Akuma FAQs: Quick questions & answers!

Fireballs from mid-range…useless??? Seriously? Fireballs have always been a nice mid-range poke. Dont abuse that shit, but not definitely not useless. Chances are, it it’s not super telegraphed, you can srk a jumped over fireball, especially since Akuma recovers 1 frame faster on his fb than compared to Ryu.
Besides fb afer blockstrings can be dangerous. If its not a s.hp > hado then you can focus through it. That goes for pointblank c.mk AND c.mp.

Well, ok, let me re-phrase: I didn’t mean to say that fb’s are absolutely useless, but their value is quite diminished. Basically at mid-range you’re looking to DF Palm, or just walk in to get the knockdown. Jumps are so high in this game that its easy to get punished.
I like to do cr. mk > ex hado to stop the FA counter, I assume everyone here already uses that as well. Cheers my friends.

Meh DF is kinda useless if u use it without a knockdown. Im getting DPed each time i use it (or walk and thrown) after stuff like string to DF or tatsu, c.mp DF reset. Im trying to get used to doing some string to ex shaku close to corner for the insane + on block :wink: Although 90% of my meter goes to ex air fireballs which is, imo, probably Akuma’s best offensive/zoning/mindfucking move :stuck_out_tongue:

Ok - totally random question. What’s the kanji that appears during Akuma’s taunt #7?

DF is a jump. It is a precise jump with several unique options, but it is still a jump. If you wouldn’t you your normal jump then don’t use the demon flip.

I use my normal jump to anti-air stuff with j.fp whats your point? :stuck_out_tongue:

So basically u dont agree with this:

Any examples for using DF without a knockdown efficiently?

Comparing DF with normal jump when both of those are used after a knockdown is ok, but other than do you really believe that they can both have the same uses, probably not seen as you can instantly attack after a normal jump but you have to “perform” that flip animation of the DF to be able to press a button for an attack. Also you can do empty normal jumps, what about empty DF? Cant be done (ok palm will look like an empty jump but u still press a button). Plus DF is a special move so in can come out after a c.mp for example where a normal jump cant.

lol, fireballs are useless…

they are best at mid range, not useless. look at daigo. look at valle.

even pertaining to akuma, i find good usage of mid range fireballs when people are expecting exactly what you said are the “only things akuma can do at mid range.” stuffs a lot of shit.

His point was just dont do mindless jump-ins.

^ my biggest problem. I always play more solidly when I stay my ground and don’t jump often. Then the next game I’ll totally forget that and jump like a fool and get owned

Heh yeah i got that, im just saying that a DF is 90%+ useless when used without a knockdown unlike jump ins (plus with all akuma’s unique options that is) if you know what i mean.

@ClxJames, true happens some times :stuck_out_tongue: when i do a jump in ill most of the time throw a lp/ex air hado, or when im at a range when i cant cross up an opponent with say j.mk ill throw some air hk tatsu/normal dive kick to mess with their antiairs

Jump ins are 90% useless without a KD too.

EX DF dive kick to punish a mid-full screen fireball :D?

Building meter full screen; ala jump back fireball and then lk DF Palm?

I’ve been using DF Sweep more often these days. Catches people trying to block high because they think Im gonna dive kick (which can be blocked low anyway?)or if they are trying to jump away

Yeah of course you can use ex DF for fireball punish and DF for meter.

LoyalSol, jump in is also risky yeah, but since u got ex air hado and tatsu/dive kick it becomes safe in the ex air hado case and you can mess with some anti airs making it a risky yet rewarding option in the dive kick/tatsu case. I often use fwd jump lp air hado making alot of antiairs miss because Akuma will stay longer in the air, then the air hado will be just about to hit them so they probably wont do anything after their previous move recovers resaulting in free pressure for Akuma. It can even beat shoryukens/flash kicks (its also harder for them to jump and hit you) clean etc when done properly and guarantees a shoryuken if it hits an opponent midair.

About DF sweep (i assume u r talking about the default DF option), i landed it a couple of times vs a friend who plays Guile, then he punished me with super to ultra which… you know, hurts :stuck_out_tongue:

Air fireballs are not completely safe even if you properly space them. EX.SRK, Ex Psyco Crusher, Several Ultras, Slides, etc beats it cleanly. If you abuse them you will pay for it. Now they are useful, but again there are many ways to beat it.

Air Tatsu is actually a rather weak air to air on the grand scale of air to air moves. It loses to a lot of stuff.

No no i meant air tatsu for a crossup which can beat many anti airs if done right, not as an air to air option. Also if u do the ex air hado from the correct distance ex shoryukens wont have the range to hit Akuma and other stuff like ex psycho crusher will negate the fireballs but he will be left vulnerable and right next to you for a punish. Of course the lp air hado will lose to ex DPs but it can beat normal DPs and many other stuff (jumps, fp thunder knuckle and other antiairs of that kind). Give it a try (i dont mean abuse it) it wont hurt alot :stuck_out_tongue:

People actually air-to-air with tatsu? I only hit people when I’m coward coptering and they happen to jump at me. The only other way to hit an air tatsu is to ume it i guess? Unless we’re talking about Xup tatsu. That move is the shit.

What block strings do you guys recommend after the opponent blocks a demon flip dive kick? I always seem to get punished badly after the opponent blocks my demon flip dive kick.

the same as any block string for any other occasion ever? jab jab mp fireball or any permutation of that.

I don’t mean offense, but your replies tell me that you have not faced some good players who eat you alive for abusing air fireballs.

EX Psyco is the ultimate anti-airfireballs. You use Air fireballs from nearly any distance, ANY DISTANCE, and Bison can punish you for it. All he needs to do is to time the Psyco to hit you upon landing. It will punish nearly full screen. There is no “landing and punish” as you put it. Don’t believe me, I will play you as Bison. We will see how many air fireballs you get off once I have EX or Ultra.

You say “If you use it from the correct distance EX SRK’s don’t have the range.” Well I hate to tell you, but if you use it from that distance I can either jump over or move under the fireballs. If you are far enough out where I can’t do that then you are out of range to capitalize on those fireballs. Ryu’s EX. SRK has plenty of horizontal range and also if you land near me I can sweep you upon landing. I’ll take that trade any day. 80 damage vs 90. Tac on the fact I can also use c.MK to set up a demon and you have problems with your set up.

I play a lot of the Akuma’s on these boards and besides guys like West and Shin, the biggest error all Akuma players make is to assume airfireballs are safe. I can’t tell you how much I punish those on a regular basis. I get so many free demons and SRKs because people don’t understand that there is a way to counter each and every fireball set up. There is no such thing as a safe air fireball. What you have to do is to varry the way you throw them in order to keep your opponent from getting a jump on you.

Don’t get me wrong, I love using the TK EX fireball to set up some offense. I love to play games with my foe, but ultimately I limit the amount of air fireballs I throw because they are unsafe as hell. You need to use them wisely or you will get destroyed.