Akuma FAQs: Quick questions & answers!

I think this is more of a general Akuma question but I’ll ask here anyway.

Could anyone explain the logic behind Akuma’s HP? I’m not really bothered by it but I would like to know why he takes it like a bitch.

I’m interested in the answer, because I have no clue what the question is about

If he had more stamina he would probably break the game. Ask the guys in the fan fiction forum, there is probably a long back story to his low life bar.

At first I thought you were talking about Akuma’s fierce punch and had no clue what the question was lol, anyway I’m pretty sure you’re talking about his health, a few examples of why they gave him 850 stamina:

1- He has one of the most damaging combos in the game with or without meter.
2- Excellent defensive attacks such as his HP SRK and his cr. HP
3- A teleport that if used wisely, can get Akuma out a lot of bad situations.
4- Amazing zoning game with air, normal and shaku fireballs.

Imagine Akuma with the normal 1000 health and stun ratings, he’d be broken and make Ryu look like a joke lol

According to the lore, he is holding back because he wants a good fight. When he is Shin Akuma, he is at full power.

Balance-wise same thing, he would be much better.

Does anybody use setups to get perfect distance for (f)HK for a cr.MP to combo?
Im going to practice the spacing etc i just wanted to know if anyone has any gimmicky reset setups for it lol.

huh? If you are asking what I think you are asking… basically c.mp combos after a hk on anyone with a large hitbox except at tip range (which is easy to visibly determine the difference between the ranges just based on sight), against mid size hitboxes you have to do it close, but its still pretty easy to visually see the difference between the ranges, and against small/wonky boxes it won’t work. You don’t need set-ups, and since hk is a starter poke its kinda weird to try and use it in “set-ups” since its not very fast compared to his other pokes and doesn’t create block strings. Character specifics aside, its usually not worth the mental processes to try and overthink whether c.mp or c.lp will hit… just go with c.lp if you are even slightly unsure. Otherwise, gl and have fun.

Thanks, metallicaband and West.

My thoughts were in line with what you guys put down but I have been only using Akuma for two days so I thought I should ask.

The lore aspect was what I particularly wanted to hear.

All in all, I think its fair enough. It hurts getting hit by a combo but doing the hitting is very satisfying. Plus the walking speed! Also I’ll use the word health for clarities sake lol.

Thank you, I understand.
Should I be looking to get in when at close range with a cr.mk xx hado fadc combo OR a (f)HK combo.
Or is it best to just cr.mk xx hado then begin usual play and save EX for more damaging combos.
Im figuring at my level of play i want to be getting in as much damage as possible whenever i can and think more about meter management once I fully grasp fundamentals and combos etc.

When I d.flip or jmp in should i be looking to proceed with a cr.short, cr.jab ~ cr.mp xx hado as my block string mixing up mid string throw/OH for mixups?
Is there anything better or more suitable?

-thanks

cr.LK, cr.LP, cr.LP > Tatsu > SRK

Quick question about the above hit confirm combo. I have been practicing this and can consistently pull this off in training mode about 8-9/10 times but in real matches I just seem to whiff the tatsu (out comes standing LK instead). In real matches my success rate is about 2/10 - obviously I’m doing something wrong.

Does anyone have an idea why in particular this is happening (somehow getting timing wrong maybe?) and how I can learn to correct it quicker? I don’t think more practice on training mode will help as I normally put in plenty of time doing it there (and succeeding). I feel like I’m wasting my chances to do more damage.

The most likely cause is you’re chaining the light punches. Slow down your timing on them a bit. And keep practicing in training mode, they will become easier to hit in game - eventually you’ll get to the point where it’ll just happen.

Ah, that makes sense to me. So it wont work if you do it too fast? I didn’t know about that… probably what I’m doing wrong. I’ll try it out now.

Edit: Yeah, I can already feel a difference now.
Thanks for the help.

does anyone know how to do the fa after ryu does his c.mk > hado, like in some videos of tkd/momochi I see them fa after the c.mk to catch the fireball and followup with a combo. I cant seem to get it in training mode at all, the FA never comes out after the c.mk.

I’ve been seein a lot guys doing c.mp c.lp lately. Did I miss the memo or something?

probably just a frame trap…c.mp c.lp c.mp xx ex hado for example catches a lot of people by surprise…you can even do c.mp c.lp c.mp xx hado FADC s.RH etc etc. on ryu, ken and other chars with similar hitboxes. It puts you at the perfect distance for s.rh to combo

I was trying the c.mp c.lp c.mp earlier. The c.lp always seemed to just put me out of distance. Think I was messing around against akuma. Speaking of frame traps we should probably compile a list. I know a few like c.mp c.mp, c.lp s.hp and the one tokido uses, c.lp c.lp c.mp.

Do y’all buffer SRK motions during footsies? I’ve been trying to punish headbutts, blanka balls and random jump ins on reaction but it’s tough. For random jump ins during footsies, my game plan is usually staying within sweep range in footsies to use cr. HP instead of SRKs because I eat more jump ins trying to SRK on reaction. I haven’t found anything against blanka balls and headbutts besides to block.

It works at max distance with the right timing. if Ryu is too close you’ll eat the FB. if you time it wrong you eat the FB. The distance where you can do it is trip guard distance. I hit the FB as soon as Ryu retracts his cr. MK

I really think this is just something you need to work into your gameplay and make it a habit. I mained Ryu in SFIV and I can tell you, Ryus are constantly on the lookout for random jump-ins. As soon as they see one, it’s “lp. SRK > whateverthehellyouwantbutmostlikelyultraI” all day. I don’t have many problems SRKing jump-ins whith Akuma thanks to that; it’s just a matter of keeping your eyes open for the opportunity and working on your reaction time.

If you REALLY keep your eyes peeled and stay focused, you can SRK blanka balls on reaction as well. Not too sure about headbutts, I’ve not faced a lot of Hondas.

Not that Cr. HP is a bad alternative. I use that one a lot if the jump-in looks ambiguous or if I simply don’t feel confident I can get that SRK out and not have it whiff or get safe-jumped.

Is there an effective way to deal with overly aggressive players? I played against a ken today and got destroyed. No matter what I did, he kept attacking me with s.HK to get close and grabbing me whenever I blocked something, and whenever I avoided his cross ups, he’d tick throw me. With Bison, I kept getting head stomped,scissor kicked and thrown whenever I blocked. I have no problems with people who turtle and try to play it safe, but the really aggressive ones, I don’t know what to do against those. I found myself teleporting more in those two matches than I ever did while playing akuma.