Akuma FAQs: Quick questions & answers!

can any one tell my is that any different between lp hadouken mp hadouken hp hadouken in term of recovery?

There’s no difference in terms of startup or recovery, only difference is the fireball speed.

Nope. Normal purple hadoukens all have same startup and recovery, EX included. Shakunetsus have different speeds though.

In order to zoning, the version(lp,mp,hp) of fireball deosn’t matter?
of cause the faster the fireball is, the rest time opponent react.
which situation should use lp fireball, since hp fireball give opponent less time to react

lp travels slower, makes it harded for the opponent to neutral jump over because the fb stays under him longer instead of zipping right on by. Best idea in zoning is to mix fireball speeds to screw up the opponent’s rhythm.

Besides that, it takes longer untill the fireball reaches him, so he has to wait longer to jump over it. Since the recovery is the same for you, it allows you more time to walk forward and react to what they do. For example, sweep opponents that like to FA dash forward.

anybody got tutorial video about fireball zoning? especially talking about akuma fireball & air fireball

I have a question about VS’ing command grabbers, mainly Zangief.

Is there a way to hit confirm a throw or hit confirm into a frame trap against him if he’s mashing out a command grab (which comes out in 1 frame where as my hit confirm only gives me +2 on block. So my 4 frame startup cr.MP frame trap gets beaten out by his CG and if I go for the throw after my hit confirm instead, his CG still gets me).

Any help is greatly appreciated.

Pretty much only chained normals are safe against fast SPDs like Gief’s (Abel’s for example are a lot slower), non frame tight strings like cr.mp will get you grabbed. Best thing to do against grab mashers is to chain a couple of light normals (e.g cr.lk xx st.lk) then mash on backdash, you’ll see them whiff the CG and you can punish 'em to hell. That’s a lot safer than chaining then bait with a neutral jump because Lariat or Hawk’s SRK move can punish neutral jumps.

impossible to hit confirm and give a throw and impossible to frame trap command grapbbers.

Explanation: no matter how many frame hit confirm gives you, a throw need 3 frames, and the character being block stun, cannot be throw.
e.g : a hit confirm cr.mp will give you +5, and you delay 3 frames (at +2) then press lp+lk mean the throw will come out at t=1.
however, Zangief has 1 frame to ash SPD, but however during the start-up SPD, it cannot be throw(if i no mistaked), that’s command grab can win throw.

if you wanna frame trap grabber that mashing SPD also quite impossible.
Because the hittable box during start-up SPD is relative small, during startup of ex-SPD is completely invisible and SPD start up is 2 frame, which is faster than
almost every move.
Eg. you on block cr.mp give you +2, then you immetiately link cr.lp, start up 3 frame, then Zangief’SPD has 1 frame time to react, however, the cr.lp hit box
cannot beat the start-up hittable box of SPD, so you will be grabbed again.

That’s you never watch a high level player try to frame trap command grabbers.

Most effective strategy is to bait the command grab out. Normally you use some moves tat has little block stun and try to bait out the grab let him open for you to punish.

If you can get a read on an opponent’s tendency to use (mash?) command grabs when you’re in their face or applying pressure, throw in a neutral jump now and then (which allows you to land on their head/whiffed command grab with nj.mk > combo).

Alternatively, try a c.mp into lk demon flip but go into the lk flip without comboing into it. This can often mess with people’s timing and expectations as it invokes a weird momentum that is rarely expected. Likewise immediately jumping over and using cross-up air tatsu.

Another option is to apply a true block string (c.lps) to push them far enough away. If they are mashing, the command grab will whiff and you get a free punish. Also firing out some blocked c.lps and then backdashing can work.

Trick is to mix your options up to bait out any bad habits they may have. Once they pick up on what you’re doing, you might find you can then turn the tide and sneak in a grab of your own or fall back to a traditional zoning/spacing approach.

As others have said though, counterhit fishing and traditional up-close pressure changes gears VS a grappler and you should have a differing style that you apply to this flavour of opponent though.

