Akuma Combos, Strategies, and Match-ups!

use it on wake up sometimes. Counter denjin setups in the corner.

recently been practicing lp reset to kkz but some characters don’t get hit, i understand some characters drop faster than others but still, are there any characters harder to land it on than others?

Absolutely. I have a very difficult time getting it on Hugo, however Dudley who is supposed to fall rather quickly I can nail everytime. I’m not exactly sure what factors into the difficulty of it, but there are characters that are more difficult to hit than others. You shouldn’t have any trouble with any of the top and high mid tier characters though.

Hugo and Oro give me trouble

  • I do if I have range advantage on my opponent. Corner action specifically. The opponent would have to be close. Like low short close. Sometimes, I’d pull it off if I’m facing a Twelve who would use X-Copy or X-Dive(can’t remember the move name?). Even if he pulls out the invincibility card. Mostly if I’m on the defensive switch during an air attack. I’d utilize its’ proficiency similar to that of the Psychic DP, allowing my opponent to get in close enough to even interrupt me from doing it. It gives out the full effect.

Overall. It’d help a mix up, but it’s risky unless you really know how to cancel into it.

  • Is canceling a Dive Kick into SA 2(Massastsu Gou Shoryu) good? I find it effective.

I’ve used that as well though I’m not sure high level players would fall for it.

I have set up KKZ baits with certain attacks. A high demon flip dive kick for example. Alot of players in my area like to throw if they block a high demon flip dive kick since it usually result in a free throw for them. However if I know my opponent will attempt a throw in such a situation I will buffer the KKZ so it is the first thing I do when I land and the eat the whole thing because they are in the midst of a throw animation.

In this situation, they just have to wait end of whiffed throw animation (KKZ is 16 frames startup, largely more than throw animation), block, and punish you during the recovery ^^

If they attempt a throw off of a blocked dive kick they eat the KKZ due to being in the middle of the throw animation. They can’t attempt to throw and block before KKZ hits them.

Just tested, you’re right, my bad ^^
Never thought entire whiffed throw animation was so long…

I think its something like 21/22 frames.

Depends on the character - but is it the length of throw animation that surprises you, or how QUICK the kkz actually comes out? Though KKZ is not instant, its still bloody fast.

I pull it out now and then as an anti-air against chars that cant change their direction/speed on the air… not a very great thing to do in my opinion though… just for dramatic endings…

  • lol @ bloody. HarmoNaz I love your language.

I’d advise against it: mk Tatsu is a 2 or more hitter. It will give more hits, but it’s more the 50/50 when it comes to an effective cancel setup, unless it’s a super. lk tatsu for follow-ups is most effective because it has a good launcher and less recovery time on Gouki’s part. One hit.

However there are two distinct advantages it has over lk tatsu: startup and hits crouching characters (most of them). I use it as a wakeup sometimes, and when punishing a crouching Ken, c.mk, mk tatsu, mp shoryu is the most damage you could do without meter. It also has better recovery.

I’d have to agree, wake up mk tatsu has gotten me out of many dangerous situations and the mp dp afterwards is great. As for punishment bnb with lk tatsu is your safest bet against a standing character.

Hey guys, how crappy is this setup. I figure you can get someone but how many?:

[On grounded opponent] Mid air tatsu, quick jumping hk (reset), buffer jabs in landing, walk forward kara demon.

Pause slightly to psyche them into thinking a demon won’t happen.

I got one.

Standing HP into small tatsu and reset with standing HP>Medium tatsu>demon.

Medium tatsu does not hit on the reset and gets you right in their face when you land. Not bad if used sparingly.

Whenever Akuma has 2 bars, keep jumping back and get hit by a few normals. Keep doing it until Akuma finally wastes his bar on Demon or you die. PRO.

Fixed.

No, I’m pretty sure this is what I said. Oh, and who does random SA1’s? Cause that’s the only way you’d hit someone jumping back. Jida is such a scrub!