Akuma FAQs: Quick questions & answers!

So it’s :dp:~:db::p:?

You could also try safe jump timed empty jumps into crouching tech option select.

If he srks, you’re blocking. If he throws, you’re teching. Otherwise, you’re either comboing of c.lk or starting a block string off c.lk.

Peace, though I wanna say you can do the same thing with Akuma’s focus and on Akuma’s SRK. It’s a meaty so unless the Shoryu starts on a reversal frame you’ll win if you do it right.

I don’t think it’s about priority because I’d tried it with different examples. On reversal, even Ken’s LP Shoryu will win each time, but I couldn’t find any Shoryuken (EX included) that could win without a reveral text because they’d already been hit before it started.

For Kich:

You can take this into training with the record feature and start doing cross Tatsu to sweep in loops where you’re only allowed to counter with a Shoryuken, see how easy it is. You can start with the Tastu itself and try to coutner after that reset or start by stepping into the sweep. After the sweep if you take a small step in it should give you the right line-up for the Tatsumaki when you do it toward the peak of your jump, to beat the reversal Shoryu’s.

If reversals work, something was probably wrong and you should re-record. You can switch up your timing because it can be different for how much you walk in before the jump. (which you often do to different degrees based on how far out you made the sweep) You can do a tiny step into a slightly early tatsu or a longer step into a slightly late one which makes the auto-correct thing more ambiguous.

I’m not saying the cross tastu can’t lose, but I wouldn’t think auto-correct Shoryu’s would be a favourable defence. I’m not completely sure if it’s feasible to be so on-point with them if you’re made to do it without a reversal window for assured timing.

The other part of it is you should have a normal jump to a deep j.HK mixed in with that timing, and the opponent can’t really react to which one is coming.

Is there any chance you may be giving your friend a bit too much credit? mind games can do that after matches where anytime you think up scenarios you tell yourself they’ve got the answer ready and waiting.

Try it a bit in training yourself, see what you think.

Well the reversal window is so large that if you wait for it to pass you may only have like 2 frames to input the command for the dp.

What I am saying is theoretically the FA cannot beat a higher priority move, regardless of timing or how meaty it is unless the opponent fails to execute their inputs. That would seem to be what is going on in your example.

Yup.

Thanks, so I’m going to go ahead and say that this DSC badly waters down the effectiveness of Akuma’s vortex against other shotos and sagat.

OMG that’s golden! thank uuuuuuuuu

  • fantasy rep.

I follow, what the meaty is actually beating is the SRK input before the move starts. As far as I can tell, a player can’t react to an immediate level 2 focus charge and complete the SRK input early enough for the reversal window before it meaties.

There may be some quick guys who are exceptions though.

Maybe not, and certainly not against Sagat.

It may be possible to safe jump the auto correction DP. You can already safe jump a Sagat reversal DP.

The reason I think it may be safe jump-able is if you watch the video the auto corrected DP’s don’t come out as reversals, indicating that they execute at least one frame after coming out of the non neutral state. That would make them 4 frames DP’s at best versus the standard 3 frame reversal DP. Possibly 5 frames. I believe you can block on the 4th landing frame from a jump. So if a DP isn’t reversal’d on your jump you can block it.

Haven’t tested but that’s the theory anywho.

Nice. I’ve always wondered, by safe jumping are you referring to empty jump or doing a meaty jump attack?

You cannot safe jump meaty a character with an invincible startup move that takes less than 5 frames to come out, or was it 4. (srks, ex tornado, some ultras…). You can always safe empty jump, as the recovery from the jump is instant.

Re: instant air fireball. I do 236963+p

I do empty jump.

Current assumption is sadly incorrect. I just got my stick so, desperately playing game after game to get the hang of this (getting a bit better every game!), so naturally most of my attempts at anything get screwed up as I’m not yet used to the joystick.

My crossup attempts resulted in reversal srk’s, many of them, lost count around 17 … so, it’s definitely possible to reversal it.

So, for now, I stick to my air FB -> overhead (I have terrible trouble dashing in and out of FA’s on this damn thing, I should make a FA button, might make it easier, but the real issue is double tapping the joystick to the left. I think I’m using too much wrist and not enough arm).

You understand that a safe jump is jumping and landing before the reversal can actually hit you, right? That means giving them the inclination to wake-up DP, but it not being safe for them to do so. Empty Jump earlier.

I wasn’t really referring to empty jumps, that was ShinAkuma, but I believe someone earlier mentioned that you can’t safe jump 3 frame moves on reversal?

