Akuma FAQs: Quick questions & answers!

I hate to say this, but: MASH

I used to think I was above such pettiness. But I kept seeing even top players mash DP during combos/block strings or TP on wakeup. So I thought, what the heck? Be careful though, some setups can cause your TP to go the wrong way…

@GoshtiN: I believe I’ve seen videos of Eita doing cr.MP into st. HK combos, but I suppose it’s very space (and character) dependent. You can also land a j. HK at tip range, take a half step forward and do a st. HK into bnb for great damage (and style points).

C.mp into s.hk combos only on counter hit and it’s a 1 framer

Yeah, I also dont remember the number of times I’ve autocorrected tp right into zangief. Sigh…

That makes sense, though I don’t remember seeing the “counter hit” come up when I watched the video. I’ll have to pay closer attention next time.

C2Q: Yep. The most frustrating aspect is that if I try for an autocorrect DP on a cross-up, i’ll practically never get it. :rofl:

There is no such thing as “auto correcting”…basically it can go like this:

A) your think your opponent is goings for a crossup on your wakeup: you stay in crouch position and do a srk with the shortcut motion as late as possible. You will “auto correct” and hit him. The problem is that if he isn’t going for a crossup you will eat a fat combo because you did your reversal too late

B) you think your opponent is going for a normal jump in and you do a reveral srk…if he’s going for a crossup you’re gonna miss, if he’s coming from the front you’re gonna hit him.

It all depends on your “reading skills”. Even crossup tatsu’s can be reversaled most of the times…you just gotta crouch and delay your srk…the problem is that if you read your opponent wrong you’re gonna eat a fat combo. That’s why it GENERALLY is better to just block unless you’re completely sure what your opponent is gonna do.

The only way to combo into st.HK aside from CH is after a st.LP which hits on his second active frame, if I am not mistaken (there’s a vid by Desk worth checking out, though it’s not something you can really use in actual fights).

cr.MP can’t do this, even if you land it meaty on the very last active frame, it should only grant you a +7 frame advantage, which isn’t enough in SSF4 (should work in vanilla, st.HK was 7f startup there).

I managed to do the following on guy: st.HK > cr.MK > Fireball > FADC > st.HK > cr.MK > Ex. Fireball

[media=youtube]eP_7r32JPIs[/media]

On a side note, whats the best way to deal with Blanka once you get a knockdown, sweep or exploding heart?

hey I’m new to street fighter, I decided to play akuma but I’m having a hard time figuring out when to use his ultra 1, I know you can combo into it using focus attack but I can’t pull it off. any tips that could help to combo the focus attack into his ultra?

Also with his ultra is it mainly used to mind game them into it or is there certain situations that you use it in?
sorry if this is a common I couldn’t find much on the topic.
thanks.

Man, that might be the hardest combo to do, you even connected the EX fireball.

The most consistent way to land it is as a punish, though if your mind games are really good, you can sometimes land it by conditioning your opponent into doing something stupid, like if they mash throw when you do an empty cross-up (see PICKACHUAKUMA on Youtube for examples). Another way to land a demon is by doing an AA demon (Anti-Air). If your opponent jumps in, you basically do a crouching MK while entering the commands for the U1 at the same time. Looks a little like this: :d: + (:mk: + :lp: x 2), :b: + :lk: + :hp:

@IamAkuma: Not bad. What was that, 400 dmg?? What’s the stun output though? Is it worth it (difficulty wise) to use up 4 bars like that? As for Blanka, common wisdom would dictate that you do NOTHING on wakeup on him. Though if I remember correctly, I think it was ShinAkuma204 that suggested DF palm safe jump setups are possible on him. I guess it depends on your opponent’s skill with Blanka though and if you think you can get away with something that could be unsafe (like a x-up tatsu).

I did post up a video against a [media=youtube]TTxcuzaDIOs"[/media] lately on my youtube channel. Guy wasn’t too bad, but I got away with a lot of shit probably because he wasn’t expecting me to do what I did.

Actually it’s 3 stocks, for a healthy ~360 damage and 660 stun.

But that thing is so hard to space and execute that I wouldn’t even think about it lol.

Amazing combo, man. But did you really have to troll that dude? :lol:

Are some hit-confirms better than others? I’ve heard people on here say that the 3 c.lps is the best way to hit-confirm into BnB. Why is that? and if that’s the best one, when would you want to go c.lp, c.lp, c.mp? or any of the other hit-confirms? Basically, I’m learning how to do these and don’t have them down consistently yet. Just wondering which one I should focus on. c.lp, c.lp, c.mp seems to be a little bit easier for me so should I just focus on getting that one down or should I really learn the 3 c.lps?

I think there’s something about pressing the same button 3 times that makes it difficult for me to not chain the hits. could i try substituting c.lk for the first or second c.lp?

cr lpX3 is just the easiest hit confirm, it isn’t the best. cr lp into cr mp or st hp are better combo options.

You can’t chain hits into a combo. The last hit needs to be a link.

thanks for the response. and just to clarify, i know that three c.lps need to link between the last two. i was just saying that there’s something about pressing the same button three times in a row that makes it an awkward link for me. i was thinking about mixing in a c.lk to make it less awkward. but I’ll probably just keep working on getting the three c.lps since it is improving.

Hey!

Lately im struggeling with my Akuma. My execution isn’t on point jet, but im getting closer to it and my BnB combos come out 70-80% of the time. But my struggel is more about, how to handle a fight and when do I can start to pressure. I dont know if it’s a QQ/QA reply or worth a new Thread. To be save I’ll post it here:razzy:

I’m playing Akuma in a Hit and Run style. Get in, do your damage, get out. But I would like to step up my game and start to pressure when I have the opportunity.
And this is my struggel, I dont know when to punish a block string from any charakter. What should I do, to step up my game to know when I can go for a Blockstring or my BnB Combos? Do I need to go the next step and learn the Framedata, for common Charakters? Is it very important to know all the hitboxes or just Akumas?

Nice combo, but towards the end when you did lp.SRK FADC Shaku, you should mp.SRK into lp.Shako for the best stun

I really need your advice with this guys.
I hit the training mode today, wanted to try the U2 OS against Viper, but couldn’t even set the thing up.

I recorded Akuma doing a forward throw, then 2x dash and j.HK OS U2. The problem is, I can’t get the safejump to work: if I record Akuma hitting Viper with j.HK, when I play the thing back I always manage to reversal a HP Thunder Knuckle and knock him off.

Shouldn’t the j.HK hit Viper on wakup if she blocks, and whiff (thus the OS) if she uses an invincible move? Why the heck does her TK gets me every time?

I’m horrible, I couldn’t get this to work (or simply figured) in about half an hour…

You’re probably a bit late. The way a safe jump works is if you buffer in a move, before you land, you end up recovering on the 5th frame NOT the 4th. So if you’re a frame off, you’re going to land late and eat the reversal.

That or you’re just not executing the u2 properly.

I gave it another shot, I can have Akuma hit Viper and yet block if she reversals just fine.

But dammit I can’t get the U2 to come out. What happens is that she hits me after I land, probably because I’m buffer U, U and not holding B, so Akuma can’t actually block.

Any tip on the timing?