Akuma FAQs: Quick questions & answers!

Bul,

That’s asking a lot though the question itself seems simple. Personally, I know of no good or best attack after an aa to score knockdowns. If it was that easy, you’d see Tokido or every Akuma raping all other chars non-stop and 1. Akuma would be banned or 2. severely nerfed to the point of none use. Point is an aa is an aa. From there it’s anyone’s guess or strategy to build pressure, momentum, and the knock down. One thing I can say with certainty is your odds are more favorable against non-srk/dp type chars else you’ll be reversed ‘aa’ and the tables are turned. Basically my point is it’s easier and less risky to demon flip, jump in, crossup, or tatsu crossup for a possible knock down against chars who has non-srk/dp wake ups like Hakan for example. All other chars will vary on case by case basis. With more battle experience you’ll figure out what works and doesn’t.

Me, I take risks and demon flip mixup depending on the char and my opponent to score the knock down. That said I rarely demon flip or jump in against shotos, adon, or sagat. Others are fair game imo and games.

I like to cr.hp xx lk or mk DF throw

Ok can anyone tell me the proper timing on Demon flip Kicking these charachters on wakeup.
Cammy, Zangief, Adon, and Chunli(So the kick stuffs her EX spinning bird). I ALWAYS get hit by canon spikes no matter what i do it seems. And I know you can grab zangiefs lariot but is it possible to stuff with a kick?

  • You can stuff Zangief’s lariat if your kick hits him in the head. Properly spaced DF kicks will make him think twice about using Lairat after eating 2 or 3 combos off of it

  • On Cammy, Exploding Heart technique is great. Forward throw, whiff st.rh then RH DF Kick. Sometimes you have to delay the kick just a bit

  • For Chun, you need to aim for the vagoo in order to stuff her Ex SBK. Command dive kick or DF kick is best for this

I don’t think you can cleanly stuff EX Spinning Bird unless she times it bad. Since it has invincibility, I think she can get one hit and send you flying out if she times it correctly. Run it through training and see if you can get a flip dive kick that stuffs EX Bird no matter what timing she uses.

Stuffing reversal EX SBK ain’t hard, but it doesn’t give you lots of reward though since you’ll just get a reset (if she wants to hit you with it’s invincibility frames she’ll have to delay the EX SBK, which will make her open to DF throw and palm). Vs Chun, I’m pretty sure she absolutely has no answer to safejump DF palm option select late sweep but to block it, EX SBK > blocked and punished which is much better than resetting the situation with the dive kick, backdash > OS sweeped, focus backdash > palm will break it

[media=youtube]m-w7WD_phfQ[/media]

Quick question on how to punish the followup to a blocked EX or regular messiah kick. Reversal Hp SRK seems to work verses every followup variation but I’m not 100% and I heard U2 punish all follow up’s as well? Does Akuma have to worry about how to punish these or just srk and U2 after the first “flurry”?

Not entirely true. Good Giefs know how to force a trade against a dive kick which in turn means a free EX green hand and now he is in position to play wake up games. Dive kicks only really work against inexperience giefs. Otherwise you need to be careful with them.

Thanks for the sim help guys, I have another teleport question though. Aside form demon how do you punish akumas? Can you get off a doken before they recover? I was doing mirrors and we were both doing it for free constantly especially if one didn’t have demon.

I feel I may have developed a bad habit that’s causing me to lose to certain matchups.

When I first started playing Akuma I would occasionally miss an anti air shoryuken and get punished quite badly for it, as a result I’ve developed a habit of only using his crouching fierce for anti air.

This is all fine and good for alot of the cast, but i’ve noticed that certain characters have aerials which can destroy this.

So basically I want to transition into using shoryukens as anti airs and I have a few questions…

**
1.How do I shoryuken from crouch? I’ve heard this is significantly better because you’re lowering your hitbox greatly.

2.Which strength shoryuken do you find to be the most reliable?

3.Is it possible to facd into a combo from an anti air shoryuken like it is with shoryukens used on grounded opponents? Also is the additional damage worth the bars in your opinion?**

While demon is the easiest it isn’t the only option. There are a couple ways to punish teleports.

First of which is the HK Tatsu. You can OS it off an jump in or try to do it on reaction to the telport. If you time it right you will land the last hit of the HK Tatsu and can juggle them into a SRK.

[media=youtube]V5V8sDnwB84[/media]

One example almost immediately at the start of the match.

Other options include using a demon flip and also to move with your foe. If you get close enough you can at least sweep on their recovery putting them back into your vortex.

Couldnt you also teleport with them then U2 their recovery?

I am by no means an Akuma expert but I’ll give my opinion

You can buffer the SRK by rolling the stick from down to down+forward. It utilizes the SRK shortcut

HP in SSFIV is great but it looks like MP will be the way to go in AE. Unless you are really REALLY good with HP as an AA, you will most likely only get one or two hits off it. MP will have plenty of invincibility and do more damage in that scenario in AE

IMO no its not worth the meter unless it’ll end the match or maybe the round, depending on the circumstances. Meter is better reserved for Ex Air Fireball, Ex DF, etc and of course making “psychic DPs” a little more safe

Man, I started playing lots of Rose lately. TOTALLY fucked my Akuma game up, I was doing HCF+P to throw hadou’s all night, lol. That’s the last time I mix characters.

I find myself trying to do Ibuki TCs if I switch back to Akuma too quickly lol

— I’m guessing this is referring to Akuma mirrors where one Akuma ultras/teleports away. I know if they do it towards you, U2 is gauranteed.

However, I’ve tried this, U2 punish, on numerous ocassion and it doesn’t work except in the corner. Maybe my execution is off but after numerous failures I’ve stopped this altogether. It fails likely because 1. the teleport is still airborne, going away, and not on recovery yet 2. U2 whiffs against teleport’s flight, out of range 3. my execution is off. (Has never worked for me except in the corner.)

^ What he said.

Lariat has no invincibilty, just a fast start-up. It does however have full strike and projectile invincibility on his torso for the entire duration of the move. [This is why you see goofy stuff with it like Hondas entire Ultra 1 or Abels Ultra 1 completely whiff through it every time] The hitable boxes are on his head and feet (and he is completely throwable too) so it’s helpless against meaty lows and very often loses to attacks to the head.

Giefs however figured out how to use the moves properties to make it a sick anti air. He crouches so that his head lowers beneath where a jump attack would hit the top of his lariat, then as the jump attack comes down to where his crouched head is; he hits lariat and replaces where his crouched head was with the untouchable torso portion as his vulnerable head goes back up to safety, ensuring a trade at the very least.

This is Giefs magic lariat and it will beat/trade with the dive kick too. When you stuff lariat with this, it means the Gief probably doesn’t understand the magic lariat or how to use it, and you can get away with other stupid stuff on him if he demonstrates he can’t use this.

^ Well thats fucking gay

Thank for explaining though :smiley:

quick question, is it possible to link c.mp then f HK? I have seen Tokido doing that few times, but i have never succeed, even with plink. Does this only work on specific character?