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    Street Fighter IV

    Game » consists of 9 releases. Released Jul 18, 2008

    After nearly a decade in hiatus, Capcom's signature mainline fighting game series resurfaces with its fourth main installment, combining the traditional 2D gameplay with modern fully-3D graphics.

    Matchup #2 - Akuma

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    lordofultima

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    Edited By lordofultima

     Your moves? Nothing.
     Your moves? Nothing.

    Next on the list is Akuma, a lot of people seem to think mirror match strategies are pointless, but since the Gouki Gouki one is full of so much shenanigans, I have to cover it. This is the match I know so well, that it makes me sick. My early SFIV career was based solely on mirror matches, and it shows. 

    Normals

    Jab
    Akuma’s all purpose hit-confirm is his jab. Crouching, standing close, standing far, they all offer good frame advantage on both hit and block, and have only 3 frames of start-up. Getting clipped with a far standing jab means you’re going to get hit with far roundhouse or sweep. Jump jab is Akuma’s best air-to-air, since it has 7 active frames. Sure it doesn’t do a lot of damage, but it sets up a mixup on the ground immediately after.

    Strong
    Standing and jumping, the strong punch isn’t too useful. It can be used as a neutral air-to-air from time to time when you read a jump, but other than that, not great. Its true use lies with the crouching version, which is one of his best pokes. Counter-hit c.MP is pretty common if the Akuma is hitting his buttons at the right time, and since it only takes 4 frames to start-up, and offers a ton of hit-confirming opportunities afterward, expect to see this often.

    Fierce
    A deadly normal. Jumping fierce is an ok air-to-air option, but that’s not the half of it. Close standing fierce comes out in 4 frames, making it one of the fastest hard normals in the game, and is the primary tool for punishing BNB’s. He can even cancel the recovery of the close fierce with a demonflip or fireball which makes it a relatively safe option, and useful for hit-confirms. Crouching fierce stands up your opponent, but the primary use is for anti-air. Down fierce is traditionally one of the best Street Fighter normals, and it’s no different for Akuma’s. Any jump-ins that are too close for comfort can often get clean hit by down fierce, even cross-up tatsus. Akuma can even cancel the down fierce into a demonflip for rushdown shenanigans.

    Short
    Jumping and crouching short are the two main uses for the normal. Air-to-air it beats out stuff similar to jump jab, and it’s one of his best ambiguous jumping attacks as well. A lot of the times you’ll be expecting a cross-up MK and you get a standard jumping LK instead. Crouching, the short replaces a jab in a hit-confirm, and is used in conjunction with option select tricks. Starting with a low is often a good way to get the ball rolling, and offers similar frame-advantage to that of crouching jab.

    Forward
    Medium Kick is used for poking primarily, but is also his basic jumping attack/cross-up. His crouching forward isn’t nearly as good as Ryu or Ken’s, but it’s still good enough to 2-in-1 a fireball or ex fireball, into FADC into whatever else. I personally find that people don’t expect low forward into fireball like they do for Ryu, so Akuma can use this to his advantage. Of course, this is also the button of choice when buffering the demon, so a lot of times Akuma will be throwing out a crouching forward and buffering something nasty inside it, be cautious and spot these if you can.

    Roundhouse
    Akuma’s best normal, maybe one of the best in the game. His roundhouse is superior in all fields, the only exception being close standing roundhouse. Crouching, it’s a very fast sweep, faster than most others. It has nice range and can be used as a poke since it’s much harder to punish than other shotos. Jumping, it’s a great attack with nice range and damage, and is implemented in the vortex a fair bit. But yeah, there’s that whole far standing roundhouse. Some people say it’s pretty good. Hits twice, combos, pretty coo’.

    Overhead Chop
    The overhead chop has its place during EX air fireball pressure and wake-up games, but is also highly unsafe if blocked, and comes out super slow. It can also be used to buffer super or ultra, a technique called “kara”.

    Dive Kick
    The normal dive kick flat out sucks. There’s a demonflip version which we’ll get to, and that’s more than likely the one you’re going to see. If this version hits shallow, it won’t combo and the opposing player gets a free punish. If can often be mashed right through, proving how unreliable it is.

    Special Moves

    Fireball
    His main tool for zoning being a shoto, the grounded fireball comes in four variations: LP, MP, HP and EX. The difference is the rate of speed they travel, with good spacing he can catch you slipping by varying the speed of the fireball and by whiffing normals for mindfuck purposes. The EX version hits twice and knocks down on hit. In a corner Akuma can get creative with EX Fireball combos, with the ability to juggle afterward with an SRK.

