Nope, looking straight at you, yes you...
Well I guess you're stuck with what I have to offer for now.
Akuma
Generally, approach under the cover of an air fireball. SJ if they're full screen, normal jump if they're not, or if they're cornered and there's a chance they'll wave dash out. You can do dive kick instead if they try to escape from underneath you.
If it's a character you want to keep away, or if they're xfactor'd or Hyper buffed, neutral/back jump fireball works fine.
I'd say his main mixups once he's in close are left/right ambiguous light tatsu, his overhead attack (into full combo), and ambigous dive kicks, and divekicks in general (similar to wolverine)
When your opponent is cornered, it's not possible to jump behind them, but with Akuma, you can either teleport to get behind (I'd only do this if you have an assist to cover you, and aim for the teleport to land on top on the character so that it's ambiguous) or demon flip behind them (recommended).
So once you have them pinned in the corner, something like cr.M, cr.H cancelled into H.demon flip dive kick will cross them up, whereas M.demon flip dive kick hits in front.
You can abuse tatsu somewhat. You can catch someone that jumps a lot with jumping H.tatsu which you can easily hit confirm into Hyper. Mixup up M and H tatsu on the ground if you're going to throw them out randomly, and basically keep doing that if your opponent doesn't know how to punish it. You can throw them out with an assist too.
So, with assist holding them down, mix up lows with overhead, air tatsus that could land on either side, and ambiguous dive kicks (try both normal dive kick and demon flip dive kicks).
Combos:
1. cr.L, cr.M, cr.H, (H.tatsu), S, SJ, (M), M, H
if they're midscreen, and you want/can spend meter go to 2.
if they're in the corner, and you want/can spend meter go to 3.
otherwise, go to 4.
2. L.tatsu, qcf.Hyper (don't hold H, mash L/M for more dmg), (H.air fireball), land, qcf.Hyper (hold H, mash L/M for more dmg), (xfactor), (qcf.Hyper (hold H, mash L/M for more dmg))
3. L.tatsu, qcf.Hyper (don't hold H, mash L/M for more dmg), S (mash S to hit them right after the hyper), land, L.demon flip dive kick, cr.H, S, SJ, H, L.tatsu, qcf.Hyper (don't hold H, mash L/M for more dmg), S (mash S to hit them right after the hyper), land, jump back, (fireball), air qcf.Hyper (hold H, mash L/M for more dmg)
4. S, H.demon flip dive kick (light version if in corner), cr.H, S, M, M, H, S, land, (normal jump, air qcf.Hyper (hold H, mash L/M for more dmg))
easier version of 4: l.demon flip palm, cr.H, S, M, M, H, S, land, (normal jump, air qcf.Hyper (hold H, mash L/M for more dmg))
Super fun combo: cr.L, H, f+H, L.demon flip palm, j.M, j.H, j.S, j.fireball, j.M, j.H, j.S, j.fireball, j.M, j.H, j.S, j.l.tatsu, S, M, H, L.tatsu, qcf.Hyper (don't hold H, mash L/M for more dmg), S (mash S to hit them right after the hyper), land, jump back, (fireball), air qcf.Hyper (hold H, mash L/M for more dmg)