Akuma FAQs: Quick questions & answers!

Really? I would think any time you’re on a character select screen you could switch ultra since it’s character specific. Interesting.

question of lk mk hk Air Tatsu after sweep ?
which one is better ? is that base on position or one of it is better ?

and i practice hour after hour , still cannot get the c.lp c.lp c.lp tatsu right . I know there must be link the third lp but the tatsu just didn’t come out lol. And I check the input everything is right, nothing more nothing less.

rephrase your first question.

you dont need to do lp lp lp, just do lp lp. you can always switch to lk if that is easier too. like lp lp lk. but again, you only need two.

I just did 1 RH loop(RH, jab, RH, jab) to sweep against a Honda in the corner in training mode. (Auto block enabled of course)

The timing and spacing was very strict because I could only replicate it twice.

Edit: Just tried to do it mid stage and I got it to work about 6 times :slight_smile: Gonna try and find other chars now.

Edit 2: Works with Adon, Rufus and Cody.

I’m sorry in advance if this is old.

Work on buffering a lk tatsu from a single jab. That should fix your problem. Then once you can do that, add the two other jabs.
If something ever gives you a hard time, break your combo down into small portions and pinpoint whats messing you up.

For example in third strike I hated doing c.lk c.lk xx SA1 on the left side. So first I worked on my super motion, then doing it after one c.lk. Then I just added the other c.lk and next thing you know I was doing them with relative ease.

thanks for your advice. Hope this work on me :wink:

Any info is good info mate. The Cody loop I was aware of though its good to know of others. Nice find :smiley:

I still find it a little bit fickle but maybe I should give it more of a chance in matches. I’m surprised it works on Rufus, that dude’s hit box is very weird.

Thanks. The spacing is much more strict compared to Vanilla. I think the general spacing to get the loop off is have 1 tiny box in between each characters feet in training mode.

I only got it off on Rufus once outside the corner in like 5 minutes and a couple in the corner. I will try to find some more tonight.

Point is, your standing jab still has to be meaty to loop off the roundhouse and after that its still a one framer.

It’s mad strict and nearly not worth the trouble in a match. Personally I think finding out who can still get hit with a RH after fireball fadc as more useful.

Do we have a list for this somewhere? I was watching some Vanilla matches earlier and it almost made me cry how much I missed RH after fb fadc. D:

Ummmm… Pretty sure Gamogo had a small write-up on it. I know it works on Blanka, thats about it.

Why do demon palms miss so damn much? I’ll be right in their faces and my palm will whiff completely

you are doing them to early.

What’s Akuma’s best Kara throw, HP or HK ~LP+LK?
Or another for that matter?

If you look at the hitbox data, it has VERY few active frames, so you have to know exactly what you want to do with the Demon Palm: whiff or strike. There are actually advantages to whiffing it…

Uhhhhhhhh, sorry I’ve been out recently. So much school things going on for me. :sweat:

But ummm, you wanna to end combo’s with … cr. lp xx Tatsu instead of … cr. mp xx Tatsu because the cr. mp might give too much pushback causing the Tatsu to whiff. The only time I do … cr. mp xx Tatsu is against Fuerte because it will allow you to sweep him after the Tatsu.

If you are messing up cr. lp x 3 xx Tatsu, then you are doing the last two cr. lp’s too fast. You must LINK the last cr. lp NOT CHAIN. Chaining is the cancelling of jabs/shorts to other jabs/shorts (this is also known as rapid fire). Linking is waiting til all of the recovery frames of the first cr. lp ends before you do the next cr. lp xx Tatsu.

So, cr. :lp:, cr. :lp:, (wait) cr. :lp: xx Tatsu.

For Akuma’s kara throws, his best one is far standing fierce. But actually, the kara that gives the most range is his close standing roundhouse, but this is useless because you have to be in the “close” range. But it looks cool, so I do it sometimes. :smiley:

Thanks for the info. Fast response, I’m gonna like it here :rock:

That HK Kara seems redundant then. IF his greatest range kara throw only activates if he’s in close range, when do you use it?
And can a kara throws range be even further extended if you happen to me grabbing the startup frames of your opponent’s move?

Oh, I just do the HK Kara because it looks cool. Sure, it actually makes your grab have 4 startup frames, but that also will help you delay the grab to beat crouch techs.

Yes, many moves will cause the throw hit box to extend forwards (some backwards, mostly neutral though) causing you to have an extremely large throw range. This is usually used defensively though because you would have to do an ume offensive throw from far range to catch them. You will just end up whiffing throws a lot. :stuck_out_tongue:

I had that hunch because I saw a Zangief command throw me from REALLY far away just because I came at him with a roundhouse (many startup frames). As a matter of fact, it was the stupid computer in hardest difficulty. I figured, same thing should apply to a (kara) throw… Indeed, you’d have to resort to guessing to actually catch someone like that.

How many startup frames does the fierce version have?

Yeah, Zangief can like literally do a half screen :lp: SPD with the extended hitbox thing. :stuck_out_tongue:

Normal throws have 3-frame start up. A kara will add 1 extra frame to that start up.

Half-screen? Literally?
That’s absurd if true.