Akuma FAQs: Quick questions & answers!

What are the inputs to do the u2 option select against balrog?

You can use any. The hk make you fly forward further. So for a certain distance a jump in tatsu can cross up or not depending on the :hk: or :mk: or :lk:
Basicaly the :hk: is the better one at max range to surprise the opponent thinking you gona land in front of them.
You can fake cross up in many ways hitting with the first or second hit of the air tatsu activating the tatsu at different height.

Thanks

I know this is a really noob question, but I just need to ask how to do this since I can’t get this to work. Plus this would really help me out with my vortex practice.

How exactly do you set up the dummy in training mode to do a reversal on wake-up?

I tried spamming the dummy’s reversal over and over until the timer on the record mode depleted and then put the dummy on playback. What happens is the dummy does the said reversal when it’s back in its standing idle position instead of immediately on wake up like I want it to. I also tried sweeping the dummy, paused the game to turn on record, then try to do its reversal as its waking up.

What am I doing wrong?

It’s kinda hard to get the dummy to do a reversal on wake up in this game. It’s easier if you record and playback the dummy to do the setup on you while you do the reversal.

Where can I find the inputs for various akuma option selects

What I do is set it to record, unpause the game, do the motion as fast as possible, and then quickly hit start again. The faster you do it the better the dummy.

People actually do this? What you do is set player 1 as the char you want to test setups on. Then set player 2 as Akuma. Record the setup as akuma against the player 1 char and switch to playback. Now the dummy (Akuma) will do the setup over and over and you can try different reversals/wakeup options to beat it.

that wont train you to do the said setup perfectly though. It’s only confirming a setup works.
You need a way to train to execute a setup on a dummy. On pc it’s easy with macro. You can make the dummy mash reversal faster than any human being for perfect training. You can even train to defend against opponents setups and gimmicks. All it cost is some time learning the coding. And other chars knowledge to know the setups.

NB: The playback loops whatever you recorded from 0sec to X seconds. No need to record the 10 seconds, you can do 4 srk only and stop before he land to be sure no gap is recorded, then playback. Takes some practice to hit record and input the first reversal fast enough to avoid a pause in the loop.

But seriously, pc players should use the macro.

Yes you do this when you want to consistently practice your safe jumps and not just examine a set up. Once you know the set up you still got to practice it.

I’ve been messing around in the training mode for a bit(got the game just yesterday), and I’m wondering… Why don’t people talk about the link standing light punch -> crouching heavy punch? Yeah it’s one frame but the timing is quite easy, and it lets you do bnb vs crouched opponents. You can possibly even frametrap with it vs block and canceling it to fireball should be safe, right? Crouching light punch -> standing light punch -> crouching heavy punch is also very easy to hit confirm

(yeah it misses vs some but even so)

Nobody really uses that link because it’s extremely hitbox/distance specific and there is a good chance the cr HP will whiff causing you to eat a big fat punish.

cr:hp: force stand, so you’re talking about crouched opponent => what about st:lp: you’re supposed to land before it ? It hit crouchers ?

That’s another reason ^^

Yes, it does hit some characters when they are crouching. Problem was already pointed out though. It’s only real application is literally point blank range, and any kind of crossup attempt seems to push you just far enough out of range. If an opponent is that close, usually almost anything else would be better.

well it hits “some” croucher but if you add a jump in attack before it, it hits even less crouchers in fact, making it a useless combo. Keeping cr:hp: for the usual fireball fadc follow up is the way to go for Akuma.

I disagree with situational = useless but whatever.

How do you deal more dmg in that situation (Point blank hit vs croucher who can be hit by this link)? HP fireball FADC into HP -> HP Shoryuken? Though I think that canceling the FADC into LP into c.HP into QCB+LK into HP Shoryuken is still more dmg…

After a fireball FADC why would you go for a light attack ? just go for your cr:hp: xx …
Another note, the cl.st.lp push back 40% more than a cr:lp:
Another one, only light tatsu don’t force stand. The 2 others force stand on first hit if close. Same for first hit of a shoryu except light one. Daigo explored this path for comboing into crouchers with FADCs.

And cr:lp: st:lp: , cr:hp: xx HK tatsu is 252 damage and 400 stun, not that bad.

I’ve been practicing Akuma alot lately. Never really found the time because of having to learn setting up his vortex, his low health and learning what characters his sweep reset work on. But in most fighting games, I pick a main character, then a second to cover any bad/weak match-ups for the main. But, does Akuma even HAVE a bad match-up? If not, then what would be a good character to play second, just to keep the mentality of rush-down, mix-ups and frame traps going?

He has, but many are a result of him having low health and dealing a bit less damage than the opponent. That is to say, they’re not tool-based shutdowns like many disadvantageous matches (which are consequently a pain to play). They’re all winnable, no need for a secondary as Akuma. For a secondary, Ryu is decent for covering stuff like Yun and Rufus which can be a bit of a pain to deal with.

He doesn’t have 3-7 terrible matchups, but he does have 4-6s here and there, Akuma could be the most balanced character in the entire game, not too strong or weak.

Even though some matches are quite even, it doesn’t mean they aren’t difficult, matchups are calculated when the Akuma player has actually mastered the character, which is FAR from an easy thing to do, e.g fighting Ryu, IMO the matchup is 5-5 even though a lot consider it in Ryu’s favor, but Akuma is way more difficult to master than Ryu, so it takes a long time to catchup and beat them.