Akuma ' Secrets' Thread

For people who have a hard time landing kumas BnB from st.RH online.
I’ve found that plinking cr.mp with lk and then negative edge lk on the tatsu, gives a hell of a lot more chance to nail it, hell you can even mess it up and get cr.lk to lk.tatsu and it still combos.

st.RH, cr.MP~LK, (negative edge)LK.tatsu, st.HP(reset), KKZ! (ops forgot this wasnt 3s, fuck i miss kkz).

I thought KKZ reset would only work if you use a Jab reset.

i’m not advanced or anything, but i’d consider the kara-demon to be part of a wake up strategy. a lot of the time i get people used to blocking on wakeup, and if i have a full super meter with nothing to lose, i just walk right up to them and do it right when they stand up. the f+MP is pretty slow so a lot of the time they block on reaction and it’s too late. it’s important not to do it too early though. i’ve had matches where i pull the ultra then walk right up and pull the super, it’s always nice when you’re lucky enough to deal that kind of humiliating damage over a short period of time :cool:

yea i know, i just figured if it got implemented in ssf4 it would be done with close st.HP :slight_smile:

The SF4 engine, as it is currently, doesn’t support being hit by a super after a reset as far as I can tell.

yeah but i thought the kkz had some stupid unblockable property?

It’s only unique property was that it couldn’t be parried, so in this game it would be armor breaking.

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Avoid damage from Rose’s air nonsense.

Another tactic to use against the sweep whores.

Teleport behind them and buffer the Demon. Same rules as my last post though, will only ever work more than once on a total fuckwit.

I get such a sense of satisfaction when I catch sweep whores with their stupid legs extended.

I’ve been toying around with the idea of kara-demoning on people’s wakeup, and I’ve had mixed results.

Depending on the timing, I’ll Demon them out of wake-up reversals. I’m not -totally- positive and I intend to do a hell of a lot more testing on it, but I’m -fairly- certain when it’s properly timed it -will- demon them out of a reversal shoryuken. I saw the poof of dust go up behind him and then he ate 600 damage.

I buffer it during the lifting of a f.mp overhead chop (very similar to the 3S method). Forward + mp + lp > mp + lp > Back + lk + fp.

Fully Tested:

Yep. Just confirmed it. A kara-demon properly timed will stuff a reversal Shoryuken. The timing on Ryu is JUST as he’s about to fully stand. It’s very, very late, probably about a frame before he fully stands. But it definitely works and I’m incredibly happy about it.

You can see the dust fly up behind him and the massive ink-trail that flies up with his fist and boof, grabbed and raging demon’d :slight_smile:

Been abusing this on a friend of mine lately haha.

^ Done at the same time as SRK, Raging Demon Ulta will go through and win; done slightly early or slightly late, the SRK will win.

What are Akuma’s best jumping attacks for air to air? How about for neutral jumps (both AA and otherwise)?

I know that Akuma’s neutral jumping HK is atrocious…

… Oh, and is it just me or can Akuma’s LP fireball be jumped neutral jumped? (at least, I could swear I saw a Honda do it)… is the only point of it to bait jump is for SRK?

And whats the point of Akuma’s medium punch Gohadou and Shaku? Does the slightly faster (than the HP versions) recovery make that much of a difference in any important scenarios (like the above mentioned bait a jump in -> SRK one)?

Something tells me he didn’t do the reversal in time…frame data seems to imply this scenario is wholly impossible but i dono. Kudos if its tested and working!

I’m curious as to how either method works against Cammy.

Oh how I hate those thrust spikes…

nj.HK is actually solid, especially at a round opening where someone has a jump-in attack that they are prone to do. example: J.R. RODRIGUEZ loves to demonflip at the start of a round, this or nj.MK stops it, the nj.HK just hits at a higher angle.

As for LP fireball, I use it all the time. Always mix-up the speed of your fireballs to zone properly imo, jab is my favorite ground fireball just because it’s slow as all hell.

The answer is in frame data though. Jumping jab has 7 active frames, but good air-to-air normals include jump forward/backward fierce/roundhouse/jab, and neutral jump forward/roundhouse.

MP Shaku is good against Balrog’s who like to ex rush punch, you’re going to get a couple less recovery frames while still doing the job of breaking through his armor.

This is nothing crazy, but a nice setup that seems to work quite frequently on Sagats.

When you are advancing on his position, do a jumping forward air fb. (probably fierce). If he is back dashing, blocking, focusing etc, as soon as you land do a demonflip (probably RH) into air throw. This works the best if they block the air fp and as soon as their blockstun ends, they get air thrown.

Nothing crazy, but a nice little attack. Good for pushing into corner and pressuring. Don’t abuse it obviously.

I do this on wake up after forward throw (not in corner). Air MHADO which (obviously gets block) to pin them. After AirHado wait a split second and then do the HK Flip into Throw. If you time it right, you catch them on the first few frames after block stun. Similar set up after throw knockdown would be HSHAKU and then EX DEMON FLIP. Both are dangerous if opponent is SRK happy.

I get this set-up quite often online- I do a standing HK and enemy jumps over. I’m set up perfectly to combo him right as he lands. There’s a little wiggle room since it happens quite often with different characters- I try to get that spacing just right in a fireball fight to set that chance up

Thanks for this. I saw it before I faced J.R. two days ago and in the very first round he demon flipped. He never did it again.

I use j.fp to meet people in the air. It has what feels like a gigantic hit box and comes out fast.