Akuma FAQs: Quick questions & answers!

I need Help with my fireball game. I’ve never played a character with a good fb. So my fireball game flat out sux. I rarely use them in matches and when I do. I get punished hard by jump in. Can anyone give me some basic tips how to improve my fb game and perhaps name a top akuma player with a good fb game. Much appreciated!

about that df throw > hk df kick unblockable set up, did the person try it with a crouching opponent, cause it seems like they can block it crouching, but then again, it probably is my timing thats off

as far as good fireball akumas, i hear momochi was good with his fireball game, but then again, he never used akuma in super, so i don’t know

Momochi was definitely a more conservative Akuma compared to Tokido. He used careful zoning and punished people for trying to get around it. When he got his chance he would charge in and destroy the opponent.

So aside for landing quick I never use palm, when are you supposed to? I know it armor breaks so if you think they might focus do it, but is it good to get offense going if you think they are going to block or just throw them then?

The DF palm is so awesome specially when used on a character’s wakeup because:

  • It counter hits and breaks focus attacks as well as special moves with armor properties (such as Rog’s ex dashes)
  • You can safejump with it and option select it with a sweep, demon or SRK whether to beat backdashes or several reversals in the game (i.e EX Psycho Crusher)
  • On block, you pretty much instantly recover from the the palm which gives a good amount of blockstun, so you have frame advantage here to start pressuring your opponents with frame traps or throw setups.
  • On hit, the palm gives an awesome knockdown that gives you time to do lots of things, such as air fireball mixups or jump-in mixups…etc
  • I’m pretty sure there are some specials in the game that will instantly put the opponent in airborne state (such as Viper’s burn kicks) which with a normal jump-in you’ll just get a reset, with a palm you’ll get a full knockdown.
  • Once the opponent starts blocking and is afraid of the palm to reversal or backdash, start demon flip throwing 'em
  • If the opponent thinks a demon flip dive is coming so they’d block low, DF palm is an overhead and if timed right you’ll hit them while crouching. Also if the opponent wants to jump-out on wakeup to avoid an expected DF throw, you’ll smack 'em with palm and get the awesome knockdown.

Some of those can be said about normal jump-ins too (such as option selecting and safejumping with a regular jump-in roundhouse), but the palm is so good because it covers so many things at the same times that a normal jump-in can’t do. IMO it’s an essential part of Akuma’s vortex and one of the main reasons why his vortex is so good.

It is a great vortex tool because it beats a lot of moves cleanly and is able to be used in safe jump set ups.

Hey guys.

I’ve improved considerably over the past few weeks or so thanks to the help you guys have given me, so thanks for that.

As always i’m always eager to learn new things to improve my game, so I was wondering what do you consider to be the must know option selects to be a good Akuma player?

Most important to me are:

  • OS sweep & OS U1 to beat backdashes (some reversals too like Abel’s EX rolls)
  • OS SRK to beat several reversals (i.e EX PC or Honda’s EX headbutt), it covers most backdashes in the game as well.
  • OS crouch tech (cr.mp+cr.lk+cr.lp) vs dive kick characters.

I heard that Akuma will be able to U2 after a fadc’ed DP in AE. Can anyone confirm? Video?

You heard wrong…

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I forgot who sheltonshenanigans on youtube is here on SRK but his comment is pretty good. I wonder if someone has tested the focus crumple setup already.

But even if it is possible after a focus crumble, isn’t close fierce xx teleport U2 possible on everyone anyway now with the new teleport cancelled U2 hitbox? SRK FADC will cost 2 bars and FADC will scale the U2 damage too.

I’m still wondering if lp SRK FADC teleport xx U2 is possible, it didn’t seem JR tried hard enough to land it properly from what I’ve seen.

My same idea can be applied to a Counter Hit SRK FADC Ultra 2. The Counter Hit pops them up higher and adds to the juggle counter

I’m pretty sure the focus crumple doesn’t add to ken’s juggle counter, it’s just when you srk them just off the ground you can get the full ultra juggle. It also works for ken when you AA them just before they land. Only thing I tried when I had a go was ex srk fadc U2. And that definitely didn’t work. Maybe the teleport into U2 might have some special properties so we might be able to do light fadc teleport xx U2 if fast enough.

You get Ken’s full Ultra off a late SRK FADC on a focus crumple because when your opponents knees hit the ground they are in what’s called juggle state 2. At this point almost anything in the entire game will and can be juggled. Counter hit SRK has similar properties

So. Safejumps against dps?

Thanks for the great palm tips guys. A cross up tatsu will beat a three frame srk but not a four fame one like cammy’s since that one will auto correct? So you just shouldn’t cross up tatsu against like cammy/dudley?

Your typical Forward Throw double dash into xup tatsu might ge auto correct DP from Cammy, Sagat, etc, but I find dashing once then walking a bit then xup tatsu beats out reversals

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Is this a guess ultra or some kind of a solid gamble/OS?