Akuma FAQs: Quick questions & answers!

After df throw, instead of dashing and immediately holding up-forward, do a dash and then tiger knee motion instead. Tiger knee motion is just a quarter circle forwards, then up-forward, then wait a tiny bit and press lp.
Alternatively, you can just dash, wait a tiny bit, then jump and lp air fireball.

After demon flip palm, it depends on how much you wait after you hit them with the palm. If you wait only slightly, the fireball will be a crossup. If you delay it a lot, it will not cross up. Try to do it in the middle of these two timings and it could be either.

Hey guys, has Akuma got any ambigious cross up attacks? You know the kind where you essentially slide down their head and its extremely difficult for the enemy to tell if you’re going for a normal aerial or a cross up.

Lol, I think that’s what Akuma is best at. Here are some good ones when you get a knockdown:

-Ambiguous jumping mk:
If a character has a jumping crossup attack, then you can always make it ambiguous. Jump at the distance where you don’t even know whether you are gonna crossup or not. And use jumping mk.

-Jumping hk or Crossup Tatsu:
Jump at a distance where you will for sure hit them in the front with a jumping hk. Now, mix it up with jumping hk to hit in the front, or a hk Tatsu to hit from behind.

-Command dive kick or Crossup Tatsu:
This is almost the same as the jumping hk/tatsu mixup but it’s slightly better. The reason this is better is because the other one can be blocked easier. People can do like an option select block to block both options. However, they cannot do this to this dive kick/tatsu mixup. However, this dive kick gives very little hitstun, so be sure to do that cr. lp immediately when you land on the floor to do your combo.

-Jumping mk or command dive kick:
Jump at a distance where you will cross up with the jumping mk. But then do the command dive kick and you will hit them in the front.

-Demon flip palm or demon flip dive kick:
This really only works when you get a max distance sweep. Then, do a hk demon flip. Now, if you press punch you will do the palm and land on the other side and just do cr. lp’s to whatever. Or you can just press kick and do the dive kick to hit them in the front.

You can also do some trippy stuff in the corner. Against most of the cast, when you have them in the corner, if you do like a combo ending with lk Tatsu, end the combo with lp shoryuken instead. Now, immediately hold up-forward and do a jumping lk. If your opponent quick stands, he can actually block the jumping lk either way but he will end up in the corner still, even though it looks like it should be the opposite.

I think one of Akuma’s most ambiguous is j.lk in the corner. It looks like you are gonna hit and end up on the other side bu then slide in front of them. I catch a ridiculous amount of people with it

EDIT: Yea what he said ^^

Werd. When you get someone in the corner as Akuma, it becomes a 9-1 matchup. :smiley:

Heh, this is funny but you really don’t know how effective those ambiguous attacks are until you actually play akuma with another character. I’m picking up ryu as an alt and the other day i was playing a friend who plays a monstrous akuma (much better than mine in terms of mixup), anyway i got caught with those ambiguous attacks at least 80% of the time he tried. Its really incredible how mindfucked you get when you play a good akuma and experience it first hand. Also another thing to add to the list is the regular dive kick. Its pretty good as well because when you jump right in front of the opponent, they may think you are going for a crossup and block backward, but you can cancel it mid jump into a dive kick and combo, its amazing how many times that works and is insanely hard to block on reaction.

is there a certain spacing for a crossup dive kick/demonflip dive kick to crossup and if so is it character specific? i’ve seen tokido use it a few times but i’m really unsure of the spacing etc.

I just read today that the arcade version is coming out 16 December. Anyone know when we might get the console update?

I don’t see Capcom releasing an Arcade version and then releasing the update for console versions imediately (what would be the attraction for an arcade version when you can just play at home?). I wouldn’t be surprised if the update came out a few months down the line after AE comes out.

My semi-random guess is we’ll get the update on consoles in March or April. Any longer than that and it’d be too long, we’d start to revolt.

Sup guys, my vortex game is practically becoming a guessing game for myself and not just the opponent. I have to take a 50-50 chance on whether or not the opponent will mash a dragonpunch or not and it’s causing me to take damage in what is essentially Akumas greatest strength.

I’ve tried safe jumps, but my luck is terrible and I end up getting grabbed while i’m attempting to bait out a dragon punch.

I’ve heard Akuma has a few safe wakeup options, I tried one a while back which involved some form of divekick on wakeup but for some reason I was still getting shoryukened out of it.

