For akuma, I think I’ve seen 2.HK xx 214 HK -> 623 HP
Also, if you time it right, you can sometimes get away with the dive kick ( 2.MK in the air) to srk.
I don’t really know much more though, sorry.
For akuma, I think I’ve seen 2.HK xx 214 HK -> 623 HP
Also, if you time it right, you can sometimes get away with the dive kick ( 2.MK in the air) to srk.
I don’t really know much more though, sorry.
I use Akuma the same way as I use Ryu or Ken, but with Teleports and Air Fireballs. Combo: Jump in FK, down + Medium Kick, Hurricane Kick (medium Kick), Shoryuken or QCFx2+P. Also, in the strategy guide, they said to do the combo: low MK to HCBx2+PPP level 3. But, um, that is HARD!
After a teleport, use a Jab Shoryuken for its priority and speed and damage. Also, VS a jump-in, MK is good.
Well, some minor things to get you started.
Keep in mind that his MP dp doesn’t always knock down, which is a shame as it is his possible answer to lows unlike his LP dp for example.
His air fireball is not good at all, except certain special situation you should stay away from it.
Teleports are pretty bad, really just use them to get away and don’t involve it into your offense as the recovery is bad.
The divekick is great and the timing is easier then in A3. Learn that and use it. It’s his fastest air move to get you grounded and beats out quite some stuff, too.
Basic lvl 1 CC is the same as for Ken. As lvl 3 CC better use after the c.HK, qcb+HK, his red fireballs and then finish with an FP dp insted of going into a FP after the qcb+HK in a lvl 1 CC. His CC’s do a lot more damage then his supers, hit easier too, so really try to learn them quickly.
Sides canceling his c.HK on block into a Hadoken you can also use an LP roll to stay close and continue your pressure. So basically the same stuff as Ken has. Exspecially good as Akumas fireball recovery isn’t good.
You can use special moves, supers after c.LK or include them into your pressure strings. Also note the range is not as bad as it seems and you can easily throw after getting a close short blocked by your opponent.
Akumas overhead is slow as hell, so don’t use it often and if your opponent has good reaction --> never! Maybe mix some demon flips and quick divekicks into your game as overhead moves.
What is CC?
I use Akuma’s FK Hurricane Kick to pass through fireballs–>Jab DP.
CC = custom combo
I just got a CPS-2 version of Alpha 2 Gold (Zero 2 Alpha) and I kept using OG Zangief and man is his 360 so clean. It doesn’t miss grab, it vacuums in from far away, and it takes so much damage. I don’t know but I think this Zangief has a huge advantage over a lot of characters in the whole entire Alpha series! His 360 catches almost every time!
scary