Akuma Combos, Strategies, and Match-ups!

*** * * * Akuma Combos, Strategies, and Match-ups * * * ***

**Table of Contents: **

  • Cross Ups

  • Combos

  • Kara Techniques

  • Demon Flip Mixups

  • Raging Demon Set-Ups

  • Blockstrings

  • Meaties

  • Punish After Parrying

  • Wake-Up Moves

  • Air Resets

  • Match-Ups

  • Other Links

  • Skilled Players

  • Videos

Cross Ups:

~j.mk
~Dive Kick
~You can however do a close standing jab (after BnB) cross under on the following:

Alex
Chun-Li
Urien
Remy
Dudley

Remy and Urien have to be jabbed at the last possible moment. Chunli, Alex and Duds kinda have to be hit mid fall. I think you can pretty much cross-under anyone from an air-hurricane.

Cross ups vs. Chun:
lk tatsu > c.lp > dash under (very easy on chun)
rh empty demon flip after rh tatsu or fierce shoryu (she must tech roll)
c.mk > sa1 > dash > UOH > rh empty demon flip

**Combos: **
NOTE: u can add akuma’s dive kick or a j.hp before these combos for more damage.

Midscreen or Corners:

c.mk, lk tatsumaki, shoryuken
s.hp, lk tatsumaki, shoryuken
c.mk, mk tatsumaki, HP shoryuken (works on Chun, makoto, Q, alex, necro, 12, elena)
c.mk, mk tatsumaki, mp shoryu (works on everyone except hugo I think? Someone will have to verify this)
c.lk, c,lp xx mk.tatsu, SRK (Doesn’t work on Q, Twelve, Necro, Urien)
cr. lk, lp, mk tatsu, hk tatsu (Elena)
cr.lk, cr.lp xx tatsu xx sa1
cr.lk, cr.lk xx tatsu xx sa1 (Standing Oro)

SA1:
c.mk, SA1
c.lk x2 xx SA1
c. lk, c. lp, c. lk xx SA1c.lk, c,lp xx mk.tatsu, SA1 (Doesn’t work on Q, Twelve, Necro, Urien)
c.lk x 3 xx SA1 (Doesn’t work on all characters)

SA2:
Cl. hp, mp shoryu xx SA2
Cl mk, mp shoryu xx SA2
Jump-in HP, cl.mp/cr. mk, mp shoryu xx SA2
Cr. lk, cr. lk xx SA2

SA3:
C.mk xx SA3.
cr.lk xx SA3

Corner Only:

SA1:
Corner: c.mk, sa1, shoryuken
Corner: c.mk, tatsumaki, shoryuken xx SA1, shoryuken
Corner: c.mk, tatsumaki, shoryuken xx SA1, SA1, Shoryuken
Corner: c.mk xx tatsumaki, f+lp (air reset, can add more lp’s if enemy is stuned)
Corner: Lk.Tatsumaki, SRK (1-Hit), SA1, SRK, SA1, H.SRK (Works on Ibuki, Chun, Twins, and Makoto)
Corner: c.lk c.lp > mk tatsu > mp srk (works on most characters in the corner

Kara Techniques:

Kara Demon - f + mp, lp, lp, down-forward, lk, hp
Kara UOH - Hold forward while doing UOH.
Kara Throw - f + mp, lp + lk

Demon Flip Mixups:

I’ve been thinking a while that we need some advanced demon flip discussion in here, and the vid thread finally got me to start it.

The demon flip really gives you lots of options. The kick should be your main tool, since its the safest. With this, you can late cancel to try to combo, early cancel to stuff potential counters, or go for the cross up. If you are close enough, you have the throw option, which works really well against tall characters. To keep the kicks unexpected, you have either the slide kick, or an empty demon flip, which I generally follow up with a throw, or I sometimes just go straight into another demon flip. Anyway, lets talk about setups.

~ FP juggle into demon flip

This is either an air tatsu juggle into fp, or bnb ending in fp instead of srk. This attack string can really put pressure on the opponent, and is a good tool against characters without uppercuts. You won’t ever be in range for the throw with this one.

~ Just a standing normal into demon flip

You see JR use these a lot. This is your primary way of connecting the throw, which I use nearly as much as the kick, sometimes more than the kick depending on the opponent.

~ Meaty demon flip

I don’t use this often, but its a good setup because you stand a better chance against uppercuts, and have really great combo potential.

~ Air fb, land, demon flip

This is a setup I’ve been experimenting with against makoto mainly. You don’t have to worry so much about a dash under or anything.