    Air Fireball
    Akuma can throw an air fireball at any point while airborne. The angles of the fireballs vary on which strength is used, LP being the steepest and generally the safest (provided it’s a tiger knee fireball). The jab fireball is also used for cross-up tricks, so be on the look out. EX Zankuu shoots two fireballs at slightly different angles, and it’s probably the safest way for Akuma to jump in on an opponent’s wake-up as they act as a shield when he’s falling. He can of course get EX-DP’d through it, but other than that pretty safe. The EX fireball sets up a blocking trap in the corner as well.

    Red Fireball
    Akuma’s secret tool in the fireball is the shakunetsu. When he sees a gap he will strike from a safe distance with this, and depending on which strength is used, it will hit from 1 to 3 times. The stronger version of the fireball that is used, the slower the recovery, making this pretty unsafe – but also allowing his opponent to be tricked into thinking a jump attack is safe, the LP Red FB is useful for that. EX Shaku recovers just as fast as the jab version, does more damage and stun than HP, and is +12 frames on block, allowing Akuma to pressure you into a corner with it.

    Shoryuken
    The all purpose shoto anti-air and a prime ender for combos, shoryuken is something you have to respect when fighting any shoto character. This used in conjunction with safe fireballs gives Akuma a Ryu-like stature, but the main use is in his bread n’ butter combo. After popping his opponent into juggle with an LK tatsu, Akuma will usually juggle with LP or HP Shoryuken. The LP version if he’s FADC’ing into shakunetsu fireball. LP version hits once and does 130, MP hits twice and does 80/80, and HP hits 3 times and does 80/60/50. In FADC combos LP or MP will be used because of damage scaling. EX version has the exact same frame data as the HP, but it’s invincible all the way up, making it one of Akuma’s safer wake-up options.

    Hurricane Kick
    The LK Tatsu is used primarily in the BNB as already mentioned. After a jumping attack and normal/string the LK Tatsu is used to pop Akuma’s opponent into the air for a big juggle ender. MK version is fairly useless since the HK is better on the ground in every way. HK will be used to pass over projectiles; frames 7-36 are invincible so improperly spaced fireballs can be read and punished with it. If the distance is perfect, Akuma can also SRK juggle afterward, but this is very touchy. EX version hits may times and offers some nice invincibility, but the prime use is for hit-confirming on crouching opponents (since a normal tatsu will whiff). In a corner the EX tatsu can set up some sexy juggle combos, so be on the lookout.

    Air Hurricane Kick
    The air hurricane is mostly HK version, and is used either as an escape from a corner (coward copter) or as an offensive cross-up attack (x-up tatsu). The cross-up tatsu sets up a sweep afterward for an untechable knockdown, and thus begins the vortex. Of course Akuma vs. Akuma this doesn’t work too great, since he can just teleport out in response. You can also get clipped with a shoryuken after a x-up tatsu hits if Akuma just wants the guaranteed damage. The EX Air Tatsu is widely referred to as the “PHD” or “ED MA” since it’s a stunt performed by Ed Ma at the Denjin SBO 2009 Qualifiers. EX Tatsu causes akuma to stop in mid-air and spin around a bunch, which can set up a mixup upon landing next to an opponent, such as SRK, throw, or demon.

    Demonflip
    The demonflip offers so many options that it’s kind of silly to think about. It’s essentially a command jump, with four different follow-up attacks depending on what Akuma does afterward. It has three distinct ranges, and is good for punishing predictable projectiles since it travels almost the length of the screen with the HK version. The EX version has auto-tracking, which will go where-ever his opponent is located, but has a nasty habit of landing behind them. The demonflip can be whiffed repeatedly to gain meter as well.

    Palm Strike must be blocked high and is armor breaking untechable knockdown, so it stops pesky focusing in no time. It can seldom be used as an air-to-air, but the primary usage is in whiffing it. There is no landing recovery time if the palm is whiffed, and it sets up Akuma’s oki game very nicely.

    Dive kick is the equivalent of a jump-in attack, although it’s a little weaker than j.HK and a lot safer than it seeing as demonflips are harder to anti-air. It doesn’t have to be blocked high like a normal jumping attack, but it stands up opponents on hit allowing Akuma to combo however he pleases afterward. The biggest perk is that if it hits a combo is essentially guaranteed, unlike the normal poopy dive kick.

    Throw is like a normal throw, except done in the air. The range and timing is a bit difficult at first, but it’s one of Akuma’s better mixups. The strength of the demonflip also determines the range of the throw, the stronger verion the larger range. These are usually seen after Akuma conditions his opponent to expect jumping attacks/empty jumps, at which time they block and get thrown. Using this In conjunction with demonflips canceled out of normals can be very tricky.

