Akuma Combos, Strategies, and Match-ups!

Is there anyone here who currently uses SAII(off and on)?

Jiro lol. I can’t see the advantage of this super art. Damage does not outweigh the usability.

Mihai’s approach to 3S is never adapt. Just wait for the one move, whether it comes or not. Playing vs. Makoto? Just keep jumping so you don’t get karakusa’d. Nevermind if he hits you 30 times, and kills you, never letting you leave the ground. But at least you didn’t get karakusa’d.

Akuma has two bars? Keep jumping back. Doesn’t matter if you’re gonna get anti-air fireballed to death, you should only be watching out one thing at a time…

  • Wait, mk Tastu has better recovery than lk? Isn’t it the other way around?
  • That’s my primary because I used to be a Ken SAI player(Dice01 turned me off of Ken in T8s Team Tourney. LOL Habenero heater). If used effectively, it gives out the most damage between the three primary superarts of Gouki, as a ground-only super. It works best by itself and isn’t hard to set up.

SAII is not as effective in a combo or if it coming from a canceled move. It actually loses damage within a combo, and often loses power in the final three hits. It’s considered the weaker abled because SAI and SAIII have the ability to be used as a good quick reversal and as an aerial move. Both supers give you more to work with(4 supers/SA choice compared to the 3). SAIII is still aerial on the ground also and can be a good way to get out of a corner trap. I can attest to some battles where I enjoyed giving it out to save myself from a devastating loss.

As to what pherai is referring to. And I quote this for truth.

  • Mihai, are you actually R_T_S_D? and how do you play without getting too eager with Gouki on a last minute offensive push?

No, I’m not R_T_S_D. He is a scub (lol Eric let’s see if you find this post). Anyway, yeah, screw adaptation. Here’s what I do all the time:

vs Akuma: keep jumping
vs Makoto: keep jumping
vs Dudley: keep jumping
vs Chun: keep jumping
vs Yun: keep blocking

Blocked advantage for tatsus:

  • LK: -12
  • MK: -8
  • HK: -5

:wtf: Reset KKZ only hits Oro in the corner.

Match did against Shinshoryuman iirc. And ditto on the usability>damage thing.

I kinda get the impression that Mihai’s parents have the same parents.

Was this unclear?

Was that a general question to everyone?

i think i found a new combo that works on ibuki,chun,twins, and makoto don’t no about others.

in corner l.tatsu(combo with anything)L.shoryu(you must get 1 hit with chun or she’ll go too high)sa1, L.shoryu sa then h.shoryuken

similar has been posted on first page but it’s not on there and not the same so…
…yeah.it can do about 79-82 if u get last h.shoryu in

EDIT:oh yeah! question, what kind of ways can i build bar? because i just take too long to build it

that’s not new

ok then never mind, it’s just not on the combos part on the first page so i thought it was.

Just remember that lp shoryu will reduce the damage of the sa1 the least, so always use that one.

Akuma shouldn’t have to worry about building bar. You should be doing so many moves just as part of your normal gameplan that it builds really quickly. Either way, Akuma doesn’t need bar to deal damage, so I wouldn’t base your game around it.

chip, jab reset, or to punish certain characters after a super art… like chun after parrying the last kick… or makoto parry the last punch on sa2 etc…

block strings(i find these really useful):
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

question:is there anything else you can kara off f+mp?

Yes. :sweat:

  • What’s a good wake-up from a knock down? Don’t tell me it’s forward+MP. I’ve tried that.

i like to do UOH.:sweat:

Block.

Sheesh, Akuma has the best wakeups. Shoryu, mk or rh tatsu, demon. Just don’t miss. Demon flip works too. Block most of the time though.