Akuma Combos, Strategies, and Match-ups!

Urien is definitely Akuma’s easiest matchup among higher tier characters. If you can’t option parry well when you jump, don’t jump. You can outpoke Urien. A blocked shoulder, launcher, or knee drop is a free full combo for you. Remember that Urien gets hit with lk tatsu even when hes crouching. Abusing tatsus is just a crutch and you’ll never learn the matchup that way. There is no reason to get stuck in juggles unless you are getting outplayed.

JUST STOP PICKING AKUMA:sweat: PICK KEN AND YOU’LL BEAT URIEN:looney:

yeah, what j.r said :looney::pleased:

I’ve learned that staying near corners gets me in trouble a lot. What happens to me is Urien will tackle xx Aegis, putting me into the corner with aegis on top of me.

I DO use SAI all the time. I just kinda wanted someone to present me a logical argument why SAIs low damage output is better in Urien matchup. I know that SAI is better, but why? To me it doesnt have any logic. 1. I get only few openings and SAI doesnt do damage. 2. SAIII does damage. 3. SAI is more “flexible” and easier to hit-confirm/combo etc, but if the problem is creating the openings, what does this help?

Someone please enlighten me, and I change my view immediately. Right now what I got is “SAI is better cause good players say so”. So Im still using SAI, but I dont know why.

Heh, thanks. Noted, and you are correct. I get thrown too much and I know it and still Im helpless :slight_smile:

Thanks. Will do.

Then there must be something wrong with my understanding of Urien since I beat ie. Ken & Chun easier. Maybe Ill play some matches with Urien to get better understanding how he works.

Aye, and bnb/similar just deals SO much damage. What next? :slight_smile: Like stated, I want to create openings. I can utilize them to fair extent once I have them.

Heh, outplayed. Well yes. Damn sure Im outplayed :smiley: Thats why Im crying. Maybe my real problem is that Chinese casual players are really that sick. I play in Hong Kong and Kuala Lumpur arcades…

Am I incorrect, or is it just me but; Urien gets an opening mid-air = juggle Akuma to ko/ near ko. with some meter. Akuma gets an opening = 1 bnb / supercombo which really is still quite far from ko. ??

Im still a very new player with the game however, but for me this game is mind-games and punishing. In that light, I dont see Urien matchup in favor of Akuma. Why? Damage output from an opening.

What Im trying to say is that U is more devastating to A, than vice versa once opening is there. And as I understand it, the moves and options are just tools to achieve KO, but the real game is the mind-game. Considering this, Urien has better tools to KO Akuma than Akuma KO Urien if we think everything depends on few openings.

Maybe Akumas strength is to create openings easier then?

Maybe time and more playing will change my mind :slight_smile: Im a humble guy all in all, but right now things seem like this. Please prove me otherwise, cause Im really knee deep in Uriens chocolate.

Sounds familiar…

c.lk, c.lp, c.lk hit confirm on a SA1 does hella damage

First off, don’t feel bad getting scraped by Urien players. Whether or not the matchup is in your favor, I’ve yet to meet someone who mains Urien who isn’t solid. The talent of Urien players is high.

You are correct. It can lead to about 70% damage on one AA fireball, but that thing is easy to parry, and I’d say anytime Urien isn’t knocked down, you should option parry when you jump.

Bingo. Once you learn the matchup, and step up your tricks and ground game that matchup becomes easy fast. If you can point out anything specific Urien has that you are struggling with, that might help with advice, but really, Akuma has an answer to everything Urien can throw at him. Those sticky aegis situations in the corner Akuma can reasonably avoid altogether.

As far as sa1 goes, sa3 only really works as a desperation/defensive super, since the only safe ways to connect it are punish, wakeup, and anti air. Once you start to get momentum against Uriens, you’ll need to be able to safely do big damage with hit confirms.

Good point! Ken/Chun is played in so high numbers, that there are bound to be certain number of nabs.

Will look into it. Now when you said it, most of my rounds are lost because too much jumping without option parry probably.

Some of my problems;

Uriens c.lk, c.rh spam - difficult to get close. Do I have any other options besides jump with parry option? This is hella problematic since all Uriens I play against currently have ridiculous reaction time.

Im Jumping too much - this one is already more or less solved.

Applying corner pressure - Im too easily tricked for throws, and then the rest is of course Aegis history. Mixing UOH/Kara-throw/Demonflip throw/command strong, throw and sweep (risky but fun) seems to work till some point.

If I play several rounds against same U, they quickly notice my corner problem and dash backwards to the corner, just to lure me next to them and then they turn everything against me with one throw. That is so humiliating :smiley:

Again, now when you said it; I use SAIII more or less in desperate situations and “close my eyes”. Not the best way to win games constantly I suppose…

Im a really bad player when it comes to researching the frame data and damage theory etc etc. So if someone could point me a good way to connect SAI, I would be grateful. Currently I use c.lk,c.lk to SAI, or c.mk, shoryu to SAI (does shoryu cancel have damage reducing effect? I know fireball does, so I try to avoid that…) mostly. Of course I cancel from anything when the opportunity arises, but these are “normal” situations.

Lets see after today. Going to spend some more coins, and see how it works with some more focus on air option parry. Thanks a lot pherai, u dont know how much your comments helped :slight_smile:

From what I can tell…

You haven’t been playing the game for long.

Your basic understanding and skills of the game are quite weak - hence you can’t see the logic behind SA1 over SA3. SA3 is actually his worst super, but nevermind.

Since you’ve spotted your corner weakness - work on it. Practice makes perfect :tup: I have the same problem with Urien players - when I get them in the corner, one of the main things I make sure that they can’t do to me - is throw. And random tackle.

SA1 is easier to combo.

lk,lk super or
lk,lp,lk super

Both are good damage if the opponent is crouched.

SA1 is also Akuma’s best anti air super overall. Force the Urien into a jump from medium distance - ie:outside his poke range, and make him eat the super. Match (Japanese Akuma) is amazing at this.

SA1 is also far more useful for chip damage. Red fireball SA1 is pretty good chip, and gives you lots of frame advantage should your opponent try to parry.

SA1 is also (principally) better cause of the possibility to cancel cr. MK into SA1 from max distance…

Low parry and punish is an option.

If you’re getting thrown too much you need to learn to zone better (especially if people are baiting you in easily), but try not to spam air FB to keep them at range otherwise you’ll eat an AA sphere combo.

With regards to SA1 its much more versatile than the others, the more you play the more ways you’ll find to land it.

Thanks everyone for comments! Ill see from here :slight_smile:

Does lk, lk, lk tatsu, SRK link?

lk lk > lk tatsu doesn’t work on anyone.

You might be thinking of cr. lk, cr. lp, mk or hk hurricane?

Does it work with HK Tatsus? I thought no and never use it…

I always forget to incorporate that into my game plan

Yes. And if you push your opponent into the corner with an mk juggle you can follow up with an mp shoryu even if you didn’t start in the corner.

cr. lp, lp can also be used.

cr. lk, lp, mk tatsu, hk tatsu will combo midscreen on elena.

I think cr.lk, standing lp, mk tatsu, hk tatsu/mp srk works on most characters mid screen. It needs to be quick though.