Akuma FAQs: Quick questions & answers!

I’ve seen some Akuma’s throw a fireball, opponent jumps, Akuma kara ultra 1 with HK to catch them. What’s the range to land it?

Well, you can actually get it full screen. Like throw a jab fireball so they will jump later. And as they’re waiting to jump over it, walk forward a bit and then do it after they jump.

If you’re trying to a safe jump with option select off of Akuma’s sweep, then it’s hard. It’s hard because YOU have to time the jump correctly. Human error will cause you to mess up a few times.

However, the setup after Akuma’s forward throw is very easy. After the forward throw, dash twice immediately. Now jump at them and then do a roundhouse. This should be a perfect safe jump; option selecting from it should be easier. So, do this setup to practice your option selects.

Another easy setup is for Ryu. Do a sweep and then just hold up forward and then do a roundhouse. It’s a perfect safe jump and that’s why you want to end combos with sweep against certain characters.

Oh, and just note that some characters wake up later than others so those two setups have to be adjusted a bit against them, like Blanka and Balrog.

Whoops sorry, I manually double posted. :razzy:

Are OS demons completely abuseable on Abel and Balrog?
The palm stops focus, armor and jumping.
The demon stops rolls, backdash.

But I suppose if you safejumped with palm and Rog headbutts, the palm will whiff and the headbutt’ll beat the demon.

Against Abel, demon flip palm OS U1 can lose to EX Tornado Throw but that’s hella risky for him.

Against Balrog, demon flip palm OS U2 (Ultra 2!!!). It loses to nothing.

Hey Rich, do you know the wakeup frames, like who has the most and least?

I know some characters get up slower/faster than others and sometimes it throws off my safejumps/demonflips just enough.

It actually varies for each knockdown. So, I tested for Akuma’s forward throw, double dash, jump forward roundhouse and the results were:

-People not listed below, like Ryu and such, will be listed as “normal” timing.

-Adon gets up like 7 (!!!) frames faster.

-Guy and Ibuki get up either 1 frame faster or normal (hard for me to tell :wasted:).

-Dudley, Gouken, Seth, Viper, and Vega get up 1 frame slower than normal, but the forward throw safe jump setup still works but you gotta delay the jump attack slightly.

-Balrog, Cammy, Dee Jay, Dhalsim, Rose, and Sagat get up at least 2 frames slower than normal.

** Gen, if he holds back to block, will have normal timing. But if he leaves the stick in neutral, the jump attack will miss him. Friggin’ weird…

Keep in mind that this is off the forward throw. But the trends here often resemble the other knockdowns, but with some exceptions like Blanka who will wakes up normal off the forward throw knockdown but later off of almost all knockdowns such as cr. hk. And most peeps will wake up with normal timing off of cr. hk, like Sagat, Balrog, etc.

I’m training crossup air tatsu -> sweep and to make things a bit harder I’ve set the cpu to spam reversal anti-air moves.

Vs Sagat I manage to beat reversal tiger uppercuts and then sweep him.

However vs Viper it’s a nightmare. 99 times out of 100 (I’m not joking) after the tatsu beats her thunder knuckle she falls too far away and then the sweep misses. If I try to jump a bit earlier then the tatsu misses and I take the thunder knuckle in the face.

I’m starting to think that the spacing and timing are just awfully strict on this one and I should just move on for now (I’m a complete scrub so I have a lot of other areas to improve). Am I right or does it mean instead that I have a serious problem with my crossup air tatsu execution, even though I can land it vs Sagat quite consistently?

Yes, it is hard on Viper if she does her TK. But it is possible if you can space it right. However, I tend to not try to crossup tatsu against Viper. I rather safe jump with roundhouse with option select sweep, demon flip stuff (option select sweep if I palm), or just stick with a boring jumping medium kick to cross up.

Thanks, that post is very helpful. I actually got safe jump df palm down on chun li now and OS sweep makes this match-up a lot easier for me. I’m going to test out and practice on what you said about the forward throw safe jump and the ryu one.

you can’t safejump adon after a sweep, but you do have setups after a forward throw, a DF palm, and a DF throw.

after forward throw: dash forward once, slight pause
after DF palm: dash backward once, slight pause
after DF throw: dash forward once, DO NOT WAIT AT ALL (must be immediate)

i’d recommend going into training mode to get a feel for the exact timings, but… we still have our pressure on adon, its just in fewer situations than against most characters, but its still probably better than most of the cast can say for him.

EDIT: pretty sure you can safejump after U1, but i havent done any tests for that yet

I suggest doing dive kick aimed right above Adon’s head.

Like forward throw, dash, walk a bit forward, roundhouse demon flip dive kick. Should be safe from all of his options.

Even with Akuma’s slower far standing roundhouse?

