Akuma FAQs: Quick questions & answers!

I love you. LOL I think in execution wise, I can do most of Akuma’s links, but dang… I have no sense of footsies, frame traps, alll that fundamental ! I know that’s important, I’ve been trying to just learn how and when to use what xD but most of the time when I have the lead, I lose it because I just take too many risks :/. I hope I can learn more about fundamentals on Akuma’s threads (:

*Do you think USF4 is going to be more of a footsie game without Akuma’s vortex? How do you think Akuma players are going to play? :open_mouth: Just curious xD

I love you too. You’ve helped me soo much during the past too xD I always look for your icon and read your comments. Thank for being active :smiley: I really appreciate your work and effort! Yeah… “you’ll die too much and have no fun doing it” I really agree, but hearing you say that I should switch to Ryu really is motivating me to do it. I always wanted to pick him up after I started playing Akuma (:

Ryu is a good basis for learning Akuma imo. He and E.Ryu are good alternates to swap between during casual sessions to focus on different aspects and I find those aspects roll quite nicely into Akuma when you switch back to him, plus I find you appreciate Akuma’s added abilities and options much more.

The catch is that you find it highlights Akuma’s pokes and normals lacking somewhat in comparison, particularly c.mp (and his health, urgh).

Due to being too lazy, would someone mind letting me know what Akuma’s true blockstrings are? It might seem silly that I don’t know, but my friend is an asshole and SRK’s me when he thinks I can’t tighten shit up properly, so I need the tech.

TY :3

Any chain is block string.
For links, the only normals that have enough frame adv on block are far LP and close LP respectively +4, +3 so you can block string with another normal that is 4 or 3 fr startup “if it reaches”.
For cancels cl.HP xx fireball is.
Not much options.

The problem isn’t how to perfect block string, the problem is perfect your knowledge of adv on hit vs adv on block to let a hole that will let reversals start and force you to block but will link and hit otherwise. Mostly done from a jump in heavy that give a lot of block / hit stun, on the ground you can achieve the same trap by doing properly spaced frame traps. After reading an opponent habit to mash of course !

Probably the hardest thing to learn to avoid mashers and still be offensive.

Does anyone has in hand a written list of the vortex setup out of common starters? (sweep throws etc…)

Out of sweep they are all manually timed. No canned set ups exist. Off throw you have to wade through the vortex thread.

I think that thread is gone, I saw that the main idea is s.rh or f.dash -> step

But I’m not sure (aside from what I catch in matches) what are actually the options

It is quite silly, I didn’t even hit the training mode with him yet, I like to gather info before: P

welcome to godtier, #onesweepkill, #vortexeasymode, world where your natural game isn’t ambiguous and you have to build it from nothing.

Yeah, that pretty much what I was looking for.
Having my friend switch to ibuki showed me how much fun playing fair is :S

Damn, pulling off the vortex is not easy mode as advertised, go figure…

I was concentrating in my first session in demon flip -> palm crossups setups. The timing is quite annoying from forward throw (dash -> step -> Demon Flip)
My timing was off, so I got hit out of my setup. But in general, what is the counters for it? I mean, if i pull it off frame prefect, what are the opponent option (throw? mash? dash? dps?). It will help me verify whether I messed my timing or i would lose to hit no matter the timing I use.

I guess that if I pull it right I should be able to dodge most dps (whiff me on the other side) but aside from that, I’m not sure what’s the situation frame wise.

Any points there?

You haven’t got enough training mode. It would answer all this clean.

flowchart post UKD is :

  • Opponent have fast moving forward reversal like DP ?
    — safest offense is DF kick late (second is ambiguous jump in, cross up, depends on autocorrect ability)
    — not a meaty by far - so - easy to block / duck under by walking forward / dash out off (no OS for you) / …
    — and you have tatsu cross up.

  • Opponent have fast reversal with huge hitbox both ways ?
    — Best offense is meaty jump in kick/DF palm - mixed with DF throw when they learned they can’t do shit about it.
    — it’s a meaty, you will OS escape options, the opponent really can’t do shit if you’re good.
    — and you have tatsu cross up.

