Akuma FAQs: Quick questions & answers!

Use your empty flip palm then hold b or d/b and wait a short moment (you’ll porbably want about 5-6 frames) before hitting LP+LK for either a backthrow or a cr.LK. If they reversed, you safely block and the throw never happens; if they threw, you tech. If they instead did a late DP, you’ll probably get hit as your cr.LK or throw starts up. That’s just how it is, I’m afraid.

Anyone know the timing for the ex tatsu mixup you see every so often? Ones that stuff os tech throw attempts after a poke or 2. It seems that mine usually get beat out by random jabs or even honda c.lk. I’m trying to time it so it comes out before they can outpoke me.

I’m having a hard time doing c.lk, c.lp, c.lk or c.lp, c.lp, c.lp into light tatsu. Any tips?

http://shoryuken.com/f249/hit-confirming-akuma-230532/

Might be a dumb question, but when you say wait 5 or 6 frames, do you mean 5 or 6 seconds?

SF4 runs @ 60 frames per second, SRKs for example are one of the fastest reversals in the game and have 3 frames startup. Would have been fun if we had 3 seconds to safejump SRKs instead :stuck_out_tongue:

1 frame = 0.016 seconds

So 5 frames * 0.016 seconds = 0.08 seconds, 6 frames * 0.016 seconds = 0.096 seconds

Simplified; wait about a blink of an eye. :wink:

Ah ok, makes sense :amazed:

What’s the best way to deal with sims teleport bullshit? I’ve only recently started fighting competent sims and I’m getting beat by this crap bad. I ate way too many teleport fierces. Aside from just jabbing them out of it, what’s the best way to deal with it?

The best way to make sure you arent getting beat by teleports is to make sure you crouch fierce when a sim teleports near you. After they land you can either begin pressuring or react to what the sim does next. One big thing with the sim vs akuma matchup is to not let sim escape the vortex once you get a knockdown. Because he has no fast reversals you can jump in on wake up for free. Mix it up after he has been conditioned to block of course and make sure you’re matching fireballs. Dont throw too many fireballs because a good sim will predict and punish accordingly. Another way to deal with Sims fireball/tele mixups is to just block correctly. Block in the direction of the fireball until it hits then switch your block to the side the sim has teleported to. Remember akuma has a zero frame teleport as well so if your not sure/just dont wanna deal with it just teleport the opposite direction. Do this sparringly because a good sim will start to read the teleport escape and will punish you for it. This matchup can sometimes be difficult and require a lot of patience, but remember to keep your cool. Use your vortex options such as DF Palm, DF Palm Whiff and sweep, and DF Grab. All of these options as well as the other vortex options are good against a sim. And remember to ALWAYS sweep after a BnB, Never shoryuken unless it is to win the game.

No but sometimes the demon flip kick wont even make contact and the enemy wont even block it. like i will just slide in between the space…Is it just my timing?

cr. HP on reaction? Or if you’re quick enough with your inputs, LP SRK can tag him when he re-appears. But st.LP seems to be the most sure-fire way of dealing with TP happy Sims.

The problem I have against Sim are with those who do a slow Yoga Fire, then TP behind you just before it hits. If you try to hit him out of the TP, you risk getting tagged by the fire. If you block, you may end up not blocking either the fire or the TP HP and then eat a nasty combo. If you try to TP out yourself, he’ll just wait you out and tag you as you’re recovering. If you FA absorb, he’ll TP in and tag you with the HP for the 2nd hit after the fire takes away your armour.

I wonder if MP/HP DF palm over the YF at the last possible moment would work??

How do you do an ambiguous jump in attack? Always wondered this and could never do it.

There are a few ways. The most common is probably to get the right spacing for your jump and attack with LK in the air. You can even use MK but it’s less ambiguous.

Then there’s the dive kick and the demon flip dive kick. It’s all about spacing your jump correctly, but for the DFDK it’s also about the timing of when you press kick.

Also bear in mind corner effects. I’m not too clued up on it but I think in one of the corners a DFDK which would usually cross up doesn’t.

technically…0.017. You forgot to round up. :slight_smile:

Mleh… :razz:

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10char

Guys how do you go about even starting your demon flip mix up? The second I leave the ground with it they jump up and knock me down, with an aerial attack. The start up on the demon palm is too slow to handle this aswell.

This is all of course assuming i’m fighting a decent opponent, I can demonflip all day everyday against bad players.

EDIT:Oh and i’m aware it can be used to mix up on knockdown, but I really want to know how to go about using it in other situations.

Do the demon flip mixups on untechable knockdowns (sweep, forward throw, DF throw/palm knockdowns…etc) or good techable knockdowns such as Akuma’s LP SRK > FADC HP shaku, HP SRK is a bad techable knockdown for mixups. People won’t be able to just jump out and hit you in these situations, demon flips aren’t usually recommended in non-knockdown situations since many characters can rape Akuma’s options in the air, such as Ryu’s jumping roundhouse.

Edit: I could swear the edited part wasn’t there when I quoted you lol, anyway demon flips are risky in non-knockdown situations, you can use gimmicky stuff such as close fierce xx lk DF grab, or blocked far roundhouse into demon flip mixups, but good opponents will make you pay for using such stuff and you can’t afford that with Akuma’s health, guess that’s why we don’t see lots of demon flips without knockdowns in high level play.

Thanks for the quick reply, lol I edited pretty much the second I posted it. So you probably saw my post as I was in the process of changing it :p.

Could you recommend a good plan of attack after anti airing an opponent, so I can score a knock down? Basically what’s happening to me is, I’m regularly scoring anti airs and doing hardly any damage. But on the odd occasion that I let an aerial attack in, they do tons more damage than I have done collectively with all my anti airs that i’ve used so far. Which pretty much encourages people to come at me with aerial attacks because they know they will eventually break through and do serious damage.

So essentially the best plan of attack after using an anti air, so I can score a knockdown.