    Slide is the last and least interesting option, and is done by hitting no buttons after inputting the Demonflip. It has a ton of recovery but does have the same properties as a sweep, and can be used meaty on an opponent’s landing. It definitely has use, but limited use.

    Teleport
    Teleport is the get out of jail free card, Akuma will use this to escape wake-up/mixup pressure and corner traps. It’s very readable so he has to be careful when using it, and it has a huge recovery time as well. But still, this is probably what people find the most upsetting about Akuma. There’s two ranges, short and far, as well as two directions he can go in. Learning how to spot these is essential in catching the bastard.

    Super Combo
    The super demon is essentially a zero frame grab, so at point-blank range, it’s inescapable on reaction. The only way an opponent could jump out is if they did so before the demon was activated. This is the main use for super, and it can be buffered into overhead chop or a demonflip palm for trickery. It only does 330 damage, but the way an Akuma player sees it: That’s a free 330 damage. You won’t often encounter the super since Akuma also enjoys the luxuries of EX moves and FADC combos, but once in a blue moon you’ll be reminded when the screen goes all black.

    Ultra Combo
    The ultra demon does a TON of damage, and is often a deal-breaker in what is otherwise a pretty chill match. It can’t be thrown out randomly since it’s easy to escape, even at point-blank range. It does have a fair bit of startup invincibility however, which makes it deadly in conjunction with a c.MK or c.HK buffer. Once Akuma has ultra, it is no longer safe to jump, ever. He can grab you during your landing recovery frames, even if it’s an empty jump (provided it’s timed correctly). It’s great as a reversal through unsafe moves and ultras that are blocked, but the only way to combo into it is from a level 2/3 focus crumple. A good Akuma will be buffering demon jabs into just about everything he does, making any move you do in response very risky. Look out for demons buffered into cr.HK, a lot of the time the other Akuma is fishing for a focus, and when they receive it they will finish the demon and obliterate.

    Strategy

    The Akuma mirror is largely dependent on tricks since a lot of the zoning and wake-up games don't really apply. The opposing Akuma as well as yourself can teleport or otherwise escape out of a lot of situations that would normally put another opponent under a lot of pressure. Akuma travels by demonflip much of the time, so anti-airing with your typical shoryuken becomes a very risky proposition, and red fireballs should be used sparingly in fear of ex flips on reaction.

    Whoever can poke better and capitalize on opportunities seems to win this match-up. You wouldn't think so, but Akuma has a hard time getting out of a corner against another Akuma, the opponent can trap you effectively with moderately spaced ground fireballs, and mixes it up jumping in with air fireballs as a shield, going into a three-way mixup with either a low attack, overhead, or throw as the fireballs connect.

    The far st.HK seems to obliterate, which is both good and bad since your opponent can also abuse it. Upon a blocked far st.HK, there is a 0 frame advantage/disadvantage for both players, which sets up a metagame in itself. Either player can choose to poke/counterpoke, jump, walk-up throw, shoryuken, walk back, etc.

    Poorly spaced air fireballs while jumping forward or backward can lead to anti-air ultra, which can either be buffered into a cr.MK/HK to lower hitbox, or with far st.HK to traverse under said fireballs. This little trick can be counter-acted by tiger-kneeing jab air fireballs, which will usually hit Akuma as he tries to slip under them.

    Protips

    • Use Shakunetsu Fireballs sparingly, even the quicker ones are easily punished by psychic flips.
    • Go for the damage whenever possible, since mix-up and vortex have little effect on another Akuma.
    • Never back yourself into a corner or you’ll get a taste of your own medicine.
    • Don’t overuse teleport, especially when the other Akuma has meter. Demon demon demon!
    • Buffer demons with far st. HK to traverse under air fireballs, and c.MK for everything else.
    • Don’t fight midrange with another akuma if your footsies aren’t good enough, st.HK beasts on Akuma.
    • If you're losing in the rushdown game, by all means back the hell up and revert to Ryu-style fundamentals. Simple and effective.
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    lordofultima

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    #1  Edited By lordofultima

     Your moves? Nothing.
     Your moves? Nothing.

    Next on the list is Akuma, a lot of people seem to think mirror match strategies are pointless, but since the Gouki Gouki one is full of so much shenanigans, I have to cover it. This is the match I know so well, that it makes me sick. My early SFIV career was based solely on mirror matches, and it shows. 

    Normals

    Jab
    Akuma’s all purpose hit-confirm is his jab. Crouching, standing close, standing far, they all offer good frame advantage on both hit and block, and have only 3 frames of start-up. Getting clipped with a far standing jab means you’re going to get hit with far roundhouse or sweep. Jump jab is Akuma’s best air-to-air, since it has 7 active frames. Sure it doesn’t do a lot of damage, but it sets up a mixup on the ground immediately after.

