Akuma FAQs: Quick questions & answers!

LP Hado moves slower, so you wanna use the HP Hado one generally when using cr.MK to fireball poke so that it strings from the out ranges better. When using a fireball FADC to a combo extension, then using LP Hado can by you an extra frame or so for your followup.

Unfortunately, no one has collaborated anything for helping with picking up Akuma, all the basics are assumed in these discussions and you kinda have to figure them out for yourself.

I could try and make a thread myself at some point but it would take a loooong time to complete. I’m thorough enough, so if I get enough requests I will go for it…

akuma would lead the tier list !!
and a bunch of ppl would start playing akuma =)

I have a few questions. The first question is when doing akuma’s ultra it looks like some people don’t even flinch when they do it although I still do it. he throws out like a punch or a kick. I was wondering if they is a way to not through punches and kicks just before doing it. It comes out pretty fast as well

Next thing I can’t seem to pull off his air fireballs (i play on a arcade stick) can anyone give me any advice? Most moves that can be done in the air I can’t do them I always end up landing with some kick or punch.

Also what is all this reversal? ultra stuff?

Sometimes its hard for me to know when to do the demon flip command after knocking down my opponent in order to pressure him on wake up. I just cant seem to get the timing right, any tips?

Buffer the demon into something…check out the demon thread for kara demons. Also you can buffer into dashes, blockstun, etc.

Air moves…I think you are pressing the punch button too fast. Try delaying that and pressing the punch button a litttttle bit later.

OK I have a question. I have a feeling I’m gonna get laughed at and neg repped for this, but whatever.

I keep reading about Akuma’s vortex and how he can apply pressure using mixups when the opponent is knocked down, and I understand the basic idea behind it. I see youtube vids of Akuma’s fearlessly going for a divekick when a Ken is down, or starting a combo with 3x LP on Ryu when he’s waking up. I see this and keep wondering “Why the hell isn’t he getting reversal DP’ed?”

Because that is what’s constantly happening to me. I try divekicks, demonflip palm, focus, hit confirm with LP, crossup tatsu, but every character that has a DP-like move (including Cammy and Guile) just beat me cleanly pretty much every time. I will get them once or twice but it feels more like luck than anything else.

So what am I doing wrong? Am I forgetting one option Akuma has that is the perfect answer for these DP mashers? Some one please enlighten me.

Empty jump block. Punish them with bnb after they whiff and they’ll think twice about dp’ing on the next mix-up situation.

I asked this in another thread but maybe this one is the most appropriated. What can you do after a traded srk to juggle your opponent?

You’re forgetting that online dp mashers are brainless and do not require advanced tactics to beat them.

A smart Ken does not do wake-up dp often because it can be highly risky. If you identify your opponent as a dp masher, all you need to do is bait the dp and punish.

I played a 14000gp Sagat recently. He beat me the first round by mashing srk(I was surprised to see a mashing 14k Sagat). The second round, the only tactic I used was a simple cr.lp x3 blockstring. His srks whiffed and I punished over and over until I won.

ps. Im pretty sure a correctly placed cross up mk and cross up tatsu beat reversal dp’s. I remember beating Kens ultra on wake up with cross-up tatsu.

lp/ex red fireball. mp/hp will also work but needs better timing. Opponent must be jumping from the corner though, or the trade must launch him high. Otherwise ex fireball for one hit(not worth it).

I understand exactly where you’re coming from here, but as I’ve played more I’ve discovered further nuances for playing around SRKs and such. There are ways you can set up and time your jumps and things to beat your opponents reversals and mess around with their reversal confidence that start to come together with more experience and understanding.

Take this vid for example:

[media=youtube]hH4LJvKBqiE[/media]

The SRK has invulnerability and priority on their front side, and if you come up from above to hit from behind where their SRK is active, they’ll lose clean as soon as their invincibility expires.

Cross-up Tatsu achieves something similar to this. Do a normal jump-in attack right into the SRK sweet spot and see yourself beat. Set yourself in that same jump-in postion and this time go for a cross-up Tatsu at about the peak of your jump. (perhaps just a frame or two on the descending side, but the peak should be right)

Done right, this should see the Tatsu fly beyond their sweet spot to hit behind them as they go up. (or they’ll fly off with EX SRK or something) Sometimes reversal timing on their SRK will give them an auto-correct to beat this out. If this is happening, you want to just switch up your timing on the jump ever so slightly so that the reversal doesn’t do the work for them.