My original question was whether or not we can still stuff a DCS without getting stuffed ourselves with a crossup tatsu or any other crossup (was actually able to do so once with a very oddly timed j.mk, for some reason the DP came out as a directionally corrected one, but I hadn’t yet fully crossed over him and it popped him out of it. Can’t seem to replicate it though).

don’t know if it’s been answered, but why is the timing for the hk Tatsu crossup -> sweep so much easier than the lk Tatsu -> sweep?

I would say that an empty jump also constitutes a safe jump, that’s just me.

Because you recover sooner since you hit your opponent on the back end of the tatsu animation, as opposed to the lk tatsu mid-combo, which you hit him immediately and only land slightly before your opponent, so the timing window is much smaller. You can sort of take your sweet time with the sweep after a cross-up tatsu.

I wouldn’t really call them the same thing but it’s certainly plausible to empty jump a safe jump.

As far as I knew safe jumping involved jumping at your opponent at such a time where the difference between blocking and being hit is like 1-2 frames. You still appear off the ground when the block initiates so it is very convincing to the opponent that you should be hit; empty jumping a move with a 3 frame start up, at that point you’d already have landed and begun blocking, which means they made a bad call. Perhaps I’m incorrect on this though, I don’t really know.

Are you implying that I should be empty jumping him early in an attempt to bait SRK’s and punish? That works a few times most certainly, and is definitely a good option, but my original question wasn’t really about that, it was whether or not crossing up (as in hitting them, not just turning them) someone who DCS’s was possible; it doesn’t appear to be outside of that flukey mk.

Well I just meant it literally, empty jumping is the best safe jump because it’s the “safest.” Sorry for the misunderstanding there.

So here is the lol of the day I was having pure frustration as to why I could not get the ultra to come out. Then I realized I was playing on a diffrent control setting (not arcade stick) So I was pressing the wrong buttons when I thought I was pressing the right ones. I was so upset. So I decided to practice the ultimate till I felt like I can responably pull it out at will. I caught a few people. But I lost every single match. I saw people use combos I’ve never even seen before. I lost at least 20 straight games not a single victory. So then I sat down and said it’s time to go to the forums.

First thing my ultra rarely hit people despite it feeling like they were in hit stun and that it should have grabbed them. Sometimes it would just push them. Alot of times they got some spectacular jump aways. People jumped it so many times i got discouranged from even using it.

The next thing for some reason the air fireballs that were working in practice I froze or something I could not do them online. I tried doing basically the only combo know hard kick uppercut. But sometimes the wrong kick came out sometimes it did not link It was werid.

I thought I had invicibility frames some people punched me out of my super.

Then people spammed fireballs so fast I decided I could not fireball back in time so I tried to focus my way out of them all that happend was although I absorbed them I took massive damage and got dizzy really easily.

I practiced for hours and just basically got laughed at and made a fool of. Then I went to go play with some friends i was just losing. People made fun of me for using a arcade stick (not really my friends but some other people that came by). "Your losing because your using that ". Granted I did just kind of pick up the arcade stick. I know that I can do things I could never do with the pad. Like akuma’s super I could never do it in any streat fighter game. I always wanted to be able to play this guy. i felt like streat fighter 4 was like my chance. So i am trying to stick with at least basics but i’m failing even trail modes.

I’ve been reading all sorts of things on this forum and i get the feeling that akuma’s super is extremely sitational and because of his low health it is advised i try learning someone else. But i just can’t see myself being another Ryu and Ken fan boy.

Any advice from anyone is welcomed.

Read the Raging Demon mechanics sticky; you can’t grab people unless they’re grounded, not in hit stun, and not in block stun. Recovery is fine.

In other words, pushing them and those spectacular jumps are extremely common and it’s because you weren’t using it properly. Emphasis on the person having to be almost completely immobilized via a Focus Attack, Stun, or Ultra Recovery (there’s other ways to land it but they’re a bit harder and more on reaction).

Say if Ryu ultra’s and you jump over it (because you likely can if you’re playing beginner players) or teleport through it. Ultra him, his ultra has outrageous recovery on it.

The super doesn’t have invincibility frames, the ultra only has 2, but the super is significantly easier to land. All in all, I’d not really save for it but if you have it and you know it’ll kill the person then by all means.

Don’t think of the game as a battle of trying to “land your super awesome wammadammy combo.”

Sit in training mode, and grind. Just repetitively do a combo over and over and over (particularly Akuma’s bread and butters) until they feel natural. Really, advice is kind of hard to give in a fighting game because you can either do something or you can’t, and the only way to get to the point where you can do it is practice, a lot of it.

Practice the hell out of Akuma, all of his bread and butter combos, his FADC’s, ultra tactics, normals, special moves, fireball mindgames, zoning, just practice like hell–but start with the basics and work your way up.