    Strong
    Standing and jumping, the strong punch isn’t too useful. It can be used as a neutral air-to-air from time to time when you read a jump, but other than that, not great. Its true use lies with the crouching version, which is one of his best pokes. Counter-hit c.MP is pretty common if the Akuma is hitting his buttons at the right time, and since it only takes 4 frames to start-up, and offers a ton of hit-confirming opportunities afterward, expect to see this often.

    Fierce
    A deadly normal. Jumping fierce is an ok air-to-air option, but that’s not the half of it. Close standing fierce comes out in 4 frames, making it one of the fastest hard normals in the game, and is the primary tool for punishing BNB’s. He can even cancel the recovery of the close fierce with a demonflip or fireball which makes it a relatively safe option, and useful for hit-confirms. Crouching fierce stands up your opponent, but the primary use is for anti-air. Down fierce is traditionally one of the best Street Fighter normals, and it’s no different for Akuma’s. Any jump-ins that are too close for comfort can often get clean hit by down fierce, even cross-up tatsus. Akuma can even cancel the down fierce into a demonflip for rushdown shenanigans.

    Short
    Jumping and crouching short are the two main uses for the normal. Air-to-air it beats out stuff similar to jump jab, and it’s one of his best ambiguous jumping attacks as well. A lot of the times you’ll be expecting a cross-up MK and you get a standard jumping LK instead. Crouching, the short replaces a jab in a hit-confirm, and is used in conjunction with option select tricks. Starting with a low is often a good way to get the ball rolling, and offers similar frame-advantage to that of crouching jab.

    Forward
    Medium Kick is used for poking primarily, but is also his basic jumping attack/cross-up. His crouching forward isn’t nearly as good as Ryu or Ken’s, but it’s still good enough to 2-in-1 a fireball or ex fireball, into FADC into whatever else. I personally find that people don’t expect low forward into fireball like they do for Ryu, so Akuma can use this to his advantage. Of course, this is also the button of choice when buffering the demon, so a lot of times Akuma will be throwing out a crouching forward and buffering something nasty inside it, be cautious and spot these if you can.

    Roundhouse
    Akuma’s best normal, maybe one of the best in the game. His roundhouse is superior in all fields, the only exception being close standing roundhouse. Crouching, it’s a very fast sweep, faster than most others. It has nice range and can be used as a poke since it’s much harder to punish than other shotos. Jumping, it’s a great attack with nice range and damage, and is implemented in the vortex a fair bit. But yeah, there’s that whole far standing roundhouse. Some people say it’s pretty good. Hits twice, combos, pretty coo’.

    Overhead Chop
    The overhead chop has its place during EX air fireball pressure and wake-up games, but is also highly unsafe if blocked, and comes out super slow. It can also be used to buffer super or ultra, a technique called “kara”.

    Dive Kick
    The normal dive kick flat out sucks. There’s a demonflip version which we’ll get to, and that’s more than likely the one you’re going to see. If this version hits shallow, it won’t combo and the opposing player gets a free punish. If can often be mashed right through, proving how unreliable it is.

    Special Moves

    Fireball
    His main tool for zoning being a shoto, the grounded fireball comes in four variations: LP, MP, HP and EX. The difference is the rate of speed they travel, with good spacing he can catch you slipping by varying the speed of the fireball and by whiffing normals for mindfuck purposes. The EX version hits twice and knocks down on hit. In a corner Akuma can get creative with EX Fireball combos, with the ability to juggle afterward with an SRK.

    Air Fireball
    Akuma can throw an air fireball at any point while airborne. The angles of the fireballs vary on which strength is used, LP being the steepest and generally the safest (provided it’s a tiger knee fireball). The jab fireball is also used for cross-up tricks, so be on the look out. EX Zankuu shoots two fireballs at slightly different angles, and it’s probably the safest way for Akuma to jump in on an opponent’s wake-up as they act as a shield when he’s falling. He can of course get EX-DP’d through it, but other than that pretty safe. The EX fireball sets up a blocking trap in the corner as well.

    Red Fireball
    Akuma’s secret tool in the fireball is the shakunetsu. When he sees a gap he will strike from a safe distance with this, and depending on which strength is used, it will hit from 1 to 3 times. The stronger version of the fireball that is used, the slower the recovery, making this pretty unsafe – but also allowing his opponent to be tricked into thinking a jump attack is safe, the LP Red FB is useful for that. EX Shaku recovers just as fast as the jab version, does more damage and stun than HP, and is +12 frames on block, allowing Akuma to pressure you into a corner with it.

