Akuma FAQs: Quick questions & answers!

Gotta quick question, off a sweep for my mixups I’ll do demon flip palm to switch sides and try to start something with a low short into a combo. But most of the time people online just do wakeup grab and it seems like what I’m doing should work. I lose my momentum at that point. Is it just my timing is off due to being online or is there something I’m missing when it comes to that part of the mixup. I try to time the flip palm such that I’m just over my opponent so it looks just like my dive kick, but wakeup grab seems to be beating out my mixup attempt. What am I missing there?

I have the same issue and even when I cross up :mk:, go figure…

The crossup mk I know why that happens, that’s just because j.mk doesn’t have many active frames. So your whiffing on the crossup and they get a free throw out of it.

You’re probably timing the cr.LK wrong if you’re getting thrown out of it. Have you tried using cr.LP + LK as a crouch tech?

Or, If you have the meter, do SRK instead. That will teach them to mash throw on a cross-up. Once they start blocking, then go for the cross-up palm low short mix-up.

That’s kind of what I was thinking as well, if I feel they will throw I do crouch tech. I just wanted to know if I was just messing it up or not. It’s a really scrubby thing to wakeup throw like that. I will have to play around with it, I’m so close to make his mixups/vortex work.

hey guys, im new to akuma, and im wondering what you think are the 10 most important things i must learn in order to compete? I plan on using him in tournaments.

im currently working on getting his close standing fierce punch, tatsu, cst fierce punch demon flip reset
i learned an option select to punish back dashers
are there any raging demon option selects i should know?
how do you instant air fireball? I want to use it to cross up.

also, I once saw JR Rodriguez do a reset off of tatsu into raging demon. I cant get this to work so that the player cant jump out of it. Was this just a gimmick?

Tiger knee motion :d: :df: :f: :uf: :lp:.

Resets are pure shennanigans. If you plan on hitting the tourney scene, it’s nice to know some gimmicks, but know that they could cost you the match. Concentrate more on solid fundamentals like zoning, footsies and AA’ing consistently. They will get you much further than resets ever could, even if you could do them consistently. Rather than Demon, learn to O/S sweep or tatsu to catch backdash escapes as those will be more benificial to your learning Akuma in the long run.

As for JR’s reset into demon, it was a gimmick. It works for him because of the way he conditions his opponents. You never know what he’s going to do next and so you 2nd guess yourself which leads to dying one thousand deaths… Learn to AA or Kara demon as those are the best ways for Akuma to land his Demons.

Well not always, there are some characters they are actually legit against. Bison and Rufus have such slow reversals that you can safe jump them with a reset which isn’t a bad idea since you can’t Sweep them after tatsu.

can you explain?

Against Bison and Rufus the c.MP > MK Flip reset > DF Palm is actually legit because their reversals are slow enough that if they attempt to reversal you will be able to land and block in time.

Against most other characters though you won’t have the same luck so it is better to learn other tactics.

In fact I think they don’t wake up throw, they wake up crouch tech standing ^.^
I have this noob behavior of inputing throw tech in “every” block I do as it’s also my standard inputs for cr:lk: anyway. Then doing it to defend a cross up , you stand and there goes the throw.

Actually I’m not sure. I’ve tried this in training mode and it seems no matter how you time it, you may or may not get thrown. Put the dummy to akuma and do your setup and mash throw on wakeup. You will throw akuma. I can’t seem to get a setup where it will tech 100% of the time.

throw is 3f startup ? just as lights no ? make sense to be beaten by a throw meaty after a 1f too late palm whiff.
Or maybe not…

You have 4 recovery frames so if you time your flip where the recover before you land you can be grabbed. Need to time the flip faster.

To be honest I’ve been just going for s.HP > Fireball. Generally safe and can confirm into massive damage. Also s.HP > EX Fireball isn’t bad either.

True enough… I’d include Abel as well. And maybe Rog and Cody too (?)… But that’s what, 4-5 characters out of the entire cast of 39 where the reset palm would actually be usefull? Plus you have to basically “condition” your opponent into either trying to block or doing a reversal you can punish, which means his footsies, setups and zoning have to be solid.

Which is what I was getting at.

Generally if you can sweep it is better to go for that since it is more damage and better set ups, but against the mentioned characters it isn’t a bad option.

whats the exploding heart technique?

this doesnt seem to work for me. normal fireballs seem to come out :
is there a trick im not noticing?

forward throw is named Explosing heart tech…
insta air bal I do :d: :df: :f: :uf: :f: :df: :lp:
You can’t do it fast so up to you to find a way to spend the time the move need to let Akuma jump. Some prefer TK it, some others like me need to go back to :df: to have like 90% success.