How to deal with Akuma

Akuma is aerial during teleport, so only juggling attacks can combo him.

So can you, say, punish a teleport with two Tiger Knees on reaction?

Well I don’t know about on reaction since it’s pretty fast, but yes.

lol he’s airborne to boot.

Christ, does this guys need any more buffS?

I’m not gonna be paying attention to this thread as much for a while, so if someone posts up some new info and people want it posted on the first post, just pm me about it.

Have not tried this myself yet since i can’t seem to find any good Akuma players to test it against but for Fei:

Since all flying kicks have invinc startup and short version has invic to projectiles doesn’t it beat air fireballs easily and then let you combo with flame kick ?

So can we get a list of how ell everyone does against him best to worst?

I don’t understand your frame 1 logic. Assuming you are right that P1 and P2 inputs are processed in random order, there’s two ways frame 1 could be processed:

  1. Raging Demon is processed before “enters recovery frame”: In this case the RD connects.
  2. “enters recovery frame” is processed before Raging Demon: In this case the RD still connects. The Raging Demon is still processed, just second in order.

So by your logic the RD should hit 100% of the time, because no matter what order it processes in, the RD should be able to grab the reversal frame (according to your supposition).

Think more carefully. On that frame the opponent is regarded as stunned until the game processes them and updates their state. RD cannot grab someone out of stun, so it cannot grab if it is processed first on that frame.

Ok, let me explicitly spell out the four possibilities:

Frame 1:
1a) RD is processed before "enters recovery frame"
1b) “enters recovery frame” is processed before RD

Frame 2:
2a) RD is processed before jump
2b) jump is processed before RD

Can you label which scenarios result in a RD hit and which result in a RD whiff?

You are assuming ZERO frames of Raging Demon travel time. Akuma would have to be literally right on top of the opponent for this to happen, meaning his tick can’t have any push back.

I don’t think this has already been posted, but after a crossup AFB, Akuma was able to hit my Ken AT THE SAME TIME as the AFB. Usually the AFB hits first, and you’re supposed to block it db, and then switch to df, as Akuma is on the other side of you, in order to block his follow up combo. I was blocking db, but the AFB was super slow or something, I don’t think it was lag, and my Ken was not facing forward anymore. He switched direction to face Akuma BEFORE the AFB hit. In that case, there’s no way to block something like that, if it’s repeatable. And if it is repeatable, then Akuma is definitely broken.

Did you switch the direction you were blocking? I could see it being unblockable if akuma DIDN’T attack (like rose tricks in A2), but if he attacks you should always be able to block low the other way.

The only exception would be a theory posted elsewhere that some characters cannot block a air fireball low if it hits on the back part of their sprite, that hasn’t been confirmed and i haven’t seen details on it.

No I didn’t switch direction. I always hold db until the block confirm of the AFB, no matter what Akuma is doing, and THEN I switch to df. My Ken switched direction even though I was holding db. I just played some more with another good Akuma and it hasn’t happened again, but it was a weird AFB. Super high and super slow. Might be possible if you do it with Jab at the highest possible height.

ST is a weird game where strange, random, and almost unrepeatable things happen. My only question is why block the air fireball low instead of high? Ken’s not a charge character, so it is probably better to block air fireballs high so they hit earlier.

^^You’re right. It might be one of those weird things that only work on zero speed. Like Ken’s Tatsu into Super.

Blocking high is not a good idea. Akuma can do his cr.Forward>Tatsu>Shoryuken>dizzy combo. The only time blocking high is good, is if you think he’s going to mixup crossup rh or if he’s got meter so you can jump the RD.

Check out Sprint’s posts earlier. You can jump out of demon 25% of the time, crouch block doesn’t matter.

so basically they should remove the RD and akuma wouldnt be AS broken???
ive never played a good akuma seeing as how the ps3 has nothing but scrubs online.
but if everything u guys are saying is true, its a good thing i havent played a good akuma cause i would have broke my tv along wit my bong…i have rage issues lol

It would be nice to see actual match vids demonstrating what can be done against akuma. It’s one thing to say x/y/z move beats akuma’s x,y,z move it’s another to pull it off consistently in a match.

I have zero problems with Akuma’s air fireballs with any characters I play (ken, deejay, sim). The super fast normal fireballs and invincible dps and shoto skills are the problem.

Every dude except Gief, Chun and Sim (as far as I can see) has a trade with the air fb, which is always against Akuma. Sim has the ability to beat it cleanly from anywhere except a wakeup situation (jump back fierce/mp/rh) so essentially neutralizes it.