    Shoryuken
    The all purpose shoto anti-air and a prime ender for combos, shoryuken is something you have to respect when fighting any shoto character. This used in conjunction with safe fireballs gives Akuma a Ryu-like stature, but the main use is in his bread n’ butter combo. After popping his opponent into juggle with an LK tatsu, Akuma will usually juggle with LP or HP Shoryuken. The LP version if he’s FADC’ing into shakunetsu fireball. LP version hits once and does 130, MP hits twice and does 80/80, and HP hits 3 times and does 80/60/50. In FADC combos LP or MP will be used because of damage scaling. EX version has the exact same frame data as the HP, but it’s invincible all the way up, making it one of Akuma’s safer wake-up options.

    Hurricane Kick
    The LK Tatsu is used primarily in the BNB as already mentioned. After a jumping attack and normal/string the LK Tatsu is used to pop Akuma’s opponent into the air for a big juggle ender. MK version is fairly useless since the HK is better on the ground in every way. HK will be used to pass over projectiles; frames 7-36 are invincible so improperly spaced fireballs can be read and punished with it. If the distance is perfect, Akuma can also SRK juggle afterward, but this is very touchy. EX version hits may times and offers some nice invincibility, but the prime use is for hit-confirming on crouching opponents (since a normal tatsu will whiff). In a corner the EX tatsu can set up some sexy juggle combos, so be on the lookout.

    Air Hurricane Kick
    The air hurricane is mostly HK version, and is used either as an escape from a corner (coward copter) or as an offensive cross-up attack (x-up tatsu). The cross-up tatsu sets up a sweep afterward for an untechable knockdown, and thus begins the vortex. Of course Akuma vs. Akuma this doesn’t work too great, since he can just teleport out in response. You can also get clipped with a shoryuken after a x-up tatsu hits if Akuma just wants the guaranteed damage. The EX Air Tatsu is widely referred to as the “PHD” or “ED MA” since it’s a stunt performed by Ed Ma at the Denjin SBO 2009 Qualifiers. EX Tatsu causes akuma to stop in mid-air and spin around a bunch, which can set up a mixup upon landing next to an opponent, such as SRK, throw, or demon.

    Demonflip
    The demonflip offers so many options that it’s kind of silly to think about. It’s essentially a command jump, with four different follow-up attacks depending on what Akuma does afterward. It has three distinct ranges, and is good for punishing predictable projectiles since it travels almost the length of the screen with the HK version. The EX version has auto-tracking, which will go where-ever his opponent is located, but has a nasty habit of landing behind them. The demonflip can be whiffed repeatedly to gain meter as well.

    Palm Strike must be blocked high and is armor breaking untechable knockdown, so it stops pesky focusing in no time. It can seldom be used as an air-to-air, but the primary usage is in whiffing it. There is no landing recovery time if the palm is whiffed, and it sets up Akuma’s oki game very nicely.

    Dive kick is the equivalent of a jump-in attack, although it’s a little weaker than j.HK and a lot safer than it seeing as demonflips are harder to anti-air. It doesn’t have to be blocked high like a normal jumping attack, but it stands up opponents on hit allowing Akuma to combo however he pleases afterward. The biggest perk is that if it hits a combo is essentially guaranteed, unlike the normal poopy dive kick.

    Throw is like a normal throw, except done in the air. The range and timing is a bit difficult at first, but it’s one of Akuma’s better mixups. The strength of the demonflip also determines the range of the throw, the stronger verion the larger range. These are usually seen after Akuma conditions his opponent to expect jumping attacks/empty jumps, at which time they block and get thrown. Using this In conjunction with demonflips canceled out of normals can be very tricky.

    Slide is the last and least interesting option, and is done by hitting no buttons after inputting the Demonflip. It has a ton of recovery but does have the same properties as a sweep, and can be used meaty on an opponent’s landing. It definitely has use, but limited use.

    Teleport
    Teleport is the get out of jail free card, Akuma will use this to escape wake-up/mixup pressure and corner traps. It’s very readable so he has to be careful when using it, and it has a huge recovery time as well. But still, this is probably what people find the most upsetting about Akuma. There’s two ranges, short and far, as well as two directions he can go in. Learning how to spot these is essential in catching the bastard.

    Super Combo
    The super demon is essentially a zero frame grab, so at point-blank range, it’s inescapable on reaction. The only way an opponent could jump out is if they did so before the demon was activated. This is the main use for super, and it can be buffered into overhead chop or a demonflip palm for trickery. It only does 330 damage, but the way an Akuma player sees it: That’s a free 330 damage. You won’t often encounter the super since Akuma also enjoys the luxuries of EX moves and FADC combos, but once in a blue moon you’ll be reminded when the screen goes all black.