Can someone tell me is Akuma demon flip dive kicks (lk, mk, hk) the same?
E.g. after demon flip press lk, after demon floor press mk are the same?

yes

how the fyck do you fight deejay. I am sick of this asshole on my FL. He only ever joins my lobby to be a prick. at first it was bearable, but he knows my tricks now, and that deejays bullshit will beat akumas.
what safe jumps are there?
is there a way to punish beat the shitty knee drop?
is zoning the best way to beat him? because that’d be another reason to be fucking bored and/or angry with that big grinned shit

Use st HP as you medium range poke. It beats sobat kicks and prevents jumps.

DJ safe jump is tatsu>sweep instant jump dive kick. Basically you dive kick on the first possible frame from your normal jump. Also do not duck after the dive kick because if he tries upkick you will prevent it from falling behind you.

CR FP beats knee drops, just look for it.

You can rush him down but counter zoning is a good strat to get him to become reckless.

You have a hard to blockable in the corner that can lead to some mad free damage. Still works on DJ in AE2012 but not on Boxer.

[media=youtube]u7NxfxmMyJ0[/media]

My write up on how to fight DJ.

This is a match up I believe Akuma wins, but this is also a match up many Akuma players will have trouble with because it exposes your ability to zone and play footsies. Since Deejay generally can not be vortexed well so you have to rely less on the mix ups and more on bullying Deejay into submission.

The first step to beating DJ is to shut down the antics. A lot of DJ players will try to use the knee drop on you and your first priority must be to shut this down. c.HP stops this in its tracks. If DJ is jumping in on you then you need to work on your AA because Akuma’s AA buttons dominate DJ. A lot of average DJ players will like to randomly throw out Sobat kicks, but keep in mind they are almost always punishable with the exception of the LK version which is a single strike. Even at very far ranges you can punish with a sweep.

Akuma generally outfootsies DJ. Deejay has a few pokes which can be troublesome, but in general your walk speed and pokes will be able to beat him. The only major threat is the LK Sobat which has lower body invicibility so if you throw out predictable pokes you can get hit.

Akuma’s projectile can frustrate DJ, but there is one majorly critical point YOU MUST always be aware of. If Deejay is sitting on meter and a charge do not just brainlessly chuck fireballs!! The biggest threat to your zoning game is the EX Sobat and you must always be aware of this. You need to play your fireball game differently depending on where DJ is on the screen as well as his charge status. If DJ just threw a projectile it is generally ok to throw one as well so long as it is not horrifically late because he won’t have enough time to charge. Unlike Guile, DJ has almost no way to hit you in a fireball trade. The only way for DJ to advance while keeping a charge is to slide so keep in mind whenever you see a slide he has a charge ready to go so do not throw a fireball till you see him release it by throwing a fireball or moving forward.

The one grave sin against DJ is to let him throw a slow projectile unchallenged. If he successfully gets it off unhindered he is able to push forward and gain a lot of space. If you are caught in this situation your only choice is to block. If you try to jump over you’ll get hit and backing up will only make it worse. Always put DJ’s projectiles in check.

If you have a lead don’t be afraid to SIT ON IT! DJ has no real way to open Akuma up fast and also he has a miserable time punishing teleport.

Patience is the key here! Don’t make unnessisary jumps and take your time. Don’t worry about getting in DJ’s face and worry more about keeping DJ out of your face. You’ll find the more you stop DJ the more desparate they get to go in and the more you damage you can collect. Every ounce of life is precious so don’t take bad hits!

This isn’t my best set of DJ matchs since it was a little laggy, but it shows off some of the techniques as well as some of the things to watch out for.

[media=youtube]gsoelWsJwBg[/media]

[media=youtube]cT4m9OjYapk[/media]

Superlollo did also point out to me that meaty c.LK is a decent option on his wake up because if he attempts to reversal you will either block or make the attack whiff.

Good stuff

those are great tips cheers!
combined with the set up that Yiaz-M posted in the other thread, I’m gonna have some nice stiff.
this is 2 of my fights with him… as you can tell the only way I can beat him is by doing stupid shit
and loyalsol, I was amazed at how little that deejay in the second vid DIDN’T punish your demon flip kicks with his dp kick thing… I wish I knew deejays like that…

[media=youtube]b-TrFAk8KR0[/media]
(skip to 10:10 for the deejay fights)

Its because I was using a set up which trades with the up kicks. He tried it in match before an found out the result.

What do I do when cammy gets me in UTKD?

It’s like…Everything I do gets punished to absolute hell. Any magic tips?