Akuma FAQs: Quick questions & answers!

thanks.

is there any way to land the lk.tatsu> hp.srk on a crouching opponent? besides j.hk> cr.hp> lk.tatsu> hp.srk
im looking for more hit confirmation.

No I believe c.HP is the only normal that stand opponents up so, I normally end them with a LP SRK or if I have meter EX tatsu or EX fireball depending where I am on the screen.

Demon flip dive kick, st.hk and cr.hp are the only tools that will stand the opponent up. You can link into cr.hp with st.lp (far or close both work) so that might help with hit confirming. Also using a FADC off a fireball turns any c.mk poke into a potential st.hk -> bnb combo. You can also substitute cr.hp instead of st.hk as well.

Personally, when I see I’m hitting someone that is ducking, I use ex tatsu. It does more damage than lk tatsu -> hp.srk and against characters immune to lk tatsu -> sweep, provides far better positioning throwing them into the corner from midscreen. In the corner, cancelling into either ex tatsu or ex fireball allows you to tack on a hp srk afterwards .

ahhh great answer man, thanks.

Not anymore in Super. I’ve only been able to get it to work on a few characters, the easiest of which seems to be Adon. If you hit him with cr.LK, cr.LP, cr.MP XX FB then FADC to st.RH it seems to work almost all the time. Either way, I don’t think it’s all that viable anymore. :frowning: Going with EX Tatsu or HK Tatsu if they are crouching seems to be the way to go, as st.LP misses a lot of characters.

It is better to just use an Ex Tatsu or fireball if they are crouching. Other than a FADC combo those tend to be the best options for hit confirms on crouching foes. The EX Tatsu is more preferable for damage.

to link st.rh from a st.lp in the trails do you need to be close for the st.lp of far away? this is my last trial and it is frustrating.

That is kind of a trick trial. You need to link close st.LP into close st.RH - not a far st.RH. It’s stupid and something you probably wont ever use in a match.

Is there any difference in damage between the following 2 combos?

  1. j.HK, s.HP, LK Tatsu, HP SRK
  2. j.HK, cr.HP, LK Tatsu, HP SRK

Also, if there is no difference in damage/if the difference is in favor of #2, why do I often see people using #1?

If the opponent is crouching, no.2 will stand them up pre-tatsu

But MOST people use cr.HP because it is easier to cancel into tatsu from the crouching normal. Close HP’s cancel window is too small for some people. No.1 is probably better because cl.HP comes out a lot faster than cr.HP

awesome. i got it down in training mode.

what are some of akumas best meaties?

I’ve been trying to learn Akuma over the past few weeks and started out by learning the BnB combos and such. Then I noticed something about BnB>FADC>Redball, it does the same damage as simply ending your BnB with EX shoryuken. I’m sure you all know this but I was disappointed that outside of a few select circumstances this combos is pointless. But it isn’t all bad as it saves meter for other purposes E.g. Hado>FADC>…

What I would like to know is what are the most efficient followups to Hado>FADC combos both in and out of the corner. Specifically cr.lk>cr.lp>cr.MP>Hado>FADC>… In training I found the easiest followup to be a sweep seeing Akuma is too far away for st.hp> whatever. This nets an untechable knockdown but surely there’s something better.

Could some give me a brief breakdown of the worthwhile FADC combos?

Thanks.

  • s.hp xx ball fadc s.hp xx lk tatsu > hp srk
  • s.hp xx ball fadc s.hp ball fadc s.hp xx lk tatsu > hp srk

s.hp xx lk tatsu lp srk fadc red ball (or EX redball though no longer worth the meter burn)

I use s.hp ball fadc into s.hp > lk tatsu quite a lot as a particularly damaging hit confirm. Its perhaps his more practical fadc options in terms of dealing damage. Its also worth keeping in mind that Akuma still hits hard without meter and sometimes saving those two stocks to fadc out of bad srks can be worth it.

The stickied combo thread will you a better run-down of your options.

Unless I really need the damage, the primary reason I use FADC in combos is for the untech knockdown in which case st.hp xx lk tatsu -> sweep if it’s applicable or otherwise just sweep like you’ve been doing.

If I’m going for pure damage, then something like st.hp xx ex tatsu -> hp srk (if its in the corner and I feel its worth another bar) or else just the standard st.hp xx lk tatsu -> hp srk.

It seems to me the only really decent use of a red fireball FADC combo is with the lp version for the stun output if you’re close to dizzy. Otherwise the damage seems pretty shitty when you can just use ex tatsu or ex srk.

Edit: Double post

Since Akuma’s main punish BnB st.hp xx lk tatsu, HP SRK got slightly nerfed without meter in SSFIV, why do I still not see people using the cr. mp, st. hp link? It can be a bit strict spacing wise, but I’m sure great players will know when they can use it and when they shouldn’t if it seems like it’ll push their opponent too far to get close standing fierce.

For example I’ve seen some videos of Tokido punishing with st.hp xx lk tatsu, HP SRK when he could have punished with cr.mp, st. hp? Of course it wouldn’t be an execution issue even for online since it’s a 2 frame link which guys like him can do in their sleep.

Could it be because it’s really that unreliable spacing wise?

i don’t think it is, i think there were a few characaters it went iffy on (Guile?) that said i think it’s just remembering to do it, i’m sure we’re all aware of doing shit thats just isn’t the best option… there have beena few occasions i’ve followed through on a hit confirm when i didn’t need to.

That said i have been doing it after FA’s

It is a little quarky on some characters. Like try this on Akuma

c.MP > HP > Fireball FADC > HP > LK.Tatsu

Watch the Tatsu whiff from close HP. Also when you are in the middle of a fight it is hard to think it about it sometimes and you are just trying to hurry and get the punish.

yes

10 characters

which 10 characters?