Akuma ' Secrets' Thread

thanks

i did

Great advice…“that setup only works at high level play”

lol, guess we shouldn’t think it’s too great then :sad:

Whats the significance of counter-hitting? Properties?

since this thread is about sharing tricks, a nice trick i like to do with akuma is
(block string)low short, low jab, low strong, crossup with forward demon flip into whatever combo. then mix it up with short demon flip to keep them guessing which way to block. maybe not that practical but works for me most of the time

Nothing can be done about DP’s, but if your facing scrubs who mash jab one could set it up as a frame trap.

Counter Hit cr.MP > far.HK > cr.MK xx fireball > FADC > far.HK > cr.LK xx LK Tatsu > HP SRK/Sweep 457dmg

My pants are currently wet.

Edit: and with no meter CH cr.MP > Far.HK > cr.LK xx LK Tatsu > SRK/Sweep for up to 377 dmg. Wow.

Gives you a bigger frame advatange on hit, for cr mp coutner hit to far hk its apparently a 1 frame link, some im assuming it gives you + 7 like far st lp does. Not too sure about the frame specifics of counter hits tho, anyone enlighten?

cr.MP into Far HK is really easy to link after a counter hit. It can’t be 1 frame.

Zangief
Sagat
Abel
Rufus
Guile
Vega (8 hits max)
Seth (8 hits max)

It doesn’t work on Dhalsim, too?

You can do up to 5 hits ( hk > lp > hk ) like on most of the cast.

Unfortenately it is highly predictable and then easy to counter (dash and you are open for throws/combos) if someone remembers the pattern. Hence, i switched to the following:
cr.LK, cr. LP, cr. MP xx Light Kick demon flip
The small flip version opens you all options (throw, kick as combo starter, palm as focus break, dive as mix up), although doesn’t cross anymore. Forces opp to guess…

works also good as mix up and damage scale reset:
far HK, cr.MP xx light/medium Demon Flip etc.

just my opinion…

Guys, are there any useful/Akuma specific options selects?

I have done this option select by accident a few times, but I’m not sure how I’m doing it. The one I pulled off by accident is a cr FP/ Teleport…
If anyone knows more info, I’m all ears.

When Akuma has his opponent in a corner (Mostly when you f.throw them into the corner)

You can choose whether or not to cross them up from a point blank jump. If I had the game I’d show you.

Edit: LOL, forgot to explain how.

j.LK will hit behind them but you’ll land in front. [Easy combo, just do c.LK - EX.Tatsu - HP.SRK to put them back into the corner]

The follow up would be j.MK which is another attack that hits behind them but then you’ll land behind them. It not only confuses the opponent, but me as well, I’ve never seen something so cheap like this. BTW, it works in both corners. With the j.MK, the hitbox is a lot smaller so you’ll have to jump a little later, but not by much.

Thanks for the rep whoever it was :slight_smile:

This definitely isn’t foolproof but against Gouken you can demon flip throw o-s srk on his wakeup. If he blocks, focuses, or parries he gets thrown. If he backdashes or jumps up or back the srk hits. If he does ultra he goes underneath you. He can counter it pretty easily though with his specials if you get predictable.

You could use this on all the characters with poor wakeup defense really.

You have to be aware that the left corner has different properties than the right, so keep that in mind when you’re saying a cross-up will or won’t actually cross-up. In the left corner even a point blank j.MK can fail to cross-up.

^as long as they are holding back otherwise a cross-up will ensue. I hate it when someone holds forward for just a sec in the left corner then you whiff you df kick…and get punished with a nasty corner combo, usually 50% of life.

For real? What’s up with that then?

and YOU have to be aware that I’ve sent you a PM…thanks for responding :frowning:

I forgot that there was even a PM system on SRK, sorry about that duder!