Akuma FAQs: Quick questions & answers!

This might have a completely obvious answer, but what should I do if an opponent keeps jumping at a real close distance with crossups? cr.hp whiffs and I get countered most of the time when I jump back and do hp. And a question on frame data, say if cody does a criminal upper lp and it’s -5 on block, does that mean he has to do something that has a 1 frame startup to beat out akuma’s sweep afterwards since it starts up in 6 frames?

Thanks, I always assumed the regular divekick was useless; because I’d constantly hear how much better the demonflip divekick was. Didn’t realise it still had its uses.

Jump back fierce and crouch fierce are the actual answers to that situation. I’ll make a guess that they’re not working because you’re doing them too late… or if they are at a position where they are really jumping over you completely, you can walk under and then throw them or something.

Sort of. It’s not the case because he doesn’t have any moves that have only 1 frame startup, but it is correct in the sense that frame data works that way. For the most part, Cody is restricted to 4 frame moves at the fastest (he has a handful of obscure 3 frame ones) so an attack of yours that is {4+5=} 9 frames or quicker would not be interruptible by an attack of his.

The important exception is when invincibility comes into play. If he’s at -5 and you do a 6 frame sweep, if he follows up with an invincible move, it will beat your sweep; so that forces you to be tight to the frame with your counter if he’s prepared to use an invincible move after the upper.

Figured that might have been the answer, usually the guy punches once or twice and then jumps immediately after I block and by the time I do cr.hp, he’s either already behind me or I get countered.

So if he tried to do a poke afterwards, he’d get countered with a sweep and if he did a zonk knuckle, I’d get countered since it has invincibility frames?

Correct. That’s why you don’t punish with sweep after a -5 move. Your cr.mp starts in 4 frames, so thats a 2 frame punish. That way, you can do cr.mp , cr.mp (or cs.hp) xx light tatsu , sweep. So frame data also helps in searching for the right punishes.

Started to implement the divekick/crossup mk mixup into my game and i’ve improved significantly.

Only problem is i’ve encountered a few people who just don’t fall for the whiffed demonflip palm safejump, isn’t it a bit obvious that you’re going for a safe jump considering you have to jump instantly wereas usually you don’t?

is there any specific timing/range/spacing to stuff fei longs EX flame kick with demon flip dive kick?
i know how to safejump or bait with palm, and i have the timing down for stuffing non-EX flame kicks, but when i try to beat the EX ones i trade at best. is stuffing them with the DF dive kick even possible?

How do you punish with cr.mp? I always get pushed back at the distance where I can only do sweep or hit him with one cr.mp, or is that the general thing to punish with against attacks with -5 on block?

Nah, ex DP is fully invincible.
Best you can do with a dive kick is try to get it to crossup, so his DP whiffs.

Sorry, my bad. I forgot about the distance he pushes you away. It’s completely possible that you can only get off 1 cr.mp after that attack. My response was more of a thought experiment then telling what i really do (i never see cody’s on PSN :frowning: ). There isn’t really a general answer for punishing moves that are -5 on block, as you need to factor in pushback too.

Really? Most of the time I fight Codys, Giefs, Dudleys and Akumas. Unfortunately, all they do is jump whenever I get close to them and mash when they’re about to lose a round so I don’t learn much about the matchups :frowning:
Thanks for the reply though :smiley:

You’re welcome. Do you play PSN? If you do, add me and maybe we can get some matches in PSN: Sizar_92

Yo. What’s a good way to get in on a Gouken using fireballs to keep you out? He guessed any demon flip attempts, and if I started up a fireball war I ended up eating that sliding punch move whose name I cannot presently recall.

I find that FAing through the fireball and sweeping / throwing is the best option. IF he is catching you with a palm, then you are being too predictable with fireballs

Yeah, the rushing palm is very difficult for Gouken to use on reaction. You can bait it by whiffing jab or short like you would do to bait a jump-in. If you do get palmed, that means it is a read on your fireball habits (or it’s a calculated risk/setup) and it’s a message to be more cautious.

When you’re not afraid of his fireball game, Gouken loses several sources of big damage. Spend most of your time in the fight grounded, don’t think to jump unless you know that you can. Taking chips from ground fireballs is a lot better than getting punished for neutral jumping to avoid chip. Find other ways to close in such as focus dashing and walk forward~block etc. When you’re about 1/2-1/3 screen distance, EX fireball is an option to get through if he spams fireballs to push you out. Even when it doesn’t knock him down, it buys you a little time to walk forward.

Do you have to delay the demon flip palm on wakeup if you want to use it as a safe jump or something? Because as things are at the moment i’m doing it instantly on untechnable knockdown but my opponents never seem to fall for it, but are more than happy to mash out DPs when I actually try and work the vortex.

Oh and thanks for the tips you’ve provided me since I got here guys, I’m back up to the 2000pp I was at before I switched from Abel to Akuma.

I know what you mean. Whenever I knockdown a shoto, I go to stuff their wakeup srks with DF kick, they block. So I say “alright, this time I’ll do a DF throw”. Next thing I know, I get srk’ed -_-
But, I solved this by just doing empty jumps with delayed crouch techs against characters with invincibility attacks.

@ Sizar:
Added. I’m not a very good player though, I’m still trying to get out of the habit of jumping for no reason lol

Thanks for the Gouken tips.

I’ve come to realize that Akuma is not primarily a vortex character. He is a safe pressure character. The goal I find with Akuma should be to safe pressure your opponent and use the threat of the vortex to open them up. Just think, if you dive kick 90% of the time you will get damage, because the opponent will eventually believe that you will go for the throw and try to counter, eating the dive kick. The other 10% I do vortex, but only after they have become conditioned. Obviously some character are simply weak to vortex, and in that case go nuts.

Here’s an interesting question:

Which character should you choose as an alternate if your main is Akuma? I.e. which character has the most favourable match-ups against Akuma’s least favourable match-ups (Bison, Balrog, Cammy, Blanka)?