Akuma FAQs: Quick questions & answers!

There’s some chars in this game with witch you can have a master knowledge and a complete crap play. With some others your game follow the knowledge.
More or less.

Insert Cammy hate post here

Start by learning your safe jumps and safe set ups. That will shockingly win you 90% of your matches against average players (Bad defense FTW!) The fancy mix ups work better on players who actually want to block.

Did this ever happen? I could benefit from a tighter air fireball game.

Very true. I think one of the strongest traits needed to be tourney successful is the ability to identify ASAP if your opponent is smart or not. That way you know if you can attempt a mix up or stay safe.

Yeah, I need to work on my safe jumps. Bad jump = damage from Cammy. I was having fun demon flipping away until I bumped into Rose/Cammy and was like “Damn, I can’t do this so often now!”. In fact, Cammy just makes me scared to throw fireballs too.

Played some offline causals yesterday, most of them were mirror matches that I won. Sometimes when someone teleports, and I know they’re gonna do it, I hesitate to Raging Demon. =[ I called on a guy teleporting about 12 times but didn’t demon him lol. I managed to demon a Rose backdash, Dan backdash, a jump in and a few other things. I’m enjoying the mixups, same reason I was learning Viper, Bison is quite stale. I like going for stuff like j.hk, cr.mp x2, lk tatsu, cr.jab into demon flip, grab. I tend to be able to pull off some hard Akuma links online, and drop them offline, kinda weird. It’s like I’m used to the online lag.

That’s the thing with Akuma, you can get away with a LOT of shit online because people simply have no clue about the matchup and how to counter a lot of Akuma’s gimmicks, which can lead to some bad habits that you will only realize once you got exposed by someone who knows what’s happening on the screen vs Akuma.

JR is a living proof of that, you can easily see how he changes his game play drastically when playing against someone who knows how to play against Akuma, watch him cr.mk xx DF grab all day long vs random online players, some of those players aren’t even bad, they just don’t know what to do.

Flip resets get blown up by reversals, AA normals & neutral jump attacks/air throws.

Lmao. I kinda thought this before testing it, but for some reason nobody ever reacted to it. I didn’t even attempt it offline tbh, I just went for the sweep/dp on those I can’t sweep.

Okay guys, I’m sorting through some of the random setups I saw people write about Akuma’s safe jumps for my Akuma guide I’m writing.
I jotted down some ones that sound a bit janky, so help me sort these out if you would, please.

VS Ryu
[LIST]
[*]Dash x 2, small step forward, HK DFK (delayed dive kick)
LP and HP SRK are stuffed, MP and EX whiff.
I’m pretty sure I either wrote this one down wrong or they were confused.
The set up I usually use is dash x 1, Small Step forward, HK DFK
But even when I do that I do not stuff any if his DPs (unless they are auto-corrected)

[*]Forward throw, dash, cr.LP, j.HK (late)
Supposed to be safe against SRKs, and it was posted right when 2012 came out IIRC (December 2011).
I tried testing this and it seems like it does safe jump all of Ryu’s DPs, however it only hits when he is crouching. (AKA a simple high block will make his hitbox too small to connect on block, making it too risky to Option Select since it will likely whiff). I think I remember seeing this kind of setup posted before but the hitbox problem is probably why it isn’t used much. Thoughts?

If anyone knows any better setups to use versus ryu on a forward throw, please let me know (include mixup information ).
[/LIST]

Wrong first setup, it’s single dash, not x2.
And the step forward is used for the palm whiff usually, not for the srk bait. (landing too far crossing over) But don’t quote me on this. I’m pretty sure opponents can just walk forward or crouch and make any DF kick whiff if you do a dash + step forward and “HK” DF.
Sure thing is with DF setups the time you input the kick in the air is a key factor. Against SRK it’s usualy LATE (as low at the end of the DF) activation of the kick in the air.

Sweep, MK DF late kick stuff SRK reversals.

I’ll test the lab tonight.
In the lab I just can’t find anything after a f.throw against mp and hp SRK. Despite the cross up tatsu.

