Akuma Combos, Strategies, and Match-ups!

i always use the crouch dp shortcut

:d: + :mk: :df: :d: :df: + :hp:

thats the top secret roch special

Just found a funny thing: KKZ can be completely broke by Akuma / Makoto cr. LP (at least, didn’t test with other chars).
Happens if they’re not too close, they hit Akuma’s punch a little bit after it touch ground, before waves come out. No damage at all for Mak/Akuma if well timed.

Not a thing to try in match though ^^

Yeah I gotcha, it’s still awesome to learn new RD “strategeries” :rofl: Trolling around here has helped my game with the guy a lot. Keep the strats coming people!

Just started using Akuma the other day, what are some good over heads? Is DP K + P any good?

UOH and f+mp are all your need.

Not if they block it. And if they don’t already they will as soon as you start spamming it.

Yeah any character can knock him out of it if timed right, but I’d highly recommend that no one tries to attempt this unless you are certain that if you block it you will die. There is however one character move that is invulnerable to the KKZ and that is Oro’s 3 punch SAI super, but it has to be timed right and it’s alot more forgiving.

I’m having trouble with c.mk > mk tatsu > hk tatsu. or is that even it? or is it just really strict timing.

That’s it. Make sure you’re not trying it on Hugo or anybody like that. Just time the hk tatsu incrementally slower or later until it actually connects so you can get the correct timing. Once I got the timing right, I drilled it by listening to the rhythm of the hits. Hope that helps.

I don’t get this character. All I do is randomly demonflip and spam the divekicks. Yi told me that he buffers all his normals into demonflips, so I guess I’ll start doing that too aha.

Dying faster than the twins = sucky

playing this char to get kkz resets = fun

THERE’S THE PROBLEM YOU TALKED TO YI ABOUT AKUMA…LOL:rofl::arazz::rofl::arazz: BY THE WAY CHECK OUT YOUR MATCHES ON MY GIRLFRIENDS CHANNEL http://www.youtube.com/AKUMAROSIE NICE JOB BEATING YI YOU TOTALLY DESERVE THAT VICTORY…:pray::pray: TO BAD WE COULDN’T PLAY ANY MATCHES HOPEFULLY NEXT TIME YOU COME TO SOCAL…

YOUR WIFE PROMISED ME SHE WOULDN’T POST THAT MATCH OF ME LOSING IN THE FINALS JR!!! :arazz::arazz::arazz::arazz: …

she pimped you

:rofl::rofl::rofl:

question…I know tier lists arent supposed to mean anything, but is RYU akuma’s countermatchup or something? seems like 9 out of the last 10 people I’ve played picked RYU when I picked first, even if it wasn’t their main.

they usually go from ryu (they lose) to ken (they lose) to random low to middle tier character, to chun before they disconnect lol.

in ryu’s favour.

After boiling it all down, they’re just two shotos - and ryu has more health and stun.

And I guess using your logic boiling down Ken vs Ryu comes out to them being 2 shoto’s, i.e: Ryu has more health and stun. :encore:

I’m having trouble with this Dudley player who learned from a rather skilled Dudley player named Hong that used to play in Australia. Has anyone played Hong or noticed his videos? Hong supposedly learned from Kokujin. (no better teacher for that character I guess)

This player isn’t nearly as good as Hong but he does have a very similar style with good reaction time, good spacing (very annoying from a Dudley) and pretty consistent execution.

As a Gouki player there is an obvious urge to rush to get close for mix ups and pressure but this can easily end up in a bad guess and a 40% ex MGB combo or some kind of nasty SA in my face (he seems to only use Corkscrew).

I find that most of my demon flip pressure gets thwarted by ex uppercut. Sometimes it trades and in the heat of the moment I haven’t noticed who takes more damage from the exchange.

Do I really just have to patiently space him and get in the occasional BnB or SA1?
What are some good options to stop his jump ins other than parry?
Should I be teleporting out of the corner as much as possible?
This dude stands at just a safe distance and throws out a couple normals repeatedly that have great reach and damage, what can I do to discourage this?
Should I forget air fireballs all together cuz of his command dashing and SAing through them?
Is it at all worth trying some RD setups and if so what are ideal ones for use on a pretty balanced offense/defense Dudley?

Any suggestions would be very much appreciated.

Here’s some Jiro vs Hong.

[media=youtube]s_cWGscV87E[/media]

Hong vs Pault

[media=youtube]OCDHghEPr9U[/media]

I don’t think playing aggressive against Dudley is usually a good idea. Of course Jiro will always go balls out, but he is smart with his meaties using far strong which makes wake up parry a little less dangerous. Try abusing that move a bit more.

Don’t fuck with parrying jump ins. That’s risky. srk xx sa1 will put the fear into dudley players, so get solid with that. I almost always try to hit them out of jump ins.

Stock in air fireballs plummets against Dudley. I pretty much stop using them when Dudley has super, unless its a meaty.

RD’s are about as useful against Dudley as most characters, you just gotta be sick. AA demon is a bit harder to land, but I suppose Dudleys like wakeup parrys more than your average bear, so you might be able to bait those.

Also Ryu at best goes even with Akuma, but its not in Ryus favor at all. Remember, all those ken crossups work on Ryu too.