Ok guys this thread and the others need some form of revitalization (albeit my ability to record videos right now is hampered by the people who are currently fixing my computer right now) so I’m going to drop another ‘gimmick.’
Like these other gimmicks, these are untested but hey untested stuff can lead to some form of success… like the Powerpuff Girls
(ugh I can’t believe I said that.)
Ok so the key gimmick here relies on Akuma’s EX Tatsumaki.
Akuma’s EX Tatusmaki is arguably one of his most under used tools and why would someone use this in the first place unless they’re in the corner?
Mid-screen however you can get some nice little tricks to screw over your opponent’s wake-up options.
Simply land an EX Tatsumaki on a standing opponent and then throw a LP or HP Fireball from your current position.
Best way to land one is arguably off of the following
Cr.MP > Cr.MP xx EX Tatsu.
OR
Cr.HP xx EX Tatsu.
Pick what you want but it has to be on a standing opponent if you want this to be MOST effective.
I’ll go over these options by going through the 3 wake-up options that the opponent has.
Option 1: Roll !
Arguably my favorite option as probably some of you know.
Do either a MK or HK Demon Flip (HK is a little harder to land though) and then do a Divekick.
If you time this right it will hit meaty on their wake-ups. Great for stuffing some pesky Cannon Spikes…unless they are EX ones.
This can also cross-up if the opponent thinks that it is a good idea to walk out of their rolls to avoid the divekick.
This can also allow you to avoid roll DPs from people like Ryu especially depending on your timings.
Ken is a little bit finnicky as sometimes he can hit you with his DP (All versions except HP) whereas sometimes he can’t. It can also stuff his HP SRK as well.
Option 2: Quickstand
This is where your choice of fireball matters I haven’t tested MP Version though…but I’ll get to it later…I hope 
If the opponent quick-stands then depending on what fireball you throw out, they can either take the fireball as meaty or just in their face a little bit.
LP Version travels near their face a little bit
HP Version hits as meaty
& I’m going to straight up assume that the MP Version either whiffs or is a mixture of the 2.
These fireballs allow you to put some pressure on them by getting in their face a little by using your Demon Flip Mobility to your advantage.
Your Demon Flips don’t go full-screen :(. However if your opponent thinks its a good idea to jump over the fireball and not block it then by using either an MK or HK Demon Flip > Palm follow-up, you can jump over there and smack them in the face for jumping over the fireball.
Sometimes you can hit them whilst they’re airborne for a free ground bounce juggle.
This all depends on learning the reaches of your opponent’s air to air moves. In most cases, the longest reaching one can be beaten by a MK Demon Flip > Palm but it depends…
Option 3: Wake Up Normally
Should the opponent wake up normally, then it all depends as to what version of fireball that you threw out.
The LP Version will hit as meaty whereas the other versions I believe whiff.
Use your HK Demon Flip to stay in pressure range. From here you can work around and either play some footsies or walk a little forwards and go for your overhead.
There is also the option to just straight up continue zoning them out should they decide not to advance. This works especially if you have a life lead but in general, opponents tend to roll whilst you have a life lead over them so this situation generally happens when you don’t have a life lead and you need to catch up.
DISCLAIMER: Yet again this is severely under tested and severely dangerous to use in a real match. Although it has given me some success. Use at your own risk…in fact why am I saying this?, You guys are Akuma Players. Risk is your game :D.