, hitting a crouching opponent is pretty damn tricky spot.

lk Tatsu to close HP reset to mk demon flip dive kick usually gets me good results.

Or you could just cr.strong ©, demonflip dive kick. Pretty ambgious too.

Anyone willing to help me as well? Veteran SF player but IV rookie. Been getting my ass whooped hard using Akuma, losing to the most predictable shit like jump kick > sweep all round (I lost 8-2 to a really rookie Ken, mind you we also had a red connection and I noticed some of my counters would come out a second late). Seems like I’m always getting hit out of my shit, also need ideas on how to advance and what attacks to use. Thanks.

First of all, you really shouldn’t play a match when there’s a red bar connection, that’s just bullshit. Second, maybe you could post one of your matches, 'cause I can’t really tell you what you’re doing wrong without seeing you play.

Thanks, I thought it was a practice issue. You’re right on the money with nuances; while SRK is a fantastic community, there are things that only experience can teach you. The most frustrating thing for me is I’m my own worst enemy. I loose a match from a bad habit, doing something stupid, poor execution, etc. However, I try think about each match, realize what I was doing wrong, and I’m getting better and making less mistakes, knowing the match ups, getting a better game plan together…and not getting DP’d out of a teleport, duh. Maybe I’m weird but I’d rather loose and NOT play scrubby and learn a few things, than just squeeze out a win and develop bad habits better players would eat my lunch on. When everything comes together match control is completely in my hands, when it doesn’t it’s either because I lost the match from my own incompetence or the other player was just plain better. You guys are awesome, thanks again for everything.

Yo WhiteShadow, I tried adding you last night but your friends list was full :slight_smile:

However, I did get in some more good practice. I took some advice (I think it was from Trolle) about going to Vs. Mode and setting the CPU to Hardest and just see what works agianst who and what can get countered bad. I know, CPU on Hardest is still no match for a live opponenet, but hey - it’s still pretty solid training for when you’re just learning a new character. I’d recommend it for anyone.

I also braved Live again after about 30 mins of training and was happy with my results - I won some matches for once! :lovin: But yeah it was cool. I’d still like to get in some matches, Shadow or anyone else.

I’m also willing to spar with anyone who’d like to practice against a competent Ryu. I can still use him so don’t be afraid to hit me up!

Friends list has been cleaned a little. Try again.

Since no1 replied, I’ll put in my 2cents. I have this issue too which practice practice practice should remedy but I’m lazy so my best advice is to be sure to put the stick into neytral position then std.hp first before lk tatsu. This will prevent negative edge or red fireballs which use to happen to me a lot. Another method is to hold back on the stick while std.hp into lk tatsu. Both have worked for me.

My DPs are trading way too often, is there anyways I can beat any jump at any trajectory with my DP, or am I doomed to trade forever? This is seriously a huge issue for me, I honestly don’t want to play a Street Fighter where I can’t dragon punch jump ins. I’m trading with j.hk abuse way too much and when I try to do it late I just get stuffed entirely. It feels like an unnecessary drawback I have to deal with that brings my whole game a huge step backwards.

Any help?

Well, in my opinion, DPs aren’t worth using in a lot of cases. cr.HP is the most ridiculous normal in the game IMO. Not just Akuma’s, but ryu, guile, rog, it’s just too easy. But if you want to AA with DP you need to end on down-foward and hit them when you still have your 5 frames of invincibility. I have a lot more trouble getting around cr.HP, though.

DP late cr.HP early, yeah that’s the ticket.

For crossup air fireballs, does it always have to be a tk air fb? I’m trying to get this down and sometimes the crossup will work but most of the time i land right in front of them even though it looks i might go over.

Is the ST. RH (the spinning kick) still Akuma’s go-to move in SSIV? I know you can’t link into it anymore but can you still do the other combos?

It was never a go to move in the first place, most characters can duck under the second hit and punish you for it, it’s a overrated normal really, it moves forward a lot, which is what it’s good for, and it’s a hit confirmable heavy normal. That’s all. It doesn’t give you a frame advantage, so it’s not actually that great of a pressure tool if the guy defending is man enough to just block that shit. Use it on characters with big hitboxes, you can abuse it on them, but it isn’t that great.

The main perk is it is 0 on block which means it isn’t punishable if both hits connect.

Just lookin’ for some info on U2: General execution, combos, and what advantages it has over patiently baiting a U1. I know the info is already somewhere on the board, but 45 minutes in the search engine with the query “Akuma U2 combo combos” left me empty handed. I’m probably doing it wrong. TIA

http://shoryuken.com/showthread.php?t=236772

http://shoryuken.com/showthread.php?t=233202

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Somewhere? It’s on page 2, scroll down. Oh, I see Gamogo is the friendly soul.

Anyway, those links should be in the “links of useful information”

Still need info on how to crossup air fb consistently D:
Do you do it right when you get them with an untechable knockdown or do you wait a second or so before you proceed with it. I’m a bit confused because where exactly do you want the fb to hit them? Like if i did it on ryu my crossup air fb would always hit him a little past his head on his shoulder. I’m just wondering a bit about that because technically he can just block in the opposite direction and block my fb and the entire crossup.

Another quick thing. How do you escape from the corner with a tatsu without even jumping. like I’ve seen tokido do this in some of the vids where the opponent has him in the corner under pressure and he just tatsus to the other side without even jumping . Whats the motion for that?