I like Akuma (N-groove notes)

I just saw this thread. I was wondering if you have any tips for doing the raging demon right as you break stock.

For example. Opponent is down on the ground. I run with akuma, break stock, directly into raging demon.

Any tips on how to pull it off? I still have trouble getting it to come out without a short or jab coming out. Guess I’m not fast enough.

Do you know to double tap buttons? Quickly brush the button with your middle finger immediately followed by the index finger. If you do that for the LP button, the game will register “LP, LP…”

When I want a break stock, demon, I hit HP+HK with the outer knife edge of my hand (It looks like I’m giving the cabinet a karate chop), double-tap LP, [foward, LK, HP].

I put [forward, LK, HP] in brackets because I think of that all as one motion. Make sure all your inputs are distinct though. If you do F+LK instead of F, then LK, you’ll probably mess up.

Anyway, I hit LK with my thumb and HP with my pinky. Feel free to hold all the buttons down too (F, LK, HP). As long as you do them in rapid succession, with no two inputs done exactly at the same time, your super will come out.

I guarantee your speed will increase big time if you just practice. Good luck!

THanks man I’ll give it a try.

good stuff. much appreciated.

I’ve said before that Akuma’s max range d.HK xx qcb+LK (one hit) is his most useful combo right? Well, I hope everybody is still practicing their patience and footsies everyday. I don’t want to be the only player here with a nasty N-Akuma a few more months from now…

vs. Shotos
Get up close and do d.MP, d.LP link with Akuma. Now note the range you’re at. Against any other Shoto, this is THE sweet spot Akuma wants to be at. The range is so sweet, even just standing at it doing absolutely nothing is powerful. When going up against another shoto, fight to occupy this range always. Why? Stand at that perfect range with Akuma and have dummy Ryu press d.HK. The d.HK whiffs! Now walk just slightly forward and d.HK xx qcb+LK (one hit), running uppercut juggle with Akuma. Your combo is totally FREE since you’re hitting Ryu in his recovery. This would not have been possible had you been at any other range. Too close and the d.HK would touch you. Too far and you wouldn’t have enough time to walk up d.HK.

vs. Any other character
Obviously not every character in the game has the same ranged sweep Ryu has. Sakura for example, her sweep is significantly longer ranged. Plus she has far s.HK to keep you out as well. When you play footsies against her, you need to occupy a range much farther away than you would if you were playing against Ryu. Instead of doing walk up d.HK xx juggle when she whiffs a sweep, you would need to do RUN up d.HK xx juggle as well.

Make it your goal to never ever mess up the d.HK xx juggle combo, from both walking forward AND running forward. It’s easily Akuma’s best footsies tool.

After you can play under the pressure of a tournament and pull an Ohnuki by doing run up, d.HK xx juggle against a whiffed CAMMY far s.HK, you get to be an official black belt of the rushdown shotos.

what are some of akuma’s bad matchups? viscant showed that yamazaki does very well against shoto’s and he says it’s a “bloodbath.”

at SBO2, either captain sawada or kindebu put their R2 blanka first to counter ohnuki’s R1 N-akuma. does blanka do well against akuma, or is it just because that much life is tough to overcome?

thanks

EDIT- and kang, how did you do at ECC9? like what team did you use, who did you lose to, etc.

Actually I think of Akuma as the all-rounder, adequate to deal with most of the other cast…except due to his low stamina issue he must be use skilfully with careful planning.

Some of the bad matchups I personally experienced are K Geese, simply due to his strong stamina and properly use of his s./c.HKs (kinda difficult to cross him up too); A Blanka whoring RC electric, which simply chips Akuma’s life and hinders his crossups attempts. Akuma cant counter his ball to my knowledge, at least in the c-groove I’m using.

Bad Akuma match-ups? lol… there’s nothing I can tell you that you or anybody else here doesn’t know already.

Whenever I can get a Vega, Eagle, Mai, or Rugal player pinned down (any of those jumpy, pokey characters suseptable to rushdown), I can do very well. But if I can’t get my game going right off the bat however, they can all just as easily run me over without barely a scratch. All the other usual suspects (ie. cheap/most commonly picked characters) are obviously hard match-ups. Blanka, Sagat, Cammy, Yamazaki… all those fools.

I knew myself I wasn’t ready yet, so I had no business playing at ECC this weekend. I actually wasn’t even planning on attending, but situations changed at the last minute. I got to learn so much in casual play though, so it was all good in the end.

I played C-Ryu, Ken, r2 Sagat and beat an “A-Team” player; lost to roll, spin-the-stick-wildily-and-jam-on-punch r2 Zangief; beat a P-groover playing some weird team; then lost to a K-groover because I don’t know I’m suppose to try and tech throw when he does d.LP, throw on me. :lol:

Definately a disappointing showing, but I’m happy nevertheless from getting to learn from all my mistakes and what my weaknesses are.

