Akuma has to be on the offensive to get a player in that situation. When akuma is on the offensive thats when he’s actually most vulnerable. The things that scares people about akuma the most is his crazy defense. I’m all for akuma trying to come at me offensively. Thats when how I win most of my matches vs him.
the on hit slowdown one on page 3 of the dip switches, so it was easier to practice the notation for a little bit
u guys are missing the point
some asshole said “make a video of u doing the notation 30 times in a row if it’s so easy” so that’s what I did
now if i can get this down in like an hour or so, what makes u think an actual good player couldn’t do it perfectly after practicing a little bit longer?
Just because you can’t seem to get it down doesn’t mean other people can’t
Anyway I’m not an akuma player but I proved my point… it’s not that hard to do this shit with a little practice. If you want to continue your little love affair with akuma, go right ahead.
training mode vs real match are different dude. even so 30 reps isnt much at all. i can execute super dumb flashy combos in training mode, but in a match, i cant ever do it, even when i have the correct setup. but now the question is, can you keep doing it that consistently? for all we know, that coulda been your 83765873658735th try. I’m not trying to downplay you, but this is why i like realworld results, you know?
I’m not saying i would practice this enough to get good at it, since i don’t play akuma. But some dude could possibly do this. It kinda reminds me of those doujin fighters, where they have do like very specific timing to get those combos down, and they are done in real matches all the time. This is just doing one command with specific timing over and over again. Then what? Also I did keep screwing up. It took about 10 minutes of recording to get 30 in a row. But this was just after reading about it the previous night. But anyway my arguement isn’t that this puts akuma over the top. He’s already over the top. All I wanted to do was show the command properly, since someone called me out on it.
I was just playing a bit more with Akuma tonight and I have a bit of a technical question about him. Specifically, his Dragon Punch reversal on wake-up. How… I guess you could say… “Foolproof” is it against attacking opponents who camp your body so they can land Meaty Attacks?
So far, it seems that the reversal with go through most projectiles and overheads on wake-up, but there are times when I’m constantly caught with the occasional low-roundhouse or low-forward by Shoto characters and Zangief. I’ll have to play more to see who else I have trouble wake-up reversing, but what I wanted to know is how high of a priority Akuma’s wake-up DP reversal has VS. certain opponents and whether or not there are moves that actually out-prioritize it.
Nothing SHOULD out prioritize it because it is invincible on the first frame. I don’t know if it hits on frame 1, so you could still get baited with a safe jump.
I’ve given up trying to wakeup SRK Zangief vs his meaty far sweep. The risk v reward just isn’t worth it.
If that’s the case then it could also be because my timing is just off when playing against people.
People ignored this post. Akuma can only capitalize off of a knockdown and even then, it’s hard to put people in the corner for a setup.
You’re most likely doing fireballs instead of DP.
There’s something weird about the new DP leniency that makes you do that sometimes, still haven’t figured out why. Other people have mentionned that the DP hits on frame 1. A worst with a proper reversal what COULD happen is that the DP and the meaty sweep both whiff. So if you’re getting the reversal message but still get swept you probably did reversal fireball.
Also, i think gief can’t jump out of antiair demon, unlike other chars. Makes sense since his pre jump frames are longer. It made certain demon setups possible which weren’t on other chars in either A2 or A3, can’t remember which one.
I think the neutral TK fireball will end up being just another good tool of an already great character.
Do Akuma’s Hadokens have any special properties attributed to them that make him differ from the other Shotos as well?
I know that Akuma’s Flame Hadoken has lag time on start-up and that all three of his normal fireballs have consistent frames while Ryu’s fireball frames increase as his punches get stronger (Jab, Strong, Fierce)
I noticed while using Akuma in Training Mode with hit-boxes on, that if you use his flame Hadoken, the hit-boxes on the front half of his body disappear for a brief moment during the start-up lag. Do his Hadokens have any sort of invincibility frames that are similar to his DP?
It has been mentioned already in this thread but you can use the shifting hitbox property of Akuma’s fireball to avoid crossups. If you are going to get crossed up on wakeup, you can wakeup with a reversal fireball and the crossup will whiff. It is something that Akuma can do that the other shotos can’t.
not only that, but blue and red fb startup is invincible for a very brief moment
Thought so. I must’ve missed it the first time around when I skimmed through the thread.
But thanks! I’ll be sure put that into good use as well.
Why is Akuma so retarded?
Just wanted to add something to this conversation, here.
