Classic SF2 didn’t have any characters comparable to Akuma in terms of stamina. You really can’t afford to fuck up with Akuma, especially against characters that have monstrous damage output. i.e. Honda.
I can’t play with you as I’m too far away and the lag would be comical, but I’d suggest that you perhaps need to strip your game back to a much more cautious and safe approach first and foremost and then start building from that.
Your projectiles should only be launched from positions where you cannot be messed with or in combos. This is especially important in AE. Not all your pokes should be getting countered so you may find that your spacing is perhaps a little off or you’re losing out to lame mashed random nonsense from some opponents. Throw techs don’t fail - you are either teching correctly or not. Keep in mind that online play can make teching a bit flimsy if the connection isn’t stable and also that if your tech reads are off your whiffed grab animation from a poorly judged tech attempt (say your spacing is perhaps off) will result in that whiff being thrown.
Re: the training mode comment, it sounds like you are making an effort to work on a game-plan and Akuma’s setups, etc but are having difficulty applying it in game. I think this is an especially big hurdle for all players. I recommend piecing together an extra safe and stripped back game-plan and making goals to throw in single pieces of Akuma’s strengths every few days until they get ingrained into your automatic game-plan, or perhaps find their way into your game plan where they start being applied naturally. As an example, I found that I wasn’t using option selects near enough against strong opponents which was surprising many people so these past two weeks I’ve been focusing on them a LOT. As a result I’ve found myself capitalising on knockdowns not with just vortex trickery but also with a mix of option selects to counter people who are developing a good understanding of Akuma’s vortex.
I can relate to your game plan taking a backseat in some matches and instead doing silly or poorly planned attacks. I had a few comments on my performance at a tourney a while back which was just plain terrible with comments like “where was your Akuma?” 'cos I was horrendously nervous. All my shit just didn’t get applied and my performance sucked. I realised that my game plan lost out to nerves which translated to a collossal waste of time on the stuff I’d learned and practised. I failed simple blocked Blanka ball ultra punishers, missed tatsu sweeps, bad safe jumps, that kind of shit. It was awful. I feel a simpler game plan that was rooted in basics would have helped a lot but I failed to even apply that. I think what I learned from my failings at that tourney might be worth you also keeping in mind - while it might scale back your game to being a lot lamer, it will allow you to at least be in control and give you something to build on.
I hope this helps and I apologise for the wall of text 'cos I’m fueled with coffee right now xD Also note that I’m not having a stab at your game, just trying to convey some info that relates to some of the hurdles I’ve had personally that I can relate to in what you’ve said.
Lastly, Akuma is difficult to do well with until you have a good handle on him. He’s a great character but geezus his effective learning curve is high. When I switched to Akuma the road to getting decent with him was a long and frustrating one. Using other characters during that period was demoralising because I found that I’d net much more comfortable wins purely because a mistake when using them didn’t translate to a 30%+ health punisher due to poor stamina - i.e. like your games when using Zangief. Maybe drop into your replay channel’s battle log and watch your matches to see if you can see any recurring fuck ups that are getting you killed. Replays can be a good way of identifying dumb patterns or poor habits that you need to drop.
Another effective method is to play someone stronger than you and take your licks in say a first to ten session and then ask them about the matches. You’ll find they’ll be able to tell you how they can exploit any weaknesses or predictability in your game which will give you something to think about. FT10 sessions are good because it’ll allow an opponent to understand your style well and a good player will be able to exploit any predictability or go-to habits you have. Catch is having them share that criticism with you. The best part is taking this advice, trying to patch up those holes and then requesting another FT10 later on to measure your improvement. Even if you don’t win, you’ll be able to ask them if you’ve patched up problem areas they’ve mentioned - i.e. improved.
Re: playing a safe game, check out some of Momochi’s vanilla matches on Youtube. Study them. Momochi played a lot of really lame games which showcased how to keep Akuma safe which I don’t see a great deal of among many Akuma players lately. Check out his spacing - he leaves few options for opponents to catch him off guard or in a vulnerable position.