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

I am super diamond.

TAP level 3 and beyond are really rare.

Does anyone have a tip to beat Dhalsim slides/aa jab?

feels impossible to jump at him

No answer for his pressure? On the contrary, he doesn’t have to deal with any of Akuma’s pressure unless you get a knockdown. And while cornering him will help you, him cornering you is certified death. And Balrog’s corner carry is second to none. You’re going to have to work for a corner.

Akuma has mega stubby SFV shoto limbs. If you’re in range to poke Balrog, he’s in range to break you in half. Your “long range poke” fireballs are useless. Demon Flip? Useless except for long ranged slides because Demon Flip is slow as hell and you’ll get jabbed out of it 100% of the time. Jump-ins are a wash for the same reason. Balrog is almost Juri-tier in terms of being annoying as all hell to try to approach from the air.

The one, and I mean ONE saving grace in this fight is that if you get a knockdown you don’t really have to worry about his wakeup options. The whole matchup is a matter of timing and if yours in good, it’s a bad matchup. If you have bad timing, it’s an impossible matchup. Balrog will get 3-4 mistakes. You’ll get one. Maybe. You’ll either get a knockdown and get lucky on a couple of 50/50s to finish him off, or you will die horribly.

Ok, now i fought one that abused TAP

shit is busted, pretty sure i wouldn’ve lost if weren’t for it.

It’s incredibly easy for Akuma to get a knockdown on Rog in neutral. Dash punches are essentialy suicide, Akuma’s walk speed is excellent, he has an annoyingly fast sweep, and he can basically air hadoken as much as he wants. And of course demon flip is incredible. Obviously if Akuma is repeatedly doing the same exact attack out of demon flip it will get stuffed. But almost every Akuma will mix it up with the air hadoken, the command grab, the SAFE on block low, regular cross ups, and the extremely high prority palm strike. Trying to antiair all those options consistently without a dp? Lol yeah good luck. The other issue is how little pushback he has on his normals. You block one safe normal from Akuma and you’re in a blockstring for days. Either that or you’re getting counter hit into a practically unblockable meaty setup. Or he can start throwing you to get his #1 in SFV shimmy game going.

And TAP is a mixed bag. If by some miracle you can charge up a lvl 7 + TAP he has to respect you. But before that you’re playing Russian roulette because of how quick Akuma’s walk speed, dash, and sweep are. You’re risking a crushcounter sweep into the Akuma meaty mixup on knockdown train prior to level 7 since TAP isn’t invincible to lows at lower levels.

And of course, there’s the DP. This is a debate as old as time so I shouldn’t bring it up. But having a dp completely changes the dynamic of a match. Essentially everytime I go in on Akuma after securing a knockdown I’m risking losing health AND getting put into a situation where HE gets a mixup loop on me–but unlike him I have no universal get out of jail free card once I get knocked down.

Finally, looking at high level matches between the 2 they go pretty even. Brian F squeaked out a victory over Sako at combobreaker, Tokido and Iwate go pretty even, and Vagabond does fine against Smug. It’s a stressful matchup.

You’re saying dash punches (which can easily be spaced to be safe) are suicide but then bring up Akuma’s sweep which is far more unsafe and also only 1 frame faster than Rog’s own.

Depending on when Akuma does his air fireball, Rog can either dash under or punish with a V-skill punch.

Demon flip can be anti-aired for free, doesn’t have to be a dp or anything. It’s a slow move, none of his options will come out in time to someone reacting with an anti-air. I basically have to stop demon flipping at higher levels because many times it’s a free anti-air crush counter for the opponent, Ken being the most prominent.

#1 shimmy game goes to Cammy.

TAP is mainly dangerous to Akumas that want to do c.mk -> hadoken at further ranges where it’s not a block string. Good Rogs will try to TAP in those situations and that shuts down one of Akumas core tools.

You are correct about the invincible reversal situation, Akuma definitely has that over Rog.

I put the match up in Rog’s favor 5.5-4.5. 6-4 at worst.

Yeah sure, it’s easy to get a knockdown on an overly aggressive Balrog player that you were going to beat regardless of you getting a bunch of knockdowns. A good Balrog? Different matter.

He outranges you (because again, fireballs don’t really matter here)
He does more damage than you.
He has more health than you.

You’re going to need at least 3 touches to kill him. He only needs 2. Max. A couple of stray hits get mixed in and it might only be 1. How you consider dash punches to be suicide is a matter I’m not even going to bother with. And I don’t know what version of Akuma you’re playing with this “great” walk speed, but the Akuma I have is only a bit above average. Certainly nothing to write home about. Especially against a character that can by no means be considered poor in the chasing department. I’m also not sure why you bring up his sweep in this case either. It’s not unpunishably fast in any case, and if you’re it range for it to connect against Balrog, as I’ve said before, Balrog is in range to murder you. It’s not like you can fish for a knockdown with it safely, because you can’t. AT ALL.

