Akuma FAQs: Quick questions & answers!

Haha, hopefully :stuck_out_tongue:

Eeem can anyone explain to me how do you make a dummy in the training room to do reversals on each wakeup? I mean, yeah I use the record thing, record a shoryu or a headbutt, but when I turn it to a playback option and perform an untechable knock down, they don’t do it on their wakeup. They can do it, but they can also stand up wait a second or two and only THEN do the reversal. How do u do it so they would reversal each wakeup? That’s always been bothering me. Couldn’t understand how to do it in vanilla either, so used to call a friend to help me out or smth ):

u record your setup on the computer. and you be the one mashing the reversal.

eg. record grab, dash*2, jump hk(player 2 akuma)

set it to play back

while player 1 sagat mashing reversal (you)

I still need help with my Akuma. Anyone else willing to help please? :slight_smile:

Lately, I’ve been running into a problem against players who block a lot. As I’m trying to be more pro-active on offense and trying to find openings, I’m finding it difficult to stay on top if I’m constantly looking to get in on an opponnent that just defends all game.

Akuma doesn’t have so much health that I can afford to play a ā€œchipā€ match for a long period of time.

I haven’t seen an ā€œofficialā€ thread on preferred block-strings or setups for Akuma (that would actually not be a bad idea if someone feels up to it). I’ve already seen Loltima’s Vortex and Mix-up videos for Akuma and also revisited Rugioh’s Footsies vid. But I’ve noticed that often times, I come into a match and start flying blind without a ā€œproperā€ plan other than ā€œpunish mistakesā€ and ā€œdon’t make too many mistakes myselfā€.

What it boils down to is the realization that even though I may ā€œunderstandā€ how I’m supposed to use Akuma, I don’t really have a set plan during a match and that hurts my play terribly.

So my question is: are there any setups I should be studying/implementing into my game in general? If so, what are some of the other Akuma’s favorites for certain matchups? What do you look for in an opponent before deciding you’re going to go all out offensive or maybe just hang back and play it safe? Any insight would be appreciated!

For your problem about people who keep blocking, you have 2 options. If they only block, throw them. This leads to a whole lot of setups. If they also tech throws, you need to frametrap them. Here’s the thread about that http://shoryuken.com/f249/akumas-frame-traps-234748/ I don’t really have a gameplan when I play, i think. You just have to keep a few things in mind like: what’s my preferred range?, what option selects should i use in this matchup, what move X punishes his/her move Y? etc. Watching pro matches (tokido and even vanilla momochi) also helps a lot in figuring out what you generally want to do.

Thanks Sizar. Well that’s just the thing, tick throwing will usually work once or twice, and then they’ll either start mashing jab/lk or tech or reversal. If I guess right by stopping my block string (to make their reversal whiff) or by continuing the block string (to tag them if they try to tech throw) then everything’s fine. But if I guess wrong once, twice… I’m down a considerable chunk of life points with Akuma.

And then I tend to rely to much on my stocked U1 to get back in the match…

I’m still very much in the learning stages for Akuma, but from playing and reading what’s been written by better players than myself I’ve come to the following conclusion: there isn’t really an ā€˜Akuma Gameplan’. Characters like Balrog, Vega, Cammy and Guile are much more straightforward in terms of how they should be played, but not our guy. Our guy has the tools to win any match, provided they are used properly. This is what makes him a difficult character to master, but also what makes him, in my opinion, the best character in the game.

So, you’re playing a guy who likes to block. You can’t get a hit confirm going, you don’t want to rely on chip, and your opponent doesn’t even fall for the cr. MP frame traps. As Sizar mentioned, this is when you start throwing - Demon Flip throws, walk up throws and tick throws alike. Off of those, you start your vortex and hopefully get some nice damage. Then your opponent starts crouch teching like a maniac, and your throws all get teched. At this point, you start punishing the crouch techs. Now instead of tick throws, throw something like an EX Tatsu (slightly delayed) into your block string. Now your opponent has to guess how to defend against you. If they start mashing reversal, you could purposely pause in your block string to bait out the reversal, block it and punish hard.

The above is just an example of how you could adapt your gameplan based on what your opponent is doing. Akuma has all the tools needed, you just have to be on point.

Edit: Here’s a good article by ToXy that goes over the close combat metagame in pretty good detail. ToXy: The Street Fighter 4 Whisperer

Don’t do EX Tatsu for your frame trap. Just delay a cr. MP after a blockstring. When you see the counter hit on the screen, link into the sweep so you can start your vortex. If they block your MP, you’re still at frame advantage, so you can continue your mixup pressure.