What can you do against the fireball meaty??This coupled with the ground pokes after it take off like 50-60% gaurd in P :frowning:

Its greatly appreciated at least by me.lol. Thanks alot

kcxj, you were at ECC? I was there too! I was using K Blanka, Mai, Sagat during casual, Blanka, Cammy, Sagat(2) for the main event.

This is more useful for A-Akuma, but did you guys know you can juggle a dp after a lv1 fireball super? I just found this out messing around with A-Akuma.

You weren’t the player with Jiggabry who came to play in my motel room on Monday morning were you? lol @ crazy Canadians. “Guy” this, “aboot” that. “CvS2 is f—ing garbage, eh?”.

Haha, no, i think that could be JS Master…but JiggaBry was rooming with me and my buds at Motel 6. Though we are pretty crazy…eh?

Choi’s cool Akuma combo (setup included!):

air d+MK dive kick in corner, counter hit close s.MK xx hcb+HP, dp+LP, dp+HP

After a dive kick, hit or blocked, Akuma is left at point blank range. When dive kicks are done deep in the corner, Akuma’s also always at frame advantage. Close s.MK comes out in 3 frames. Moves don’t get much faster than that. It’s as fast as a jab. If the opponent tries practically anything other than just block, he’ll get hit. No throwing, no jabbing, no jumping, and even timing an invincible reversal move is difficult. After the s.MK, two-in-one red fireball hits, you’re distanced perfectly for a juggle! Do dp+LP (one hit), dp+HP (one hit) for the most damage.

Again, it’s dive kick, knee xx red fireball, light dp, hard dp. Pretty cool.

thx. that shit is tight.

peace

SKJ

Shit I didn’t know you were at ECC kcxj I would’ve looked for ya. I was the guy playing various A-groove teams mostly, Vega, Sakura, Blanka, Rolento. I was switching off with Alex Navarro and Crow from houston. Anyways, I’m Alex from Miami. Hope to see some of you at MWC.

Also, if you were there Saturday which I guess you were. You got to witness Brian’s fucking ridiculously disgusting Akuma, he was raping people with N-Akuma, Ryu, Sagat.

Try this just for fun, or on a opponent(preferably a dizzy one) in the corner, when you have only level 1 super:

c.HP, hcbx2 LP, dp+LP (one hit), dp+HP (one hit)

This combo deals a damage of 5832, with Akuma at ratio 2; which is also his strongest combo under the 2 above situations: corner and when only level 1 super is available. Possible to do from Choi’s setup kcxj listed above, with some hard work, I think.

Tip: To combo his super fireball from c.HP, try doing:

hcb, and while u are doing the 2nd hcb, input HP when you are at the downback position. After that just turn the stick backwards and press LP. It’s doable with practice.

Akuma is fun.:slight_smile:

Hey kcxj, thanks for the help man. BTW, i dnt really understand much about the frames in the game, coz I dnt count 'em up during a match. So, can you just narrow things down and just tell which moves of Akuma N-groove are hi-priority? I dunno, I just rely on “which has better priority to which move” and just try to mix good timing with it. PS: I dnt have my own home system to practice, and I think practicing CVS1 in PS1 wont quite improve my combos. ={

High priority?

Akuma’s d.LP comes out in 3 frames. It is quite fast and the best move to use whenever you’re in range. After it’s hit or blocked, you get +7 frame advantage. That means you can link/combo almost anything you want afterwards. I do d.LP (counter hit), d.HK a lot.

Max range of d.HK has a lot of priority. Make sure you always do it from the farthest range possible for the best results. Hit with just the tip of your foot.

At midrange, Akuma’s d.MP is one of the highest priority moves in the game. Against Cammy, this move is very important.

When properly used at midrange, nothing beats a hadouken in terms of priority as well. If I can recall, Akuma’s qcf+P attacks hit in 12 frames and knockdown as well. Vega’s trying to poke you with d.MP all day? Well he can’t if you’re using your hadoukens properly.

Up close, qcb+LK has super, super high priority. It comes out in only 2 frames (!). That’s fast than most people’s jabs and faster than all normal throws.

d.HP is high priority anti-air from close, and far s.HK is high priority anti-air from far. The tip of far s.HK is completely invincible, plus if you do the move late, it hits really fast in only four frames too.

When properly done deep, Akuma’s HP shoryuken is the highest priority dragon punch in my opinion. 8 frames total body invinciblity and hits in 2 frames. Way too good.

The max range of far s.HP has high priority on the ground. Invincible fist. You can do it on an opponent as he gets up, and if you distanced it perfectly and he tries a dp, your fist will pass right through.

There’s more stuff too, but this should be enough to get you started. Hope it helped.