Akuma FAQs: Quick questions & answers!

Guy’s Bushin Flip Throw. WTF do you do against it? No matter what I try, it fucking grabs me. I dont wanna tele out every time. I wanna punish the hell out of it. I want to make them never flip over me ever again

You crouch :stuck_out_tongue:

Cr. mk xx lk tatsu. Cr. mk puts you under it so you can catch the trip guard of the elbow.

You can actually avoid the throw by simply crouching as i said. If Guy tries to grab you then his elbow will come out which will whiff too.

Lol whoops, that above reply was suppose to be from me, but I was on a diff account. :stuck_out_tongue:

few things you can do.

1.bushin flip elbow can be blocked crouching.
2.bunshin flip throw doesnt work when crouching.
so pretty much you can crouch block it.

3.you can do c.mk to avoid both.
4.you can o/s c.mk dp/demon or any other stuff you wish to.

Question…

when dealing with neutral jump kick/punch such as honda neutral jump hp, chun n.j hk, feilong n.j hk, viper n.j hk.

what are the possible ways to deal with it?

sometimes i get trapped in corner with opponent doing nj hk to me all the time. and they do it repeatedly without worrying abt getting punished.

and some uses it even in mid screen to deal with my st.hk.

i guess s.hp is the solution to deal with it? c.hk doesn’t seems to be very viable.

-far s.hp is a good way to deal with these jumps.
-Also: cr.mk to lower your hurtbox to take advantage of tripguard. If you have meter you can fadc into a full combo
-Dash in and hp.srk
-Early j.hp/hk depends on character/distance

If they do this mid-screen I think you’re not using air fireballs enough.

Are there any invincibility frames on EX Air FB?

No, it does have a much faster startup (which makes it harder to be stuffed in the air) and recovery though.

any ideas on how to practice OSing properly? I tend to fuck up alot where if i do a j.hk os sweep, the sweep will come out regardless of hit or miss.

probably not the most efficient way, but in training pick a char you want to practice the os on, then for the computer pick akuma. Now go to record, and set up the os, i.e. fthrow, 2x fdash into os sweep, now set it on replay. Let the computer akuma set up the os, then when you’re waking up back dash, if you successfully get swept, then you timed it right, otherwise, go back to record and try again, rinse and repeat

Hello everyone :slight_smile:

I started playing Akuma 2 days ago (I mained Boxer and playing Bison for a month now too). I really really loved the jump crossup MK Bison has (talk about wakeup pressure with boxer…) to make opponents guess on wakeup but Akuma is way more fun in this section(!) though it’s hard since I never played a non-charge character.

Question: Why does a jump-over to Super work with Akuma?

I was watching some JR Rodriguez’s youtube vids and I notice he lands them almost 100% of the time. Is a throw tech expected or is it unavoidable? Here’s 2 examples:

[media=youtube]iwW06KvwLag#t=137s[/media]
[media=youtube]iwW06KvwLag#t=508s[/media] (I think Honda was grabbing him here)

Both done after a demon flip palm, reason being is that you get to the opponent faster (leaving him less thinking time)? Or is there something more to it?

P.S. LMAO --> [media=youtube]iwW06KvwLag#t=408s[/media]

It’s because the super is a grab with no start up frames, so if they’re standing up and haven’t already thrown out a shoryu or something, they’re going to get hit. A lot of times against characters without wake-up shoryus, I will demon flip > palm > super right when I land in front of them when they stand up and it will usually always hit if you time it right. It’s a grab that’s nearly impossible to get out of if you do it correctly.

The Super is extremely useful. Landing 330 damage off a Super is big, especially after all the damage nerfs. Whiffing the 2nd hit of a st.rh on a crouching opponent, cancel into super. Xup tatsu, cr.mp xx HK DF Palm land and super. Xup tatsu st.hk Super right as they land. St.hp xx lk.tatsu st.hp reset lk df palm land and super. Those are the ones I use most often.

Also, Reversal Super after a Ken lands an Ex Tatsu almost always works, as they rarely neutral jump after it

Ooooh so it’s like Zangief’s ultra?

If you are within range and they weren’t jumping BEFORE the flash, they get grabbed. So yes it’s like Gief’s Ultra

Just unlocked Akuma lol.
Point blank super seems inescapable O_o
Is that right?
I mean if so, you can just like, dash forward -> Super…

Could use the dash to hide the LP for ultra, but I think the ultra’s too slow to do anything except punish a whiff (in which case you probably wouldn’t need to hide the LP).

I think you may be behind… and by that I mean a game behind. Are you still playing vanilla?

On to your question. Yeah you could do that but you would still have to wait through the recovery of the dash, so it’s sort of risky. There are a ton of super set-ups using whiffed palms and resets. You could experiment and find them yourself or you could look on youtube because I know that there are more than a few videos that list some interesting ones. For coming up with your own remember that it will work in any situation where you and your opponent are both at neutral and fairly close. The set-ups should prefferably allow you to buffer the jabs before hand as well.

But, back to my first point. If you haven’t upgraded to super yet, you definitely should. It’s the version that we’re all playing. You can pick it up at gamestop or some similar store for like 20 bucks. There are ten more characters and a bunch of balance changes, but most of your akuma skills will transfer over. Have fun!! Oh yeah, and merry Christmas and all that =).

Yeah, I am playing the normal SFIV. Just borrowed it from my brother to mess around with.
I’ll probably get SSFIV at some point, if I can see myself having enough time to actually get good at it xD

Tested dash->super on some random turtle person online and got it to land a couple of times haha. Ultra Demon seems lame. Do most people opt for Tazmanian devil in the super version?