Akuma Strats. He's legal now!

Hold any kick.

I need confirmation of the following bug

Thanks

Thanks. :woot:

I’ve noticed that after knockdown, a lot of decent Akumas go for a meaty air fb -> cr.mk xx hadoken or something like that, but I almost always go for crossup j.mk -> cr.mk xx mk hurricane -> juggle jab dp because it’s so godly. It’s incredibly easy to execute, does 50-60% damage, dizzies pretty consistently on Cammy, Blanka, Guile, and Gief (still doing research on the rest of the cast), and if you screw up, you’re almost always left in defensive crouch. Low risk, incredibly high reward. Is this combo just relatively unknown (I actually came up with it after seeing a friend do Ken’s cr.mk xx mk hurricane -> strong dp) or am I missing some huge disadvantage? Of course it’d be a stupid idea to do it vs Ken, Sagat, Akuma, etc. but I don’t see any huge disadvantages.

Everybody has a crossup combo similar to this, and Akuma’s is nothing special. I believe Bison + Deejay had guranteed dizzies against most of the cast in ST, don’t know about STHD. The risk you face is any anti-air - flash kick, srk, vertical ball, etc will hit you and bring you to a wakeup situation. If they block it and you get predictable (i see you say ‘almost always’), then the opponent will expect it, and you’ll eat a reversal every time.

Also, depending on how you knocked them down, it may not be possible to get in the right position for the right crossup timing. If you sweep them at max range for instance, you do not have time to walk forward and jump for the crossup and still be able to hit them on wakeup. You’ll eat things like Lariat and Bison j.mp at this point.

Well, the only reason I thought it was anything special was how insanely easy it is to execute. I know several characters have combos just like it, but they all seem rather hard for me (alternating crouching and standing normals really destroy me in terms of my ability to do them). I know the main risk is eating an anti air, but with Akuma, it’s almost worth it as long as you don’t go for it more than once a match, because it’s not like they can get in on you and combo you or anything; you have completely invincible DPs with which to reversal any jump in or walk up attempt… Unless I’m playing another Akuma or a Ken, I go for it maybe once every fight (which is why I say almost always, I didn’t mean every knockdown D: ), and the only reason I don’t go for it vs Akuma or Ken is the insane damage on their DPs. I don’t do it if I know I can’t safely (safely meaning without anything other than a reversal touching me) land the crossup. I didn’t mean to sound so stupid about it, haha.

Doing ambiguous air fireball into hurricane blind is too risky, you’ll eat a dragon punch or flash kick or whatever most of the time, and it’s just not worth all that damage when crossup into fireball is safe, knocks down, and does good damage already. But if you do an air fireball and the game starts to slow down, you can usually verify that your combo has started and combo into hurricane kick into dp for full damage.

I’ve noticed that when the game slows down after an air fb, sometimes I can’t perform normals after my fb lands.

They made the hitboxes better?? Maybe what they did was use ST DC Shin Akuma as the base for HDR Akuma?

And yeah, slowdown sometimes makes it extremely difficult or impossible to finish combos, but at the same time it makes verifying whether they’re hitting easier.

You guys should finished juggle combos with FP DP. Wait to dp as late as possible. The first hit on FP DP does more damage than lp dp. Just time it right and you’ll see the damage difference right away.

I’ve already posted a more damaging crossup combo earlier in the thread. j.hk -> s.hp -> fk hurricane -> juggle hp (or jab) SRK. If they block the j.hk cancel the s.hp into a blue fireball to knock them back.

Honestly I don’t know why you’d go for a mk crossup when the hk crossup is just as easy.

I haven’t noticed a difference, it seems about the same to me. Regardless, though, jab dp is better for post-dp positioning games because you recover faster and have time to set up whatever you want.

Well, I asked Sirlin on his website, but he wouldn’t give me a definitive answer. He probably did this because whatever he said would affect peoples’ opinions. He did tell me this, however:

I don’t know much about the Dreamcast version, so I don’t know exactly what all the different Akuma variations are; someone who has some knowledge about the DC version could probably clear this up.

Is he the best shoto now?

I’m worried he might become too good :confused:

yes easily the best shoto and best character

So I finally played around with Akuma, and this dude is really really buff. If you aren’t raping people with this guy, you might suck. I don’t want to say he is broken, but goddam some of his stuff is gross.

MK crossup seems like it’s more ambiguous.

Is Akuma really tournament legal? I doubt if I ran a tournament I would allow him to be used.

Which is his better cross-up - j. MK or j. HK?

j.rh is more damaging, j.mk (in my opinion) is more ambiguous. Depends.