Akuma FAQs: Quick questions & answers!

T. Hawk matchup:

-Air fireballs. And demon flip whatevers to trap him if he blocks/jumps over them

-Careful with your anti-airs because his Condor Dives will change the timing of his jump. So, crouching fierce is BAD against him. Stick with fierce Shoryuken but only do it when you’re absolutely positive. I often will just back off if I’m not positive if the Srk will hit. You do NOT wanna give him free damage.

-End Tatsu combos with a sweep.

-On knockdowns, do demon flip dive kick directly above his head to stuff everything. Cross up Tatsu’s are very good as well. Demon flip palm with option select sweep is good when he has no meter. Avoid doing demon flip throw in general unless you really think he’s not gonna do his Srk.

-Jump Tatsu out of the corner. He has a hard time punishing this. He can really only reliably do an early jumping whatevers. So, don’t be too predictable with it. But its a veryyyyyyyyy good option.

I’ve got a couple how do you counter that questions:

Guy’s air flip throw: Do you need to back dash out of this? Do some normals/specials counter hit? What if you’re not sure if he’ll throw or do that elbow thing?

Bison’s U2: I’ve seen the hitbox. It looks like I can just block it, but I swear 80% of the time I get hit. I suspect they steer the opposite way I’m expecting and it does/doesn’t cross me up. I’ve started jumping back and landing a HK, cr.mk xx fireball combo when it seems like I can do it, but I’m not always sure if I have time to jump or if the jump will space me correctly. What’s the deal with this thing and is there a consistent way to avoid/punish it?

When Guy does that flip at you, do cr. mk xx lk Tatsu to catch his trip guard. This will completely go under his elbow and avoid the throw, and there is no way for him to block it.

Against Bison’s U2:
If he just throws it out randomly, jump to wherever you think he’s going. Land and do a full combo or Ultra 1.

If you have no time to jump (ex. he does it as a meaty, almost punishes a fireball but not quite, etc.), you can do a late fierce Shoryuken because the U2 will have no invincibility by the time he’s descending.

But if you really just want to be super safe, just teleport out.

^ Excellent! Thanks for the tips!

On Thawk, DF dive kick above his head will beat everything as Richard Nguyen said, except his ex tomahawk which will whiff anyways, though the problem is that u can space yourself ideally after every knockdown (sweeps mostly) for this to take place, still very useful.

On Bison, not sure if someone mentioned that his U2 is an overhead, so thats why you are getting hit :wink: I dude im playing with does a cool U2 reset setup after his j.mp(1hit) hits where the U2 becomes really really tricky to block (hits either normal or crossup) so the best option is to teleport out after the reset. The setup is: j.mp(1hit), c.lp/c.lk, U2 (then u can choose which side you want to land/hit).

What is the general spacing for hitting the DF Dive Kick on the head? My spacing estimation with Akuma is really bad.

jesus christ, seriously?

After a fwd throw you can do walk to hk demon flip, but u have to test it out for yourself since i cant really give u a picture of it. Can be also done with dash+slight walk hk demon but cant really get the timing right.

So, after a sweep knockdown, pause a little bit, and then do a mk/hk demon flip (it’s spacing dependent so you have to be the judge on whether to use mk or hk) and do then I just like piano all the kicks so I can get the dive kick early as possible.

It should look like this:
[media=youtube]4izj6jpJ4Ps#t=1m26s]YouTube - Tokido [Akuma] vs piyoppia [Sagat[/media]

Thanks guys (minus one particular person). Rich - you’re my savior, lol.

What’s the advantage of doing tatsu into sweep instead of tatsu into fierce srk? SRK seems to do more damage.

Sweep does an untechable knockdown, which means mixup potential for much much greater dmg than a shoryuken, that where Akuma’s power lies.
Check http://shoryuken.com/f249/vortex-thread-212818/ for details.

When you sweep you get an untechable knockdown (doesn’t allow a quick get-up). That way you can continue the mix-ups. Using the SRK should be done as a match finisher or if the opposing character cannot be swept. There’s a list in one of the topics of which characters it cannot be used on. Cheers.

EDIT: Was going to add: the timing on the sweep must be VERY quick. Do not hesitate, throw it immediately or else you’ll whiff.

Sorry to quote so much crap - but do you guys remember this?

I’ve found FADCing into fs.hk (despite having a lengthy tinker around with it) pretty much useless now.

It is only remotely reliably usable on Ryu from what I’ve found and even then I’d much rather opt for a sweep and get a guaranteed knockdown than blow two stocks and potentially have it go to waste. Scaling factors in heavily when you FADC into fs.hk making the damage return (which doesn’t come with an untechable knockdown) not really worth it.

For a while there I had hopes it may be viable and perfectly usable against certain characters like the tatsu > sweep but I’m pretty certain its just too fickle to be as useful as it was in vanilla.

If anyone knows of any other characters its (somewhat) viable on, by all means list them. Right now, I can confirm on Ryu it mostly works.

I think it can be done on anyone with Ryu-like hitbox with the c.lk, c.lp, c.mp, hp ball, fadc, fs.hk (might wanna replace c.lp with c.lk for extra range) sequence after a jump in, you just have to time the hits a bit “late”, ex hit the jump in a bit deep so it would create a bigger distance for the RH to connect. I can do it well vs (im actually testing the same pattern for a variety of chars atm ^^) :

Easy: Ryu, *Ken, *Gen, *Honda, Akuma, Ibuki, *Dan, *Sakura, *Chun Li, C.Viper, *Dee Jay, Hakan (only c.lp,lk tatsu is possible), Blanka(same with Hakan), *Fei Long, *Adon
Med: Akuma, Ibuki, Guile(same with Hakan), **Fuerte(same with Hakan), Vega(replace c.mp with c.mk and he goes to Easy), Rose(same with Hakan, a lil easier with c.mk)
Hard: *Seth, **(replace c.mp with c.mk and he goes to “Med”)M.Bison, Rufus(same with Bison), *Balrog(same with Bison)
Very hard: **Gouken, (could get it to work only with c.lk,c.lp,c.lp,c.mk string)Cammy, *Cody, Thawk
Probably impossible: Makoto, Dudley, Juri, Dhalsim, Abel, Sagat, Guy(got the RH to hit though the RH hit to a distance where c.mp/c.mk,hk tatsu is the only possible follow up), Zangief

    • c.mp,lk tatsu is possible after RH on those-
      ** - could get it to work by adding a c.lp to the “c.lk, c.lp” string

There, a complete list for you ;p Hope it helps.

If I want to link combos (not cancel into another move), is it fair to say that the 2nd attack’s startup frame number must be equal or less than the 1st attack’s hit adv frame number? Is that why 2nd attacks with lower startup frame numbers (light punch versus hard punch) are easier to link after any given attack? I want to understand the meaning of frame data a little more.

Exactly that :wink:

Naturally ;p

Has anyone made/would want made a “Guaranteed Demon Armageddon” thread? Been working on one for myself and just wanted to see if there was one already I could add to, or if there was interest I could make one.

Id like to know what kai wants to know as well because i have a hard time landing Ultra 1, but ultra 2 whiffs A LOT, so a good/easy set up would be great to know.

Before I get into the lab tonight after school … I can’t believe I’m asking this after playing Akuma for a year, but is there a surefire way to connect SRK after lk tatsu? Timing, slow it down, speed it up, wait until he hits the ground before inputting, whatever. I have a solid base, just need matchup knowledge, but I easily miss 60% of my SRKs after tatsu. -_- I can get every other combo down except that, it’s cost me some matches. Double tapping doesn’t do shit. =/ Frustrating.