IIRC his forward throw, standing roundhouse, mk demon flip setup doesn’t work anymore (at least not against certain characters) thanks to the change…


As an aside, anyone have a good replacement for the above technique?

Also, how is demon flip compared to a regular jump, startup time and travel time wise? I’m talking about the frame data here, not just the way it seems.

Yeah, you can still roundhouse kara demon anti air from a pretty good distance.

Umm, isn’t it forward throw, standing roundhouse, hk demon flip? I have seen Tokido do this setup against Ryu’s a lot more recently though. I prefer the double dash setup, but I do do (tee hee, I said doo doo :rofl:) this setup just to mix it up a bit.

So, for Akuma’s regular jump, it has 4 startup frames on the ground, 36 airborne frames, and 4 landing frames.

(Okay, so I might be wrong here but) I think all of the demon flips have 4 startup frames on the ground, 35 airborne, and landing frames are dependent on the move you do. 4 landing frames for the palm and divekick and like a butt load (not sure how many =/)for the grab. And the slide is pure ass: 7 startup frames (on the floor), 15 active frames, and 14 recovery frames.

And you can’t do anything of the first 23 frames airborne and it will count as a counterhit if you get hit in this period. So, during the last 12 airborne frames, you can do the three whatevers.

So yeah, if my assumptions are correct, the demon flip has same startup but slightly faster air travel time (by 1 frame). I totally could be wrong though.

Edit: Well, I’ll try to test some stuff out later and especially for the EX demon flip. Because that thing looks hella fast, but I’ll try to get some data for it.

2nd Edit:
Okay, so I tested some crap out but I don’t have like any crazy programmable crap where I can get exact frame data. But all versions of demon flip have the same total frames. So like, lk demon flip is airborne the same amount of frames as the ex and such. But it’s just the distance they travel that varies.

Also, there are more total frames for a demon flip than a regular jump. Not by much, but it looks to be like 4 or something. Urg, I’ll try to test some more stuff out on this though.

I dropped Rufus Switched to Akuma…Only problem is i have a hard time getting a openning unless its a tick grab… Any quick mixups someone could enlighten me on

Is it HK demon flip? To go past them or to get a divekick out? Well I guess the divekick option isn’t so great anymore against certain characters in SSF4, since it sends them flying if you stuff their SRK rather than pinning them to the ground for a combo.

And yeah, when I saw Tokido do that setup more recently (in SSF4) he ate AA… which implies to me that either he flubbed it or the extra startup time on the standing roundhouse screwed him.

I dunno, it seems like theres a point near the ground (about knee height) where you cannot do the throw… or maybe its just me…

Well think of it this way. Off a sweep, you can do a crossup tatsu, which slows down Akuma’s rate of descent, yet still hit an opponent that is holding down on his joystick in the moment in which he is standing (on wakeup).

Off a sweep, you can also do a demon flip and end up arriving… hmm… is it faster or slower? It seems like when I tried to do a back throw followed by a demon flip throw, i was able to do it, but its hard to tell if I was grabbing the dummy out of a crouch or grabbing it as it stood up on wakeup (I set it to crouch).

Thank you, by the way.

A number of questions…

What’s the difference between c.HP and cr.HP? I’m still trying to understand the lingo used around here.

What options do I have after using standing roundhouse (s.HK)? Is there a difference between following it up with c.MK, c.LK, c.LP, or c.MP, before going into tatsu and SRK?

What are Akuma’s option selects? Please explain this one in further detail because I’m having a hard time understanding the lingo used around here. I know that every character has the crouching LP+LK for tech throws. Not sure about his other option selects, but I did hear someone mentioning something about option select for ultras.

And my last question. I can pretty much do all the combos in Akuma’s 24 challenges. I can execute them during matches, but I’m having a hard time understanding priorities. Sometimes I’m initiating a combo but some other punch or kick thrown by the opponent overrides my attack. What are the rules that dictate priority? Is it based on frame data or something?

Is it just me or does sometimes teleport startup get stuffed by some things? I didn’t even think it was possible but randomly, online it seems like my teleport would get beaten out of startup somehow. For example on wakeup against a seth, i saw the red flames around akuma and the reversal sign came up but i got spd’d out of my tele? I’m not sure if somehow a shaku comes out and im mistaking it for that but i just did forward down forward + 3p, so i don’t know how that can count as a shaku motion, unless it auto corrects and the first forward gets detected as a back?

It is a Shaku. If you enter the teleport you are 100% invincible till you finish it. You can get a Shaku by accident during a cross up. It is annoy because often you waste an EX bar just to get hit.

Hey guys. Just wondering when attempting a crossup tatsu (after a sweep, during the vortex, etc…), what’s the specific timing for it to land? Should I use a specific tatsu such as lk or hk? Thanks!