Akuma Combos, Strategies, and Match-ups!

Haven’t noticed that, but it won’t on Hugo either.

Really? Thought it did. It ALSO won’t work on Elena…or maybe I suck…

Doesn’t work for me. I can’t get it to work on Elena either.

I hate fighting Hugo in general. He juggles like a bowling ball, and 95% of the match I’m just throwing air fb’s.

I hear that. He is a fuckin pain in the ass to me also. I know he isn’t supposed to be that bad for Akuma but maybe it’s just a huge flaw in my playstyle

I think akuma is hugo’s worst match up

I try to stay as far away from hugo as possible the whole match, I pretty just use fireballs, s.mk, cr.mk>lk tatsu>srk, and SAI.

haha akuma can be a hard fight for hugo… me as being a hugo and akuma player all I have to say its all about the player…

must be. he gives me more trouble than most of the cast. I guess I don’t play against him a lot either. I almost never play him or elena so they give me shits

I don’t find him difficult, just the playstyle it takes to beat him is not particularly fun.

any advices on fighting necro SA1 and alex SA2? i usually try to rush necro down, mostly because of his ridiculously damaging SA and his high stun ability, alex can devastating to gouki, if you get hit by j.hp, mk xx ex flash chop, say goodbye to almost half life bar, not even mencion stun…

I just not to get thrown in the corner against necro because he can easily connect SA1 afterwards, on alex I always early cancel demonflip (due to his cl.mp) and never, never throw a blocked hk.tatsu

some good stuff is that both of em gets hit by mk.tatsu, hp.srk combo

Necro - if he is SA1 - do NOT jump in when he has meter. In fact, don’t even whiff pokes when you are about 1/3rd screen distance away.
Never let him jump in on you. Anti air him in whatever way you can. Necro players do not usually take to the air looking for parries so in the long run you will be fine.
Red parrying the tornado hook is good, but risky.
You HAVE to learn to tech his throw on reaction. I know its hard and almost impossible, but at least have SOME idea of how to do it if you have to.
You can parry his long range pokes which will start to come out when you stay away from him (usually when he has SA1 ready). Otherwise spend more than 60% of the time air borne.
In the midst of your crazy rushdown (or his), dont forget that you can cross him in the corner.

Alex - turtle. Air fireballs galore. Do NOT spam hurricanes. If he gets close and you want to jump out, always jump with an instant option air parry. Japs do this all the time anyway so you should too. Alex is looking to land a few strong hits to stun you, and this is usually done through calculated risks - turtling is usually the best answer for risky players. Alex’s small jump is confusing, but there are some ways around it - but you need to have fast and ready reflexes.
Ideally - dash under. Otherwise, do the same thing I mentioned earlier about jumping up with an instant parry. Or DEEP hp shoryu - best to do this from a crouch position. If unsure, teleport when he jumps in - he most probably will not have any charge to EX dash you.
Oh and spam early demon flip xx divekicks because I LOVE how they cross Alex in the weirdest ways :rofl:

what about happy drill kick necros? luv ur advice harmonaz =D

again, remember that necro cant cross you in the corner even when they jump onto you and do HK drill.

Most times try and shoryu them out on reaction.

If you block, generally go for a high option parry before your next move since drills are usually followed by tornado hooks.

Dont parry both hits and punish since that move has no recovery. Parry one hit and do whatever.

Why no tatsus against Alex? Seems like there isn’t a whole lot Alex can do against them.

he has a guaranteed grab after a blocked tatsu. doesn’t matter which tatsu. he can even mp > flash chop on block but it’s difficult.

That is if you’re playing a good Alex though and I rarely come across those. But totally try to parry or air fireball when you jump back because of that knee shit

all of his command throws start up in 7+ frames besides hyper bomb
regular throw can be teched

this is vs hk hurricane, whiffing other hurricanes is free combo city.

Yeah I’ve always been able to tech throws after my rh tatsus.

vs necro i rush him down to hell before he gets meter… he has no true AA vs the dive kick… dont get predictable with it… but u can use it to get in close to him… also use crossup mind games whenever u corner him… after he gets meter… I use old school fireball game tactics… since his jumps is floaty if u see a drill coming just dp instead of parry… also try to get him to burn the meter via wake up…

vs alex I play careful and also try to bait a stomp… like after a knock down jump straight up and if he does a stomp he will miss and u get a free j.fp, s.fp. lk.hur combo… also use corner cross up games… fp/dp and cancel into sa1 if he parries…

rh tatsu is also throwable (with normal throw). i’ve also been hit with mp many times and i couldn’t block. i can tech in some cases but mostly cause the alex player was slow to throw. i’m pretty sure about this.