So I’d appreciate any help. I welcome any ideas for safe setups in general, it doesn’t necessary have to be part of Akumas vortex; because I find that if my opponent manages to find a hole in my attack just once, then it can really turn the game around due to Akumas terrible hp.

Once you get the knock down, everything is really dependent on character, and the setup you use. Say for shotos, if you forward throw then dash twice, then x-up tatsu, they shouldn’t be able to autocorrect the dp, but someone who has a little late wakeup, say cammy, if you try this setup she can autocorrect her dp and hit you. For those characters you can try something like a late df kick right at their head, and if they dp, it shouldn’t autocorrect and you should be on the other side. If you try to empty jump to bait a dp, supposedly you can do a slightly delayed crouch tech, and if they try to throw you, you’ll tech it, other attacks you’ll block, and if they do nothing, your low short should come out. But basically it really depends on the character, how fast their dp comes out to determine what setup you use

Thanks, i’ll keep this in mind.

I have another quick question too, if you or someone else don’t mind answering it.

How effective is teleporting at asking block strings? Should I use it or simply attempt to block everything they throw at me?

Well definitely don’t become dependant on teleport. If your opponent knows that you do (mash) teleport during blockstrings they can punish you hard. Teleport is great, but it can really mask a lack of proper defence. Be sure to play chars without teleport or play akuma without teleporting every once in a while so you build up proper defence.

I’ve been trying it out and it seems pretty effective, well against online players atleast; I realise good players would anticipate it if I used it too often.

Helps me fight off unpredictable tick throws atleast :stuck_out_tongue:

Hey guys quick question:

Akuma lost most of his FADC to far stand roundhouse combos right? However I’ve seen some set ups that allow for double kicks to follow up. Most notably the cr. strong x2 hado fadc into dub kick. However, I cannot for the life of me pull this off (maybe character sepcific), nor do I know any other set ups. So can someone either name some more setups, or tell me wtf I’m doing wrong. Tanks guise

Two things happened in Super with respect to fs.hk:

1.) Start-up time increased by one frame
2.) Active hitboxes retracted

These things combined fucked up this attack’s effectiveness when FADC’d into. As a result, its now largely character and spacing dependent. To get a feel for how its now possible, give the following a try on Ryu:

j.hk, c.lk, c.lp, c.mp, xx ball, FADC, fs.hk, c.lk, lk tatsu, hp srk.

This actually works somewhat consistently on Ryu. I believe Blanka is another candidate for fs.hk FADC options.

Ostensibly this combo is now useless. You’re best go for the guaranteed knockdown of a c.hk from FADC, or if they are standing, cs.hp/c.mp into lk tatsu > srk. Substituting these options for fs.hk gives somewhat unreliable results as character and spacing is heavily factored in.

Its a bit of a bummer as fs.hk standing opponents up to max out your damage in vanilla was sweet plus it looked really cool. Note that in Super FADC options tend to really shovel on the scaling questioning whether its worth your while.

Worth noting is that high level Akuma players (Tokido, Eita, etc) don’t use fs.hk combos anymore. Usually they go for a knockdown by way of sweep, or just plain go for guaranteed damage (lk tatsu or cs.hp xx srk).

I see. I knew they added extra start up, but I didn’t know the hitbox was retracted as well. Shit sucks, cuz it was always flashy as hell to pull off those combos, but as for now I’ll stick to the sweep and keep smashing nigros who mash dp on wake up. The only reason I asked was because I was watching some Fujino matches on ssf4, and he hit that shit on rufus, so I was like hoho they still work eh? then went to training mode only to be dissapointed. Oh well. Thanks anyway!

Guys what do you use after far hk if you hit but aren’t within range to combo into crouching strong, crouching light kick etc.

The longest range follow up that I can think of is crouching forward but i’ve been told to avoid using that because it’s too risky. The majority of the time, I do fail the timing and usually I end up eating one of my opponents attacks instead.

I’ve been told comboing off of far hk is an important part of Akumas game, but when I connect i’m hardly ever within range to connect with his reliable attacks.

Far standing jab works well vs characters with large hitboxes such as Sagat or Abel (you can follow up with a canceled lk. tatsu or just sweep). Cr. forward can still be used, but it’s a 1 frame link so it’ll probably be a reliable option if you plinked it.

Also, I haven’t tried this myself, but it might be possible to link a Jab SRK (or mash if you want lol) after the connected far roundhouse, JR uses the HP SRK upclose, but the LP version could be useful from a bit far away.