Akuma FAQs: Quick questions & answers!

Which matchups would anyone here actually use U2 over U1? I can think of Rufus and Sagat maybe? Even then, I tend to stick with U1 simply because of its familiarity though in those two matchups I can see why U2 might be preferable. I was thinking also maybe the Gief matchup to help counter his option selects and also to protect safe jumps from gief’s ultra (ie. safe jump in os teleport out, if he ultras or tries to greenhands, use U2). Maybe Ibuki? Is tele into U2 a viable counter to her kunai vortex? Thoughts?

Edit: I read the other thread and there doesn’t seem to be much progression other that Gator’s thoughts on matchups where U2 might be preferable.

The only time I try for a crossup air fireball is after demon flip throw or demon flip palm. If it’s palm, space yourself to where their feet are and do a TK motion (d,df,f,uf,f,df) to hit it. If its after throw, do a quick dash and then input the motion regularly (you need to delay it slightly to crossup properly which is why I don’t do a TK motion).

Tatsu out of the corner is a similar motion to a 360, only start at uf go all the way to the back position. It should be a smooth motion and he should copter out with the max distance possible.

Nah, just jump then tatsu, quick, that’s the way to do it and more reliable imo :slight_smile:
What do you need those extra inputs for, right?

shrug, I find the faster input doing it that way when I can just quickly roll through it smoothly. The result is the same so it really doesn’t matter I guess.

Fair nuff mate :slight_smile:

Ok i got the Akumacopter down the way you described it. But with the crossup air fireballs, it seems like they would recover before you if it hits. Thats the only thing im having a bit of trouble with because in a real match i would eat srk if they recovered faster than i did.

I’ve been having some bad luck using the st. RH as my main normal. Should I be using cr. MK alot more as my main poke?

Only use HK on those who the second hit does not whiff on when they crouch. Cr.mk is the best poke, cr.mp is great as well, especially for counter hits in broken block strings. Cr.hk is an excellent poke too, it’s got great range and it can’t really be punished if blocked at the maximum range (though it’s -9 on block).

If thats happening then you’re not throwing out a meaty fireball. If the opponent is recovering before you that means your too slow on the execution and it is hitting too late.

I got few character matchup problems. Can some people who are solid against these characters give me a tip?

T.Hawk (Turtle)
Balrog (Aggro)
Blanka (Good Mixup Charges)
Rufus (Bad Akuma Matchup)
C.Viper ( Like Flash Metroid)
Dudley (Pokers)

And I wanna ask one question to all Akuma fans/Players. Dont you think that Akuma should have his stun back to normal? Like all his specials did 200 stun to help him in this game and have an advantage on most characters cuz I really hate how Akuma feels on this.

Another thing does every1 notice he has startup on his jumps or is it just me? Also we need our teleport back to normal cuz Escapes are even risky now and its annoying that enemies get free damage especially Rufus who does Cr.HP and hits you like crazy distance.

Do you mean too early? because what happens is that the fireball comes out instantly and it hits while im still in the air, giving them enough time to come out of hitstun before i even land.

dont throw air fireballs before the peak of your jump… it is bad recovery you need to do it after it so u have time to recover and the opponent has to find a way around the fireball giving you time to escape or anti air them or w/e you are trying to do.

^ Except for crossup fireballs, which you need to throw very early in your jump so they will meaty on hit.

is Akuma the best in the game?
i use ken, should i make the switch to akuma?
will it make me a better player or will it just make me a different player?
i have a little bit of success with ken, will my success rate go up you think? or is this all player/style dependant?
any other former Kens in here that made the switch?
thanks.

Akuma dies in 2½ combos.

There is no definite best. This game is extremely well balanced. I’d say Ken beats Akuma heads up, but maybe Akuma’'s tools are more to your liking.

Hey can someone list all of Akuma’s safe jumps? I know he has some special ones aside from the typical shoto ones.

you can use demon flip palm as a safejump.

No. If it hits too early then it passes right though wakeup frames. Also make sure you are using the right setups. Like df palm and df throw dash forward. I find the setup particulary tight after sweeps and even back throws at times. In these cases you shoudlnt tk air fb. But rather jump then instantly airfireball.

Far standing middle kick.

Anyone found a good use for this yet? I’m curious as to whether its the perfect normal under certain situations or if its perhaps a go-to normal for stuffing a specific special.

I’m at a bit of a loss for finding an ideal use for it.