Akuma Combos, Strategies, and Match-ups!

Yesterday I played against Ryan Hart in the arcade. As usual he came on with Yun, and as usual, it looked like he would stay on the machine for awhile before coming off.

Now usually my main form of attack against Yun is air hurricanes. Those can really annoy a Yun player who gets stuffed everytime they try divekicks, but its really hard. If Yun stays grounded and you air hurricane, you’ll lose the round. Well I do at least since Ryan does kara palm combos all the time…

So anyway, one game I was about to get perfected. What happened then was the classic scenario of Ryan just having to chip me. Now a wakeup dragon from me would probably save me. And if Ryan wants his perfect, he’ll need to stay out of range. Happens all the time :rofl: Anyways, I decide to wakup with low forward BnB!! It gets him. I flip towards him as he wakes up, then whiff the kick over him and dash back. I wait a fraction for Ryan to see that I’m actually baiting him to press something - he waits a moment and does nothing then jumps straight up. That was what I was looking for - air hurricane time.

After the air hurricane i reset him with jab. Then I tried to dash up. fierce xx mk flip. But what happened was, I ground crossed him at the very last moment and I got fierce, mk tatsu instead :wtf: And I’m almost positive, if the followup mp dragon connected he would have been stunned or something. Anyway, it whiffed, Ryan quick rolled and killed me.

That ground cross up seems to be too good. Can you guys list down scenarios where you can and have performed ground crossups? I think maybe I should go into training mode and try out the various ways. Which I dont know right now :sad: I think I know that I can maybe cross Dudley if he quick rolls after my grab in the corner?

Im pretty sure a BnB ending in an early low jab will allow you to dash under cross-up everyone but Hugo, which means a low jab reset after an air hurricane should do the same thing, other than that I can only think of ground dash crossups, and dive kick crossups.

Does anyone know what characters can be hit with a meaty crossup deamon flip after an sa1 with a setup?

an example is makoto, if you low short low short SA1, then dash RH demon flip, an emtpy canceled flip will cross her up on wakeup like Kens super jump after an SA3

I don’t know about the low jab thing RTSD is talking about but it seems like if an opponent catches on there’s not a whole lot you can do to surprise them after the cross-under. You can however do a close standing jab (after BnB) cross under on the following:

Alex
Chun-Li
Urien
Remy
Dudley

Remy and Urien have to be jabbed at the last possible moment. Chunli, Alex and Duds kinda have to be hit mid fall. I think you can pretty much cross-under anyone from an air-hurricane.

yeah that close standing jab your talking about, try it with an early crouching jab and you will dash under shotos and yun and yang and makoto maybe more

I’ve found that if you air reset with a delade s.lp you can connect with a heavy srk. This is very effective against yun and yang, but it doesn’t seem to work against characters like urien and hugo. Could someone give me a list of effective/non-effective characters.

Also, found out you can do a demon during a throw attempt.

yh i saw JR do the lp draggon after BnB in a recording i think from iwst

i remember doing hp->h.dragonxxdemon
it somehow counted as 18hit combo

One tip for if your having trouble learning the SGGK demon is that the technique works just as well with a simple towards strong instead of a kara throw if you confirm thee ending off the parry.

Just wiff downparry then hit toward and strong and drum the 2 jabs while holding towards at a similar speed to a true kara demon, then since you have done the beignning so quickly you have more than enough time to verify if the parry happend then you simply move the stick from holding forward to downforward and drum short then fierce in a smooth fashion.

Believe me there is more than enough time to verify the parry beofre hitting downforward, short, fierce. the easiest way to learn this is to set an opponant in parry training to do a UOH then a low forward. right after the UOH simply do the option select parry down and then hold towards and drum strong and 2 jabs if you timed it right and got the parry you WILL be able to confirm the finish off it with ease, if you dont get a parry your safe because only the command overhead comes out

Throwing the s.lp in with the bnb is very stylish, but too risky for 1 extra point of damage. I can get it to work on the shotos, Chun, and Dudley. I haven’t really tried it on anyone else. The trouble with anything involving a jab after lk tatsu is every character falls at different speeds, and because the hitbox for lp is so small, you actually have to know the timing of their fall. What looks really cool is lk tatsu, s.lp, fp srk, sa1.

