Akuma FAQs: Quick questions & answers!

A Long Time ago, before Supers release, somebody showed a non-CH S.RH x S.LP x S.RH on Sagat. Anymore info on this?

It’s too spacing/luck specific for it to work. You need a second active frame jab and then a 1-frame link to the roundhouse.

There are setups that will always make the jab hit on the second active frame but then you are too far away to follow up with anything good.

It’s easier on Cody but still pretty BS.

What are the advantages or disadvantages of using jumping hard kick versus jumping hard punch? When would you use which? I notice in gameplay videos that people tend to vary it and I never understood why.

I think you are talking about fierce punch and kick. If you are actually talking about medium ones (aka hard) im sorry :stuck_out_tongue:

They are actually pretty much the same move. The differences are that the j.fp is better as an antiair because it hits higher than j.rh and j.rh better to use at the opponents wake up because j.fp isnt even possible (i think) to use vs some characters on their wake up.

Is DF palm still instant land?

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When you mean instant land, do you mean you land without the 1-2 frames where you cant do anything, or mean it just has quick recovery?

Hey can any1 help me against my Cody match-up. It seems that if i block his specials he’s safe on block and he does ridiculous damage in 1 combo if it hits. and wat r guaranteed demons on him besides a blocked/whiffed ultra or super. I really need this cause I’m tired of losing to my friends Cody

cody has very few wakeup options, pretty much once you get the knockdown, he has a hard time getting out of vortex. Otherwise, you can sweep his mp and hp criminal uppers. other than that, don’t press buttons during his block strings, cause he’ll probably get a counter hit somewhere in there, better off teleporting out.

I believe you can CROUCH MK -> HK Tatsu his LP Criminal, has to be precise though.

Hey guys, forgive me if this has been posted various times in the past, there are alot of things to read on this forum.

what are you using for frame traps? Im looking to punish crouch techs and mash jab (like balrogs). So far im having some success with st. lk -> cr.mp after a blocked jump in. Anyone discovered better options other than that one and jab jab .wait. cr.mp?

Thanks in advance.

I want to know this too. Do the same rules of safejumping apply for DF palms (starting at 4 frames its possible)?

I use cr.mp . cr.mp too. It is +2 on block and it starts out on 4 frames. So if executed correctly, unless they do an invincible move you always beat them (there are almost no attacks that start up in 2 or less frames except for 0 frame grabs). Most things after cr.mp are pretty good. I see japanese akumas do cr.mp , cr.lp , cr.mp.

Cody is like…the easiest matchup in the whole game for akuma? He’s totally free on wakeup and his footsies are ass because of his slow walk speed…just watch out for random bingos. The only thing that saves him is that even though he’s got a big hitbox you can’t spam s.hk because he’ll often duck the second hit.

^ Do we have any OS to punish him using Zonk and Ex Zonk on wake up? I find a ton of Cody’s using this to avoid my cross ups / wake up game on them.

ex srk i’m assuming?

If they do it a lot, safe jump it and you probably can os demon it

hey guys, does any of you have setups for punishing players who mash cr.lp/cr.lk during blockstrings? I really need those to incorporate them to my akuma gameplay. thanks

jab once, wait, then c.mp you should get the counterhit, which you can follow up with c.rh, or fs.rh

also, use a blockstring that pushes you slightly out of their cr.lp/lk range, then demonflip in. if they’re mashing they cant defend themselves from the flip and still throw jabs/shorts out at the same time… it makes them have to make a choice whether they want to continue mashing or they want to sit and defend the aerial attack.