Akuma General Discussion Thread: "I am the Master of the Fist!"

Akuma, is just like Ryu, Ken, Ibuki and others that are built around strengths that are offset by shorter buttons. Necalli and Ryu are both examples of “stubby” characters that did well in Season 1. Buttons are a key part of this game, but they’re not everything either. Especially not the size of them. There’s projectiles, V Skills and other things that work well to counter pokes that those characters are based around.

I think he’s the most fun out of the 3, I don’t know if he’s better than the other 2 but landing raging demon on people is so satisfying lol

when you are fully stocked with v-trigger / ex you can sense the fear it puts in people

These normal are killing me fucking christ, i don’t like jumping period but footies are a motherfucker with akuma. But what iv’e seen is that the only way to use normals is jumping in

LP Fireball, Cr.Hp, St.MK, Cr.Mp are great buttons.

yuihikali walks in and out with s.mk, he’s very effective with it

those are my go to buttons, but i either get crossed up, get jabbed out or grabbed, i know those are my weak points but getting jab out or getting crossed up is what is fucking me the most

i’ll mess around with that, thank you for the tip

There is something off with toolassisted’s frame data. It says vskill should start up in 3 frames, but if I try to do two cr mp in a row (+3 on block, 6 frames start up, so 3 frames gap) I get a counter hit. If I do cr mp, st mp (4 frames gap) the hit is absorbed.
It’s also a shame that vskill punch is so negative on block. I was having a blast using it as a poke because it has good range, but then I discovered you can punish it with basically everything even at max distance

goddamn

You guys talking about the range are just not used to shotos in SFV. Ryu and Ken are stubby as hell too, that’s one of their weakness.

I’d say Akuma might be slightly stubbier mostly because I feel his st.hk is not as good to use in neutral as Ryu’s and especially Ken’s and his st.hp is actually pretty good imo but -5 is annoying. If it was -4 like Ken’s st.hk you could kinda use it like it but right now it’s straight up punished on block even at max range by a bunch of supers and probably more stuff.

The balance of that is that once he is in he is extremely scary, he has a bunch of really + buttons and a lot of tricks that Ken and Ryu don’t have. Basically he is Akuma, so he has a bunch of really dirty shit.

I thought it was me, because I use Karin so I’m spoiled. But I think Akuma buttons are worse than Ken. Ken at least have St roundhouse. I also think Ken sweep longer

It’s just a theory but akumas pressure might be based around the threat of fhp. And mixup with dash. The thing is the fhp “beats” pokes that stop dashes preemptively. Once they are waiting for the fhp so they can AA it, that might be the perfect time to dash in and st.lk>throw or st.lk>frame trap.

Don’t know how well this will work but when combined with demonflip k to fake the fhp and mixup the timing to AA fhp with a normal, this could be a decently potent offense.

The standard go to string could literally be cr.lp,cr.lk>fhp/forward dash and fhp>st.lp>fhp/forward dash

F.HP is baller vs crouch techers and people who tech at the first attempt. I feel like that sets up his shimmy game nicely. You can circumvent it more by using LK Tatsu to punish shimmys. As @Dime_x already pointed out, St.Lk is so good for tick throws.

what do you guys follow up with on F.hp hit? jab lk tatsu almost always whiffs for me cause they are crouched and jab mk tatsu makes my DP enders whiff

That’s all you’ll be able to get unfortunately. If it’s CH you can get Cr.Mp and if you have VT, cancel and you can link into a more damaging normal. Cr.Hp and St.Hk if I recall correctly.

alright thanks, i thought i was doing something wrong watching all these videos of people landing lk tatsu combo after it lol

I just came to ask this question

well, basically you should be able to confirm if they are crouching or standing most of the times (shimmy attempts -> recognize throw whiffs). if they are standing then you should always go for lp ->lk.tatsu, if they are crouching then:

  1. lp -> mk.tatsu (if it hits 1 or 3 times you can extend it with dp, but if it hits 2 times you can’t. you should be able to confirm it every time. most of the times it will hit twice, so not a lot of damage but you do get a nice meaty after it).
  2. near the corner lp->ex.fb->ex.dp is the expensive yet the most damaging and safest (+1 after blocked ex.fb so you can continue pressure and its easier to confirm)
  3. lp->dp/ex.tatsu for solid damage.

Your dp won’t connect but you have good oki off of mk tatsu. Alternatively you can go for ex tatsu and continue the juggle if you are in the corner

how bout that guile match up lol