Akuma FAQs: Quick questions & answers!

c.mk works wonders vs. guy’s elbow since srk will whiff 90% of the times if he’s over your head and c.hp will get stuffed for a combo unless times perfectly.

It’s also really good vs. burn kicks.

For everything else, there are far better options

So, small execution question here, decided to ask here instead of a new thread.

I just changed from a HRAP3 to a HRAP-VX and it has taken some toll over my execution. The fact that the HRAP3 was inclined is making me have to relearn some stuff. The most notorious is the Instant Air Fireball which i was at probably 99% on the HRAP3. I used to use the upforward --> instant downforward + Punch technique to get it right and now i’m getting srks or shakus when i try to do that after a forward dash (for the cross-up setup after the demon flip throw). So, i’m trying to relearn the IAFB the pure way, just a simple tiger knee, punch.

I’m finding it reliable to count the Neutral as a real input, so i’m doing d,df,f,uf, neutral, punch. And i’m starting to get it consistenly. Not only that, it seems my fbs are getting lower to the ground when compared to how i did it. But still, i’m finding it quite hard to execute it this manner.

How do you guys execute yours?

d, df, f, uf, wait, lp

Or

d, df, f, uf, f, df, lp

The second method is to slightly alter the height (Akuma jumps slightly higher) which I find handy for EX air fireballs shields when I want to move forward sometimes.

hey first post here! Just wondering, when landing a successful demon flip kick, is it generally reliable enough to go straight to hp bnb then lp hp bnb? I mean i’ve heard from everywhere a confirmed divekick is a gurantee combo but i have dropped these guranteed ones more then enough, wether it being to lag or charcter specfic models im not sure. any tips?

If you’re sure it’ll hit (i.e punishing a fireball or anything that has decent recovery) then you can go directly into st.hp xx lk.tatsu (which works on everyone btw), but for actual hit confirming I think it’s necessary to use the cr.lp to confirm it’ll hit, unless you have godlike reactions and can hit confirm just off the DF dive kick alone…

cheers yeah that was a pretty lazy question. gone practiced me lp hp links so all fun now.

How long did it take you guys to learn the c.lp s.HP hit confirm? I’ve started to incorporate it in but my execution sucks right now.

Does anyone know the frames on block of lvl 1 focus and the 2nd hit of st.RH?

Second hit of roundhouse is 0 on block. 3 frame crouch or standing jab is your fastest normal and would theoretically trade with or beat all other normals, but in reality different hitboxes and spacings come into play.

I don’t honestly know about focus level 1, but I would make a guess of it being something like -2.

Lol it seems like Akumas love to taunt me when I use Juri… I wonder why that is?

If you are doing lk fireballs, I like to taunt cancel those

Otherwise, it’s w/e

Try TAUNT 7 xx MP Shaku… That should get their attention! :razz:

1)Does method two jump over the person or do you land in front of them on the same side?

2)Also I wanted to ask about stuffing reversals, will the crossup fireball stuff them and can Akuma df palm be used to stuff reversals?

  1. Been watching alot of video and momichi use to use the df palm for air to air, to jump over his opponent and bait the dp, safe jump and ex to punish fireballs are their any other uses?

as far as i can remember without bringing up the frame data it’s a 2framer like crlp into crmp. But it’s incredably easy to plink or even double plink if needed. it’s a suprisingly easy link to get under control

Is there a certain trick to using the tk fireballs? I’m always at a disadvantage when I use them and I either get thrown or comboed or they miss completely and get punished hard.

The trick is timing and positioning. They should be used from certain knockdowns under a specific timing.

If you TK air fireball for cross-up or non cross-up after an Ultra 1 or a palm knockdown, you will have a chunk of advantage and can jab on block without a reversal gap. If you did it from a Super or backthrow, nothing will combo from a hit and you are at a disadvantage on block.

You lands on the other side (i.e. you jump over them) with the ball landing in front, effectively caging them.

Re: cross-up balls, its iffy. Depends entirely on the invuln of the reversal. For example its massively risky to do them on a downed Zangief. Ryu’s EX srk will sail away, Fuerte’s leg throw will pass through, etc. Patient Ryu’s for example if they do not have EX will attempt to block correctly and wait out the oncoming vortex attempt. A lot of morons however will often mash out a reversal without thinking. You’ll likely trade.

Re: palm to ‘stuff’ reversals, its not recommended. It is useful against Balrog if he chooses to wake-up EX dash punch (armour break). It is however useful to BAIT reversals as you recover quick enough (if sufficiently timed) before opponent reversals can connect with you - i.e. you’re already blocking.

If you wanna stuff (some) reversals, dive kick setups are your best bet.

Its very unreliable as an air to air as it is not active for long. It is however a great tool to quickly change sides or traverse the screen in general (palm whiffs). I use palm a lot as a general attack as part of mixing up my offense. I also like to use it to quickly snuff projectiles to setup a vortex as it gives a fast and untechable knockdown allowing for you to launch into one of Akuma’s many setups.

There is an entire thread dedicated to this topic with tutorials, videos, explanations and associated discussion.

Here’s a link:

http://shoryuken.com/f249/tiger-kneed-air-fireballs-178982/

hey fellow akuma players im looking to up my game etc etc i need some feedback from a player who actually uses akuma and I would like to play with a more skilled group of people. help would be appreciated. i live on eastcoast, baltimore maryland. xbox360. gamertag:baliens

I wanna ask if you guys if this setup is worth mastering. I haven’t seen it done but I tested it on a ryu and seemed viable. It’s basically goes like this. After any tatsu > F.Shoryuken setup, fadc the third hit of the Srk and do a tk air fireball after the dash but with a slighty longer delay of the air fireball so it hits just as they’re waking up. I tested it out a bit but didn’t want to go any further without some input. What do you guys think? Viable? Oh yeah btw this setup only works if the opponent gets up quickly.