Akuma FAQs: Quick questions & answers!

What LoyalSol said. I played a good abel on endless a few days back. Before i played him i threw a lot of air fireballs and no scrub online would punish me for it. But against him, i got punished for almost every air fireball. I was even hitting them at the top of my jump arc (witch i didn’t know was wrong). After the asswhooping, i felt as if i had broken my plateau and i saw a lot of ways in which my akuma can grow.

First of all i never said or mean abuse air fireballs! I know there are alot of ways to punish them but excluding some ex moves the other solutions depend on distance and the height of the fireball, try it some i guarantee that you will notice some good uses for it. Again it needs the correct distance and height and its not something to abuse.

Q1. Opponent have less only 1 hp left. which move to kill him will gain the most meter?
is it lp shoryuken 30/40 or is it heavy punch or is it something else.

why the question is that im wondering if i killed my opponent with lp srk, will i gain 70meter or will i gain 30 meter only?

Q2. you stunned your opponent, how many meter can you build(whiffing moves in order to charge meter) and proceed to kill him before he recover from stun?
assuming 2 situation

  1. opponent mashing to recover
  2. opponent did not mash thus longest recovery from stun.

i am assuming flip*2 palm and a whiffed srk is the most possible? because i’ve seen momochi doing that.

though i have barely done 2*light tatsu.

meter management for 2nd round is really something i am trying to control atm. because I tend to use super demon to sign the win contract agreement for the last round.

I am having issues teching tick throws against cammy and juri specifically. Cammy will set up a dive kick pressure string on me which is easy enough to block, but sometimes she will grab immediately after the dive kick. I feel like I am mashing my c.short grab tech OS but she seems to always grab me out of my c.short animation. Is there a trick to teching a throw right after a blocked dive kick with Cammy?

Juri is a similar story, but it’s not with her dive kicks. She will set up some space control with fireballs which makes me block one then she jumps. Usually I just go to block high on these if they come too quickly for me to reaction DP or c.fierce them. However, because of my issues teching these throws, this Juri usually always goes for a tick throw right after her blocked jumping attack. Same issue as with Cammy. I feel as if I am mashing my crouch OS tech but her grab still connects either through my grab whiffing in front of her or she grabs the start up of my c.short. Is there a trick here?

I have changed my strategy in these matchups to avoid situations where I must tech a grab from either cammy or juri, but cammy makes it very difficult due to her mobility. Do I have to put up with this business? What are the characteristics of these characters specifically that are making it difficult to tech their throws?

Quick one: What is the best point at which to start the Raging Demon buffer after landing a FA? It seems like I do it too early sometimes and Akuma does nothing, though I’ve gotten it to work before. I’ve been relying on landing the Demon as an AA too much, I’d like to use it as my main FA setup. Thanks.

during the dash… ?

@Noriega,

What FPStud said.

I would cancel the recovery of a blocked/connected FA with a forward or backward dash. It gives you time to input demon while you’re moving forward or back. Try buffering demon during a backdash. That will help you avoid resetting a crumpling opponent with normals if you’re too slow on the buffer. Ultimately, you’re going to have learn how to do the demon inputs very rapidbly.

Thanks gents. Training mode for me tonight! :slight_smile:

if you cant rely on that, fa dash, f+lp+mp, f+lp+mp, b+lk+hp

For the 2nd thing. I would just immediately do a jump in combo. Against someone that is really good in getting out of stun, you dont have time to build meter using whiffed specials and then continue your combo.

For the first, I really don’t know. I looked at the wiki, and for HP SRK it says 30/301010 super meter build. Now i know the *10 and the other *10 are for the second and third hit respectively. But what do the values mean when you have like X/Y? Does it depend on when you hit your opponent, ex a difference between an SRK on a grounded opponent or an AA SRK?

Can someone explain to me the purpose of doing the f+lp+mp? Thanks.

If i had to guess i would say, if you fail buffering the demon fast after the FA dash the overhead (f+mp) will come out which will give you more time to complete the demon. 2nd guess would be thats it might just be easier to do because u do the kara demon that way.

I understand you perfectly. My point is that there is no such thing as a safe set up. The only way to make it safe is to make sure your foe doesn’t know it is coming.

Does anyone know if the tick Demon trick still works in SSF4? Cuz i tried it and they still manage to jump away. I saw Loltima explain it in his Akuma 101 videos but considering the nerfs Akuma received in this version i wonder if it still works or am i doing it wrong?

The only nerfs Akuma got were to damage and stun damage. Well that and s.HK, but other than that all of his moves are identical.

Tick demons work fine. Off buffered jabs before/during block strings and off the f+strong.

Do you mean the first or the second one?
For the second one, it’s because it’s easier for your muscle memory to press the same button twice instead of f+lp+mp, lp, b+lk+hp.
For the first. You need to realise this. The hidden demon input here is f+lp+mp, f+lp+mp, b+lk+hp. Why would you want to f+mp, you say? That is akuma’s overhead and you can kara cancel the overhead into a raging demon, as shown here (this is with a super, not ultra but the only thing that is different input-wise is you do f+lp+mp, f+lp+mp, f+lk+hp) [media=youtube]jt3e9-WVRwg&feature=related[/media]

If you want to learn this because mettleh3d said to do this instead of a regular demon after a FA LVL2 > dash, don’t. This is considerably harder to do than just a demon after a focus crumple.

What’s the best way of getting in on people? I don’t really know any options other than jumping.

Use footsies and walk up to close the distance.
When they don’t react throw some fbs to bait the jumpin, AA and stay on him.

Flip grab whiff says hi.