Akuma Strats. He's legal now!

i was just gonna sk about those dropped inputs… it sucks when you like… have the match and then blow it because it doesn’t come out

i dont really use raging demon not unless im fighting a scrub, ive been winning without it but yeah the command owns me.

it feels like im inputting the command right but he rarely does it when i want him to, everything else comes out like bread and butter but when i try to demon he just stands there sometimes :stuck_out_tongue:

So if you are fighting someone good, you don’t use one of the best tools in your arsenal? :confused:

i never needed to do so yet, besides the command never comes out when i actually want him to do it

oh yeah thats as far as akuma goes :lol:

a mixup I use is to RD after crossing up with jumping mk. i’m not very good at the TK motion so i’ve never tried to RD after it. but i remember some post before saying that cross up air FB was a good setup.

are there disadvantages to using crossup mk–>RD as opposed to crossup air FB–> RD?

The crossup Air Hadoken has HUGE advantages when following up with Raging Demon. It doesn’t have to be done using TK motion, just jump and do qcf+P. The majority of good Akumas will use Demon after Air Hadoken, because the block stun prevents your opponent from doing anything else but jumping away.

And (apparently) if the opponent is crouching block stunned, they can’t even jump out of a Demon. Having said that, crossup Forward or Roundhouse into Demon has some merit as a mixup tactic (ie. the opponent will be expecting Air Hadoken and blocks low, so the crossup will hit), but the best way is Air Hadoken into Demon.

Hey guys,

I use Akuma as my main and my performance is probably mediocre at best at the moment.

I’m beginning to find myself being limited more and more and I want to be able to play Akuma at a higher level and broaden my knowledge of him. I was wondering if any of the experienced Akuma players here can tell me about the properties of some of his more basic moves like his jabs, strongs, shorts, etc.

Are there any basic attacks that are very advantageous for Akuma? (Priority, speed, etc.) What are some of his more effective meaty attacks, jumping / standing attacks? I don’t want to have to constantly rely on the fierce and roundhouse all the time :confused:

ban em.

Akuma’s most effective normals are st.Forward, cr.Forward, st.RH, cr.RH and j.RH. All of these have great priorities and large hitboxes, but by far, the 2 biggest hit boxes are st.Forward and j.RH.

Nice. So I’m not that far off using the roundhouse then. Thanks!

I have another question regarding some of Akuma’s more stranger antics. There are often times when I’ve seen and have actually managed to do special moves for Akuma that seem to have different effects. A few examples come to mind…

  1. There are times when I’ve been able to throw a jumping punch directly followed by an air fireball in a single jump
  2. Sometimes I can execute the air fireball so fast that it comes out during the rising portion of a forward jump
  3. Likewise, sometimes I’ve seen and managed to pull off a Tornado Kick while rising, resulting in this soaring helicopter effect

Is it enough that I simply do the move inputs really fast while jumping to achieve these consistently, or are there tricks to doing them?

  1. I haven’t observed/tried this yet. Interesting, I didn’t think it could work that way.
  2. Yeah, people do that with the Tiger Knee motion (“tiger kneeing the air fireball” or “TK air fb” or “TK AFB” etc.). That’s when you press d, df, f, uf + P to do the AFB as soon as you leave the ground. Common and useful tactic, practice it. I personally am fast enough that most of the time I can throw an AFB while rising the old fashioned way (uf, d, df, f+P), but I admit that it could be even faster if I got into the TK habit. I’m not a pro/main/or even 2ndary Akuma player, though I did play a lot of him in SFA3.
  3. Hurricane kick while rising is an old old move and quite useful. Ryu and Ken could do it I think as far back as SF2Turbo on SNES, we used to call is “helicoptering” because it does carry you so far forward/up. As an offensive tool it’s ok because it has an almost inverse arc of Ken’s fierce DP and you are likely to get more hits with it, but it’s really not that useful because it is so awkward and you need to read your opponent to connect properly and all that jazz. But where I find it’s real value is as a mock super-jump to clear great distances, particularly as an escape from a corner. Granted, it’s easy to get DP’d out of, but I’ve made decent use of it. Keep that one in your arsenal too, and remember it works for all shotos.

Awesome. I actually found another thread here that talks about exactly this thing here and how it can be used as a lock-down. I’ll need to mad practice that. Thanks for the info!

All the Ansatsus/Shotos can do jump forward/back+Punch>Air Special (eg. Air Tatsu, or in Akuma’s case, Air Hadoken). You have to do it really fast after the jump Punch connects, and it’s not that useful (it doesn’t even combo for the Air Hadoken), but j.Punch>Air Tatsu is really useful for Ken (not so much for Ryu and Akuma cuz their Tatsus are so slow to startup). Also, if you do a straight up (neutral) jump, you can cut off j.Punch or Kick into Air Tatsu/Air Hadoken, and not just Punch.

All I use Helicopter Kick for is runaway. I love that move :slight_smile:

since the other thread got closed:

[media=youtube]7NVzCG4zcWY[/media]

I <3 you, no homo.

sorry, but this doesnt convince me of anything yet. do this in a match, with good players, offline, preferably tourney setting.

not saying the technique is garbage. but is it really any worse than some of the other corner lockdowns in certain matchups?

The real deciding factor imo, is how well you can deal with the slowdown if a fireball hits. Obviously if they block it is easy (I think? lol) I know on pad I’ve done up to 20 reps. Good technique regardless, but we have to see how many Akuma players even bother to master this, and what corner tactics they use in relation to this. Walk up low hit, walk up throw, walk up bait dp, continue trap etc. Im not gonna really say much more on this topic til I see what a good Akuma such as Damdai can do with it. Still you have to get them to the corner, which you shouldnt be the focus of your match since Akuma can win based on everything else alone. Soooooooo, until we see some results with this I’m pretty much done discussing this topic, I’m just the guy who found it think of CvS2 shit lol (tiger knee Vice’s blade kicks up is something I do).

so what dipswitches were changed in that video. one of the commenters noticed the icon above KO, meaning dipswitches were changed, what was changed?

Well for now, what this discovery shows is that something like this is possible for Akuma. It’s all up to the players to put it to use to see how effective and practical it may be.

One use for this that I can think of however, would be to force someone into a lock-down close to the end of a match and then stalling for the timer to hit zero. Of course that’s only if he can get the opponent to constantly block it. Guess we’ll just have to wait and see.