    Ultra Combo
    The ultra demon does a TON of damage, and is often a deal-breaker in what is otherwise a pretty chill match. It can’t be thrown out randomly since it’s easy to escape, even at point-blank range. It does have a fair bit of startup invincibility however, which makes it deadly in conjunction with a c.MK or c.HK buffer. Once Akuma has ultra, it is no longer safe to jump, ever. He can grab you during your landing recovery frames, even if it’s an empty jump (provided it’s timed correctly). It’s great as a reversal through unsafe moves and ultras that are blocked, but the only way to combo into it is from a level 2/3 focus crumple. A good Akuma will be buffering demon jabs into just about everything he does, making any move you do in response very risky. Look out for demons buffered into cr.HK, a lot of the time the other Akuma is fishing for a focus, and when they receive it they will finish the demon and obliterate.

    Strategy

    The Akuma mirror is largely dependent on tricks since a lot of the zoning and wake-up games don't really apply. The opposing Akuma as well as yourself can teleport or otherwise escape out of a lot of situations that would normally put another opponent under a lot of pressure. Akuma travels by demonflip much of the time, so anti-airing with your typical shoryuken becomes a very risky proposition, and red fireballs should be used sparingly in fear of ex flips on reaction.

    Whoever can poke better and capitalize on opportunities seems to win this match-up. You wouldn't think so, but Akuma has a hard time getting out of a corner against another Akuma, the opponent can trap you effectively with moderately spaced ground fireballs, and mixes it up jumping in with air fireballs as a shield, going into a three-way mixup with either a low attack, overhead, or throw as the fireballs connect.

    The far st.HK seems to obliterate, which is both good and bad since your opponent can also abuse it. Upon a blocked far st.HK, there is a 0 frame advantage/disadvantage for both players, which sets up a metagame in itself. Either player can choose to poke/counterpoke, jump, walk-up throw, shoryuken, walk back, etc.

    Poorly spaced air fireballs while jumping forward or backward can lead to anti-air ultra, which can either be buffered into a cr.MK/HK to lower hitbox, or with far st.HK to traverse under said fireballs. This little trick can be counter-acted by tiger-kneeing jab air fireballs, which will usually hit Akuma as he tries to slip under them.

    Protips

    • Use Shakunetsu Fireballs sparingly, even the quicker ones are easily punished by psychic flips.
    • Go for the damage whenever possible, since mix-up and vortex have little effect on another Akuma.
    • Never back yourself into a corner or you’ll get a taste of your own medicine.
    • Don’t overuse teleport, especially when the other Akuma has meter. Demon demon demon!
    • Buffer demons with far st. HK to traverse under air fireballs, and c.MK for everything else.
    • Don’t fight midrange with another akuma if your footsies aren’t good enough, st.HK beasts on Akuma.
    • If you're losing in the rushdown game, by all means back the hell up and revert to Ryu-style fundamentals. Simple and effective.
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    Thrawn1

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    #2  Edited By Thrawn1

    I'm interested in seeing what you have to say about honda

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    Alex_Murphy

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    #3  Edited By Alex_Murphy

    Wow, that's a lot of info. I don't play Akuma much at all (probably because the way I have my controller configurerd I don't have a light punch so I can't do his ultra) I'd love to see one of these for Cammy tho. She can really lay on the damage fast, especially if you're not used to fighting her.

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    Thrawn1

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    #4  Edited By Thrawn1
    @Alex_Murphy said:
    " Wow, that's a lot of info. I don't play Akuma much at all (probably because the way I have my controller configurerd I don't have a light punch so I can't do his ultra) I'd love to see one of these for Cammy tho. She can really lay on the damage fast, especially if you're not used to fighting her. "
    .....how do you play without lp?
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    lordofultima

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    #5  Edited By lordofultima
    @Thrawn said:
    " @Alex_Murphy said:
    " Wow, that's a lot of info. I don't play Akuma much at all (probably because the way I have my controller configurerd I don't have a light punch so I can't do his ultra) I'd love to see one of these for Cammy tho. She can really lay on the damage fast, especially if you're not used to fighting her. "
    .....how do you play without lp?  
    lmao, I can't imagine not playing with jab.
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    #6  Edited By Thrawn1

    the regular controller has enough buttons for all 6 normals,  and 2 extra for 3xpunch and 3xkick. There's not any reason to set any of the buttons to focus or throw, those are easy enough to get out with the default layout. Just hit lp and lk with you thumb at the same time for throw and same for the focus buttons.
     
    I knew somebody who used to play by only hitting the 3xp and 3xk buttons. I asked him why and he said that he uses those to ultra, and he never uses anything else than the hardest version of every move, so why bother using more than two buttons? .............facepalm...............

