The Akuma Thread

Yeah, I was the one who suggested that all the hits of the SRK connect. Also, his air fireball should have 2 frames of recovery like it will have in AE 2014, not more. 50 health would be nice but I’m not hopeful.

Fuck, how do I convert my footsies into pressure? I literally find myself out-footsie’ing most of my opponents, I’m landing sweeps constantly. Except once I do that I don’t convert it into anything. Usually they roll away and I guess wrong.

Hmm a tough one considering hard knockdowns aren’t worth much in this game compared to SF4.

If they’re rolling after your sweep that should be an insta throw. Back throw is a good choice if you want to keep them close. Forward throw for set-ups.

Or you could do a high/low mix-up in the form of cr.:lk: for the low, :f:+:mp: for the overhead option.

I think you could also use st.:mk:> option select launcher for whiff punishment instead of cr.:hk:. Slightly less range but its recovery (18 frames for st.:mk: and 29 frames for cr.:hk: according to the frame data) is not as bad as cr.:hk: so you won’t be completely boned against the majority of the cast (save from someone with a fast jump arc such as Juri to an extent or someone with a speed gem on.)

Although anti airing after a whiffed st.:mk: is slightly harder than say cr.:mk: as it moves you forwards slightly so SRKs can whiff if someone jumps in relatively close to you. But it’s an option nonetheless.

Try to incorporate more grab if the opponent likes to block.

Jump attack more. Rotating between Tatsu/divekick/j.mk should land you some good hits.

overhead switch cancel should net you 320+ damage. Use this often to condition your opponent to block high.

Also you can play akuma kinda like cammy if you dont mind being cheap. His standing jab is ridiculously good. Hits far and 3f. Just jab jab jab into abc is more effective than you think.

If you want to see how others pressure with Akuma, you should watch video of Her0 of time and NGB Demonbry19. They have the best akumas on XBL. Their pressure game is crazy.

BTW, i think i played you on xbl a couple days ago. You used Law/Ryu right?

@guy986 Possibly. I use that team sometimes. What’s your tag and who did you use?

I was using an Alt account. I was the D rank team with Rufus/Akuma that empty jump demoned you on both rounds. Dunno if you remember.

Ohhhhhhh, yes I remember!!! You wrecked my shit that day, GGS!

I thought I’d post this up here since it’ll make more sense than posting in the GD.

Not the greatest of stuff mentioned in the video since it’s mostly simple mix-ups but they are options nonetheless.

Wow. Good stuff. Gonna try some of that.

Found a 5 frame safe jump. The timing seems to be pretty strict though. I get a 6 frame safe jump most of the time :frowning:

(Post tag) cl. hk xx cadc , cl. hk xx lp shakunetsu (whiffs) , whiff cr. mp , j. mk

Chun-Li Vs Akuma Match Up

Chun-Li’s Strengths:

Footsies.

Zoning.

Tag cancelling ability.

Anti fireball super art.

Frame traps.

Tick throws.

Chun-Li’s Weaknesses:

No one size fits all anti air.

Horrible okizeme.

Lack of damaging combos.

Low comeback factor.

Poor Pandora set ups.

Susceptible to raw launch.

Atrocious wake up game in certain match ups.

No true reversal.

Nerfed hit box’s. Although, people aren’t taking advantage of that yet.

Floaty jump arc which makes her easier to anti air.

Has a harder time dealing with Tekken strings with gaps because of her lack of invincible reversals.

Akuma’s Strengths:

Zoning.

Anti airs.

Footsies.

Unaltered hit box’s. IE, he still has his Vanilla hit box’s. Most of the casts was expanded. Most notably in this match up, Chun’s.

Pandora setups.

Okizeme.

Option selects.

True meterless reversals.

Can nullify most characters strongest options with two bars. Think EWGF which is -1 on block.

Anti fireball techniques through Misogi and Demon Flip.

Harder to anti air in certain match ups thanks to his command dive kick.

Relatively safe tag cancel through a blocked boost chain into ClSt.HK.

Can be empty jumped but not safe jumped.

Damage output, I guess.

Frame traps

Tick throw game.

Akuma’s Weaknesses:

Low health. 850 is a big deal when fighting the Tekken cast, as their combos are so damaging.

Unsafe SRK tag cancels on block.

Relatively low team synergy.

Teleport was destroyed post patch rendering it useless. For the most part that is.

Combo wise, it’s hard for him to confirm into his Cr.Hp; the only move that forces stand from a realistic distance.

Vortex isn’t as potent, due to the fact that his Demon Flip doesn’t cross up on block. And the same goes for his dive kick.

Raging Demon possesses no invincibility frames.

Can struggle to keep up in a war of attrition vs other zoners with higher health. (Read Diago’s thoughts on Akuma to understand this more).

FSt.Hp into anything is gimmicky at best.

In comparison to Ryu’s reversal HP SRK, Akuma’s lacks range and cannot punish certain things that Ryu could.

Onto the match up.

I play the Chun match like this.

