Akuma FAQs: Quick questions & answers!

I remember in vanilla how Ryu’s pissed over Akuma’s as an AA. In Super, Akuma’s mp srk seems to actually be on par with all of Ryu’s AA srk options. I’m surprised at how much more effective as an AA Akuma’s MP srk is over his HP. Its much easier to cleanly hit the two hits of the mp as opposed to the 3 hits of the hp.

Any of you guys find this to be the case also?

The only advice i can give you is practice practice practice. Akuma is not a straightforward character like say balrog, honda, dicta or even ryu. You just gotta spend hundreds of hours with him until his many mixups will come out naturally. I had the same problems when i started using him.

I’m fairly new to Akuma, and while I just got my BnB combos down, I don’t know how to hit-confirm into it them, nor do I know what a tick throw is. Is it anything more than a regular throw/kara throw? I was also hoping someone could enlighten me on the essential Akuma combos apart from the BnB, how to hit-confirm into them, and when best to use them. For example, I get anti-aired a lot when going for the demon flip and cross up tatsu. Sorry for my noobiness, I only aim to get better. If anyone could explain this to me or show me the ropes I would much appreciate it. My gt is Supah Ape so I’ll message you if you’re willing to help out. Thanks so much in advance, I really appreciate how helpful this community is.

tick throw is like jab then throw. it doesnt combo, its a mindgame. like doing lk lk throw.

hit confirming is like starting a combo with lp lp to see if it hits or not. if the lps connect, cancel into tatsu then SRK. if they get blocked, don’t do the tatsu.

Ok thanks But what regular hits combo into a lk tatsu? which one should I use to hit confirm? But what about when do I use my demon flip? Also how do I stop from getting shoryoukened when going for the crossup tatsu? And finally any other essential combos I should I know just the bnb and bnb to fadc?

Honestly after using him for a month I don’t think I can go back to bison or anyone else. He’s been hard to learn but it’s clear there’s gold at the end of the path. He’s just so versatile and scary in the right hands. I’m slowly getting it, but yeah ass loads more practice and training. And when I get too frustrated I’ll jst switch for a bit.

everything combos into lk tatsu lol. lp, lk, mk, mp, hp. use the light versions to hit confirm.

I know, I’m just having difficulty getting that first hit. This is the first motion character I’ve ever seriously tried to learn so even when I do get one offs I don’t get it 100% but it’s somewhat better now.

can someone help me out with this yet?

does sjos flippalm/c.hk sweep beats viper ex seismo cancel grab?

eg. safejump palm ex seismo makes it whiff, then cancelled into grab beating my sweep that’s what I think but I am not sure if that’s how it should have been.

if not which sjos should I do?

I am not sure if I am doing it properly.

getting answers around here is like pulling teeth, how is a noob suppose to get better. When should I use my demon flip cause I get anti aired alot? Also how do I stop from getting shoryoukened when going for the crossup tatsu? And finally any other essential combos I should I know just the bnb and bnb to fadc?

1 - Use demon flips as a follow up or when you want to apply pressure on wakeup. Don’t use it as the only means to get in as it can be predicted and countered.

2 - First, if you’re getting SRK’d when going for a cross-up tatsu, then you’re doing it at the wrong time. Second, you shouldn’t be doing it after a throw setup (exploding heart technique) on a shoto as the timing required to land it is extremely tight. Work on your ground game for these matchups (footsies, AA normals, etc) as they’ll be the key to you winning, not how many cross-up tatsu you can land.

3 - Don’t bother too much with BnB fadc in Super as Akuma’s shaku has been nerfed tremendously. If you want the damage, use EX SRK after the lk tatsu - it does more damage and only uses 1 super bar. Better yet, learn the timing for cr.HK after tatsu (for the characters it works on, of course) as that will help you setup your vortex game which is much more benificial than any FADC combo you could land. The main times you should use FADC shaku is when you get a clean SRK hit or counter on your opponent. The only BnB FADC Shaku combo that’s worth it (IMO) is done with 4 super bars: s.HK, c.MP, LK Tatsu, LP SRK xx FADC, EX Shaku, EX Tatsu. It does more damage than the Super demon and also produces over 500 stun (I forget exactly how much, I haven’t done it in practice mode for a while). The BnB is going to be your main ticket to landing damage on your opponent. Akuma has other combos, but none of them as devastating to an opponent’s health bar.

Now say ‘Aaaah’ Mother Hubbard! :razz:

[quote=“DoctorWho3k, post:878, topic:78459”]

Akuma has become sort of my defacto main and I?m having a generally bad time with pressure. I just don?t know when to demon flip, or air tatsu. And as a result I can?t handle characters with strong anti air/reversals (ryu). My mix up game sucks I don?t know how to be unpredictable. Do any of you have any general tips for mix ups, I never land the dive kick from demon flip it?s always blocked. I have a hard time utilizing palm. A lot of akumas I watch whiff it intentionally and go into a block string. What kind of spacing am I looking for to make this reasonably safe? And canceling into demon flip seems to suck timing wise, I can?t get it to be consistent do you just need to do it really fucking fast? When I do score a knock down I?m just not sure what to do. I try to just bait out reversals since I always get slammed for demon flip.

Watch those Vortex video will help u out. I’m a beginner too , those video really usefully.

I try to use more c.LP3 LK.Tatsu instead of c.LK , c.LP , c.MP , LK,Tatsu . But it’s very diffcuclt to make LK.Tatsu combo after c.LP. Sometimes it come out c.LP3 , s.LK . Or c.LP*3 than no combo LK.Tatsu . Can anyone help me out there ?

