Akuma FAQs: Quick questions & answers!

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The loop is back!? I just tried it for half an hour, couldn’t get it to work… maybe some of you guys can help.

My answer to the previous question is the explanation for this too lol, the reason far roundhouse combos is because far jab is being connected on it’s 2nd active frame, so it’ll give +8 on hit instead of +7. This is very space and hitbox related which makes the thing unreliable IMO. This works on Adon’s hitbox too, again space specific, loop is gone.

It works. Got 2 reps after about 3 minutes of practice.

^ That video made me very sad inside. It got my hopes up, and then dashed them. There was no patch during the time I had stopped playing that gave Akuma back some of his awesome (not that he doesn’t currently have awesome to spare, but there was something magical about feeding sagat your sandals for several seconds straight).

:frowning: <-- the most heartfelt frownie ever sent over the internet.

well in that new video desk posted up, he did 3x cr.mp into sweep on rufus from non counterhit, wtf? Was this even possible in vanilla?

It’s because of Rufus’s hitbox, if you hit a very deep jump-in and get the 3 x cr.mp, the third one will probably always connect on the 2nd or 3rd active frame, I just tried it and you have to do a deep jump to get that third cr.mp or else you’ll only get 2x cr.mp, I was able to combo the 3rd cr.mp into sweep. I can’t remember well if Akuma’s cr.mp hitbox got buffed in SSFIV, if it did, there’s a chance this combo wasn’t possible on Rufus back in vanilla, if not then it should work there too.

Here are some other examples of such combos:

Vs a standing Chun: Try cr.lp, cr.lk, cr.lk, cr.lp, cr.hk that last cr.lp has a good chance of being connected on it’s 2nd active frame and I was able to combo it into a sweep with good success rate.

Vs a crouching Akuma: Try cr.mp, cr.mp, cr.lp, cr.hk again there’s a high chance of the cr.lp to connect on it’s second active frame so you’d be able to combo into sweep. Vs a crouching Akuma you can actually combo cr.mp x3 pretty easily, but I was rarely able to link that last cr.mp into sweep, it happened but very rarely, the combo looks sick when it connects though and if it ever happened in a real fight will probably make the other Akuma go WTF lol

These things in general existed back in vanilla, it’s all related to frame data (specially the active frames), your normal’s hitbox and the hurtbox of the character you’re trying the combo on.

Hey guys, brand new akuma player here. Been playing zangief for about 3 years now and i decided I wanted another sub to deal with some of his bad match ups and akuma kinda fit the bill. Plus I just love his playstyle and vortex. Any tips to get me started? He has so many tools its kinda hard to figure out where exactly i should begin so any tips at all would be awesome, thanks.

For his important BnB combos, I’ll just quote a post I did earlier in this thread:

As for other important threads that you should read through to get you started:

The latest matchup thread with updated information on the first page: http://shoryuken.com/f249/updated-ssf4-akuma-matchup-thread-2011-a-262031/
Vortex thread: http://shoryuken.com/f249/vortex-thread-212818/
Anti Air thread: http://shoryuken.com/f249/jumping-into-spiked-wall-akumas-anti-air-breakdown-255356/
Frame traps thread: http://shoryuken.com/f249/akumas-frame-traps-234748/

Check this thread that has links to a bunch of useful threads related to Akuma: http://shoryuken.com/f249/akuma-thread-links-useful-information-219404/

^^^^ Thanks a bunch bro, that should keep me busy for sometime to come.

Hey guys.

I’ve been trying to learn the following hit confirm combo but my consistency with it is pretty bad, so following an aerial attack I use cr.lp, cl.fierce punchxxLK Tatsu, heavy shoryuken.

Pretty much all the other moves I use that I cancel into special attacks e.g. (cr.lp, cr.lp, cr.med punchxxStrong Hadouken) seem to flow quite well into each other but this hit confirm combo seem to have no flow to it, as I often like to input the attack I want to cancel a special attack out of into the same motion as the special move itself (if that makes sense).

I can cancel into special attacks from lone standing moves pretty consistently, but the fact that this hit confirm forces me to jump, then crouch, then standing and then input another crouching like motion (Lk tatsu), plus the fact that I need to process whether or not my attacks have hit, seems to overload my brain.

Are there any simpler hit confirms that I could do in place of this that lead into powerful combos and don’t require ex metre? Because as things stand at the moment when I try this I often don’t perform the Lk tatsu in time, miss out on damage and usually get punished pretty badly for it.

It essentially cripples me whenever I try and pull it off.

I don’t use the cr.LP, st.HP hit confirm either for that reason, even though a lot of people do because it’s so good. Infact when I do fireball FADC combos I link into crouch fierce because I don’t like doing a quick cancel from a standing position to a crouch motion, even though the link ends up being a bit tighter.

I just didn’t like the feel of that hit confirm and chose not to practice it until it felt natural. You can practice it if you actually want to learn it and you will become comfortable with it eventually. If you confirmed with cr.MP instead of st.HP it’s the same thing (for less damage) since neither of them stand the opponent up except it starts from crouch for the cancel and you don’t get punished either if the cancel didn’t come out.

If you’re in a position where you want high damage off a jump-in or cross-up, you can do the jump attack then stand/crouch fierce to fireball and if you see it land you can FADC and you get strong damage off that.

I’m pretty sure standing fierce forces the opponent to stand temporarily, that’s why it’s so popular. I think i’ll keep on practicing the hit confirm against the computer until it feels completely natural, until then I’ll heed your advice and use the fireball combo you mentioned.

Thanks.

It doesn’t stand up your opponent, it’s so popular because it gives Akuma the extra stun boost that he really really needs whenever possible. You simply have to react fast enough and cancel the close fierce into ex fireball or ex tatsu if you saw the opponent is crouching, using this hit confirm with DF dive kick is a lot easier since you know on hit the opponent is standing 100%.

I’m also one of those who have trouble canceling a standing normal into a special and my reactions are still lacking to hit confirm properly, but I’ve been trying my best to get it down because it’s an essential hit confirm for Akuma players IMO in SSFIV and AE, IIRC DevilKnight still plays Vanilla, I’d understand why you wouldn’t miss the close fierce hit confirm so much since Akuma will stun people with a couple of mixups there anyway lol :stuck_out_tongue:

Oh, I didn’t realise DF dive kick forced stand lol, I never noticed. I must have confused the forced stand from that with the cl.fierce.

Off the flip dive kick you can just fierce/crouch fierce and then combo on reaction to the hit. If it was blocked you can jab and tick instead. Lots of hit stun.

If I’m not mistaken the hit/block stun of DF dive kick got nerfed in SSFIV as well lol …

If you’re having trouble hit confirming with cr.jab, cs.fierce, why not cr.short, cr.jab, cr.jab xx tatsu > whatever? thats what i generally do, cause reacting to that is too much work most of the time, yeah im lazy lol

I’ve decided to use… aerial attack, cr.lp, cl.fiercexxEX tatsu instead of for the time being, if they’re crouched I still hit and if I mess up and they end up blocking then i’m still relatively safe. Essentially training wheels until I get comfortable enough with it to use the LK tatsu variation lol.

Also, if there an optimum point when you need to facd if you want to facd cancel a special move? I’m still pretty inconsistent with facd cancel combos, sometimes it feels like i’m trying to drag my character through mud and that I have to hit dash about ten times to get him to move after the facd.

Hey everyone.

I’m a new player, and I decided on playing Akuma. I’m doing alright, have about a 55% win rate pre-1k pp. I’m not having trouble with any characters except one, Sagat. I’m playing rushdown against, got him in the vortex once or twice, but to no avail. His wakeup tiger upercuts always get me, or he reads me perfectly and grabs me.

Any tips?

Thanks

I love fighting Sagats (maybe because I’ve never played a decent 1 lol), but his hitbox is huge which you can take advantage of. I tend to play fireballs war with Sagat until he gets tired and starts to get closer, that where I like to abuse far standing roundhouse which is awesome vs Sagat and on hit you can easily link a far standing jab into sweep even from far away.

You should go to training mode and learn how to safejump Sagat’s 5 frame tiger uppercuts, a simple setup is after a forward throw you can dash twice and immediately jump then press HK as late as possible to safejump his tiger uppercut. He always gets up a frame slower compared to the rest of the cast so keep that in mind when safejumping him (for example an early jump-in roundhouse after forward throw x2 dashes will whiff on Sagat even though that would connect on most of the cast because he still didn’t get up yet).