Akuma FAQs: Quick questions & answers!

Yes, but it doesn’t even have to have more startup than your’s.

For example, after your opponent blocks your cr. lp you are +2 frame advantage. So, if you immediately throw out a cr. mp right after that (which has 4 frame startup), there is only a 2-frame gap. So, if your opponent did anything with a 3-frame or more startup and with no invincibility, you will get a counter hit.

However, you will not want to throw your cr. mp directly after the cr. lp because most people tech late, which result in them just blocking the cr. mp. So, you have to adjust your timing of the cr. mp accordingly to your opponent’s teching pattern in order to successfully get your counter hit.

Basically, if they are blocking your cr. mp, delay it a bit later. If you are getting hit out of your cr. mp, do it a little earlier.

The risk in delaying it is higher than doing it earlier because you will get hit. So, always try to do the cr. mp somewhat early first. But then, start delaying it once you have got a feel for your opponent and his teching tendencies.

About the DF dive kick at corners.
I tested vs Chun with those setups:
-After Demon throw, dash, wait a bit, df dive kick
-After fwd throw, dash, wait a bit, df dive kick
-After sweep, immediate rh df dive kick

and got those resaults

Left corner:
-Chun holds direction away from corner, dive kick whiffs, Akuma lands in corner.
-Chun holds direction towards the corner, dive kick gets blocked but Akuma lands in corner.

note: After getting down the timing for the dive kick you can add a slight delay to the DF which can then create a nasty “ambigious” dive kick land (simple mindfuck), where the same rules apply (about blocking directions) with the exception of Akuma landing away from the corner after the blocked dive kick scenario, so basically its a normal hitting normal landing dive kick, but might be useful if you get your opponent to learn those corner setups.

Right Corner:
Same stuff as left corner except the note i made.

Im tempted to make a complete list but it will take alot of time ;s Anyone willing to share the pain? :stuck_out_tongue:

i have a weird issue, seemingly very obvious trouble especially against

ryu,chunli,cammy,claw

I always lose focus attack war against them.

before i have demon. if i do c.hk they will focus and do havoc such as focus dash in grab, or focus crumple stun, or just hit. its annoying.

when i decide to focus against their focus i usually end up losing 70% of the time.

anyone have this feeling as well?

im feeling that c.mk fireball doesnt work. few times it helps few times i get hit for ch. maybe its because my c.mk ball is poorly spaced maybe i should have just stick out c.mk?

basically i am getting this irritating feeling that opponent disregard footsied and tries to use focus attack to get in and me and its working for them.

any advice as how to deal with these situation?

Two questions:

  1. What do you do against Sakura’s who spam out tatsu? Can you punish either EX or regular on block? Should you teleport out during it or after blocking? Or…something else?

  2. Bison seems like a really annoying match. In general, what’s the strategy for this one? I assume it’s knock him down and then vortex him up. But what about before that? How do transition from his basic crap into scoring your knockdown?

  1. Stop jumping so much, stop unsafe air Hados. I believe you can punish all versions on block.

  2. Very tricky match-up. My strategy: basically stop all fireballs, let him come to you. Look for an untechable knockdown and go to work. Bait out U2. Look for Demon opportunities (punish Psycho Crusher, slides). Also, if you’re good enough you can backdash his headstomp and Kara Demon him.

One quick question of my own:

One relatively minor problem I have with my own game is performing a demon flip without moving forward at all. How do you do it?

I see videos of Tokido et al and they all seem to be able to DF without moving, but when I do it, because the first input is always forward, I edge forward a little bit before my flip comes out and this messes with my distancing. Is there any way to avoid that?

You can do it from crouching or go :df::d::df:+:k:

LOL at your sig!

Thanks for the info, too. I’ll give that a try.

so this is basically more of a rant…
i hate how akumas j.hk and j.fp have such short active frames and the hitboxes arent very good either. it’s so hard to jump sagat’s fireball and punish him.
i mean with ken i can jump sagats fireball and easily kick him in the face or chest but with akuma it just whiffs, know what i mean?
(and sorry to always make comparisons to ken but that is all i know and it’s the best way i can describe things so please dont tell me to go back to ken :wink: )

akuma has virtually no good air normals. Probably because he has the demonflip and two versions of divekicks. i guess its only fair.

I was wondering if there’s any section regarding how to read your opponent teching style. and how to grab/punish them.