Try not to go for offensive jumps like this at random in the ground game. You’ll want to mostly go for it as they rise for a knockdown where you have control of their positioning when you jump. If you do it in the open and they’ve moved from the position they were in between you hitting :uf: and coming down for the attack, then the **** will probably hit the fan.

Another example can be seen with the meaty focus attacks on wakeup here:

[media=youtube]yEiMslvqmHM&fmt=35[/media]

Now you may wonder why the red Ken was getting away with these level 2s without them being reversed. What’s happening is he’s timing his focus to release as soon as it reaches level 2 and to meaty there. This baits out the reactional SRK which the meaty beats clean. You cannot see the focus charge and then respond with a reversal in time; the reactional SRK comes out later and loses, (which is what was happening in the vid) only reversal timing will stuff you.

The opponent therefore has to commit to a chance reversal on wakeup, (which you can exploit) if they stop getting baited by the meaty and block, you get frame advantage to work with. If you think they will reverse as you charge to level 2, you can still backdash out; it’s a good knockdown strat.

There are other things like this to explore. Sometimes when exchanges require oponents to commit to reversal timing, they will not be prepared to take the risk and will instead shell up. Scrubs are different, just try some experimenting with your wakeups to keep it mixed up and secure from reversal.

Not everyone has an SRK either. Safe jumps aren’t useful against the 3 frame reversals but against a character like Blarog, safe jumps can almost completely remove reversal headbutt from his wakeup options.

Good luck dude, tell me any extra useful ones you find yeah? :tup:

Thx Monmi.

Speaking of safe jumps. I started doing demomflip palm on Balrogs wake up and it has been working beautifully. After thier headbutt whiffs and they get BnB for a bit, I do demonflip palm ground throw or mp.srk > FADC red fireball as a basic mix up. It has gotten me some more hate mail too. I still need to work on that match up. Balrog is still my worst match up, but im slowly progressing.

It really has more to do with the player doing a low priority DP than the the timing of the meaty FA. For example had the player in question used an EX DP the focus would have no chance to beat it beyond poor timing/execution by the player waking up.

Devil, that’s basically the issue I’m having lately with akuma’s wakeup games. I posted this on the matchup threads but, essentially I play daily with someone who can properly correct their DP direction on crossups, to the point where I feel like trying to cross him up is pointless (if he doesn’t think it’ll connect he’ll just accurately block the crossup).

You mentioned delaying the timing, by how much exactly? I attempted to do something like that a few times but his forward srk knocked me out of the air. It’s gotten to the point where I just throw an air fireball and work around him blocking it (if he crouch blocks overhead, standing blocks sweep/throw/FA mixup).

Is there a way to successfully land a crossup on someone that knows how to toss their DP in the correct direction?

That’s a tough one. If he is performing the auto correcting DP I’m not sure what gets around it. If he’s playing Sagat you can safe jump it. Otherwise…

He plays Ryu. So I don’t believe safe jumping is possible. Aside from Air Fireball mixup, I also toss meaty Shaku’s and FA dance over him. Should I pretty much abandon attempts to cross him up at this point? I have a bit better success when he’s not grounded, but not by much, he’s very on-point with his SRK’s and I’d rather not eat the SRK > Ultra or SRK > Super (he typically stocks super rather than burn his meter).

A couple of things you can try.

1 - If he’s just guessing the correct direction to DP, meaning he isn’t using the auto correcting DP inputs, then you need to become more ambiguous on your crossup attempts. That way he may input the DP incorrectly and you get a free combo.

2 - If he is using the auto correcting DP inputs it may be possible to focus the DP. From what I have seen the auto correcting DP does not produce a “reversal” prompt, meaning it may not get the benefit of armor break.

About the instant fireball - I’ve been using :r::uf::u::ub::l::db::d::df::r::2p: with the :2p: dependent upon the distance from the opponent. The nice thing is you can follow up with whatever you want and it will combo with the fireball(s), done right.

What is the input for the auto correcting DP?