Akuma FAQs: Quick questions & answers!

What’s so good about DF palm is that it’s a special in the air that doesn’t have Additional recovery frames when landing like most other specials in this game, it would have been broken if it acted like an empty jump’s landing frames because then you would have been able to safejump everything, even 3f SRKs normally.

ok but to clarify,
empty jump = 0 recovery = block possible at frame 1 of landing
jump + normal whiff = 4f recovery before block on landing
jump + special whiff = ??
DF Palm whiff = 4f recovery before block

Not entirely. Empty jump also has two frames of recovery, where movement and attack isn’t possible, but blocking is. Otherwise AA U1 would never work :wink: After a sweep instant empty jump, instant c.mp lands meaty on it’s second active frame, giving you + 6 frame advantage. This means that you land 7 frames before your opponent wakes up and you can attack 5 frames before he wakes up.

Well it isn’t exactly true. Here is how it works

There are two recovery times associated with jump ins. There is recovery till block and recovery till you can attack. On an empty jump you can block immediately upon hitting the ground, but any attack will have 2 frames before it can come out. On a normal jump in you can block after 2 frames, but attacks won’t come out until after 4.

This is why you can safe jump a 4 frame reversal, but not a 3. Keeping in mind when we say 3 frame reversal it goes active on the third frame.

(Last Air Frame) | (First Recovery Frame) | (Second Recovery Frame) | (First blockable frame)
(First start up frame) | (Second Start up frame) | (First Active Frame)

From that diagram it shows you the SRK will come out before you can block it so it is impossible to safe jump. Yet for a 4 frame reversal

(Last Air Frame) | (First Recovery Frame) | (Second Recovery Frame) | (First blockable frame)
(First start up frame) | (Second Start up frame) | (Third Start up Frame) |(First Active Frame)

They co-inside which allows you to block it. It’s also the same reason you can’t OS against a 5 frame reversal.

why is that? doesn’t your first active frame coincide with his against a 5 frame reversal? If you OS HP DP’d against a 5frame reversal wouldn’t it come down to whoever has the most inv frames left to beat the other?

you know this need to be sticked or incorporated in a 101 somewhere with stuff for noobs. 1 year studying the game and still didn’t get that precisely.

NOOOOOOOOO the vortex thread was deleted.
Is there any place I can go to learn the advanced vortex tricks? I have the basics down now I’d like to learn some fancy crap because I might pick akuma as a sub.

The problem is his reversal hits one frame before your reversal comes out. So the only thing you can do is block.

The set up thread is where we are mostly keeping the vortex tricks right now.

How to deal with Ryu HK jump in ? Some range it is safe from SRK it is very hard to tell . St.hp seems to trade which is not very favourable to Akuma .

Cr.mk xx fb. Ducks under his kick and hits him in his landing recovery. If it’s too far for for cr.mk, s.lp beats it clean. Time your lp so that his kick doesn’t ‘land’ on your punch, but that you kind of punch his kick. Cancel the lp into lp hadou/hp shaku if you want to reverse pressure or mk df if you’re feeling fancy.

learn the range and timing for st.hp in training mode. block if you are note sure during the match. You can also try focus attack or AA raging demon. I generaly don’t back dash because of option select sweep. I’ve been demoning this jump in online a lot lately. it’s very unfortunate it gives the opponent half of his super bar though…but at least they know one jump is enough to die.

Naa, s.hp is great for hitting jumpins early against the feet. If the attack horizontally levels the hurtbox of the feet with the hitbox of the attack, like ryu’s j.hk, it will more likely trade or even lose if ryu uses it early. It’s an acceptable trade (120 vs 100), but akuma shouldn’t be in the trading business, he should be in the selling business :smiley:

Since the palm whiff have 4f recovery on landing, is it still better to whiff + sweep than empty DF to knockdown the guy ? In terms of speed and meaty hit.
The df empty have recovery or is it an insta sweep ? You get the picture, what you think, have numbers ?

I think it’s better to use palm then sweep as an option select. If I use palm and sweep without OS, I try to do it at a range where my sweep is safe from punish on block. df empty is good to suprise people sometimes but it’s generaly not worth the risk in my opinion.

DF Slide is damn near useless outside of a few special applications. If you want to go low out of a DF just empty palm and c.LK.

Does Akuma have any safe jumps for 3f or 4f reversals?

Unless things changed a bit while Ive been gone, there are no safe jumps on 3f reversals… might be mistaken though

What about 4f?

DUDE!!! HOW THE HELL HAVE YOU BEEN? R U OUT OF THE NAVY YET?

After sweep:
Instant jump and command dive kick (d+mk) as fast as possible (must activate the dive kick on the first possible frame).

After DF throw:
Whiff far fierce > j.hk
Whiff throw > j.hk (useful in corner where far fierce won’t comeout)

After forward throw (in corner):
1 dash > cr.mp > j.mk

You obviously have to be frame perfect with all of these setups because there’s literally no room for error when it comes to safejumping 4f reversals.