Akuma Combos, Strategies, and Match-ups!

I started playing Akuma about one month ago now.
This character is really great, fast and really gives the impression that you’re controlling the match; no matter what the outcome is.

  • I’d like some advice with regards to the Necro match-up… He parries once --> I’m stunned/dead :shake:

  • I played many matches against some friends and I noticed that 2369236 + p (or 23698741236 + p) is a really good anti-air when you have a SAI bar ready, it surprises a lot and is quite hard to parry

  • Tip on dash --> demon: I find it difficult so use an alternative method which gives approx. 100% success : dash and HOLD forward, then do lp, lp; slide to down-forward, lk, hp.

Are you talking about instant air SAI? And you can probably just use a grounded SAI.

^
Yeah, You could accidently just whiff the whole thing…

Yes that’s instant air SAI.
I don’t use grounded SAI for anti air as I don’t know the best distance/timing to use it as anti air and sometimes end up being hit by a jumping attack, or do it too early.

Can anyone tell me what RH is? i know its a noob question but its just killing me not knowing.

The only concern I would have is that since air SAI is angle downward, your open to attack from above. Have you ever been hit out of it by an early attack? Or do you just time it so that they’re in front of you when you super?

Also

jab = lp
strong = mp
fierce = hp
short = lk
forward = mk
rh = roundhouse = hk

Yes, I try to time it so that it hits when they’re going down (after jum climax).
I never use it against Ken though because his EX Tatsu often beats this.
It’s also effective against Yun & Yang’s dive kicks if timed correctly.

Have you got any tips for the Vs Necro matches? :rolleyes:

If someone is too close for a normal sa1 to work, do srk xx sa1. Instant air sa1 is too risky.

Avoid the corner against necro. I think demon flip pressuring works well against him. Learning to parry the drill kicks erodes his offense quite a bit.

what are the inputs for instant air SAI? I was thinking, :qcf::uf::u::qcf::hp:

Thanks for these tips; I’ll add this to my gameplan.
srk xx saI sounds good.
For Necro, I always end up in the corner against him; even with the teleport; but then again it’s probably because I don’t parry his drill kicks and can’t consistently (sp??) red parry his second hit on qcf + LP; so I’m always pushed back

–> parry training today :woot:

Instant air (I.A.) SAI/III :
:qcf::uf::qcf: + button or :qcf::uf::u::ub::l::db::qcf: + button

Dash then I.A. SAI works as a good throw bait sometimes, but it’s too risky

Does anyone use Akuma’s red fireball outside of chip after knockdown. Like pressure or something?

Well I have found it useful in a situation where an opponent will spam normals as soon as they leave block stun.

For example, say you make a Yun player block your ducking strong and attempt to walk up. Some Yuns will simply spam strong to hit you and push you off in anticipation of a walk up. If you throw a med red after the block it will hit them since the charge lets them get a move out but comes out fast enough not to get stuffed.

However thats a rare instance.

i’ve done that a few times… shin got me with that a few times when i played him on GGPO…

depends… i do it two ways, depending on if i want it SUPER low to the ground, or a little higher…

:qcf::u::qcf: + :lp::mp::hp: < piano keys

or if i want it a tiny bit higher…

:qcf::u::qcf::uf: + :lp::mp::hp: < the :uf: at the end there is just an extension on putting it in. The command is ignored by the game and it saves you from having to re-time your punches, since you know that you have to input a final direction.

The first is good if you’re cornering them and want to chip them to death upon wakeup.

The second is good for that too, and it works for some combo situations… just flashy though with no use other than that. you can sneak a cancelled fireball in there too which is helpful.

:qcf::u:, :uf:+:p:, :qcf::uf: + :lp::mp::hp:

Makes it much harder to parry for two reasons

  1. you’re close in, so if they start to parry, you can get a c.mk or a chop, which is the same thing that happens in the first one
  2. they have an extra parry. that might not seem like much, BUT, you have a slightly extra bit of time to get another attack in… free spin kick :slight_smile:

heres a question. ive never been able to combo from a dive kick. am i suppose to do it real late or something?

The first step is to read the answer I gave you from the first time you asked that same question.

Here on my thoughts on far fierce. I apologize if it’s old news, but I don’t see it used that often.

Recently, far fierce and I have become best of friends. I find that it’s really great for catching unsuspecting opponents like Wantonx said. Something like close fierce, far fierce, maybe even walk up far fierce. It does good stun and damage, has good range, and isn’t completely open to counter attack like sweep is. Something I haven’t tried but I saw someone do is to throw in an option parry right before you hit fierce. Most of the time you won’t parry anything, but it only takes a fraction of a second and it seems worth it.

That said I look up far fierce’s properties ENS’s website and it appears that far fierce should be used cautiously. It’s -2 on crouch hit, -4 on standing hit, and a dismal -6 on block. Obviously this move can be reversaled ? though it hasn’t happened to me yet ? so it’s something worth keeping in mind. It might be that the animation is so short that it’s hard to reversal on reaction. I’m not sure.

i tend to use far.mk instead

goukis kara UOH any good?

How do you manage that? I’ve tried f+mp~mp+mk, but I’ve only gotten that to work twice.

They have to be facing the other direction, jumping and crouching at the same time or it whiffs and drains your super bar:wgrin: