Akuma FAQs: Quick questions & answers!

Can Vega’s roll attack be swept on reaction, provided that he doesn’t do it at point blank?

Depends on if it is a long roll or not. A short one is hard to punish, but long roles you can do a lot of different things against. You can SRK, neutral jump, or jump backwards.

yeah, in Vanilla maybe, heheh!

There IS a reason why tokido almost always does c.lp s.hp and doesn’t go directly for s.hp. It’s not like he does it only to show off AND do less damage.

Being able to cancel s.hp into specials has become essential for high level play, akuma just doesn’t do any stun any more with the “easier” and longer hit confirms like c.lp x 3 or c.lp c.lp c.mp. Of course if you’re playing average opponents it won’t matter much, but when fighting good ones every little bit of damage counts and c.lp s.hp xx hado FADC s.hp xx lk tastu > srk/sweep does A LOT more damage and stun than c.lp c.mp xx hado FADC c.mp xx lk tastu > srk/sweep

Also sometimes you’ll be too far away for c.hp to hit (crap horizontal range) and if you can’t cancel s.hp you have to give up free damage by using c.mp. (for example often after a c.mk hado FADC >>> c.hp will whiff when s.hp would have hit.

Can someone list setups after a palm/demon throw for me? :slight_smile: I’ve got into the bad habit of usually just doing a dash up insta tk ball after it. I’ve seen tokido back up slightly then d+mk dive kick after a palm hit also. If someone could list anything else similar to these, that would be greatly appreciated. <3 u

One question, I’ve been searching but cant’ find some block strings to do chip dmg, example, like Ken’s cr.lk,cr.lp,cr.mk cancelled to hado… any help pls?

block strings aren’t meant to do chip damage…anyways, you can use just about anything that ends with hado to do some chip…just watch out for focus attacks since there will likely be a gap between c.mk and hado. I suggest using ex hado if you really have to.

If you wanna chip someone to death just use ex srk…shit has tons of invuln. and will also beat a good 90% of ultras.

Thanks, I kinda want it so when someone blocks my hit confirm I can do a little dmg, If you could point out what options I have after a blocked hit confirm would be nice too. Srk won’t work because I’ll get punished.

Use Akuma’s normals to get counter hits via frame traps, once they’re scared to press buttons they’ll be open to throws.

http://shoryuken.com/f249/akumas-frame-traps-234748/

Thanks a lot.

its been done before but its really stranded everywhere and i can’t find it.

can i do pseudo safejump delay c.lk and be safe from uppercut/stand grab/

i’m fighting some people that can roughly uppercut fuck up move and if i do psedo safejump into delay c.lk i got stand grabbed.

the whole point is.

i can’t condition my shoto opponent to just block and nothing but block.

how to achieve that is matters so badly to me.

i feel like i’ve been stressing out in combo’s and footsies but however at the end of the day if i can’t condition my opponent in my rules during knockdown. it will be an uphill battle.

Pseudo jump (meaning you wouldn’t have hit them if they blocked) or empty jump, then do a delayed crouch tech option select (downback + cr.lk + cr.lp). If they did nothing, you do a cr.lk , if they tried to throw, you tech (if this keeps happening frametrap them or emptyjump srk them but have 2 bars just to be sure), and if they reversal you block, giving you time to punish.

When you land and do d/b+LK+LP after a tiny pause you get a low short that doubles as a tech and is safe from Shoryus. Lots of people instinctively throw to prevent any empty jump mixups so the OS tech property is important to have. You should be aware though that this tech strat only defends you from immediate waking throws. If they throw with a slight delay, then they’ll throw you out of the cr.LK start-up. The cr.LK+tech is concentrated on offensive purposes; to be safe from DP and from being thrown, it would be land and then slight delay on a standing back throw which gives you a fuller tech window.

If you land and then SRK, this would out-prioritise most non-EX reversals of theirs while uppercutting a throw they tried.

was there ever a confirm on beating chun-li’s backdash on jumpin/wakeup with c.lk /rh if she backdashes?
i remember it was being discussed that it might be an option select, but the rh makes me >.> it being a os.

is it literally just c.lk then stand and rh on reaction?

I think it was cr.lk , lk+hk . That way if your cr.lk hits, it chains into standing lk, but if it whiffs (because of the backdash), you get a hk.

Emtpy jump into hp srk…It’ll beat both srk and throw.

works wonders against scrubs. When playing ranked for the lols i sometimes do that without even having 2 stocks to FADC and i almost never get blocked. LOL

It’s obviously a bad habit, but if someone is scrubby enough to throw as soon as you land, that’s what they deserve

yeah but vs chun it’s better to do OS sweep because her backdash is so long that you’ll hit her with the fs.hk but won’t be able to combo afterwards.

So cr.lk, cr.lp+cr.hk?

Correctomondo.

When exactly is the best time to try for the hit confirm cr.lp,cl.fiercexxex tatsu?

I’ve noticed that you need split second reactions to decide if you want to either set up a tick throw or input the cl.fierce instead. So whenever I use cr.lp, cr.fierce from an aerial attack and it is blocked (which against good opponents aerial attacks usually are) It feels like a wasted oppurtunity that I could have used to do damage with a tick throw.

I’m finding the cr.lp,cl.fierce hitconfirm to be near useless because I rarely get a clean hit with it and instead pass up multiple oppurtunities to tick throw my opponent.

Also what do you consider to the highest priority counter attack against ground moves? At the moment i’ve mainly been using cr.med with a decent amount of success, but i’m wondering is there any better option?

You can (should) cancel the close Fierce into fireball: if it hits, you FADC into another st.HP + followup for massive stun/damage. If blocked, it’s still kind of safe (-4), as soon as you don’t get predictable with it and you opponent isn’t just mashing to stay alive. Getting 2 EX bars with Akuma is an easy task if you ask me, and you can even FADC that on block to proceed for more pressure.

Of course it’s easier said than done, I cannot even cancel the fireball from P1, and I still cannot react fast enough for the standing Fierce. Sigh.

Tick throws should be used sparingly if you ask me, it sounds like you rely a lot on them. You don’t really want a reversal to hurt your already horrible health.

As far as when to use cr.LP into close Fierce, I suppose a deep/delayed DF divekick (you need to be close for the Fierce to be close), and a down+MK divekick on an opponent who’s waking up is what you’re looking for. I suppose there’s more setups, but those are fairly common.

I’m not sure what kind of situation you’re speaking of here…

I suppose those attacks which don’t expose your hitbox and allow you to get CHs when properly timed. Crouching Strong and crouching Forward are okay I suppose, the only downside with them is their small active phase (only 3 frames)… Ryu’s ones do a better job at that, active is 4 frames for crouching Strong and 5 (!!) frames for crouching Forward.