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    lordofultima

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    #7  Edited By lordofultima
    @Thrawn said:
    " the regular controller has enough buttons for all 6 normals,  and 2 extra for 3xpunch and 3xkick. There's not any reason to set any of the buttons to focus or throw, those are easy enough to get out with the default layout. Just hit lp and lk with you thumb at the same time for throw and same for the focus buttons.  I knew somebody who used to play by only hitting the 3xp and 3xk buttons. I asked him why and he said that he uses those to ultra, and he never uses anything else than the hardest version of every move, so why bother using more than two buttons? .............facepalm............... "
    Yeah I actually know multiple people who get rid of either light attacks or medium attacks, and only use the 4 face buttons to play. It puzzles me.
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    #8  Edited By Alex_Murphy
    @lordofultima said:
    " @Thrawn said:
    " @Alex_Murphy said:
    " Wow, that's a lot of info. I don't play Akuma much at all (probably because the way I have my controller configurerd I don't have a light punch so I can't do his ultra) I'd love to see one of these for Cammy tho. She can really lay on the damage fast, especially if you're not used to fighting her. "
    .....how do you play without lp?  
    lmao, I can't imagine not playing with jab. "
    Well I can still back people off with light kicks but I had to sacrifice one button for things like 3 punches, EX moves and throws. It does kinda suck when I try to play Gouken and I can't throw a straight fireball.
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    Stang

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    #9  Edited By Stang

    You haters gotta slow your roll! When I used pad, I was missing short. Now that I think about it, I also lost a shit load back then :p
     
    Ultima, I don't know how you pay the bills, but if you are not doing something that involves putting your words on paper, you are doing it wrong. Good shit as usual.

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    #10  Edited By Thrawn1
    @Alex_Murphy: if you hit both light punch and light kick a throw will come out. hit any two punch buttons or any two kick buttons for an ex move.
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    SpecialBuddy

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    #11  Edited By SpecialBuddy

    I say you skip right to Gen. I want to see what you put. Could give me a laugh.

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    #12  Edited By Alex_Murphy
    @Thrawn said:
    " @Alex_Murphy: if you hit both light punch and light kick a throw will come out. hit any two punch buttons or any two kick buttons for an ex move. "
    Yea, but I'm using the regular Xbox controller so it's not that easy to hit two punch buttons at the same time so I'd just rather sacrifice a button and get a guaranteed EX or throw whenever I want.
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    #13  Edited By napalm

    When Akuma fights Akuma, the universe will explode into microcosms.

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    #14  Edited By Thrawn1

    just practice it. i used my thumb to hit both x and a which are the default mp and lp buttons. i really don't think it's possible to play sf at a high level when you can't even use lp

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    #15  Edited By lordofultima

    It seems ergonomically efficient to hit X and A at the same time personally. Your thumb lays on the controller at an angle anyway.

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    OwnlyUzinWonHan

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    #16  Edited By OwnlyUzinWonHan

    When you jump in and someone pulls out an ultra, will an EX tatsu get you out of trouble if you pull it off just before you hit the ground?

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    Pixelzombie

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    #17  Edited By Pixelzombie

    It's kind of ironic how Akuma himself is the easiest dude to land demons on. Usually is for me on my G2 homies, at least.

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    #18  Edited By lordofultima
    @OwnlyUzinWonHan:  Yeah EX Tatsu gets you out of pretty much any ultra used as an anti-air, unless it's something like Gen's which jumps into the air to grab you. Doesn't have to be super precise, you can pretty much EX tatsu at any point in a jump, meaning you can do it super high up, or really low to the ground (which will actually hit the person doing the demon). 

    @Pixelzombie: I'd probably say it's much harder, you can't anti-air Akuma with a demon the same way since Tiger Knee'd Air fireballs destroy that and AA uppercuts. The only time you land a demon against Akuma is if they make a horrible mistake or you hit them with a focus, and you can't base you game around people making mistakes.
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    Plasma

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    #19  Edited By Plasma
    @lordofultima said:   you can't base you game around people making mistakes. "
     
    Do if you play Yang. Err... I mean Fei Long or any turtle character...
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    #20  Edited By Pixelzombie
    @lordofultima: My experience with it landing often is definitely based on mistakes, such as jumpback air fireballs and, most importantly, catching teleports/wiffed demons. Generally, the Akumas I play online seem to carelessly do lots more demon-unsafe moves than other characters.
     
