Akuma FAQs: Quick questions & answers!

I have two higher level questions if anyone could possibly help me out

1.I have been having a lot of trouble hitting a FP into Gohado and then Fadc’ing into BnB. I was at an arcade and overheard some people saying that there is a rhythm to it. Im able to hit about 1/2 the time but my execution is very inconsistent. Is their any solid videos/tutorials anywhere on how to do this correctly? And also does anyone have any tips for doing it?

  1. Also after landing an overhead attack ive noticed that players such as tokido and momochi go into jab and then Stand Fierce, this is a one frame link and very hard to hit. I have been plinking the standing fierce but it seems that I just keep doing crouching fierce because im coming straight from a crouching jab. Any advice on hitting this better?

Hit the air tatsu around the peak of your jump. Hopefully that will coincide with you being directly above the opponent. As for the sweep after, wait a moment and then hit it as the opponent is landing. Should be fairly easy to hit 80-90% on this in training mode.

lk x-up is fairly ambiguous. Makes it hard to figure out which way to block. Mix it up with jumping MKs, dive kicks, and DF shenanigans and it becomes a guessing game for your opponent with the odds in your favor.

Anyone?

There was a thread about it a while ago, and people didn’t seem to really care, classifying it as just part of the game.

It’s HK+LP then plink MP, then B+HP+LK
or
HK+LP~MP > B+HP+LK
or
B HP LK
LP MP HK
LP HK

Slow things down. A lot of folks tend to rush FADC combos out when they first start using them when in reality you don’t need to go crazy with your inputs. There is a rhythm to it which will become apparent when you slow things down. To practice, I recommend doing:

fp xx ball FADC

Do this over and over. Basically, you’re doing a fierce punch cancelled into a fireball and then focus cancelling out of the recovery and dashing forward. Do nothing after this.

Next, do the same, but after your focus cancel’s dash, repeat into the same combo. With infinite meter in training mode, you can do this over and over. Do this on BOTH sides. Get a feel for the rhythm. You will start to get a feel for how it works and it will soon become automatic.

I can’t stress slowing things down enough. If you do it too slow, it will become obvious and you can quicken your inputs. If you do it too fast you’ll miss getting a feel for the correct rhythm as your inputs will just be a jilted, erratic mess that sometimes yields success. I suspect this is perhaps what is happening for you.

I’ve tinkered with plinking this also, but I honestly find it easier to do manually. Again, there is a rhythm to it. Keep in mind that Akuma needs time to stand from the c.lp so you can do the s.hp so keep this in mind by way of a slight pause after the c.lp. By pause I mean literally letting the stick return to neutral before letting loose with hp.

The rhythm for this I think of like this:

1, 2…3, 4

Where its:

1 (j.hk), 2 (c.lp) … (the pause - allowing Akuma to just stand*), 3 (cs.hp), 4 (cancel into lk tatsu)

I hope this helps a little. Repetition and paying attention to the inherent rhythm of combos helped my execution considerably, particularly for FADC options.

Again, start things off slow and then increase the tempo if need be. Don’t start combos out with a flurry of button presses and stick movements as this clouds the correct rhythm and masks what is required in terms of correct execution accuracy.

I see, and is have you actually gotten this to work, or does it require you to input everything too fast? Im getting a stick in a few days, and i sure as hell am not going to try this on pad :smiley:

A couple of newbie questions.

  1. Does a ambiguous crossup look just like a regular crossup? How do you know if your doing it?

  2. How do I perform a crossup fireball ? Are their any videos to teach me how to do it/ I doont fully understand it what fireball do I use and when in the jump do I use it? Is it safe?

That’s actually Tsujinrai Demon. Jinrai creating an extension of the Tsuji technique for a great (albeit almost impossible) Kara Super.

The real Tsuji Demon is simply the use of the P link technique. Tsuji discovered the technique as applied the to Demon, and it was later adapted universally for help with links and became better known as P linking.

The aim of the Tsujinrai Demon is to get the Super out before the roundhouse first hit connects, otherwise the range together with the forward movement of the roundhouse makes it very problematic to use the Super from. In vanilla, this was ridiculously difficult for any player to get in time. You needed to squeeze two inputs under 7 frames. Roundhouse is 8 frames in Super so it’s gotten a little easier. I still predict it would take you a thousand tries to get though.

