Akuma FAQs: Quick questions & answers!

Fundamentals, fundamentals, fundamentals. Mixups are nothing if you don’t land them, misspacing yourself is death, or seeing stars, which is death. Recognize that there is a hole in your AA game that isn’t there with, say, Ryu, and that your air to air game is mediocre (and needs precision because active frames wtf are those?). Your zoning game is excellent except it doesn’t deal that much damage. Set stuff up and punch people in the face.

And be ready for the swing of the good ol’ nerf bat.

someone define AA for me. I was hoping for someone to give me a link to his other stuff like dive kick mixups/ setups and his vortex

Quick question: which special builds the most meter and is safe to whiff when in the neutral game?

If you don’t know what AA stands for, vortex is the last thing you should be working on.

Go to the newbie dojo forums and start reading, if you already have a good understanding of the game and for some reason you didn’t know what AA (Anti Air) means, then start reading Akuma’s sticky threads, lots of useful info there.

ok I know what anti air is i just didnt know that was the notation you guys used although I kinda figured but was just making sure. I kinda already see what Akuma’s vortex is in the lab but I still want something to go by and the branch off from there. Right now im working on his 1 frame links like his far hk, cr.mk and Im planning to main with his u2 from combos. I just want to know the extra tech with this character as i heard there is ALOT

Just spam cr.HK, general consensus says this will win the round.

Hey, I’m a long time Gen player but i want to have a scummy little pocket Akuma. I’ll be playing in local tournaments in Southern England (not the peak of SF4 skill) and would appreciate a little advice or direction, I’ve looked up combo’s and just been tinkering with unblockables in the corner. Having a little chuckle about how people will react when I do this to them lol.
I’d say I have good execution and I’m hitting the sweep off of LK.Tatsu easy enough, the majority of the threat is from the following characters. Abel, Bison, Cammy, Guile and Rufus. I watch a lot of SF4 streams and I follow the tournies but a little extra help from experienced players can’t hurt. Thanks in advance for any advice.

Excuse me if I seem lazy, but I’ve seen a few videos for vortex setups, but I haven’t seen any notations. Is there a thread that has vortex combo notations so I can practice them for myself?

quick question. I typically save my meter so that I can do extended combos. The main extended combo that I go for is some variation of:
st.hp fireball fadc x2 st.hp tatsu sweep/srk

do you think its better to just do st.hp fb fadc once and save the meter so that I can do this same combo again later, or just go for the most damage at the time?

This combo is the primary reason I save my meter, I try to not use my meter for air fireballs too much

Yes, save the meter. FADC invokes a LOT of damage scaling. You’re far better saving those extra two bars and ending your combo without them UNLESS you are confident it will kill (and by that I mean win the match, not the round).

Overall you’ll find those two spare bars a lot more useful later in the match than you would had you blown them to net an extra what, 60 - 70 damage?

Also consider the two extra saved bars as money in the bank for frame trap DPs that go bad (FADC out), bad uppercuts (FADC out) or pressure tools (that’s two instances of TK ex air balls to advance on your opponent), or even high damage anti airs (EX DP being 190 damage - that’s a lot for one lousy bar), or basic grounded hit-confirms into EX tatsu or EX ball.

Hi guys,

When I perform demon flip palm to land on other side of the opponent on wakeup, if I don’t grab them, I will OS sweep in case they dash.
But often wakeup throw will beat my OS sweep…What am I doing wrong? Or is that just how it is?

Also, what other options do I have? ATM, I will either throw, os/sweep or DP if i have a meter to cancel.

Grab is the counter to cross up palm in most situations. If they are grabbing you can do a late dive kick to make the throw reaction whiff and get a hit.

I have problems with a specific combo:

HPSRK fadc after 1st hit c.lp st.Hp BNB

im not able to perform the c.lp after the fadc. its fckn hard to do… any tipps??

It’s a one frame link and it IS very hard because you can’t normally plink a jab unless you customize your stick to use the select button comfortably, you can plink it with select (no I’m not joking lol, the only button that has lower priority than jab is select, so you can plink jab with it).

Even the almighty Infiltration often just goes for another SRK instead of the combo, so unless you feel very comfortable with the link, just do that. Also, another option is to use close st.mp, it’s a 3 frame normal and can be plinked normally, I use that personally more than jab when I actually attempt to do the combo because my arcade stick isn’t modified.

A commonly asked question:

What’s Akuma’s frame disadvantage after he FADCs from 1, 2, or 3 hits of Fierce Shoryuken that has been blocked?

I’m pretty sure they’re all (even MP and LP SRKs) -1 from what I remember checking with Gief’s 2 frame SPD and 0 frame ultra to punish FADC forward dash on block.

Probably been answered before but on what characters does the HK loop work now ? I can pull it off pretty consistently on Honda but it’s harder with other characters. I’d like to find some setups for the good range.

Adon is another the loop works with some decent consistency on. Here’s a video of Desk doing the loop on several characters:

I have no idea how difficult and space specific those are, I personally don’t even attempt to do the combo on any character anymore, not worth it unless you’re trolling around IMO lol. Only top player that I know of who goes for the loop when he can is -6.

Thanks, i’ll explore that. Anyway, Adon is even easier than Honda ! You can even do cross up j.mk, cr lk, cr lp, st lp, st hk on him ! Only, you can’t loop as much, but that’s still pretty cool.

EDIT : Yeah well, tried them and besides Adon and Honda the spacing is more than strict.

I’ve recently got back in to playing SF4 after a year or so out. I’m playing with a guy at work who is a very good Zangief. He’s very aggressive and rushes me down and I struggle to deal with his green hand and SPD. I’ve never really faced a good Gief before. What options do I have after I block with the green hand? Even attempting to do anything after green hand (blocked or hit) I end up eating an SPD. Any advice? cheers