Or you could walk back a little bit after a block string, see them whiff a crouch tech or throw then punish on reaction.

I’m a little weary now about using EX Tatsu… It’s got a slow start up that can be easily knocked out of if they mash quick normals. And if they block, it does very little chip damage. I used to do it more often before, but it only worked against the scrubs (like me). Good players would block or punish the shit out of me for trying it.

I was hoping for more ā€œpreciseā€ advice on what gameplan I should adopt with Akuma, but I guess the fact that he has so many tools at his disposal means you can’t really rely on any ONE thing too much and instead try to use as much of them as possible to keep the opponent guessing. It’s not my preferred play-style, but I guess I have to get used to this and maximise my range of tactics by including all or as many of his tools as I can during a match…

Thanks guys!

Venom

Here is my (in a sense) offensive flow chart.

Start your offense with light zoning and footsies. Wait and be patient for a chance to get in. If you get a knockdown begin your vortex. Otherwise proceed below

Once you get in use safe pressure and see how your foe reacts. If he is mashy with reversals then let him hang himself. If he is playing smart and blocking then attempt to use a throw. This should be your main goal with any offensive is to eventually go for the throw. This defeats blocking and forces your foe to be more proactive on defense. The more your foe thinks the better your offense is. Also make sure to mix up your block strings and when you go for the throw. This is one way to prevent people from easily teching your throws.

Don’t be discouraged if your foe sat there and blocked/teched your offensive series. You ended up with more meter which you can use next time for traps. It’s a win for you any time you get in.

The next step is if your throws are not working then you need to start baiting the throw response. This is where frame traps, Tatsus, and SRK traps come in. Once in a while act like you are going to throw but instead use a high priority move. If you can master this EVERYONE and I mean EVERYONE will fall for these once in a while. There is no way to see them coming unless you get predictable with it. The better you are at selling these the more effective they become.

Also remember any sort of knockdown is precious. While techable knockdowns you can’t set up the vortex on, you can still get inside of someone’s poke range.

If I trade SRK with Gief’s j.superman attack, does that mean I’m doing SRK too early or his shit is just too gdlk?

If you trade with fierce srk it means you didnt do it very close the ground.

SRK beats everything if timed properly.

Another question about Gief. After he gets a knockdown, what’s the best/safest way to escape that body splash attack? The one where he spreads out and lands on you.

To get in on the whole offensive discussion.
Here’s my 2 cents.

Sometimes it is better to back off abit and start your offense anew.
For example here 2:40 to take tokido as an example.
[media=youtube]q9MIXtLVty0[/media]

Tokido was thinking: ā€˜my offensive string didn’t work and he’s propably coming at me so my best bet is to jumpback fb’.
This rewarded into a knockdown to continue his pressure.
While rufus is a char you should be on the whole time because your defensive options aren’t good against rufus I’m gonna take ryu as a second example.
[media=youtube]RHKlXC4A35s&feature=related[/media]
@ 0.33
You can see he went for a blockstring into sweep.
If he was going to continue his pressure by walking up cr.mp frametraps he probably would’ve eaten cr.mk xx hado or worse.
Not to mention a dp.

To summarize my opinion.
It’s good to be on the offensive but to keep using frametraps and trying to get the throw will get you hurt.
This is matchup dependant and against some chars (chun li and guile for example) you can keep putting on the hurt as they can’t do jack about it.
Don’t be too greedy and take a breather if you think your opponent is going to counter you

Edit:

To take myself as a bad example from a while back.
[media=youtube]P92eG25VIiY]YouTube - BBWF Ty [Dictator] vs MooiboyRoy [Akuma[/media]
Around 1 min you see me trying to walk up cr.mp after a jab and getting punished for it.
Dic is one of the matchups where you can’t just stay in for free

Teleport and hope he doesn’t know how to option select. Or you can just uppercut it.

LK tatsu into HK demon flip after forward throw against cammy , Can somebody tell me more about this setup. Tokido was using this at Beatbycontest tournament.
[media=youtube]Po4F1f5tr3I"[/media]
Fast forward to about 40 seconds to see what i’m talking about , he uses this setup multiple times in the match.

Done posted the wrong video. :o

Probably mean this one
[media=youtube]Po4F1f5tr3I[/media]

I’m going to ask because searching for Raging Demon/Ultra 1/U1 gets too many hits. When can Akuma cancel his cr.mk/hk into Raging Demon (U2)? I assume that it’s like a kara/normal-super cancel so only on startup and active frames, but I could be wrong, can anyone confirm this?

My thought process > 2-5 inputs for demon > 8f window for cr.mk, 9f window for cr.hk