~ Ok, so you’re in the flip…now what?

Like I said, the kick is your main option, so lets talk about that. Its tempting to always late cancel the flip so you can combo. The first thing you learn in Mixup 101 is always doing one thing in a situation = death, so you have to early cancel this thing too. Once people start getting knocked by the early cancel, they wont be so tempted to try to AA you everytime, or parry, and an early cancel kick can lead to RD setups or kara throws or more flips. Its a good sign if they just start blocking the kicks, because you are getting close to locking them down, and you have them unprepared for throws. The blocked kicks should be followed up pretty much the same way as an early cancel kick. Either land, normal > demon flip, kara throws, or if you can, an RD. I also like going for the f+mp overhead after blocked or early canceled kicks.

You also have the cross up kick. I’m just starting to use this thing, but its really great because its ambigous. What sucks though is you really need to know what situations it will cross people up on. Most of the time, a cl.mk > mk flip, and early cancel the kick will lead to a crossup. If anyone can give some insight on crossups with demon flips that would be great.

Unlike the dive kick, after a parried flip kick, you land at the same speed, so you should be able to go right into demon. Other than that, don’t get parried. I also will throw out rh and mk tatsus after parried flip kicks from time to time.

Time to start using the throw. Not much to know here, except make sure you are putting yourself in range for this. You really need to be right on top of them. So you are either do c.mk > mk flip, cl.mk > lk flip, cl.fp > mk flip. Just know your ranges because whiffing this thing is a free combo for your opponent On characters like Q, if you go for a psuedo meaty flip, and just go for the throw right away, there is relatively nothing they can do to counter it.

The slide kick really allows the normal kicks and throws to work well. I follow up my fp juggles with this one a lot! Although, once you get this thing blocked or parried, its time to hold off on it for a while, because you have pretty bad recovery on this one. I very rarely dont land this one, but you do need to be very careful with it.

Lastly, there is the empty flips, and like I said, you should mostly go for kara throws, because if someone didn’t try to AA you, they are probably blocking.

~ Don’t really ever use this punch? No real reason. Bad recovery. It sucks.

Hope this is useful I don’t want to sound like an expert, because I’m not. I’m still learning the demon flip, but I think its not discussed enough here.

~ How to Counter different reactions to Demon Flips

Opponent is AAing you out - Early flip kick
Opponent is standing blocking - Slide kick, empty flip throw, flip throw
Opponent is crouching blocking - Flip punch, empty flip throw, flip throw
Opponent is parrying - Vary flip strengths/kick timing (super late cancel works well), empty flip throw, flip throw
Opponent trying to go under flip - Early flip kick

Thanks again pherai for the mixups.

More Info By Typetenchi:

I was reading on the first page all the strategies for the demon flip mix-ups. It’s all very good info but I kind of wanted to throw in my two cents if that was ok?

(Correct me if I’m wrong on any of this or if it’s already been discussed)

I noticed in the section of “Demon Mixups” that when talking about the the Punch variation to the Demon Flip all that is mention is:
“Don’t really ever use this punch. No real reason. Bad recovery. It sucks.”

Although what is stated isn’t wrong I don’t want to go so far as to say it sucks because it does have some uses that new Akuma players may not know. Allow me to expand.

Unlike every other jump in, Akuma’s dive kick can be blocked high and low. So the opponent doesn’t have to react and block high much if he is blocking low and you go in for a dive kick. Although most people will block high anyway.

So to counter that, people will do the slide and catch their opponent low should they keep blocking high or do the demon flip throw.

However, the throw requires proper distancing and the slide, if blocked, has terrible recovery.

So one use that I use for the Demon Flip Punch is if I Dive Kick and notice they will always block the Dive Kick low then that also eliinates my option to Demon Flip Slide.

Given that the Demon Flip Punch is an overhead, if I do a cl.FP canceled into Demon Flip, I have enough time to see if they are blocking low. So to mix it up, I’ll use the Punch which then also knocks down. So then it turns into a wake-up situation.

I would say that much like the Demon Flip Slide the Demon Flip Punch is a good attack as long as its used sparingly. Also, if done really late the block stun from the punch will last long enough to make it hard to react to.

More Info by R_T_S_D:

Random character spacific demon flip sillyness:

~ VS Ryu or characters with the same number of wakeup frames on a quick roll:

Anything into mk tatsu, juggle with mp srk, immdiate rh demon flip, if empty canceled it crosses up.

