Akuma FAQs: Quick questions & answers!

i’m pretty sure that works on everyone. the actual combo is just s.lp sweep, it’s a solid combo that a lot of people don’t use.

well what do i know, i haven’t played the game in like a month and don’t even have a PS3 anymore, maybe everyones using it, lol. but yes, it works on everyone.

Cool, I’'ll give it a go.

The advice you gave me for LK tatsu>sweep was also spot on, after trying it for an hour last night and an hour today I am rarely missing it against any of the characters it works on. Even had a FT10 with my brothers’ Honda and landed it almost every time in game so thanks again.

What strength? MK? Because if I use HK I always seem to go too far

Yeah, MK

Thanks for posting up this thread everyone! You guys are giving me a lot of material to really step up my Akuma game. Yall kick ass!

Umm I am relatively new to ssf4 with inly experiences in tournament fps. None the less I have started to learn Akuma and I have a lot of questions. I have a lot of trouble with Bison and Vega players when they do special air attacks and I don’t know how to stop them because if I srk they fake me out. I also have problems with Ibiku and Zangief they somehow always grab me even if I’m pressing throw myself, how do I stop this?

Also how do I absorb the projectiles with a focus attack, I try to dash out of it but I tend to always finish the animation and they hit me with the second projectile, is there some sort of timing I need. And finally learning to hit confirm and FADC consistently is mostly about training correct? Thanks in advance for dealing with all my newb questions but if anyone would like to show me the ropes with Akuma I would really appreciate it.

Replies in bold.

Some things to remember that will help you get rid of rookie mistakes:

  1. Do not use tatsu unless you want to punish or unless its through a hit-confirm (such as the one above). In fact, don’t use it to punish because there are better options such as “st. fp > tatsu > sweep/srk”, for example, or even sweep itself if that’s all you can perform at that given moment.
  2. Know the jump arcs for air fireballs, do not think that its easy to abuse jumping forward. You can get punished badly.
  3. Raging Demon can ONLY be used as an anti-air or after connecting a level 3 focus attack. Throwing it out randomly will get you killed.
  4. St. hk is great but not spammable, it is only safe against certain characters. Against the ones it isn’t safe on you want to be smart with it.

you seem very new to ssfiv. those are extremely basic questions. you should probably ask those questions in the Newbie Dojo found here…
Newbie Saikyo Dojo
you’ll get better responses there. the only response you’ll probably get here is “Use Ryu” or "Practice, practice, practice"
my advice is to practice and watch videos and keep reading. oh, and do NOT try to throw Zangief.

edit: sometimes there are good samaritans like Noriega above me

Thanks a lot. I have only playing for a couple of weeks with no experience in any fighters, I’m still a c lol. But what about Ibikus attack were she runs at you and then grabs your head is that throw? How do i block this cause its very annoying? Also why is it that my fireballs go through Ryus tatsu but I always get hit when I tatsu?

I’m pretty sure Ibuki’s move can be blocked low? You can always go into training mode versus Ibuki, set the dummy to “record” and perform her move, and then see if you can block it. I believe you can only fireball the last frames of Ryu’s tatsu, not the start-up. You want to be using Shaku Hadou’s against Ryu when he’s throwing Hadoukens at you, and then look for your first knockdown attempt.

Hey guys, I just want to ask a quick question about a specific dive kick set up. I see Tokido do it a lot against his opponents after he gets them in the corner. He sets them up with a dive kick that crosses up (or maybe it’s like ambiguous? Not really sure). I’m wondering if there’s a specific distance or like a proper set up that is applied to this.

I think any jump in attack,including demon flip dive kicks at the corner will cross up provided that you’re close enough to the opponent. You could take a step back or two and use MK/HK demon flip to make it look more ambiguous.

Got a question. How useful would it be to get a knockdown on an opponent, then doing a whiffed hk demon flip palm and buffering the super so that it comes out as soon as you land behind them? I’ve been doing it a lot to people who like to throw me when they get up and I manage to catch them while they’re facing the screen(right before they turn to face me).

No, not all jumpin attacks will cross up. Only certain ones. I was asking because Tokido does the divekick (mostly done in the corner but sometimes in midscreen) and it hits the person in the back, and he does the setup pretty similarly everytime but I dunno for sure what kind of divekick is used, nor the exact spacing/timing.

And people do the set up you’re talking about all the time. Akuma’s Super is a 0 frame grab so it doesn’t even matter if they’re waking up spamming throw or whatnot, if they’re not jumping out before pre-flash of the super animation, they’re gonna get caught. But if you do it too early, they’re still gonna be in the getting up part of their animation and they’re going to be able to jump out.

Ah ok, thanks for the answer :smiley:

j.LK does not cross up in the corner

Oh yeah, you’re right about that, hm.

you will cross him up if he’s in the RIGHT corner but you will not cross him up if he’s in the LEFT corner.

You will always cross up with a point blank mk/hk DF in the right corner and you can cross up or not in the left corner depending on when you do the DF and the dive kick. Do it faster and kindy meaty and it can cross up (timing is a bit tight).

Hey, so I didn’t really read the above posts but here’s my take on the dive kick in the corner:

So, this thing is very character specific. The setup does not work against small characters like Ryu and such. And on the characters it does work on, the results will vary from character to character.

The setups to do it are (these are all when your opponent is in the corner):
-After demon flip throw, immediate dash to immediate demon flip dive kick,
-After forward throw, immediate dash, wait a bit, then demon flip dive kick. and
-After sweep, wait a bit, then demon flip dive kick.

I don’t think the strength of the demon flip will matter. But I use the hk version.

So, against Sagat, it will actually make an unblockable unless your opponent knows how to counter it:
-If he holds in the direction away from the corner, your dive kick will hit as a non-cross up but Akuma will end up in the corner.
-If he holds in the direction towards the corner, your dive kick will whiff but then you can do an option select cr. lk to hit him since he’s walking towards you.
-If he Tiger Uppercuts, your dive kick will miss, and your option select cr. lk will come out but it will whiff since he is in the air. Then you can just do a BnB combo.

So, if he blocks either left/right or Tiger Uppercuts, you get a free combo. The way to counter it though is for him to hold down-forward (down and away from the corner). This will make the dive kick whiff and allow him to block the option select cr. lk.

BUT I doubt any Sagat would have known that since the general thought process of any player would to either block standing or try to walk out.

These are the results for Sagat and they will not be the same against others. Remember to do them only against “big” characters like Sagat, Abel, Fei, and such. I didn’t really test against everyone, and I recommend to do the setup from the demon flip throw since it’s the easiest timing. For example, if you do it off the forward throw setup, and you wait for too long, you will actually make a 100% blockable setup (opposite of unblockables, lol :P). So, if they hold left or right they will block it.

I still don’t really know much about counter hits, but if I use mp and if they use a normal that has more startup frames, does that mean my mp will catch them during the startup frames of their attack and would be a counter hit?