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

Well, here’s how I break it down:

Good/Bad matchup:
-Weaker to fireballs / Beats fireballs easily
-Lack of reversal options / Reversals (i.e. anti-meaty, anti-oki, YOLO factor vs. Akuma’s health)
-Cannot chase teleport / Can deal with teleport easily
-Lack of speed and dominating pokes / Good walk speed and can challenge Akuma’s stubby normals
-Low damage / High damage

I don’t see what else merits consideration, to be honest. What do you think?

Assuming you only did one DP motion, the Playback Timer keeps going during the V-Trigger and RD animations.

This eats the Ex-Shoryuken input.

To further explain, the DP is timed to come out at 0.8 seconds of playback. Due to the activation of V-Trigger and RD, the playback timer is well past this point when Ken lands, so he is not receiving any inputs. It’s actually at 0.1-0.7 when Ken is originally airborne.

Im well aware of what you are saying; i did other tests where the input was done with a record duration of 0.2 secs so that it would loop itself, still same result.

It is apparently a glitch that cancels buffered buttons after vtrigger activation animations and it happens outside training mode. Basically this tactic takes advantage of that glitch and the fact that raging demon catches on frame 1 upon landing.

Thanks for the reply!

After testing this with Mika and Akuma, both with V-Trigger and without, I can 100% confirm that you are catching Ken in landing frames.

I can upload a video demonstrating this if you would like.

It’s still a great AA option, though.

Read through a lot of comments, I feel for yall in neutral, especially as a vega player, but it’s something you gotta deal with as he had monster options and damage up close. Fireball is really good poke and there is a range where if block you can throw another for free. That’s an important range to know.

Being able to get 300 damage off light attack with VT stocked is great also.

We need to find some set ups for activate VT -> low hit combo or Raging Demon. Any set up where Akuma is +1 or +2 should be good enough.

VT activation concept. You get more damage on counter hit, this is just something quick I thought up.

Wouldn’t +0 or -1 be the best go? +1 with an instant v trigger should be jumpable after the flash.

Coincidentally, akumas cr.mk doesn’t have that much pushback, is -1, and can link into stuff on regular hit at point blank…

Perfect demon setup? Maybe.

You can delay the demon easy with a later button press, no problem. You want to be + so you can counter hit and low hit jumps and attacks. This set up I show I am +1.

Ok so it’s more for the frame trap setup and manual timing the demon, makes sense, but manual timing demon still gonna be a bitch but I guess that’s what t mode is for.

So, are you using akuma or something? Would be a nice change of pace from vega I would imagine.

Thinking about it. He seems really fun and I can play neutral patiently, but Im doing a lot of research for my buddy who is using him.

My friend does this, lol. Also he karas the s.hk. He’ll do stuff like c.mp, walk up c.mp, kara demon and it grabs. You can react to it since you see the start up of the s.hk, but its fast. It’s not like SF4 where he moves a billion squares instantly.

Just wanted to pop in to say that this is false.

Flashkick trades (in Guile’s favor) or beats air fireball clean.

I play this matchup a lot on the Guile side and it’s easy to time in matches.

I was away from computer and to lazy to test it before, you are right, it is easy to time at multiple ranges and goes right through air fireballs.

Makes no sense when air fireball destroys AA DP, but whatever.

Ok so I am keeping this here for later :

Another really dirty stuff. Tali is on point with the Akuma tech.

Crossup on crouch block, regular on stand block in the corner.

2 bars + vtrigger activation + some vtrigger gage tho so not very ressources friendly.

Probably common knowledge but I got to spend a bit of time in training mode finally and vskill kick > hk flip punch dash cr hp covers both tech timing 3f wakeup vega style. There needs to be some precision in the timing of the flip palm but seems legit. Does only a few points less damage than ending in hp dp and I can’t see much better than having both wakeups dead to rights after bnb combo.

Was heavy tatsu meant to stop far jump ins?

feels so useless as a combo ender, Oki barely better than h.shoryuken.

I’d say if you can, just go for the Kick Skill -> Demon Flip Palm as your BnB, as you’ll see Tokido do. Agreed that HK.Tatsu seems a bit useless atm, and its hitboxes are such that it wouldn’t really stop jump-ins either. Needs to be super close for the first hit to catch crouchers, so I dunno; maybe someone more creative than me in the ways of HK.Tatsu can chime in.

Feels like a lot of his damage is “normalized”, so to speak: 100 for a HK.Tatsu, 100 for a Flip palm, 100 for a LP.SRK, and a shitty 120 for HP.SRK with shit oki.

Tokido and momochi use HK tatsu as an ender from lk tatsu over anything else. It does more stun than HP srk, 10 less damage and has better oki.

That’s about all there is to it.

I have trouble confirming into v-skill + palm, so i just use sweep for a 50/50 oki midscreen., easy combos Justin Wong style.

Hk tatsu is good if you do lk.tatsu instead of vskill kick for whatever reason (like range most likely). This is because it does a bunch more stun than shoryuken and better oki.

Also good if you want to do a side switch combo with vskill kick into whiff lk.tatsu.

Basically if you have choice between shoryu and hk.tatsu most of the time hk.tatsu seems to be the way to go. It’s slightly less damage for quite a bit more stun and slightly better oki. This is obviously outside of vtrigger.