Chun without two bars:

Do as you please. His sweep and fireballs are effective now. Don’t be afraid to jump at her, but of course don’t always jump. Akuma’s command dive kick is great for stuffing her situational anti airs. Watch out for her trying to launch you if you get predictable with your block strings. Think Cr.Mp XX Cr.Mp. Alter your frame traps to make launcher whiff and blow up her crouch tech attempts. Chun’s health is only 50 more than yours. So make sure that you make your damage count. Combos into sweep are highly effective vs her when you learn to safe jump her wake up, and option select her. Don’t be afraid to drop your combo and tick throw her, as most times when Chun is on her back, she loses. Demon flip post knockdown is almost guaranteed as a mix up, as Chun can’t do much to escape your pressure. If you sweep from too close Chun’s St.Hp will punish. Watch your fireball spacing, as her Cr.MP is a great anti fireball tool. (I’ll attach the fireball spacing link underneath). One very key thing to remember: if you’re afraid to launch Chun, she will just crouch tech. You have to make her FEAR your pressure. Most Chun’s revert to this defensive technique when under intense pressure. And with throw ranges being so small, there’s an even greater incentive to press Cr.Lk. That’s why you have to make her fly high into the sky. Oh, and use the clock to your advantage.
I treat Akuma like Magneto in UMVC3. You’ll only get caught if you WANT to. Shall I expand? Demon Flip Palm has no grounded recovery. Providing you don’t use it predictably, you can escape most situations and reset the neutral. This enables Akuma to play a strong keep away game. And don’t forget about his walkspeed. Although, Chun’s is just as good.
Be prepared to punish neutral jumps by walking towards her and using your MP DP as she’s coming down. Cross ups at neutral don’t exist as long as you can walk forward and press Cr.Hp or SRK. SRK trades can be good from time to time. They enable you to build some more meters and inflict more damage. Alter your fireball game with red fireballs or air fireballs, sporadically. Jump back fireball is good, be when used from too close will guarantee a free punish.
Learn to find the max distance of Akuma’s Cr.Hk. Trades with Chun’s normals will always end up in your favour. Well, providing you can make his oki count. Cr.Lk XX Cr.HK option select is very strong vs Chun and counter hit Cr.Lk can lead into many combo opportunities. And the OS part of it will always catch her back dash.

Chun with two bars:

Forget about his sweep and ANY kind of fireball. You have to be very precise when throwing fireballs now, as she can punish your fireball from almost any range. Your sweep is now irrelevant because her Super Art punishes from all ranges. Even if you hit her with the tip of it (max footsie range). Your aim now is to try and make her burn a bar to get back into a favourable position. In my opinion, if you trade with her normal with your sweep, the match swings into your favour. As there is numerous ways to make her burn a bar. Think safe jumps and option selects. But if she blocks…you’ll lose a lot of health. And depending on her gem setup, it could cost you the round.

Final insight:

Is losing 250 worth it for her using her Super Art. Well it depends, at the start of the round, you can recover. But if your health is low, forget about it.

FOOTISES, learn FOOTSIES! Chun’s entire game revolves around it. If you can’t keep up in footsies then you’re done.

Anti airs: please just practice them.

Consider her partner too. If she plays a heavy hitting character like Kazuya or Nina, try to keep Chun in for as long as possible. Simply because if she boosts or worst yet, lands legs XX Tag Cancel, you’ll lose too much health.

Shared from Google Keep

Interesting. For the most part I also thought the match up was up was even until she gets 2 bars.

What are your thoughts on the Bryan match up?

I feel with Bryan you have to know his gimmicks first and realize his weaknesses second.

His gimmicks have holes in them that can be punished by SRK, but a smart Bryan player won’t use them. Remember that he has no way to safely chip you and that your fireball, plus his lack of anti fireball moves makes it much easier for you to control the flow of the match. Sweep is a major NO NO because of F+MK and Mach Breaker. Forget about fireballs when he has two bars, as his SA punishes them instantly. Oh, and keep your meter stocked, Raging Demon is AWESOME vs him. :stuck_out_tongue:
What’s your view on the match vs Bryan?

I feel with Bryan you have to know his gimmicks first and realize his weaknesses second.

His gimmicks have holes in them that can be punished by SRK, but a smart Bryan player won’t use them. Remember that he has no way to safely chip you and that your fireball, plus his lack of anti fireball moves makes it much easier for you to control the flow of the match. Sweep is a major NO NO because of F+MK and Mach Breaker. Forget about fireballs when he has two bars, as his SA punishes them instantly. Oh, and keep your meter stocked, Raging Demon is AWESOME vs him. :stuck_out_tongue:
What’s your view on the match vs Bryan?
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I feel like Bryan wrecks Akuma in neutral. Better normals and can easily stop fireballs once he has one bar (ex mach or ex knee). Most of Bryan’s normals including far mp, far hk, and f.mk out range and beat Akuam’s cr.mk. Sweep can only be used for punishing.

If Akuma gets a knock down. he can bully Bryan to a certain point. You can throw him out of all of his reversals. Have to be careful of ex rekka since it has armor and is 0 on block. I play Windalfr all the time and he feels the same way.

What exactly can Akuma punish with srk and demon?

Dunno whether anyone is going to read this, but since people like to roll towards the corner to escape his setups, I worked on something.

If you end up in the corner after cl. hk xx hk demon flip and whiff cl. lk, people will usually expect some setup (demon flip dive kick/empty demon flip palm, etc.). If you expect the opponent to roll, you can back dash after the cl. lk and meaty with cl. mp.
I tested it and you have to block the cl. mp by holding forward… , cr. mp xx ex tatsu = potentially 500~+600 dmg.

Oh and I was able to cross up with the d+mk dive kick after a back throw. It crosses up but you can block it by holding back. I don’t know whether that is ambiguous.