Only works mid screen, must be modified slightly near corners:

Crossup air tatsu, wait a split second, then mk demon flip that’s cancelled immediately into the dive kick (if done correctly Ryu will be directly under you as he quick rolls causing him to roll toward where you will land instead of away), then as you recover from the dive kick do an instant UOH which will jump over Ryu as he’s waking up for the crossup.

You can crossup ryu with a late divekick if you do close standing forward into mk demon flip although the timing is strict.

~ VS Dudley:

crossup air tatsu, wait a split second, then rh demon flip that’s cancelled immediately into the dive kick (if done correctly Dudley will be directly under you as he quick rolls causing him to roll toward where you will land instead of away), then as you recover from the dive kick do an instant UOH which will jump over Dudley as he’s waking up for the crossup. (you can also replace the UOH with a dash, as Gouki can dash through Dudley’s quick roll)

also against dudley: anything into mk tatsu, as you land do a mk demon flip (this has to be done on the first frame so make sure to double tap), if done correctly the mk demon flip will crossup when empty cancelled as dudley quick rolls.

You can crossup Dudley with a late divekick if you do close standing forward into mk demon flip although the timing is strict.

~ VS Yun:

crossup air tatsu (difficult to hit him with it, must be started just above his head) into immediate mk demon flip, empty cancel the flip and you will land right on top of Yun as he quick rolls, you can either walk forward to crossup or walk back/ stand still to fake.

mk tatsu, juggled with rh tatsu, into rh demon flip (this has to be done on the first frame so make sure to double tap) empty cancel the flip and Gouki land right ontop of yun if he quick rolls. (this ones really messed up, if you walk forward, you will crossup, if you walk back slightly or do a late dive kick you will fake, but if you empty cancel and do nothing Gouki lands visibly infront of Yun on the ground as a crossup but as Yun quick rolls he rolls infront of Gouki and it ends up to be a really strange fake; that one crossed up me aswell as i had no idea what was happening, just watch it and you’ll see)

Close mk, canceled into mk demon flip, if the dive kick is timed correctly you can hit Yun from behind and you can also link a cr lk x2 after the crossup dive kick which doesnt work on the taller characters. Works mid screen.

~ VS Ken

anything into mk tatsu, mp srk, instant rh demon flip, crosses up on empty cancel

Crossup air tatsu, then immediately mk demon flip that’s cancelled right into the dive kick (if done correctly Ken will be directly under you as he quick rolls causing him to roll toward where you will land instead of away), then as you recover from the dive kick do an instant UOH which will jump over Ken as he’s waking up for the crossup.
(Very strict timing required, it is unlikely that you will get it every time so buffer a qcb during the UOH so if your a bit too slow and it hits meaty you can combo into mk tatsu then mp srk)

~ VS Chun

Crossup air tatsu, wiff a low jab, then mk demon flip that’s cancelled immediately into the dive kick (if done correctly Chun will be directly under you as she quick rolls causing her to roll toward where you will land instead of away), then as you recover from the dive kick do an instant UOH which will jump over Chun as she’s waking up for the crossup.

anything into rh tatsu, then instant mk demon flip (double tap) canceled into dive kick as early as possilbe (if done correctly Chun will be directly under you as she quick rolls causing her to roll toward where you will land instead of away), immediate UOH on landing for the crossup. This works only on Chun cause of her slow as shit wakeup and is comparatively easier to execute than the similar setups on other characters.

cr lk x2 into SA 1, super jump towards Chun, then mk demon flip, will crossup on empty, will fake on dive.

anything to hp srk, instant rh demon flip, empty cancel will cross, slight delay will not cross on empty.

~ Versus Makoto:

anything into mk tatsu, juggle with rh tatsu, rh demon flip into instand dive kick, UOH on landing which will cause you to jump over Makoto as she quick rolls. Only works mid screen.
more to come… all tested on ps2

Raging Demon Set-ups:

