Akuma FAQs: Quick questions & answers!

At evo I played some Akuma who was checking a PDF and it was an organized chart of all the set ups where can I get that? he definitely wasn’t good enough to make it himself lol

That’s LoyalSol’s creation. I thought it was edited into the OP but I can’t locate it.

Edit - Found it.

I just decided to play Akuma. What are his option selects? Can you option select with demon flip?

Its the power of being bored on a weekend that created that chart. :slight_smile:

Yun, Cody come to mind

Cody is not a bad matchup.

how about blanka, ibuki

Those matches are probably about even as well.

The thing about matchups is alot of players feel a matchup is “bad” because you have to fight it differently. Ibuki was a bad matchup when everybody couldn’t block Kunai’s.

Akuma has very little bad matchups, but he does have alot of even ones. The bad matchups I could see are - Viper, Yun, (6/4) Cammy, Bison (5.5/4.5 but I personally see them as even) Some people say Mak, but I disagree.

Strangely enough many matches will feel “bad” because Akuma requires alot of specific setups, punishes and playstyle alterations according to the matchup. So if somebody is a new-ish Akuma player they may find alot of matches bad but it’s only because they are taking the wrong approach or lack a vital piece of info on the matchup.

Disagree about viper, but especially cammy. They get destroyed by high level akumas in almost every tournament since AE 2k12 and cammy players will admit this.Cammy players say it’s in akuma’s favor and akuma players tend to say vice versa. It’s even imo. Viper’s cheap bullshit can be negated by top shoto players if they utilize c.mp and c.mk to their fullest potential. And matchups difficulty should only be considered according to the level of players and imo at the highest level akuma wins against both.

I can agree with you about cammy but viper not so much. I think viper is atleast 5.5-4.5 in her favour for the simple fact that her damage and stun output are better than ours as well as having higher health and stun. But it is def a winnable matchup if you know viper well.

He isn’t really; but he’s a terror up close and before a knockdown.

What’s far standing HP frame advantage on counter hit + 6 or 7?

The move is +3 on hit normally so it would be +6 on counter hit, linking a sweep would be a 1 frame link.

fs.hp does have 3 active frames though, so you’ll get more frame advantage if you hit on the later active frames instead of first, in theory (if spacing won’t be an issue) Akuma should be able to connect a far roundhouse after a fs.hp if he connected it on the last (3rd) active frame and got a counter hit (+5 frame meaty frame advantage + 3f CH advantage= 8 frames), that would be sick as hell if someone pulled it off in a real match! I’m surprised I’ve never ever seen this in a combo video, I gotta try it out lol

Edit: nevermind, tried it and the range + pushback is too much for the far roundhouse’s first kick to be in range, I tried it on Sagat and couldn’t land it. Maybe it’ll work vs Hakan since far fierce comes out very close to him for some weird hitbox reason.

this may be beating a dead horse but does anyone know how to do the Asura Warp/Zenkuu?

the what ? Asura Senkuu is the teleport.
all moves here http://www.eventhubs.com/guides/2008/aug/29/akuma-street-fighter-4-character-guide/

some of it is pretty confusing honestly why didn’t you write out what “c.unblockable” is on the chart and why are there empty spaces on the chart but then you have them at the next page which is confusing as hell btw lol

c. Unblockable was classic unblockanle or the replacement for the Shoto unblockable. At the time I wrote it we were still unsure how to perform it correctly but now it is simply Dash c.MP.

There are some things I need to go update, but haven’t gotten around to it. There should only be 4 empty spaces (4 characters who don’t have set ups) so I guess that is an old version because the one on my iPod isn’t missing those.

Edit: Oh just looked at the doc that isn’t the most current one. The second page is not how I wrote it. Google Docs screwed that up royally.

https://docs.google.com/file/d/0B4pUijMIKag-UEQ5ZGFXSWxac1U/edit

My brother mashes reversals through my block strings at every opportunity, mashes reversals and ultras on wakeup… ok, my brother mashes reversals. The thing is, otherwise he’s a pretty good player (better than I am currently) and therefore the mashing gets me a lot because I wouldn’t expect someone of his skill level to be doing that crap. I guess I pay him too much respect. How do I exploit the mashing? Also, how do I tighten up my strings?

There are 2 types of mashing:

1- Smart mashing which even top players like Mago, Daigo AKA umeshoryu, Eita…etc use, those will be unpredictable and they choose the right times to use it depending on distance, the opponents options at the time and tendencies.

2- Retarded mashing which is what scrubs do, they’re very predictable because they do it almost 99% of the time without using their brain and are very easy to punish.

To punish mashers, make sure to always use frame tight strings against them so you wouldn’t eat a reversal by the gaps in your block strings, frame tight strings are rare in this game except for chains and Akuma has a lot of those (chains are normals cancelled into other normals, for example you can cancel cr.lp with another cr.lp because you can chain this normal, not all normals are chainable).

So for example if you did a jump-in heavy kick, chain 2 or 3 crouching jabs (mash them, no need to time), stop and crouch block while waiting for them to fly high with the mashed reversal SRK, then punish them HARD when they land, it’s very important to punish them as hard as you can (i.e s.hp xx lk.tasu HP SRK), because just punishing them with a sweep won’t be enough to knock some sense into them to make them stop, seeing 1/3 of their life vanishing will make them think twice after a while, some super scrubs however sadly never learn lol