I didn’t watch all the vids, but as a glancing tip I think you need to play Akuma less intuitive than that. Between the frequent air fireballs there were aggressive roundhouses, sweeps with some EX demon flips and LP SRKs on wakeup that all seemed to be chasing shadows at times.
Try to play more cautious, reactive and methodical in using Akuma’s toolset to take control of your opponents options and space. Try and make your approach more observation based.
Example:
Between the fireball exchanges at mid range, use a neutral jump on occassion. If during your time in the air the opponent jumps in to challenge you in the air, use you nuetral jump MK to defend this space and reset them back to where they were. (with a small recovery advantage or fireball or demon flip or something) If they’re going to throw a fireball for you to land on, have your latent air fireball ready to hover above it and let is pass; giving you the chip on them and some frame advantage. A low air fireball gives you quicker recovery and helps boost your frame advantage.
If they look to advance on you for the sweep, an EX air fireball will help you defend this space aswell, although your are not assured safety if they’ve lined it up right. If they haven’t got it right, the EX air fireball gives you a chunky combo here. When Momochi played Daigo last year, he really used this against Daigo who wasn’t as experienced in looking for the sweep here and this gave Momochi a big damage source in their sets.
If they jump in later on you in the falling part of your jump, be ready to SRK them on landing or leave a cr.MK for them to land on or whatever is appropriate for the positioning of their jump. If they nothing while you were airborne, just land to block their next fireball/continue your ground game, or use a low air fireball to apply some pressure, even use the frame advantage to walk in for a cr.MK to Demon Flip etc.
Use cr.MK in your footsie game as the range limit of ‘sticking things out’ using an occassional sweep either reactively to punish whiffs or to help keep them in check from just out of cr.MK range. Try to reserve double roundhouse as punishment, interupting focuses or occassionally to catch them walking in on you. It’s high risk for leisurely use, especially against Ryu, although it’s otherwise very useful for applying pressure on characters who can’t duck it.
Something I noticed on one occassion was you had a HP Shoryuken reversal blocked with a two stock of EX and didn’t focus cancel out. This position didn’t seem like it would be a common scenario in your game but you want to aim more toward something like that with reversal Shoryuken.
The HP is a 3 hitter although the range for one of the hits not to vanish is very small (around crouch jab or short reach) so when you are close enough for the 3 hits to be blocked, that is plenty of time to hit confirm and FADC to safety if you are blocked here. It means you can reverse a bit more freely once you’re close and have that safety net and don’t have to lose the meter before you know what’s going to happen.
It’s less about chancing LP SRK reversals in the open in case they move into your space (almost twice the recovery of ryu’s on block and whiff btw) and more about sizing up a good time for your reversal attempt and having the meter management to go for it with a minimal risk.
That’s generally the way you gotta roll with Akuma.