Akuma FAQs: Quick questions & answers!

I read the plinking thread and idk I just cant seem to get it down. But I’ve been having more success with st.hp xx lk.tatsu, sweep by slipping my thumb over lk as I press hk but that isnt legit plinking right?

mmmm Im not sure, some japanese players do cr.HK and plink with mk and lk at the same time. I just plink the sweep with mk, works fine.

Actually, the vast majority of the time it doesn’t; but it looks like it does, thus many players eat it for breakfast. Check a replay of Tokido or any other Akuma use it with the inputs on and check the direction the opponent is blocking when it hits them.

(I’m not entirely sure of the specifics of the one that was shown on Sagat in the vid however as he’s a weird character to use it on)

They are supposed to block towards the corner; but you can instead flip palm to that side and use a jab/short hit-confirm combo to catch them doing that.

You want to press lk immediately after hk. You can see if the plink is legit if you see this
LK+HK
HK
If you get LK you are inputting it too slow
HK
and if you are getting LK+HK you are inputting it too fast. Try it and adjust your timing accordingly

U serious ? Ur akuma is better than mine. I just have probs staying over 5000 bp/2500 pp lol.

Against Guile I zone the bich till a knockdown then I rush and vortex till ko etc.

Against Ken, yeah, I hate the spam MK and kara so I zone the bich till a knock down also or FA it for punish .

Either way I’m getting more comfortable with these matches.
My worst now are Sim and DJay. Sim zone is hard to get in. And DJay slide under hado and dash kicks just stops all my footsies dead. Worst than Guile imo. I dread these matches .

I literally push HK+LK together simultaneously to get the sweep out. Initially I was pushing FK+MK+LK at the same time, but I experimented and realized I could lessen my inputs with just HK+LK.

Nah dude… My Akuma’s trash! The problem is that I sometimes go a week or two without playing and that keeps me rusty. On that night though, I was having a pretty good run 'till the march of the lamers started. And it’s not like I got beasted by them either; the matches always went down to the wire, but they always managed to bullshit their way through in the end. A missed teleport here, a flubbed combo there. Add it all up and I lost to really stupid shit that night and that frustrated me.

Another thing is I hate to lame it out and sit in the corner waiting for them to do something, so I try to be a little bit more offensive minded and try to get in which is exactly what they want. In every case, these people just chip you once and then sit back expecting you to walk into their counters. Sure, I like to think things out rather than just go all out a-la JR Rodriguez, but that doesn’t mean I like to sit back and wait either.

hmmm vs DJ i generally just zone him, like, whats he gonna do? he cant catch you, all sobatkicks are free cr.hk on block, but I dont really bother vortexing him, because I havent got the timing to make EX upkicks whiff (they hurt), so I mostly zone and punish.

vs Sim, yeah its hard to get in vs a smart player, but once you’re in, you’re in, he has a hard time escaping, and end all your combos with sweep if possible, he wont be able to escape option selects as well, not to mention, a blocked or hit non maxrange yoga sniper is a free U1 for you.

So, would it theoreticly be possible to {dash/focus dash/telport} up into a space and let a jump HP hit you for ultra?

having a lot of trouble getting the crossup fireball. I cant seem to get it out early enuff. I stay at there feet and it just wont cross them up or come out quick enuff, any tips? or vids? I watched one and it wasnt very helpful.

I dunno if it’ll help but … It’s kinda hard getting it off a sweep or something, but after you land a Demon, you’re pretty much in perfect position. They get up longer than usual, so you can take forever and a half setting the cross-up fireball up. I usually back up just a tiny bit then TK that shit.

// edit
[media=youtube]QUK3fSke4JQ[/media]
Scratch that, check this tutorial out.

I saw this video but he doesn’t explain the spacing very well just shows examples. I can seem to get it out as early as as him and i cant get it so its “meaty” and hits the opponent.

Cross up air fireball has a lot to do with when they wake up. It cannot be done off a knockdown where you don’t have a sufficient amount of time to prep it because the trick involves the fireball passing through their body while it’s in its invulnerable waking animation. Flip palm is the only knockdown where I don’t find it very difficult to perform. Off ultra, you must take a step back before you do it but the step back must be absolutely microscopic otherwise it will be too late for a cross-up.

After a flip palm, you need a slight pause so use this time to move yourself to where their feet are so you aren’t too deep or too shallow. Then TK the air fireball (I don’t know what to say if you can’t TK the air fireball). The air fireball has to go through their body and see them wake into it hitting the ankle of their back foot; this is the only way that the air fireball will cross-up.

TK air fireball is a d to u/f anti-clockwise motion followed by a slight pause and then a jab. As long as you are doing the TK correctly and the timing of their wakeup is correct, it should work.

How do I execute the Air Hurricane Kick? I mean when do I need to do the motion with my joystick, as soon as I jump or in the apex or when? I have the same problem with the Zanko Hadoken ,
Thanks

You can do either as soon as your feet leave the floor. Using the moves very low off the ground or at the apex gives you different results that are useful for different things.

Devilknight, is there a way to time it after ultra so that it hits regularly and not as a crossup?

Yes. Any jab air fireball that makes contact with their character and hasn’t been spaced and timed specificly with prescision will be a non cross up air fireball. Thus when you can get the cross-up one right, it is a useful ability to have.

So i’m trying to get better with akuma’s technical stuff, his frame trap of choice is cr.lk, cr.lp and then cr.mp right? And are there setups that make demon flip dive kicks safe against reversals? I was getting dive kicked out of dp, what’s the spacing.timing needed for that? I guess I just want to know the most sure way to keep vortex going.

Guys if I’m going for cr.jab,cr.jab, cr.forwardxxlk tatatsu (then into whatever I decide on).

If my consistency for going from the crouching jab to crouching forward is only roughly about 50%, should I just remove the crouching forward from the combo all together? I will the difference in damage begin to become apparent.

Could someone please also tell me how many frames there to link this, I asked earlier but got no answer and i’m pretty bad at reading frame data.

you could go for cr.jab to cr.strong, its more reliable.