Akuma FAQs: Quick questions & answers!

How do you guys practice your fireball spacing? Im not bad at it or anything, but I want to be really good at it against the entire cast. I would like to know how to figure out what anti air is best for given ranges and fireball speeds. Does it simply come with time or do you guys have legit practice methods for it? Like, I know if you throw a slow fireball against cody at full screen, you can walk up and hit him with your st.hp if he jumps over. I would like to have knowledge similar to that to all ranges.

Depends completely on the match ups.

Can someone help me with a forward throw setup on 4 frame reversals. For 3 framers, I use s.HK> HKDF palm as a safe jump or double dash crossup tatsu. Is forward throw>double dash> MKDF kick the 5 frame safe jump? I just started practicing Akuma for a local tournament as a secondary to Dudley. If I can get these setups down I might main him.

X2 dash j.mk for 5 framers

That’s for 7 frame reversals now after the v2012 forward throw nerf, unless the character wakes up slower than normal.

setups kind of depend of the match up. you also have to consider the angle of the reversal not only the startup frames. check the akuma setup thread

Ha ! true Metallic, I forgot Cammy was that slow :slight_smile:

What exactly is the purpose of :mp: SRK? In the previous SF games (I don’t know any of the frame data, so this could be entirely wrong), I always thought that :mp: SRK was the best for punishing ground attacks, and :hp: SRK was for combos and longer distanced jump ins, while :lp: SRK was for closer jump ins. That does not seem to be the case in this game, or at least not with Akuma anyway.

I didn’t start playing a shoto in SF4 until AE, and I saw the added invuln frames added to the :mp: version, yet looking at the frame data still makes it seem inferior for most (all?) applications when you could simply use the :hp: version instead. I’d been using cr.:hp: (or far standing) for anti air mostly, but I’ve also been using the :mp: SRK, and now I have no idea why. I’d also been unsuccessfully using it as a ground punish, where it would only hit once and leave me open, while the :hp: almost always hits at least twice and does a knockdown.

Is it just situationally based on the trajectory of the move compared to how close the opponent is during a jump? I know :lp: SRK at least is used in FADC shako combos, or combos where you want your opponent to land closer.

as AA, the MP one will provide more damage than HP because you’ll pretty much never connect the first hit of the HP one. Do the math :slight_smile:

That was already taken into consideration. If you want to argue that, then why not simply always use the :lp: version since it’s single hit does more than the :mp: single hit (that happens a hell of a lot)? If you want to get two hits from the :mp: you have to wait until their attack is about halfway to the ground. Waiting a split second longer will net you three hits from the :hp:. Of course their jump arc and how deep they are trying to hit you matters as well.

For reliability I can see why someone would use the :mp: version, but doing it early or doing it late just seems like a preference.

MP usually gives 2 hits, not just one, at least it’s more consistent than getting all hits of HP SRK (which isn’t That hard as well btw).

There’s a very good reason no one ever uses jab SRK for AA, it lacks invincibility frames big time. MP SRK has 5 inv frames and HP has 6, I’m not sure about jab SRK but it probably has 2-3 invincibility frames at most.

Yeah, jab is only invincible for the first two frames. So I guess I haven’t actually been doing anything “wrong” for AA, but I never bothered to question it too much until looking over the frame data more recently. I think I’m going to work on delaying SRKs longer and see if it’s worth the bother offline.

As for strong “usually” giving two hits, it seems to rarely do it if you try hitting them when they are at head level. Seems like it has to be around chest level. I think their jump distance and arc has the most to do with it though, not so much height.

I always learned to use srk deep. crouching even to begin with. If you can SRK someone high in the air, that’s because it was a psychic DP or a very dumb jump in (or you have godlike reactions maybe…).
So I use MP to anti air, and so far both hits connected.
You asked for the main reasons behind that choice. You got it. Now everyone can screw up, but MP wont trade like LP does, and it will do more damage than HP in most situations. The first hit of HP SRK is a rectangle from ground to knees only, not that easy to connect unless the jumper wanted a meaty, aka you were KOed before.