And s.HK , c.LP , LK,tatsu , it always come out a s.HK , c.LP ,s.LK. But not problem on s.HK , c.LK , LK.tatsu . can anyone tell me why ?

It’s because you’re chain cancelling the jabs, you have to link them. You can’t special cancel a chain cancelled move. You can chain the first 2 together but the one that’s being cancelled into the tatsu has to be linked, so try delaying it a bit.

I notice that in several videos when Akuma is executing his Super or Ultra I, he does not push the opponent halfway across the screen before landing all the hits. When I try to do it, I always push the opponent halfway across the screen before the hits land and during this time the opponent is able to jump over my Akuma even though if I’m pressing against the opponent.

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This video shows Akuma canceling his standing roundhouse into his Super. When I try to do it in training mode, Akuma pushes the opponent for a little distance (and this is when the opponent has the time to jump over Akuma). In the video above, Akuma doesn’t spend any time pushing the opponent at all before landing his Super hits (against Guy and Ryu near the end). How do I do this?

Okay. This is easy to fix. First of all, if your opponent is just standing there, your super or U1 will never ‘push’ them across the screen. It will just connect. Where you will get this problem is if you hit an opponent just prior to Demoning (i.e. when your opponent is in hit stun or block stun), or when your opponent is still in wake-up after a knockdown. You need to make the Demon connect after the wake-up animation is complete. If you do that they will not be ‘pushed’ and nor will they be able to jump your super, providing that you’re close enough.

So, what you need to do when buffering a super into a sf.HK is be too far away for the first hit of your HK to land, but close enough so that when the super comes out you’re right next to you’re opponent, and you also need to make sure your opponents wake-up animation is finished. Easy.

I have a question of my own maybe you guys can help me with: what is the correct way to use a tiger knee motion air FB on an opponent?

I presume it should only be used when you get an untechable knockdown, but I find it quite difficult to combo off it. Are there any tricks to make it more comboable (i.e. what distance should I be at, what version should I use, what attack should I follow up with, etc)?

Also, how exactly do you use this to ‘trap’ your opponent by making the air FB hit on the near side, with you jumping over to the far side with a cross-up MK or whatever? Everytime I try to do this the FB seems to push them forward and I land on the near side. Sometimes it works in the corners, but only randomly it seems.

The Ragin Demon is a grab move that falls into the same category as other grabs, meaning that you can’t initiate it if the opponent is in recoil animation (after you hit them) or if the opponent is in block stun. You also have to keep in mind that the Ultra version of the demon takes 4 frames to be active. That means that if your opponent does a move that takes at least 4 frames to come out, you’ll grab them. For example (playing against Ryu) from point blank range:

If you do the Ultra 1 and Ryu tries to punch with an HP at the same time, you’ll grab him (Akuma’s Ultra 1 is 4 frames to active, Ryu’s HP is 5)
If you do the Ultra 1 and Ryu tries to Dragon punch you at the same time (any kind), he’ll knock you out of the ultra. (Again, Ultra 1 is 4 frames and Ryu’s DP is 3)

What you saw in that video is Akuma doing a “kara” demon. A kara move is basically a move you do inside of another move. With Akuma there’s three ways to kara his demon: Standing HP, Forward MP (overhead chop) and Standing HK. There’s no wong way to kara really and all three are valid, but the s.HK and s.HP push you slightly more forward helping you close the gap faster when you release it. There’s a thread about the inputs for a kara demon, but basically, you have to input all the buttons very quickly in succession for the game to register them and initiate the move. My prefered way is to use the overhead chop to kara the demon and the way I do it is to tap Forward + MP~LP, then LP+MP again (I don’t need to hit MP again with LP the 2nd time, but here it helps me with my finger positioning), then finally I tap Backwards and hit LK+HP. If you do it correctly (fast enough), what you’ll see is Akuma jerk slightly forward as he starts his overhead, then he cancels immediately into the Demon.

This will help you avoid hitting an opponent with your inputs if you try to the the Demon naked (just tapping LP, LP, Back + LK + HP). This is also (IMO) the easiest kara demon to pull off as the finger positioning is pretty straight forward.

I would suggest you read this thread: http://shoryuken.com/f249/ssf4-akuma-match-up-thread-236487/

In the first post, you’ll find links to the most helpfull Akuma info found on this forum. Pay particular attention to the Demon info thread, but also take the time to learn the matchups so you can see what situations you can get a garanteed demons when playing certain characters.

One word of caution though: The Raging Demon is Akuma’s ace in the hole. The game changer. But it can make you greedy and careless if you rely on it too much. Akuma can win matches without ever using his Ultra and that’s really the beauty of playing him. Yeah, JR demons everybody, but that’s his playstyle! :rofl: If you watch some matches from people like Momochi, Tokido or Eita, you’ll see the full potential of Akuma when in the right hands and they rarely use the Raging Demon to win.

Anyways, sorry for the long winded explaination. But I hope it at least helps.

You guys are too sexy.

laugh qcf>uf>f+p

If I read correctly, Laughter wasnt asking how to input the instant FB, but when/how/where to set it up for maximum cheapness. After which knockdowns is it good to go for? Which strength FB to use? Which attacks to use upon landing? Etc.

I’d really really like to hear about this, myself. I can execute the instant FB, but don’t think I’m timing or spacing correctly. People seem to be able to hit me out of te “trap,” OR like Laughter was saying, I’m not crossing over to the other side. This would be a really REALLY nice tool to add to my arsenel :slight_smile: