Akuma Combos, Strategies, and Match-ups!

Whats CL?

Hi, I’ve some difficulties vs Remy, how do you play this matchup? Gouki has specific stuff vs Remy? I can’t punish for exemple his divekick, and I can’t do my bnb after a flashkick punishment (tatsu whif), thx. ^^’

Remy is annoying to play, and I think the tendency is to keep desperately moving towards him and taking damage all the time.

I don’t have tons of Remy matchup experience, but I’ll try my best.

Don’t get stressed out at all by LoV’s (or sonic booms, frisbees, whatever you wanna call em). They do barely any damage even if you get hit, and really only serve to keep you away. You can duck under the high ones, and do UOH over the low ones, making you move forward while you dodge them. Of course EX LoV’s you have to block or parry. Just keep in mind, if you’re trying to close in, and you’re parrying LoV’s, Gouki (like the other shotos) moves backward when he parries high, so it could work to your disadvantage. Also sometimes just a RH Demon flip after he throws an LoV can help you get right on top of Remy right away.

In the neutral game, I would say just try to press Remy into the corner, even if you’re taking a little damage along the way. Remy won’t be able to run away once hes cornered so you have a huge advantage here. Keep in mind, Remy and Gouki are tied for the worst stamina and stun bar in the game, yet Gouki has huge damage output, while Remy has pretty poor damage output. This means 1 opening can give you 50% damage, so patience is pretty important here since you only need a couple openings.

Cold Blue Kick (I think thats what you mean by Remy’s dive kick) is -4 on block (-6 for the RH version but that is rarely if ever used), so while it technically can be punished, its pretty tough to do on reaction. I wouldn’t really be trying at this point.

When Remy recovers from his flashkick, he is crouching, so you need to punish a different way. There are lots of options.

One option is low mk, mk tatsumaki, mp shoryu (or rh tatsumaki). Still good damage, however much more strict timing than Gouki’s regular bnb. If you are maining Gouki, at some point you MUST learn this combo. It’s character specific, but lots of punishable moves recover crouching (BONUS DAMAGE), and just settling for low forward, rh tatsumaki is giving up potential damage. Also keep in mind if the low mk isn’t up close, you sometimes won’t be able to do the combo.

I could add more, but I don’t wanna bombard you. If you’d like to know more post up, but in the meantime, there are some fantastic matches between Kuroda Gouki and EX Remy (a strong Japanese Remy player) on youtube that were captured on GGPO a while back.

Notice how he punishes high LoV’s on reaction with low mk when hes in range!! Very sick!

Thank you, that’s exactly what I want, Kuroda is godlike with his pressure+reset. ^^

I main exclusively Gouki, so I’ll train my low mk > MK tatsu > MP shoryu punish. Also, I see in this vid that Kuroda used LK Tatsu > LP > HK Tatsu? Is it better than end by a shoryuken?

LpxxSRK hp is a lot harder and not really useful.
Sure it adds a (very) small chunk of damage and stun (i guess) but it also leaves you wide open if you screw it.
And you’ll screw it a lot!

It’s a judgment call really. Ending with lp > hk tatsu is either to push your opponent into the corner, or to set up a taunt (Goukis taunt gives a big damage bonus on the next combo). So you have to decide is it more important to get the most damage, get a positional advantage, or gamble with the taunt to get even more damage. Another option is the cr lp reset for the ambiguous cross up, which is also a gamble. Also depending on the character, lp > hk tatsu can set up ambiguous cross ups with demon flip. Generally tho its about getting your opponent in the corner. Being cornered against Gouki should be a death sentence.

One last thing. You don’t really need the lp before the hk tatsu, but it does give you slightly more time to set something up, however you can still get your taunt safely with just hk tatsu, or get pretty much the same positional advantage.

Damn, misread lp xx Srk hp instead of lp xx tatsu hk. Need to take a rest ^^

What are some good Kara Demon setups. The ones I use right now are:

jab reset, dash forward, kara demon
empty demonflip, kara demon
low short, kara demon

walk-up/dash >>>> all

also AA demon is worth doing imo.

Pretty much anything you can hide jabs in works.

Stand lk, close stand mp, close stand mk (need to walk forward a bit), dive kick, a jump in, fake air fireball, etc. etc.

Eh, unless you know that demons gonna work don’t do it. Waste of two bars.

Get your two bars act like your gonna demon their ass and start anti airing with tatsus and lp srk into SA1 when they start jumping around like crazy to avoid that incoming demon.

thats a seperate discussion, and imo reading whether your opponent respects your demon is very tough

If you never use demon, opponent won’t be scared of it.

Sorry to asking for this, but where can I find Matchups for Gouki (I don’t speak about setup in first post, but matchup globality), actually I’m beginner and just try to play a rushdown Gouki vs all characters except Hugo, but I think it’s not the best way to play vs the entire cast…?

In the first post, these links are dead:

Thanks. ^^

Hey, I recently posted a video trying to help those just starting out with Akuma, and could take some critique from those more skilled with him. More videos will be posted up soon, if anyone is interested. I’ll also try to become an active member of this forum in the future. here’s a link to the video:

How does AA demon work? Should I do the regular input or kara it?

I’m finally tired of all the new games (didn’t take long lol) and hopefully will be able to contribute and be active in the 3s forums again. I miss this place. Used to be the first place I went on srk. On aa demon I always just did it regular but really fast.

crouch to lower you hit box and do

lp,lp, **d/f **lk, hp

Thanks, I’ll have to practice that.

Hey guys could you give me any tips on execution for:
cr.lk,lp,lk xx SA1

as sometimes (like 3 out of 10 times but still it’s annoying) a teleport comes out… :frowning: I use the piano technique to get six chances for the super to come out… but the problem is the teleport…

Thanks.