<p>Hmmmm… Master Gouki is powerful indeed. One of the best characters, pound-for-pound, in the game. The only way this would change is if Capcom decided to update the game. I hear they will unveil something at PAX East.</p><p>The answer to maining Master Gouki lies with the wise words of Master Gouken.</p><p>“Even Satsui No Hado can be defeated with the right training and technique.”</p><p> </p>
I’m still considering using Akuma.<div><br></div><div>Lately I said I’d play Cammy/Rose/Ibuki. I still find Akuma interesting. Dunno if running Cammy/Akuma will hurt my play with both, and no idc about tier lists.</div><div><br></div><div>I play Yun also, although mine has gone down a bit. I just can’t play him online vs most people. Which is probably why I never started this game with Akuma/Seth cause of their hp. Viper also, execution + her health + lag = GG.</div>
If it gets you out of playing Cammy anything is fine. Well, almost. Fuerte is still not allowed.<br>
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/22790/sheera">sheera</a> said:</div>
<div class=“QuoteText”>The setup thread is char specific, I just wanna know “universal” 4,5, 6 frames safe jumps<br></div>
</blockquote>
Just an extension to what you said, are there at least any universal setups/mixups from Akuma’s sweep off of: <div><br></div><div>cr.lk, cr.lp, cr.mp xx lk tatsu, sweep</div>
The only “auto” and universal safejump setup after sweep is to instantly jump and command dive kick (d+mk) at the fastest possible point, if you did it fast enough you will safejump 4f reversals like Guile’s flash kick or Guy’s EX tatsu. This will however whiff vs characters that wakeup slower than normal after sweep (Sagat, Cammy & Blanka). <br><br>Other safejump setups after sweep will require manual timing, like watching Akuma walk forward a bit, crouch…etc <br><br>As for mixups after the combo you mentioned, you should be in a great range to go for:<br>j.hk <br>x-up tatsu <br>MK Demon flip options (grab, palm & kick). <br><br>
It’s also possible to safe jump with DF palm after sweep. But manual timing. It’s handy when people tend to react to DF with reversal because they know DF kick isn’t safe.
I’ll never play Fuerte lol.
For the crossup tatsu after BnB sweep combo, it seems to whiff about 90% of the time even though it shouldnt as akuma is literally right next to the dummy.(testing on Cammy) However if I wait until the dummy fully recovers and do it, I get it all the time. I’ve tried hitting a normal and then going for it, but that doesn’t seem to work either and it just ends up whiffing.
Hey does anyone have any info on the tsuji demon? http://m.youtube.com/watch?v=K1VL_miDrzo I searched on YouTube but I couldn’t find any tutorials , also I use an arcade stick, thanks in advance!
This is just a kara done very fast. Nothing special but exe. Not really that useful anyway.
Okay cheers
So it looks like I’ll be picking up Akuma again for now. Hopefully I’ll stick this time. I guess I gotta learn his setups and stuff, my last run with him was just auto pilot even though almost all of it worked lol. The only thing I bothered learning was AA demon.
So what is the reason for using command dive kick instead of demon flip one in certain situations? Is it because you can do it up close?
Should I just go through the Goukizeme guide?
One reason could be the overhead effect, another could be the faster hit when you don’t have much time, and finally this command dive can fake a normal jump unlike a DF, and still delay your landing screwing the opponent antiair.
The command dive kick is used in a completely different manner from the DF dive kick. The DF one is slower and is more suited for wake up pressure while the command one is faster and is more likely to beat out anti-airs. The command also works as a safe jump.
Cool. So I can pretty much immediately do it after a knockdown? I got hit by Cammy’s uppercut once so I guess my timing was off.
I tried playing him again online yesterday, but the lag was horrible and I went with Cammy/Fei. I couldn’t do much with Akuma besides jump back fireball in lag. Then my main when I got sick of dropping links / Fei’s Super coming out from having to do the Rekka input twice thanks to lag.
hello, i’m collecting kara throw data for all of AE 2012’s characters, i don’t know how much of the information here is outdated, so i wanted to ask: what’s akuma’s best kara throw?
all of the data will be compiled into a list including normal throw ranges, added ranges and kara throw ranges.
HP plink
is there a better kara throw with crouching normals?
No, fs.hp is his best kara option.
Hey guys, im planning on subbing Akuma now. I know there is alot to learn with this character so can anyone tell me what I should know and practice?