As for demon flip, “incredible” definitely isn’t an appropriate adjective to apply to it. It’s slow as hell. It’s irrelevant what attack you’re doing because every single one can be stuffed by a jab. If you don’t believe me, try mixing in completely random demon flips (like even to the extent that you yourself barely know when you’re going to throw it out) against a half-decent Juri and see what the results are. Slide isn’t safe on block either. It’s safe on block from certain distances, but not at all in general. And again, we must be playing different versions of Akuma because I havn’t seen this “high priority” palm strike you speak of. You can get jabbed out of it just like every other demon flip move except for a perfectly spaced slide, and when you don’t get jabbed out of it completely it’ll still trade with alot of moves. I need to start keeping a tally of how often I get hit with a demon flip anything because it definitely couldn’t be any higher than 20% of the time… You have to seriously mindfuck your opponent for demon flip to be successful and, quite frankly, I LOVE going against other Akuma’s that focus their game around demon flip. If I get an Akuma that demon flips more than 4 or 5 times in a match, I know I’ve got a W coming. Smart EX demon flip usage will save you, but regular demon flip? You’re asking to die. I’m literally to the point where I occasionally won’t bother with a full punish on demon flip because it’s far more entertaining to just jab them when they keep trying to do it. It’s hilarious to me anyway, but of course I’ve already gotten past the point with bothering to be annoyed by how ridiculously easy it is to use jabs as anti-air, even though they’ve supposedly tried to “fix” the issue.

You also can’t throw fireballs in the air as much as you want because to throw a fireball you have to jump forward (outside of v-trigger obviously). Jumping forward towards Balrog at certain angles is going to get you punched in the mouth. Throwing them at safer angles typically means you get nothing off of them even if they do hit by some miracle.

And if we were in the days of pretty much any other SF title, you’d be right about DP being a huge game changer. In SFV however, heh… even Akuma’s best anti-air option isn’t a DP. There are no universal get out of jail free card wakeup options in SFV. Invincible DPs require an accurate guess of attack type or meter, and getting blocked in Akuma’s case will cost you half your health. Literally. As for this alleged #1 shimmy game… lol… not going to touch that one either.

But anywho… believe as you will. I actually beat most Balrog players I come across purely because most of them have aggression issues, but I’m definitely not going to sit here and pretend like Balrog isn’t a completely ridiculous pain in the ass. Nobody gets outplayed 3x over and still manages to come back and steal a match quite like Balrog players do -_-

Nobody and I mean nobody actually thinks the matchup is even. It’s not roflstomp bad like some people think it is (that honor belongs to Guile in my book -> though oddly enough those have disappeared since the patch for me), but it ain’t even and it sure as hell ain’t good for Akuma.

Ugh for the record PR Balrog lists the matchup as even and so does Rass–a Master ranked Balrog…

Lets face it rog beats all the shoto’s in sf v. No way around that, Ryu has it way worse than ken or Akuma vs Rog and bill stop trying downplay rog we all know how stupidly strong he is. Even stronger than season 1 Ken and Ryu

A short video I made
Sako Akuma - top 5 online matches
New little series ive been doing

https://youtu.be/6htCINJmXng

Well damn, 3 Akumas in Evo Top 16. So much for getting any Season 3 buffs. :confused:

Yeah. Great players making Akuma’s 15th-or-16th-on-the-tier-list ass look like he’s in much better shape than he actually is haha.

But by season 3 I’m sure my overall hatred for SFV will have consumed me anyway unless they do a hell of a lot better with the S3 DLC chars. The “all new characters” bit has been a massive fail thus far in my book. As anticipated really. Then again, Bonchan has me half considering taking Nash seriously again since I still don’t have Sagat to tool around with.

He doesn’t need any.

So, Tokido parries on v-reversal

is it a OS or reaction? if so how he does that?

Probably both. I had a 4 hour session with snake eyes at Final Round in my hotel room and he taught me a few os .

C.lk, s.lp, V skill. If they v reversal it’s a auto parry.

The other set up is deep demon flip palm, c.fp, v skill. Same thing if they v reversal the palm you auto parry.

I was wondering how i could get the parry to work on vreversals with akuma. I was trying to do a late parry.

Hey guys, I’ve only been maining Akuma a few weeks, but I was wondering what the trick is to consistently doing the B+HP AA and cancel into the HP Sekia Goshaha (Red Fireball)? I can’t seem to figure out the timing of it.

Stick with b.hp xx demon flip palm, its far more consistent and provides better corner carry/oki.

Red fireball version is really only useful if you have v-trigger available, then you can follow up with dash -> shoryu -> super. Stupid damage for an AA but since the red fireball hitting can be inconsistent (it’s dependent on where your opponent is when you AA him) its a risk. I usually hit them at the tip of AA and immediately cancel into red fireball with maybe ~65% success rate.

Thanks @wakalaka!

@KingCrimson

Here’s a batch of the good stuff in case you haven’t seen it yet.

https://docs.google.com/document/d/1WaWEEd4CKpPqz7j3NqpjN_lxy9KWsuAqq_27_zQjpFU/edit#heading=h.1eb46xglfus8

Near the top right is a bar that says suggesting, switch that to viewing

Don’t get too caught up on the technical aspect of everything right now. Fundamentals are way more important to work on.