  • Kara Demon: Twds + mp, lp, lp, down forward, lk, hp!
    (if done right, then the raging demon will come out before the first hit of mp)
  • HK: i actually tried this a couple of time and it seems pretty useful.
  • Cl. mk, (walk up) cr. rh kara demon.
  • Cl. mp, Kara Demon
  • Cr. lk, Kara Demon (while pressing lk, press lp twice and hold another
    button–hp or mp will do fine–to keep the jabs from coming out.
  • Divekick (does not matter which or if the divekick even connects),
    pause then Kara Demon.
  • Dash up (kara) Demon. (quickly press the jabs while dashing)
  • UOH Rh. Kara demon
  • Cr. lk, st. cl. lp, Kara Demon
  • If you do a fireball late enough, nothin will come out (of you time it just right,
    Gouki will still say “gou zanku”) just like Demon Flip Kick. You can use this to
    jump in on an opponent, do a fake fireball, buffer the jabs and then do a
    Kara Demon.
  • Parry into demon (you have to be fast)
  • Raging demon on wakeup (if your opponent won’t back off)
  • Empty flip xxx demon
  • crouching demon (crouch, lp lp downforward lk hp)
  • dash under crouching demon if they jump from closer distance
  • whiff low roundhouse xx demon

Thanks to Jida for the Set-ups.

**Blockstrings: **

after knockdown- c.lk, c.lp, c.lk, c.mk (into fireball/flip/tatsu)
after flip - s.mk, s.mk
cl mk, cr. lk x demon flip
cl mk, cr mk x mk demon flip dive kick
cr, lk, cl mk x mk demon flip dive kick
cr.lk, s.hp, x demon flip kick
cr.lk cr.lp UOH cr.lk cr.mk (cancel cr.mk to anything if hits, usually i cancel to demon flip kick to do it over again but not too many times) if cr.mk don’t hit, st.hk(instead of cr.mk)i don’t know if you can fit a demon in the end and hk stuffs a few moves because akuma is quite far
cr.lk cr.lp cr.lk uoh(UOH hit really low so u can hit comfirm super)if not st.hk i don’t know if you can fit a demon in the end and hk stuffs a few moves because akuma is quite far

**Meaties: **

C.mk, easy to link with sa1.
C.lk
Air Hadouken
S.MP

Punish after Parrying:

Air Parry:

Air Hadouken
Tatsumaki, land, SRK (very precise)
Tatsumaki, land SA1/3.
lp,lk (air reset, not very useful)

Normal Parry:

Raging Demon (requires fast reflexes)
s.hp xx tatsumaki, SRK.
s.hk xx SA1/2/3
s.hp xx SRK xx SA1/2
CORNER: s.hp xx tatsumaki, SRK, SA1

Low Parry:

c.mk xx SA1/2/3
c.lk, c.lp, c.lk xx SA1 (works only on some characters)
CORNER: c.mk, tatsumaki, xx shoryuken xx Sa1

Wake-Up Moves:

Demon flip
teleport
hurricane
lp srk xx sa1
HP srk

The best by far: Block!

Air Resets:

~ Resets after Lk Hurricane:
HP:
Dash HP
Demonflip kick or slide kick

MK:
Cancel into demonflip kick
If you demon flip after MK recovers, you can go for the throw

LP:
Super

Useful combos
Lk hurricane:
HP shory (good damage, easy to time)
LP srk xx SA I (xx lp srk in corner) you can follow up with an extra super lp srk, but I don’t think it’s worth the meter
LP HK Hurricane (does less damage than ending with HP SRK and throws enemy further away from you, but gives you a large amount of frame advantage. Use in the corner when you can taunt because you have enough advantage to taunt safely)

Match-Ups:

Part 1 of 3:
http://forums.shoryuken.com/showpost.php?p=6328776&postcount=67

Part 2 of 3:
http://forums.shoryuken.com/showpost.php?p=6328797&postcount=68

Part 3 of 3:
Coming Soon…

Special thanks to Harmonaz for the Matchups.

Other Links:

Basic Strats and Combos:

http://forums.shoryuken.com/showthread.php?t=123256

More Match-ups:

http://forums.shoryuken.com/showthread.php?t=123682

Thanks pherai for the links.

Skilled Players:

Nomoto - Fantastic ground work and patience.
Yuki Otoko - Vicious mixup and hella precision
Uraken - Fiercest rushdown ever; wild mixup
Match - Great defense and technical ability
Jiro - True Kara Demons and rushdown
J.R. Rodriguez - Smothering pressure and hella style
PaulT - Great reflexes/decision making skills
Kuroda - Great Combos and Set ups

Thanks Jida.

**Videos: **

http://youtube.com/watch?v=2Mp6w8bs2lY - Dash-Demon
http://youtube.com/watch?v=HpGOkZzUOig

For more videos check the “Vids” Thread.

http://forums.shoryuken.com/showthread.php?t=123256

I posted a bunch of basic strats and combos there.

http://forums.shoryuken.com/showthread.php?t=123682

There should be links to all the matchup threads past and present.

alright, thanks for the links.

