There’s a couple of ineffective offensive loops I see you repeating over in every vid.
You’re abusing the sweep hardcore at all ranges, but it’s -9 on block. If you sweep at the tip of its range then it pushes them away too much to punish, but the way you’re using it; if the opponent is conscious to punish they can sweep you back on block with most sweeps in the game, and -9 is enough for the average Super or Ultra to punish on block also.
The potential for you to cancel out of sweep recovery into an Ultra that can run through many options to punish it if you anticipate a punish attempt correctly probably has them give the sweep the benefit of the doubt, but this is not helping your fundamentals so I suggest you drop this kind of utility for it.
When you want an abusive low poke like that from deeper than the tip of the sweep range, then get used to relying on cr.MK into a fireball instead. That’s 5 frames, safe, does about the same damage and stun, (minus the knockdown) it pushes them back and it chips on block. What you want to be using the sweep at the tip as a punisher if they whiff or to trip them trying to walk in on you.
You keep going for the sweep after the double roundhouse but it’s useless. Start working on linking from the 5 frame hit advantage with cr.MP or cr.LK instead to lead to the basic combo. You want to get that to high consistency. the cr.MK to fireball poke can actually be linked to this with tight timing also so you can ditch the sweep here altogether if you’re ready for that.
I keep seeing low short x3 followed by a cross attempt with jumping short repeated as a block string in your matches, but it doesn’t seem to be working out to well. I recommend getting used to crossing up with j.MK as it’s hit box makes it lenient and it grants a beefier hitstun for confirming into combos.
I also recommend getting to grips with this concept for safely hit confirming into combos from your jump-ins and cross-ups:
Go to training mode, set the dummy to random block, get used to using your jumping attacks, (Dive Kick, j.HK and j.MK cross-up) and immediately follow with cr.MP.
When the jump attack hits and cr.MP strings from it, go into LK Tasu to HP Shoryu. Does good damage. When the jump atttack is blocked, do nothing. (you’re at +2 on block, btw)
Keep in mind that only the Dive Kick from the Demon Flip stands them up on hit, if your other jump attacks hit them ducking then the LK Tatsu will whiff over them as they are crouched. For these, particularly crossing up with j.MK, you may want to incorporate cr.HP as the hit confirm also. This combos off the jump attack and stands them up on hit (and block, I think) for the Tatsu to combo. The hit stun on cr.HP is also beefier to give you more time to confirm the hit or block and the damage is better still. The drawback is that you’re not safe when it’s blocked, it goes into the same spot as the sweep with the Ultra vs. punish guess game.
The 3 low shorts are no good to hit confirm into anything to be useful. When you get the cr.MP link from the double roundhouse sorted, start working on this as your block string:
cr.LP, cr.LP (on hit) cr.MP into LK Tatsu or whatever. The window for the cr.MP link should be the same as it is with the double roundhouse. You can replace the first cr.LP with a cr.LK anytime you want to start with a low rather than just to help confirm something after interupting or whatever… and execution still remains the same.
cr.LP, cr.LP (on block) go with a tick throw, cr.MK into fireball to poke/chip or try to cross-up or whatever.
I suggest taking a bit of time to pick up Ryu casually for a while to get to grips with the raw fundamentals, Akuma has extra strats to spare when you get back. Ryu’s sweep isn’t as abuseable as Akuma’s so you get a real opportunity to fully work with cr.MK to fireball full-time rather than scrubbing out and going back to the sweep when you get lazy or desperate.
Once you return to applay the same things to Akuma’s game, you’ll find things are a ittle different, some tactics are more or less successful than with Ryu and Akuma has to approach it a bit differently. Akuma has number of additional abilities to help you expand into another dimension on what you get to grips with when using Ryu.
Use this to get to work with upgrading your zoning and footsies, etc:
It’s a very helpful video.