I think it is very important in akuma’s game especially when a forward grab nets you a chance to do “exploding heart technique” or other SJOS options or by itself a free damage.

but we have to consider opponents teching style. such as “tech on reaction”, “stand tech”,“crouch tech”, “delayed crouch tech”, “button mashing those c.lp”,"tech with 3 button cmp,clp,clk).

if we don’t understand their tech style and try to grab anyway we might end up in failure that can cost akuma the game such as.

eg.

  1. chunli, bison(dictator) (crouch tech clk, into their bnb)
  2. vega(claw),m.bison(boxer) (their long ass ranged c.lp into their bnb)
  3. rufus, cammy (they don’t tech all the time they divekick in your face occasionally)
  4. people that doesn’t tech but does just c.lps (notably obvious is vanilla sagat doing c.lp into tigershot/ light tigerkness)
  5. dhalsim (slide into yoga flame)
  6. uppercutist
  7. akuma/dhalsim/seth (teleport masher)
  8. grabber (gief,abel,seth,honda)
  9. backdash masher
  10. others

I feel that there should be a way to classify or read how your opponent tech or moves us akuma should do in order to help us in the match. 1 game that have best of 3 its best if you can take 1st round to figure out how he techs and destroy him if he doesn’t really change the way he techs.

eg. in order to check whether your opponent stand techs or not.

  1. clp,clk,clp
  2. clp,clp,clk
  3. clk,clp,clk
    these can all go into tatsu bnb.
  4. clp,clk,clp,clk

in order to check whether they are teching or doing just c.lp.

  1. i do block strings such as c.lp,clp walk back see what coming clp(they didn’t tech)/clk(they tech) then process to kara throw

for delay tech players we have to fish for ch.

  1. cmp, delay(varies) cmp…into sweep or st.hk bnb
  2. clp,clp, delay(varies) or walk up cmp…into “as above”
  3. safejump hk, walk up cmp
  4. demon flip palm, throw or walk up throw
  5. demon flip kick, throw or walk up throw

“these c,mp delay abit probably have been talked millions of times already some people saying c.mp is +2 and opponent fastest move is 3frame therefore do something in around there and you will get a ch” however its easy to say, its hard to get it at times especially if opponent knows you are trying to fish for ch.

[media=youtube]SYhxtZ6h6N0]YouTube - Tokido (Akuma) vs Misse (Akuma) [The Shiozawa Cup[/media] <-- this tokido vs misse vid @0:46 and 1:15 clearly shows the example of #1 and #2. however some of them if used at a wrong time or against a wrong character can prove fatal. and I myself are not sure am I using the right tool against the right opponent/character.

and the tools we have to use in order to increase our chance.

1.normal throw
2.tick throw
3.kara throw

why am I failing to throw my opponent can be a few things,

  1. I suck
  2. I am doing it wrongly
  3. I am not mixing up well, my game is very linear hence being read all the time
  4. they are a top tier teching kunt (very good at defence)
  5. I don’t know wtf is going on.

i feel the more new things i try to do with akuma (eg doing all the O/S and sajejumps etc) have caused my akuma to be more fragile than ever hence me losing more, best akuma don’t screw up at all and my akuma feels open everywhere with more things i’ve come to known.

I need to obey the “don’t fuck up rule” but have to really try out stuff in order to better understand the game.

at the moment, I am very confused against claw and boxer with their infamous c.lp. it seems that if I try to do c.lp,clp into throw or kara throw I will lose indefinitely and eat their c.lp into juggle, and my c.mp into throw are being teched pretty well. I hope someone might have dealt with this issue before and already have solution to deal with them willing to share.

PS. seems like I’ve written too long, and have totally gone away from the topic or what I actually wanted to ask… I hope someone understand. basically though discuss how to read your opponent tech what you use to throw them. “priority on claw and boxer”

Any tips on how to get down some empty jump low attack setups. The most common one being empty jump in front of them and then c.lk c.lp c.lp xx lk tatsu etc. also can do mp instead of the last lp. Anyway i obviously OS grab the first lk but its really hard to get the timing right on this because i do get grabbed out still half the time. I will usually do this after a knockdown sweep or palm. Its kinda hard to use on its own while they are standing but I’ve seen it been done. Another setup i see is c.mp c.mp into bnb after an empty jump on knockdown. Anyway aside from that, are there any other shenanigans i can pull out of them?

Also how hard is it to use the c.lk c.lp c.lp combo as a hit confirm. For example i always make the mistake of not reacting fast enough if the first 2 hit because i always think they are gonna block so i just go for a throw wasting free damage.

Recognising that you’re landing hits by way of c.lk, c.lp, etc hitconfirms will become second nature with practise. Keep at it.