    But yeah, without those mistakes made I can't argue with that. I do find this game pretty much revolves around punishing mistakes at the common skill levels though :)
     
    edit\ These are cool writeups, by the way.
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    #21  Edited By napalm
    @Plasma said:
    " @lordofultima said:   you can't base you game around people making mistakes. " Do if you play Yang. Err... I mean Fei Long or any turtle character... "
    There is a difference between punishing mistakes and using their strengths against them.
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    #22  Edited By lordofultima
    @Napalm: Give me an example of "using their strengths against them" that isn't them making a mistake. You can't base your game around mistakes that they make, pretty simple. Everyone makes mistakes and turtle characters can certainly capitalize on these, but you don't write a match-up about Ryu and say "make him whiff uppercut and that's when you strike." If he never whiffs uppercuts you will lose. Also, Fei Long is the opposite of turtle character.
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    #23  Edited By Plasma
    @lordofultima: Yeah I know, Yang and Fei Long are reactionary characters. You wait for opportunities and you strike, most of these opportunities are mistakes.
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    #24  Edited By lordofultima
    @Plasma: Well obviously if a person makes no mistakes they would never lose, but what I'm saying is you can't base your game around them making mistakes. They're not going to win all the matches for you, you have to have solid fundamentals also, and setting your entire game up around people's mistakes is prepping yourself for failure.
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    #25  Edited By Plasma
    @lordofultima: Lies! LIES! ... ok maybe your right. 
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    #26  Edited By napalm
    @lordofultima said:

    " @Napalm: Give me an example of "using their strengths against them" that isn't them making a mistake. You can't base your game around mistakes that they make, pretty simple. Everyone makes mistakes and turtle characters can certainly capitalize on these, but you don't write a match-up about Ryu and say "make him whiff uppercut and that's when you strike." If he never whiffs uppercuts you will lose. Also, Fei Long is the opposite of turtle character. "

    I was actually backing up your point because it makes sense?
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    #27  Edited By lordofultima
    @Napalm: Oh ok, well thanks! Haha. I was having trouble interpreting your post from a negative standpoint, which I figured it must have been.
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    #28  Edited By turbomonkey138

    Can you grab him out of his ultra ?

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    #29  Edited By lordofultima

    You can do pretty much anything against his ultra but grabbing is awfully brave. I wouldn't recommend it, although Gief will pick your ass up in a second.

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    #30  Edited By Scooper

    I wouldn't like to attempt a grab against a demon during an online game. It would be like trying to time when to jump over a speeding ferrari coming towards you.

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    #31  Edited By napalm

    Holy shit, you can grab Akuma out of his Raging Demon? I am going to try that! I'm probably going to fail miserably, but being able to be like, "I grabbed him out of a Demon," would be quite amazing.

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    #32  Edited By lordofultima
    @Scooper said:
    " I wouldn't like to attempt a grab against a demon during an online game. It would be like trying to time when to jump over a speeding ferrari coming towards you. "
    Not only that, but it would have to be a February 2009 demon for you to actually grab them. Like 3/4 the screen whiff 100 jabs demon.
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    #33  Edited By Scooper
    @lordofultima said:
    " @Scooper said:
    " I wouldn't like to attempt a grab against a demon during an online game. It would be like trying to time when to jump over a speeding ferrari coming towards you. "
    Not only that, but it would have to be a February 2009 demon for you to actually grab them. Like 3/4 the screen whiff 100 jabs demon. "
    wat
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    #34  Edited By lordofultima
    @Scooper: You know, scrub demon.
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    #35  Edited By Scooper
    @lordofultima: Those are to be savoured. When you see someone on the far side not paying any attention to what you're doing just trying to do a demon without any shortcuts and having to do it like 3 times taking 10 seconds for it to actualy work, then you wait till the very last moment and jump.
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    #36  Edited By Stang
    @Scooper: I got hit by a 3/4 screen demon last night, it was horrible. I tried to throw him out of it, but the timing was awful. To add insult to injury, Ken now has herpes.
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    #37  Edited By sho76und3wd

    I love using Akuma.  I use him in casuals, and not really competitively.  He has so many tools that I often find myself saying, "why didn't I do that?!"  Great info and a great character.  Would love to see more people use him in tournaments.  The non-turtle Akuma's that are good are really fun to watch. 

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    #38  Edited By lordofultima
    @sho76und3wd: There are quite a few Akuma's in tourneys to be honest, more than I'm comfortable with.
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    #39  Edited By Scooper
    @lordofultima: Who is your favourite Akuma, by the way? I don't know many but I am very partial to Momochi's Akuma, or really, any of his characters.
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    #40  Edited By lordofultima

    Tokido is the best Akuma IMO. My favorite is of course Ed Mazzle Dazzle Mr. Masters Ma.

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    #41  Edited By Stang

    I miss his Ken. That was the best Ken out there in my opinion. One day he realize Ken > Akuma and come home.

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