Combos:

NOTE: u can add akuma’s dive kick before these combos for more damage.

Midscreen or Corners:

c.mk, lk tatsumaki, shoryuken
s.hp, lk tatsumaki, shoryuken
c.mk, SA1/2/3

Corner Only!:

Corner: c.mk, sa1, shoryuken
Corner: c.mk, tatsumaki, shoryuken xx SA1, shoryuken
Corner: c.mk, tatsumaki, shoryuken xx SA1, SA1, Shoryuken

Raging Demon Set-ups!

Kara Demon: Twds + mp, lp, lp, down forward, lk, hp!
(if done right, then the raging demon will come out after the first hit of mp)

HK: i actually tried this a couple of time and it seems pretty useful.

Raging Demon is a hyped special.

**Strategy: **

Due to akuma’s weak defense and low stun gauge you have to play aggressive. Like pherai said, u gotta play defensive (and space yourself) sometimes too like against hugo or so. Don’t let akumas low defense and stun gauge fool u cause his attack and speed make up for it.

Does anyone have anymore raging demon set-ups?

you souldn’t have the first hit just the movement of the f.mp
go on naz forum for demon setups

-Cl. mk, (walk up) cr. rh kara demon.
-Cl. mp, Kara Demon
-Cr. lk, Kara Demon (while pressing lk, press lp twice and hold another button–hp or mp will do fine–to keep the jabs from coming out.
-Divekick (does not matter which or if the divekick even connects), pause then Kara Demon.
-Dash up (kara) Demon. (quickly press the jabs while dashing)
-UOH Rh. Kara demon
-cr. lk, st. cl. lp, Kara Demon
-If you do a fireball late enough, nothin will come out (of you time it just right, Gouki will still say “gou zanku”) just like Demon Flip Kick. You can use this to jump in on an opponent, do a fake fireball, buffer the jabs and then do a Kara Demon.
-Parry into demon (you have to be fast)
-Raging demon on wakeup (if your opponent won’t back off)

Thanks Jida, wish i could rep ya. Will add to the first post.

BTW, does anyone have any good combos for sa2 & 3 since i use sa1 only?

SA2

-Cl. hp, mp shoryu xx SA2
-Cl mk, mp shoryu xx SA2
-Jump-in HP, cl.mp/cr. mk, mp shoryu xx SA2
-Cr. lk, cr. lk xx SA2

I don’t have anything for SA3; it’s too hard to combo into.

Thanks again Jida…now what are some good cross ups?

j.mk maybe :slight_smile:

Damn right. I’ve gotten j.hk to work but it’s not what I’d call reliable. That and Demon flip kick are his only cross-ups.

what are his meaties? What are some good air games?

Akuma’s air hadouken is the ultimate meaty. :slight_smile: Also, s.MP and c.LK work well as meaties. The c.LK is particularly useful, because afterwards, you can mixup or tick-throw off it. And if it connects, you can hand your opponent a super.

A few tweaks…

c.mk > sa3 must be at close range, so you might want to add that.

other good sa1 things…

c.lk (x2) > sa1

cl.mk > sa1

close standing mk is a really great meaty for akuma because its an easy link into sa1.

For matchups, I would say, yun and chun are also some of akumas bad matchups. Not as bad as Yang, but worth mentioning.

Anyway, good idea consolidating all this information. the akuma forums are a bit unorganized

You should also add these bnb’s…

c.mk > mk tatsu > mp shoryu (works on everyone except hugo I think? Someone will have to verify this)

c.mk > mk tatsu > fp shoryu (works on chun, makoto, Q, alex, necro, 12, elena)

obviously c.mk can be switched out with fp.

Close mp hit confirm SA2 works, and crouch mp > kara SA2 works too.

Isn’t close mp xx sa2 hit confirm only on crouching opponents?

I also think makoto is a bad match up for akuma… one karakusa…
Since we are on the topic of strategies…
how do you guys get close to a chun li and basic anti-chun strats… I am having a hard time as of late…

Really late air fireballs are a pain for chun. Obviously you are going to be jumping a lot because chun dominates the ground. The air fbs should get you in close. Once you’re in, tick (kara) throws, poke strings, minimal hurricanes because they can lead to her c.mk. Once you start getting her on lockdown you can get a demon flip mixup going which will make your offensive a bit easier.

Thanks everyone, info growing :slight_smile:

what are his kara techniques?

just throw and demon