A while back someone posted a really useful video of an E.Honda setup that beats reversal head butts/butt splashes. I’ve been looking for it off and on for a few weeks now. Does anyone know the video im talking about?

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Im pretty sure that MBR who posted that. I dont think it was anything too fancy. Just slight step forward mk df delayed divekick.

I forgot I asked this question, but I fully expected that it depends on the matchup… I asked a question for anti airs per matchup as well as fireball zoning tactics per matchup. So for example, a lp FB with cody jumping over it has a guaranteed anti air, are there any other fireball “traps” such as that? If so, where can I find the info?

And I have another question, you know how if you sweep someone from max range, and you use hk demon flip palm to cross over? Whats a good option after that? I originally thought cr.lp into st.hp LKT sweep would work good, but then I realized a lot of times people are crouching then, so you need to force stand, which means, no hit confirming (unless im missing something). im hoping theres a good meterless option, if I use meter I can force stand later, but the issue of confirming still exists

If you switch sides with palm, yes, you want to be confirming with c.lp > cs.hp

From there you choose your best option for damage based on what you have available.

xx HP/EX SRK SRK (if crouching - good damage)
xx EX ball or tatsu (if crouching - EX tatsu gives decent corner carry)
xx HK tatsu (if crouching - the first hit will connect if close and carry out the following 2 hits. HK tatsu does good damage (160) and has corner carry AND you land with decent frame advantage right next to them)
xx lp SRK (moderate damage, but allows a decent follow up due to the frame advantage it offers)
etc etc

Depending on the character you are facing, you can (sometimes) cancel c.mp, c.mk xx lp ball > FADC > fs.hk to force stand and go into c.hk or hp srk. Again, fs.hk from a confirmed fireball via FADC is risky (and scales dmg + stun heavily), as it rarely connects and certainly without any reliability. Instead if you really want that knockdown and they are crouching AND you have some meter to burn, just cancel your confirmed cs.hp into a fireball and then FADC into a sweep and take it while you can.

Is it known that certain characters have random wakeup times, eg. Yun, Cammy, Makoto Seth, possibly more etc.? Or whatever it is, but hear me out.

I created this random corner throw setup (corner throw, cr.lk, cr.mk, j.mk, j.lk for testing), and on some characters (ryu, ken), the setup is 100% always blocked as a crossup. If I do it on Seth, it will be a crossup around 70 percent of the time, but sometimes, with the same initial conditions (utmost corner, same exact setup via record function), it does a fake crossup. On dudley, it will either crossup, fake crossup or even completely whiff. If I do it on ibuki and just hold down, sometimes it will hit her while standing (1st frame of wakeup), while crouching (meaning she had enough time to crouch) or it will completely whiff.

This might be known already, and there might be an error somewhere (I’m on the PC version, there might be something that’s going wrong), but it is the same recorded setup over and over.

So are certain wakeup times (possibly because of the akuma throw) random or is it something else?

This is the first time I’ve heard about any of the characters having a random wakeup time.

I think I might be onto something… or this may be already known. Replicate the same setup , in the utmost corner (throw, cr.lk, cr.mk, jump j.mk) on Seth, Cammy and Dudley (the only ones I’ve really tested.). Keep letting the CPU do the setup over and over and keep blocking the crossup, but notice the j.mk is hitting on different areas, sometimes even does a fake crossup with the same initial conditions, and on Dudley even sometimes whiffs completely. It might take like 10-20 tries, but one or two of those times the fake crossup will occur. Which tells me either my record function or PC port are busted, or characters wake up 1-3 frames earlier randomly at different times, possibly because of the properties of Akuma’s throw.

EDIT: I think it is my PC, guy’s U1 randomly makes Cody fall out on the last hit lol. I knew there was something wrong