Until you get it properly registering from a reaction standpoint, opt for c.lk, c.lp, c.lp into EX tatsu/ball. At least that way you’ll remain safe until you’re confident with identifying that you’re connecting and also if they are standing so you can cut into lk tatsu > srk for better damage if feasible.

Thanks. One more thing, how viable are these combos on wakeup against chars with reverals (i.e. shoryus) is there a safe way to stay out of grab range and delay it enough to block a reversal?

In a word, risky.

You can hazard a guess to see if you can catch them out and technically I guess its a 50/50, provided they don’t have two stocks (so they know they can cancel out if they guess wrong and you just plain do nothing to bait 'em) so feel 'em out. Maybe do it now and then or keep it in your secret bag of tricks to really keep the bastards honest.

I’m a little hesitant to try this on Ryu for example, as that tends to be a match I play quite cautiously against strong players. Because I don’t use it on Ryu a great deal though, when I choose to I sometimes catch myself suckering them. Empty jumps (and whiffed demon flip palms) are a powerful tool given how much damage Akuma can tack onto the end of a lowly little c.lk.

Keep it varied. Akuma’s strength lies not only in his solid damage output but also in his massive array of offensive and mix-up options.

Hey, started playing akuma a few weeks ago… really enjoying him. I have like 2 questions for the akuma boards.

  1. is there any trick to safe jumping off of a sweep? Do i have to just get the timing down myself? :\

  2. The other day I was playing a friends bison, and i tatsu OS him, and it actually caught his ex PC, kicked him twice actually. Whenever I try to re do this in the lab, we’ll just go right through each other. Anyone know what’s up with that? is this just random?

Sorry if this has been posted before, love you guys?<3 hahah.

  1. Yes, you just have to manually time it. You’ll get used to it eventually, but you will probably never get it as consistent as Ryu’s sweep setup. :frowning:

  2. Since the EX psycho crusher has 14 startup frames and there is the 1 jumping frame and 4 landing recovery frames, there are actually 9 different possibilities when you OS it. The outcome that you describe is probably the very first possible OS timing.

I recommend doing OS :lk: tatsu though. Looks cool when you punish the EX psycho with that. But I guess the :hk: tatsu can punish teleports also, but it’s way stricter timing to punish the EX psycho.

But ehh, in general, Bison is super gay to OS. There is no OS that will beat all of his options. So, just do whatever you think is gonna beat your opponent’s reversal.

I know the mixup off of hard kick tatsu is old news, but has anyone had success with combos ending in HK tatsu? Off a focus crumple c.mp - s.hp xx HK tatsu does more damage than the standard bnb, and has that nifty mixup. I ask this because I was just recently introduced to the standing LK frame trap and though it was a great way to set that up. After the tatsu, you have enough time to do a meaty crouch tech os c.LK into standing LK then go for the counter hit c.mp or ex tatsu, throw ect. I was having some success last night against jab mashers lol.
Do you guys think its worth it? Or is the positioning off of the standard bnb too good to pass up.

I know bnb into lp srk fadc shaku is the best position for mixups, but this situation assumes you only have 1 bar or less.

yeah man, thanks a bunch for responding. I have a few bisons i play with frequently… so it was getting to the point where i really need to get this shit down. Fuck escape options. D:< I mained rog, i guess I main him now? idk… i’m trying to learn akuma and hopefully replace that dumb character named rog. I still have alot of match up issues. Certain characters, bison and chun come to mind, i’m almost afraid to swing on. I feel like chun recovers so quick after s.strong that i don’t have time to sweep it. Whatever, that’s just me not knowing my match ups like i said before. Now i’m ranting on, k enough.

lol But yeah, i noticed OS jab DP beats 3/4 options…ex DR,ex PC and backdash… just leaves him to tele so that’s pretty sick. And if you know they don’t have room to tele, then they’re fucked. I’m sure you already knew that, but whatever.

Baah, back to the lab to try and practice safe jumps even more…

What’s up everyone, I remember playing some sort of SF on the Nintendo system before N64. I can’t remember who I liked the most, but after reading some amazing articles on the forumns, I think I want to play SSF4 once again. The game has great graphics, and it seems to take a lot of skill to perform well. I play ssbb in tournaments, but my skill level is hitting a wall, and I think picking up SSF4 will get me past that.

*What do I need to do to learn the game well?
*What should I practice?
*How can I make my in-game decisions more consious and not auto-pilot?
*How long do you think it takes to become one of the best?