Tsuji Demon is essentially a short cut for getting a Super or Ultra in two inputs instead of 3. You can apply it in any way you desire really. Here’s a learnable, match-practical technique for the overhead Kara Super in a match:

f+LP+MP~HP (at damn-near the same time, so the HP registers the next frame) then slip to d/f and re-tap HP together with LK. On input display, it will look like this when done correctly:

:df::lk::hp:
:df:
:r::lp::mp::hp:
:r::lp::mp:

And you get a fast, naked Super. When you do it this way, it’s not a matter of pressing anything fast like it would normally be. 17 frames is a big window for two inputs, so all it becomes a matter of is getting the Tsuji input successfully. With this method you can get a Kara so fast you barely even see his hand move to begin the chop animation. Even if you ‘miss’ the Tsuji input, the overhead will just come out on its own and still have a good chance of hitting the opponent; where-as with the usual rapid 3 input method you get first hit of overhead into Super, losing your meter and getting punished for not getting it right.

The other bad outcome of messing up this technique is getting a standing jab, rapidly cancelled into Super. The standing jab whiffs on the majority of crouching characters in the game, so in the context where it’s being used like an overhead; you still win.

The games hitboxes don’t just apply to vulnerable and hitting boxes in relation to attacks; characters have another kind of hitbox that serves to act as the physical space that they occupy. This hitbox is what stops characters walking through each other. It vanishes when Akuma uses teleport to go through someone.

To use an ambiguous cross-up, you want to aim your jump to come down dead centre on top of their head. At this point, the game would basicly make up its own mind which side of the pyshical box you land on; which makes it difficult to defend against.

I also saw way of doing it in the comments kara forward+LP+MP~back+LK+HP. Would this work too? Btw, it’s not for any real purposes, but i think its a cool way of styling on someone with a walkup demon after a dizzy.

Here’s a video [media=youtube]QUK3fSke4JQ[/media]

:r:+:mp:+:lp:~:lp:, :lk:+:hp:
or
:r:+:mp:+:lp:, :mp:+:lp:, :lk:+:hp:

Isn’t this exactly what I just said? Plinking?

It’s only really 2 inputs, the plink and then the finish. But its hard to be consistent as it’s an awkward plink.

I think he meant that a Tsuji demon is just the plink, but a Tsujinrai demon (the one you told me about) is a plink with a roundhouse so you get more range

@DevilKnight. The whole point of doing Roundhouse kara is to get the range. Anybody who’s ever used akuma decently can already do a normal kara demon with the overhead (most do it by f+lp+mp, lp+mp, d/f+lk+hp) and 17 frames is plenty of time for 3 inputs without hitting the first hit of the overhead and I usually double tap lp+mp as fast as I can. You do the tsujinrai demon to get far more range than a normal kara demon. I’m pretty sure Jinrai had a video of him showing the tsujinrai vs the normal kara demon.

But anyway, doing the way from Ultima’s video where you whiff a normal first is definitely the easiest way to do it and I can do it consistently with my method which is: (whiff normal and press 2 jabs during the whiff, or just press 2 jabs as your whiffed normal), f+3k, (delay a bit depending on what range you want, because you got 8 frames before the kick will hit), hp to make the super come out. Instead of doing it as fast as you can, when doing it like that you actually have to wait slightly. And by slight delay I mean don’t plink it, just do it a bit slower than a plink.

is there a list of the characters that have to block both hits of s.rh? If not, if anyone knows the characters, please list them <3

Dunno if it’s current, but this is the one I look at:

Understand that I’m not suggesting that someone who’s been playing Akuma since Alpha 1 drops the usual overhead Kara method that they’re used to. I understand that a Tsujinrai is mad-powerful, however it’s hardly an entry-level technique. Applying a Tsuji input to an overhead Kara is an example of how to make alternate use of the Tsuji shortcut without torturing yourself trying to do Tsujinrai. Also, unlike the traditional technique for the overhead Kara, the Tsuji version doesn’t require any skill provided the input was done correctly.

I also have another useful way to apply the Tsuji input for a great tactic, only I won’t be able to demonstrate it until I get a decent capture card.

If I get my opponent in an untechable knockdown (sweep specifically) and walk to the body and forward medium punch kara Akuma’s Super upon its wakeup, is that a guaranteed demon? I’ve been doing it and it has been working every time against my sparring partner. I know that he always jumps upon reaction to demons, but it always gets him when I use the Super this way.

I just want to confirm whether or not it’s safe and guaranteed to connect. Is there anything my opponent can do to get out of it?

Actually, your opponent can just jump out of it. Because after the knockdown, you are invincible to everything untill the moment you get up. But if he’s holding up, you go immediately to your prejump frames, which are unthrowable so maybe your opponent isn’t pressing up (early enough)