  • Opponent have slow reversal ?
    — You can meaty palm, meaty DF Kick and meaty jump in, etc.
    — You can usually not OS safely (OS sweep or other normals that allow combo followup) because of slow reversal (you need a SRK OS or ultras and one of those will lose to backdash for half your life…)
    — and you have tatsu cross up.

But, good luck timing manually frame perfect safe jumps to make this flowcart half accurate. You better level up your neutral game to save life and do some damage in the mean time. Because you wont have enough time in a round to be much creative. You do have a TP, but you have no abusable ambiguous hard to punish specials to pressure with recklessly. Nor have you the “Many options” out of the same situation people talk about against Akuma.
Long time gone our far HK controlling the space, same for overhead palm. Worst was dashx2 timings after f.throw setups.
Live with it.

It’s usually idiots who know nothing about Akuma who say that.

Every time I hear James Chen shout “HERE COMES THE VORTEX” after Akuma connects so much as a single crouching light kick I face palm and then begin to drink heavily.

I feel like a normal person again, knowing that i’m not the only one who does that

It’s unfair that we can’t FADC our cl.HK with advantages over 3fr, or special cancel our far.MP.
<-- Sad panda

I know this thread is a ghost town, but I wanted to post in the right place rather than the popular place. Hopefully it doesn’t take too long to hear back.

Do you guys have any tips on how to get down the “rhythm” for good counter hitting? I find myself either going for the counter trap too quickly while the opponent is still in block stun, or too slow so I end up eating a crouching lk from the opponents crouch tech attempt. I know the pacing and timing depends on the opponent, but any general rules of thumb would be great. With the enhanced utility of cl.mk and c.mp on counter now leading to far fierce, I really want to dominate offensively. Thx.

It actually depends on the type of opponent. You need to figure out how they are teching. IE are the blindly mashing, are they trying to react to the throw, are they trying to mash in timing with your block string, etc.

Each one of those requires a different timing and it is probably one of the harder things to do.

This isn’t possible out of a jump in or chained lights. Which isn’t a trap at all then.
If you link normals on block there’s a hole, period.

From a confirmed jump in DF kick, on block, a good option is to avoid the block string and walk in 2/3 frames before you start your cr.lk… with down back just before the lk.
Applied correctly (from deep jump ins) this will be safe against reversals mashers and open a lot of players that delay tech.

Thanks. I more or less knew the answer but wanted confirmation from others. It’s a pain trying to figure out what kind of blocker you’re dealing with - especially in a short set situation such as a rank match or tournament. I feel most decent to good players tend to favor the “react to the throw” or “mash in timing with the string” method. I’ll recreate the scenarios in training mode and continue to work on it.

Well I don’t chain my lights or expect to counter hit directly off a blocked jump in. What I’m saying is there are times I feel I pressure too quickly don’t leave enough of a hole open to fish for counters. For example, I set the computer to c.lp x 2 into delayed c.mp and then attempted to crouch tech only to realize i was still in so much block stun from the c.lp that I end up blocking the c.mp even when attempting to crouch tech. Does this mean I was chaining the lights and just didn’t realize it?

The DF on block into delayed c.lk is definitely good. I use that as well.

The best way to go about it is to come up with a game plan of how to identify their habits. For instance, the first time I get close enough to pressure someone I’ll do 2 jabs and then walk forward. It might eat a c.LK (I do this early in the set so hopefully they won’t be able to do much off of it), but the idea is that this will tell me regardless of their tech type what they are doing.

If they are mashing I won’t get more than an inch before getting hit. If they are rhythmically mashing I’ll usually see the c.LK come out a little later, but still fairly quickly. If they are trying to react to throw the c.LK will tend to come out much later because of the player having to read and react. From this I can gather their habits quickly and this allows me to apply this through out the set.

From there I can start trying to fish for that particular type of teching and adjust my strategy accordingly.