What range is the sweep landed from in this setup into MK DFK? If you’re against a shoto let’s assume the options you’re working with are
[LIST]
[]a point blank punishment sweep
[
]a hit confirm into FADC sweep (or hit confirm into st.LP, sweep)
[*]a footsie range (approx. max range) sweep.
[/LIST]

Had some mixed results with using hit confirms for Ryu’s DP stuffing (with delayed MK DFK) until I found the right range.
Only st.LP x 2 sweep and cr.LP, cr.LP, cr.MP FADC sweep set up proper the spacing to stuff LP and HP SRK (causing aerial resets) and making MP and EX SRK whiff.
Unfortunately the mixed results I was getting was coming from the cr.LK, cr.LK, st.LP, cr.HK hit confirm I typically use.
At that range the late DFK will not be deep enough and if it were only a tiny bit farther forward it would work well.

Please let me know if you know of another sweep range for stuffing Ryu’s SRKs with the late dive kick.

guys anyone can shed some light as to how to improve in close combat mechanics or so called “yomi”…

so i get my vortex right and stuff. but everytime opponent blocked my moves i feel like…

  1. he’s gonna tech it.
  2. he’s gonna c.lk and hit me
  3. worse he’s gonna do some dodgy escape,focus attack, backdash, neutral jump, reversals, stuff that refuses to block and in turn get more advantage.

best way to break their defense for me… is to ex hurricane kick but that’s waste of meter.

my point is that i can’t seem to use normals to break people tech and its been disturbing me for years and people are having fun blocking my normals and finding gaps in between to fight back which i find is lame to a point where i find just picking cammy/sakura/even ryu with retarded +frame block stuns getting random ch is way easier for my life than picking akuma which imo require precision.

so i beat my opponent with better footsies, matchup understanding, and vortexes. but my close combat mind games is just not working.

serious reply please.

btw, i varied my normals a lot maybe i’ll post a video where i did well in everything except for close combat games.

How come you can do better with Ryu when the frame advantage off his normals and frame trap game in general is very similar or almost identical to Akuma’s? If anything Akuma’s frame trap game is better than Ryu’s since he has a much better kara throw, frame advantage off close light kick, more frame advantage off far jab and a fearsome combo-able far roundhouse.

Anyway, the point with frame traps is figuring your opponent’s tendencies and just feel him out in general, there’s no one setup to beat everything he does during your block strings, it’s all about your timing and the normals you use, there are traps to punish button mashers, others to punish slow late crouch techs and others to punish players who stand tech.

The mark of a good player is being able to quickly observe what your opponent is doing the most and punish him with the correctly timed frame trap, I for example suck and takes me several matches against an opponent to be able to punish his response to block strings.

agreed with above. so pretty much i am kinda saying i can’t somehow “feel” my opponent tech pattern. i am doing it wrong but absolutely no idea how to do it right.

its critical enough to destroy my whole pace in the game since everytime i just get blocked til my char dies.

anyone feels that dictator/honda is extremely hard to frame trap?

Playing Ryu may have an effect due to the intangible feeling of Ryu’s stuff just feeling more “meaty” due to the animations and active frames. I notice it when I play, at least. Akuma’s stuff feels like you’re pricking the opponent with needles in comparison, even if objectively they are largely the same. Also, Ero_Oyaji, if you can play a decent Ryu, that can just be a good option too, if his stuff clicks better.

nah my ryu is average…as in i can’t really make my ryu outshine the local ryu. and its actually pretty difficult against some character imo.

Well if you spend more time with Akuma than Ryu, sure. They’re in many ways the most similar characters in the game (IMHO, anway), doesn’t mean they are the same. Though yeah, Ryu has some matchups where he has to play with a certain care instead of just bruteforcing it like Akuma can do vs. Guile, for example. Still, he has a pretty brutal upclose game if your reads are on point and has no unwinnable matches.

Honestly the easiest way to do this is watch Tokido’s frame trap game and learn to replicate the timing of his delayed frame traps. Tokido is still the best at frame trapping with Akuma and learning from his approach will get the best results.

Don’t forget though players are very good at teching late against throws now. Frame trapping is still just a mixup where you need to out guess the opponent. will they late tech? Will the spam jab? Will the counter throw? Each option will beat a certain timing on your part.

^above.

copying without understanding its pointless. i might be doing tokido frame traps all day long and they just get block all day because they aren’t used on the right timing. which is your 2nd paragraph. it doesn’t have to be tokido’s anyway. as long as you get to know your opponent timing all dumbest shit used at a right time will still work.