Speaking of lp resets, I finally got the cross under kara demon down…on Q. Its something I’m going to need to work on different characters individually, because the timing really fluctuates.

Here it is in case you want to see http://youtube.com/watch?v=rj-5uUHCfd4

The kara really isn’t necessary for range, but I think it gives you a slight delay in your demon activation so your opponent can actually recover and be vulnerable to the demon so I recommend learning it with the kara.

There is a thread about this somewhere, but that only works if the fp > srk stuns them. Sorry :sad:

Can be useful on arcade though, as the 6 + MP is unthrowable, but it really lose utility (no more option select parry/throw) on console version i guess…

Yeah it sucks about console but it still works just can be thrown, on console its probably best to use the kara throw SGGK even if its a bit harder.

True. I tried all types of roundhouse karas and plain dash demon and they’re all way too fast for the opponent to recover.

You guys said c. forward, forward hurricane, strong srk is a BNB combo, right? I can’t seem to get the srk to connect consistently. : ( Is it a timing issue? Spacing issue? PS2 issue?

Also, I read that short hurricane is unsafe. Is that true? If so, why?

Finally, what do you guys think of pull off a roundhouse hurricane on an opponent’s wake up? It carries you far enough so that you cross up your opponent.

First off, mk tatsu > mp shoryu is definitely a timing issue. Its going to be a bit later than your normal bnb. Try to time it so as soon as you hit the ground from the hurricane, your shoryu starts. Make sure you are doing it point blank though. This combo will not work in the following situations…

c.lk c.lp > mk tatsu etc.
far c.mk > mk tatsu etc.
s.hp > mk tatsu (although this may work on the fatter characters)

Yes, lk tatsu should really only be used in punish situations. A blocked lk tatsu is much more easily punished than mk or rh, and it won’t hit most crouching opponents.

Just a rh hurricane? Dont do it. Its a predictable cross up, and you’re likely to get parried and eat a big combo. You’re better off with c.mk/c.lk > rh hurricane, meaty UOH > rh hurricane, or trying for some of the mk hurricane hit confirms. Also remember to mix up mk and rh hurricanes so it screws up people who are parrying you. Also, a mk hurricane hits crouching opponents and can lead to mp shoryu for big damage

c.lk c.lp > mk tatsu > mp srk does work on most characters in the corner, and on the fatter characters mid screen if you cancel the c.lp early

Thanks, Pherai. I started playing Akuma, but I switched off for a bit. I’m trying to pick up again now that I have a better idea of what to do. I’ll work on mk tatsu into shoryu, as soon as I own my bio test. I hate school.

i still don’t understand why we have to do TKD after cross-under, i have no problems doing cross-under the demon and it’s not so hard.
all u have to do is press all forwards in the same direction so u dash is to the left wich means in the demon input u have to press left aswell, alot of people think u have to press right since your on the other side.

I wasn’t saying you had to do a true kara demon. Let me elaborate on what I was talking about.

First of all, I don’t do a true kara demon. Its a dash kara demon. The reason I do a kara demon in this is because it gives me a slight delay on the activation of my demon, just to make sure they aren’t still recovering from landing when the demon activates. This setup is a bitch to time, and that helps me, but whatever works for you, its definitely not a necessary thing, and make complicate things for some people. Whats also nice is you have throw invincibility in arcade, and lastly, it looks more stylish.

When i do true kara demon the 2 hits of the f+mp hit n then the demon comes out instantly after the 2nd hit and about half the time it comes out after the first hit and doing kara demon is almost second nature to me by now but i can never get the demon to come out before any of the hits of f+mp land. Is this because i’m not inputting the demon fast enough (which i highly doubt) or is it cuz i’m using the standard xbox controller? I obviously plan on getting a custom stick as soon as i can find one online but i am asking cuz i have seen harmonaz’s vid and i can’t make the demon come out before the f+mp lands and i would imagine that it’s alot easier to do kara demon on a stick as opposed to the clunky xbox controller.

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Probably because you are too slow.

Thats how fast the whole thing needs to be input. I would advice not even trying on an xbox controller if you plan on getting a stick soon.

I found yesterday that Ibuki is a pretty tough matchup for my Akuma. Both because I am NOT good with Akuma and because Ibuki can stun really fast. Any advice on Keeping Ibuki at bay? I tried Zoning to the best of my ability and keeping her out of range, but It didn’t work very well.