I discovered that doing this lockdown is easy. REALLY easy. I would say, like, 5 times easier than the standard infinite with Magneto (they call it the ROM infinite I think?). Here’s why:
You are in the air when doing the next code. So basically, once you knock someone down in the corner, jump straight up, do the Air Fireball on the way down like normal, and then do this:
D, DF, F, UF, U
Basically, a half circle from down to up passing through forward. Just complete the code RIGHT before you land and you’ll jump straight up again. Tap Jab and BOOM, instant air Tiger Kneed Fireball. I was doing this with like 15 Air Fireballs in a row consistently after 10 minutes. Now, if someone just sat down for an hour, they could probably do this like 100 times in a row without missing.
So this lockdown MAY be easier than you think. I’ll keep doing more experiments with it in the upcoming few days.
- James
After practicing on a blocking comp on Training Mode and then switching it to CPU controlled, I’ve finally managed to start doing combos with Akuma somewhat consistently now… It’s actually quite mind-blowing what an hour and a half of constant practicing can do to your muscle memory. My attacks in matches against humans feel like they have much more variety now. Wow… (Sorry, I had to get that out of my system since this is the biggest improvement I’ve seen in weeks)
And regarding the question I asked awhile back about “fool-proof” reversals, I’ve come to realize that it really is my timing because I’ve seen what a well-executed Akuma reversal on wake-up looks like and mine look noting like it sometimes. I don’t even get the “Reversal” message. Even with the Piano Method, the DP reversal on wake-up is no easy task, especially against attacking opponents.
What are some good cross-up combos for Akuma? I only know a couple of basic ones:
-
Air Fireball or Jumping Roundhouse [Lands Behind] c.Forward --> Fireball
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Air Fireball or Jumping Roundhouse [Lands Behind] c.Forward --> Hurricane Kick --> Dragon Punch (Juggle)
(I can land 2 DPs for the juggle if the spacing is right. Bad for corners though)
- Air Fireball or Jumping Roundhouse [Lands Behind] c.Forward --> Fireball --> Raging Demon
(This is kind of experimental. I haven’t been able to land this consistently and the few times I did land it I think I was just lucky. My reasoning behind this one is that I’m trying to use the Fireball to either hit or force the other person into a block so that I can sort of “Tick Raging Demon” them. But I need to try this out more first)
- Air Fireball or Jumping Roundhouse [Lands Behind] c.Short --> c.Forward --> c.Roundhouse
(I can throw in a Fireball at the end, but only if the three kicks are blocked. Timing still needs work on this one though since each kick seems to have a different timing for input in order to be executed properly)
But yeah… Any other suggestions would be great.
I’m sorry if I sound snide, but my suggestion would simply be to try other attacks besides :d:+:mk: after a crossup. (There are much better ones out there…like :d:+:mp: (his most “linkable” attack) and cl.:hp: (his most powerful interruptable attack). ) Try some of Ryu and Ken’s old crossup ToD combos and see how Akuma can stretch them even further.
Combos are all about options. Possibilities. Explore them and the combos will pour out of you. But, if you need inspiration, find the TZW Volume 7 transcript on GameFAQs.com. You can also look at the Link FAQ that I did for SNES SSF2 and get some ideas, too.
By the way, the tick attempt that you have listed with the Raging Demon can be jumped out of. If they got hit by the crossup while crouching, that might make a difference, but I have a feeling they’ll still have enough space and time to jump out of it.
The Link FAQ was particularly useful to me. Thanks! I’ll have to experiment with using Jabs and Shorts more. Still need some practice because the longer the string of moves I need to do, the higher the chances of me messing up the timing for one of them.
You could experiment with weak attacks, but in the case of Ryu/Ken/Akuma, they’re really only good if you’re going to hit-confirm into a super or you link to a cr.:lk: after cr.:mp:. (E.g. cr.:mp:, cr.:lk: XX Hurricane Kick)
Ah…I may as well just tell you. :wgrin:
The best links to get good with are cr.:mp:, cr.:mk: and cr.:mp:, cl.:hp:. (Honorable mention to cr.:mp:, cr.:hp: cause it works on Blanka.) In most cases, those links will allow you to combo into the Ryu’s/Akuma’s Hadouken and Ryu’s HienHadouken (The “Red” Fireball) and Shinkuu Hadouken. For the purposes of crossups, though, cr.:mp:, cr.:lk: XX Hurricane Kick is a good place to start if you can get that to connect. Otherwise, just crossup and go Ken on 'em with j.:hk:, cl./cr.:hp: XX Hurricane Kick or :lp: Dragon Punch. That last sequence of moves should get you in the area of his most damaging combo.
Wow, I’ll definitely have to give that a try then. Thanks a million for that! =D
And to clarify on using the weak attacks, so you’re saying it’s usually better that I lead into the weak attacks using something like c.Forward first? Are there any implications with starting off with the weak attacks and then going into a stronger one? (E.g. c.Short --> c.Short --> c.Forward --> c.Roundhouse)