Akuma FAQs: Quick questions & answers!

Also I have another question I did not bring this up earlier but I don’t understand street fighter notation. If someone could explain that so I know what everyone is talking about.

QCF = :qcf: Quarter Circle Forward (starting from the down position ending at forward)
QCB = Quarter Circle Back
HCF = I bet you can guess
HCB = You got it

TK [X] = Tiger Knee. One of the above motions, but ending in a jump. For example, Akuma’s Tiger Knee’d air fireball is input as: :qcf::uf: :p:
FADC = Focus attack dash cancel. Usually used in the context of using the focus attack to cancel a move then dash canceling out of the focus attack.

How do you do the focus attack dash cancel? Also whats the difference between links and combos?

FADC is described in the game manual.

A link IS a combo, it just differs from other methods of comboing someone… I’ll go briefly into this but you can find a lot of this info on the wiki as well.

Combo - a combination of attack(s) that are uninterruptable once the first hit lands successfully. A combo must be 2+ hits.
Cancel Combo - performing, usually, a normal attack followed by a special. This is different in the sense that the special move “cancels” the ending animation of the first attack allowing you to follow up fast and thus allowing the combo
Chain Combo - A normal attack that is able to cancel into another normal (usually itself)
Link Combo - This is more complicated. Essentially, you’re landing an attack that is neither a cancel nor a chain based upon frame advantage, disadvantage, start up, recovery, yada yada. I won’t go into detail with this. Essentially if you hit someone you more often than not gain a “frame advantage” meaning you have X number of frames to react after hitting your opponent before they can do anything. If the next attack, Y, has a start up equal to or less than your frame advantage, the attack will land and combo. To sum it up, if X >= Y, they will “link” and combo

I know about frame advantage because I played Brawl. Do we have a list of what moves beat out what moves based on priority and frame advantage. That was a really good definition for me at least. So based on what I have seen akuma plays more off of Link combos and cancel combos. It also appears evident by what I have read that they’re is no way of comboing into his super :frowning: accept Focus attack which is unpractical as usual.

Another question as well when i’m online (losing …) I noticed that it looks like they’re are clans or guilds how are people apart of those… How does that exactly work out.

Just frame data, this will give you all the answers. “Priority” is just a buzz term, to figure out what move beats another you look at the start-up, active, and recovery frames of two moves.

I’m not sure about clans/guilds. Sure there’s EMP and there’s people who just randomly put SRK at the end of their name, but to me groups of people like that in a 1-on-1 game don’t make a whole bunch of sense.

I’ve got a question about teching. If I’m psychically performing HK.tatsu over a fireball and they block, i usually try to throw afterwards. This throw is pretty basic and 1/2 of the time theyre teched but if the opponent attempts to guess a tech and instead I hp.SRK, will he remain blocking or eat the srk because he attempted a throw?

I’ve played both where they remain blocking or eat the srk so I’m not sure. My guess is that while during a blockstring if you try and tech an icoming throw you’ll stand and tech while blocking.

thanks

It all depends on the timing and direction they’re holding. you’re -1 after a hk tatsu. throws take 3 frames to come out. srk takes 3 as well. srk is throw invincible.

If they try to throw on the first posible frame and you srk, you win. if you throw, it’ll tech.

If they try to tech slightly delayed while holding back or db, then they’ll either tech the throw or block the srk (Assuming you’re srking as soon as u land).

having problem with high punch haduken akuma trail mode 3 first one help? I can’t haduken fast enough to link it? I’m trying to buffer but it seems to stiff on timing help?

I keep doing the uppercut . (on arcade stick on pad )

This is what I remind myself every time I’m pulling off this move
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Thanks for the clarification. So if they try to tech after blocked tatsu, it will open them up for a SRK.
At -1 a blocked (not crouched) tatsu is pretty safe isn’t it? sweep, srk, throws are not guaranteed after block.

thanks lol somehow that helped me get past 4 now i’m on 5 going lol omg…

It’s pretty much a 50/50, which is a bad gamble for akuma. Throwing out random hk tatsu is bad for your health(bar).

someone else asked about trial 5.

make sure the st.Hk is as CLOSE as you can get (still having double kicks, not close hard kick) and having the c.lk be almost point blank otherwise ex-tatsu hurdles Dan to your other side.

-1 means that while you are able to block and react to your foe’s next move, it loses offensive pressure.

Got one more. When do you use neutral jump.HK? Poor range, awkward angle, fast animation…
Neutral HP’s where its at

its really good air to air. if u know fuerte is gonna try a wall jump its safer than some other moves. its situational like all normals. also good against demon flips. u get the idea.

Why isn’t cr.lk used as much as cr.lp?

I was practicng my cr.lp, cr.lp, cr.lp xx lk Tatsu, but then started wondering about cr.lk. I’m coming from cammy so I am really comfortable with the cr.lk, cr.lp, cr.lk xx lk Tatsu, SRK (vs cammys bnb cr.lk,cr.lp,cr.lk xx SA) and was wondering why no one uses it?

Also the st.RH, cr.lk xx lk Tatsu, SRK has more range than the st.RH, cr.lp xx lk Tatsu, SRK (where you have to be pretty close)

LP does slightly more damage, has better start up, and frame advantage. There is nothing wrong with using c.LK as the first hit in a chain since it gives you a low attack, but generally c.LP is better for general use after that.

I’m having trouble hitting a cross up tatsu after a knock down

Any tips?

Level yourself for a normal jump that would give a deep(ish) j.HK on them. Use HK tatsu at the peak of the jump (or even just a teeeeny bit after) to tatsu over to their other side just enough for it to cross-up, and to make the jump difficult to read.

After your follow-up sweep on them, take a small step in before repeating your jump to do it again. The lining you have before that second jump is the ideal lining for going for the cross up tatsu. Repeat it on a loop until you’re comfortable with the range and timing for the cross-up.