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

Thanks @wakalaka! I wasn’t expecting so much information, but that’s awesome! I’ll read it later tonight.

Its usually a OS, you do a vskill cancelable normal and frame trap with a non vskill cancelable normal, after you input the second normal press vskill, if they vreversal, the time freeze makes it so that you are still in your first normal(the cancelable one) and when you input the rest, you end up cancelling said normal into vskill, if they didnt vskill, you keep your pressure and your vskill doesnt come out, for example you could do

St.lk cr.lk xx vskill st.lp

St.lk is vskill cancelable so if they vreversal that normal your vskill will come out, since you do st.lk cr.lk xx vskill, the time freeze will eat your cr.lk input and if you follow that sequence you will end up cancelling st.lk into vskill

cr.lk isnt vskill cancelable so if you try to cancel into vskill nothing will come out, thus keeping with the pressure

St.lp is to keep your pressure

What’s the Tokido demonflip wakeup OS? I told my friend “hey you should do that demonflip OS” he was like “OK how” I was like I don’t know"

Hey guys ( New here )
I have a question about akuma 50-50 mix up after the ex-dp vt cancel
How u open them up with the demon flip air fireballs !!

I just started playing Akuma a week ago. I’ve seen Tokido do that dozens of times I already so I experimented with it without even watching any videos. What I found is if you do MK demon flip into jab fireball and forward jump the fireballs will hit if they’re holding back because you’ll cross up before the fireballs land. From there you can finish with cr. HP into whatever. I worry about my timing being off so I stick with cr. MP > st. MK instead. What Tokido does to try and trick his opponents though is neutral jump and if it works then you’ll get a j. HP as well.

What I prefer doing to try and fool people is LK demon into jab air fireballs and forward jump into the same combo. I have no idea if people have a easier time telling between a LK and MK demon or a neutral or forward jump, but I’m just doing it this way because I feel it might be better.

Lk demon wont cross up,mk demon cross up depends on your timing, if you do a late forward jump it wont cross up, neutral jump too, its virtually impossible to react to if he did a n.j or f.j, i havent played akuma since kolin so i dont remember some setups but i know you can do use another demon flip instead of the f.j, vesper has a video where he explains the 50/50, personally i use the ex dp xx vtc… forward jump lp fireball, land then lk tatsu for non-cross up and mk tatsu for corpse hop and cross up.

How do you fight Menat? I am completely free to her.
Saw those tokido vs sako matches. Sako dominated, then tokido decided not to play midrange at all. He stayed away or went in, which got him one game, but sako still took the set easily.

… so i am using vtrigger2 despite feeling vtrigger1 is the far better option more often than not

Same here, I think VT1 is better. But I find VT2 more fun. It opens up many more possibilities, but it’s not the round stealer that VT1 is. Nice video you posted in the other thread. I tried to get cross up tatsu into EX tatsu > EX fireball to work. But I always tried it mid screen. I guess it will only work in the corner?

new and novel is always interesting!

yup, the cross up tatsu has been a poor option since the arrival of Akuma in sfv … i would sometimes use it to close out a round but air light kick cross up is safer and easier

with vtrigger2 it gains some usability in the corner when burning all of the vgauge in exchange for 205 dmg and 300 stun … a basic medium kick cross up combo can net 250+ dmg and 400+ stun (no vtrigger or ex) so its pretty limited in use beyond high level play where the opponent knows hes safe from a cross up until. . bam! cross up tatsu!! seems like useful tech if you have established a pattern vs your opponent i.e the throw in the corner example i showed

is it possible to juggle after super in the corner anymore? i tried mp and hp dp and they wouldn’t connect.

nah, they fixed that in AE.

well that sucks

it didn’t much damage anyway, it was mostly there for good measure. Anyway, Akuma is still pretty strong so farmin AE. I like what they did with the F+HP move, now it’s -1 on block but it’s +5 on hit so you can follow up with an MK and get a big combo out of it.

You can still link f+hp after a super in the corner … I’ve won some rounds doing that actually

However you can do it to earlier and late … And the consequence for doing so might outweigh the benefits if it’s not a closing out the round situation