Akuma FAQs: Quick questions & answers!

maybe cuz i said the second hit made you think i meant on hit …my mistake then …i meant on block

…oh and i don’t smoke

If the first hit of roundhouse got blocked, the 2nd will always whiff on Ryu and many other characters, this isn’t something new in v2012.

If you ONLY hit with the 2nd hit of far roundhouse as a max range poke, it’ll get blocked even if Ryu is crouching, do you mean this isn’t possible anymore? I’m pretty sure this works fine too, but I don’t use roundhouse much vs characters that avoid the 2nd hit on block so I’m not 100% sure.

i set ryu to all block and crouch on vanilla super im sure he did block the second hit
why don’t you check yourself and tell me what happened

i checked vanilla super on my friends home …and it did whiff ??? which makes me wonder what the hell is going on

What are the Air-to-Airs of choice?

So the fact that akuma can do ex fb from demon flip now totally slipped my mind and have been playing 2012 for the last 2 weeks without even realizing that. Anyway has anyone found a way to combo from it? I’m messing around with it in the corner but its kind of hard to do st.hp into the ex fb and then keep the combo going. Keeps dropping at 3 hits. Any ideas?

Fierce is the most popular because of the damage, but using jab is becoming more common from what I’ve seen because it has faster startup and more active frames that Akuma really lacks in the air, strong is used at times too since it has a decent hitbox.

Akuma’s jump attacks are weak overall though, characters like Ryu, Ken, Vega, Chun…etc will rape him in the air for the most part.

I think it’s hitbox/character specific, works on Seth in the corner IIRC.

The move is absolutely useless so far though, it costs 2 bars AND the air fireballs are much slower than regular EX ones lol, what a joke.

It did give a bit more damage for some corner setups IIRC? Or at least I remember reading something to that effect.

j.lk is better since akuma gets his ass beat in the air by everything. j.lk will stuff most of their whatever attempts if you do it first and I think sometimes if you do it early enough you can actually land and walk right under them before they recover to cross them up.

nj.hk is fast as hell and has good reach. Its ideal if you’re able to get a good read on your opponent. I find it very handy VS Viper.

Akuma’s neutrals are good, but all of his other jumping attack are angled downward so hitting airborne opponents is a pain.

The bolded bit. Could you please tell me why its very handy against Viper?

Because Viper is a slut who just can’t stay still on the ground, always flying around the screen trying to catch you with her burn kick bullshit, so if you predict one, a neutral jump hk can catch her for some good damage every once in a while.

IIRC with her buffed startup on EX TK, she can punish such neutral jump attempts if you get too happy with it.

^ What this guy said. Basically if you see her take to the air, or you can anticipate her taking to the air; you can swat her jumps and super jumps with nj.hk.

nj.hk is seriously under rated in my opinion. It has bugger all active frames, but it makes up for this with its speed. If you see a ripe air to air situation that can be achieved with a neutral jump, this is the normal I often use.

Wouldn’t jump back fierce be a better/safer solution for that ? Or maybe can’t you just buffer shoryu motion while you wait and punish her jump in with a regular shoryu instead of n.j.:hk: ?

With the way she can change her trajectory via burn kicks, whiffing a DP is way too risky, I doubt even Daigo would have any decent success against it.

I was thinking about :lp: shoryu to recover before any punishment possibility if mistimed.

as much as I like shortcuts I fuc*** hate when the game don’t clear the buffer after a confirmed input like “walk forward… low kick xx fireball” doing a low kick shoryu. Can’t it just be easy enough to forget the forward input as soon as the game record a low kick. It’s damn hard to punish cammy’s ultra 1 on block with this damn push back and I fail at doing walk forward cs:hp: BNB or :d::mk: BNB because of this non sense.

Ummm… Sorry to intrude with a random question, but I have trouble doing kara demons. You know the overhead M.P thingy mobob into Ultra 1. Is there any particular advice for timings on inputs or anything? Also sorry I am still pretty new so if my Street Fighter language is terrible I apologize.

there isn’t any good use for overhead kara ultra because you’ll never caught someone unable to instantly input :u: as soon as they saw the flames…
The right demon to use with overhead is the super because it’s a 0 frame connect and then all you need to caught someone is to activate the super at point blank range.
The usual block string with :lp: followed by tick throw or overhead gimmick and super as follow :
cr:lp: cr:lp:, :f: ( :mp:+:lp: ) x2, :df: ( :lk:+:hp:)