MvC2: Akuma - General Strategy and Basics

is strider doom akuma a good team?

umm… for fun, yeah sure, strider and doom are always a good team, akuma may drag them down though, its not like i lose every game, i have decent wins with this team

akuma would seem like a very good character to play with at first. hes cool looking, on of the first sf characters, and he has an ok assist. however, if you play with him against guys a hundred times sukier than justin wong your screwed. not to be mean or anything, i used to like him too. the reason you shouldnt use him is because his attacks are weak, his defence is weak, he’s small, cant air-dash, cant jump more than once, etc. so if your playing with friends akuma is a very fun guy to use and you could use him but against good guys dont use him. hes screwed by ahvb

-To super cancel into the fireball super you generally have to use a Jab fireball for it to connect.

-Messatsu Gou Shoryuu (qcf+PP) is 1 frame and has invincibility on startup. Good super to have (DHC, garbage time, etc)

-Divekick is safe, afaik.

-Air fireballs are pretty good.

-Air hurricane glitch usually works best if you do (quickly) sj Jab -> Strong, Roundouse hurricane after launch, instead of just the jab.

-Akuma-G is a free combo/super/DHC for whatever character you have on point, and a really, really easy one.

that’s all…

yeah, the one jab into hurricane kick, barely works , only in practice mode anyways

Regarding Akuma’s Raging Demon…I just feel that it is not even worth it anymore. I think it might be tech hittable and it’s easy to sj out of the way if they don’t “combo” it (if he does a ground chain that puts them in hit-stun before hand, then the RD will “combo”) Also, I think I pushblocked the super once. I have no idea how, it was a while ago. All in all, the RD is not worth it unless it will finish the match, will kill a character, or your sure it will hit during a DHC. There are much better ways to use your meter with this guy

got a question for you guys… in his hurricane kick , when your opp. is glowing blue… does that mean he cant move?

The best team to pair up with akuma IMO would be the other shotokans. I dont remember who it was but someones really good with them. Forget all those fancy cancel to RD combos.(unless your playing some scrub and hes talking a lot of shit) The only combo youll need is your basic c.LK>C.MK>launch>lp>lk>Mp>mk>XX>Huricane kick, hit it twice>Fireball Super. Akuma has a great assist with his expansion assist. Jump over your opponent and assist akuma. Most guys are too busy following you and blocking your way that they live their back ungarded.

Its best to use him last and use his hurricane kick assist. I combo I found with Sent and his is. LP,LP,Rocket punch while calling Akuma assist, then Lazer breath rocket punch go into Sent kick super. There are tons of combos you can do with Akuma assist.

I think this is his best combo. LP.LP.D+fp. LP. LK. hurricane kick then fireball super.

A team I like to use is Sent Cable Akuma . I like this team I think Akuma assist can work with anyone though.

Use cross ups with him and do combos, its not that easy to trap him also because he can teleport. If they try to super jump with you then uppercut so you get above them.

And always use him last.

:frowning: Poor scrubs.

who gives a fuck about raging demon, it only works on idiots who have never seen the move before. If you see Akuma about to do the Raging Homo attack what is the first thing you do…hmmm. Block? Hell no, you punish it, you may not be able to block it but it is so slow and has so much lag that you can do anything you want to him. I like to just throw out an LP. Him wasting 3 meters on this lame ass moves is usually punishment enough.
Akumas great, RD sucks

stuff on the SGS (Ragin Demon)

-you cant combo it in, since its a grab attack and you cant grab characters in hitstun/blockstun. however, there are certain ways to set it up if you feel like going for it. IMHO, i go for it if im looking for style points and flash. if you’re doing the SGS for damage, then its not worth it, save that meter.

a few ways i like to set up the SGS:

-vs. an opponents jump in: do the SGS or walk back SGS. it’ll grab as soon as they land. make sure they have called an assist/cant all an assist before they land. [NJ mode]

-akuma backed into corner: c.lp, c.fp, sj.lp, lk, lp, lk, fp throw [akuma throws the opponent into the corner], land, SGS. the opponent bounces and lands on their feet (no stun). akuma is right next to them so its an easy grab.
opponent can escape by tapping up at the last second and when going for the SGS its lp, lp, Back, lk, fp

about capture assist, it wont work because they’re in a hit stun animation, however ruby has a tiny exception. if you capture someone with ruby’s capture assist, the opponent isnt grounded. (try hitting somoene with a c.lk or a c.fk) so, heres a way to set up the SGS with rubys assist.

-c.lk, c.fp, call in ruby, sj.lp, fk hurricane kicks, assist hits, land, SGS.

what happens is as soon as the sgs starts up, the character will “drop” down (out of stun) into akuma. again a tap up at the last second will avoid it, but ive noticed most people are trying mash on lp and akuma is just to close for that to do anything.

-[blocked] s.lp, s.lp, s.fp + storm proj XX hurricane kick, land, storm assist hits, wave dash right behind storm, SGS as soon as the first half of the typhoon passes though opponent.

bit of a timing thing here. storms typhoon does its 3 hits at the beginning. the rest of the move will just pass though and end the opponents block stun, so just time the SGS to hit at the right time.

-c.lk, c.fk [opponent rolls] PP teleport back, SGS.

bleh…

anyway…not a scrub post, im just a big fan of using low tiers…so enjoy or dont.

How the fuck did this shitty thread degenerate into discussion about RD…the worst super in the game.

In MVC 1 and Alpha I would just sweep combo and then RD while they’re gettin’ up…no way out without rollin’…I’d just wait til the sprite layed flat so I could be sure there’s no roll…no SJ, guard, attack, or combo can allow one ta escape the greatness and power of the move…thats I why I wanna learn it for MVC 2 so I can abuse people wit’ it…especially on arcade. I can combo it sometimes though…it involves a corner trap and I forget the rest…when I get another workin’ copy of MVC 1 and practice it again I’ll come up this wit’ the combo. Doubt it’ll eva work on MVC 2 though.

If I’m not mistaken…70% damage is pretty DAMN good damage! Thats roughly 2/3 power at LEAST!

That was uncalled for. :tdown:

Anyway, to be honest, I think Raging Demon in this game is a monumental waste of time. Not only does his Aerial Rave ending in his Hurricane Kick XX Tenma Gou Zankuu do more damage, but your opponent has to be pretty much comatose, or DEAD to fall for it. Not that it’s really wise to blow three SC meters on a complete gambit, by the way. If possible, save those meters to keep some distance between yourself and your opponent (unless he’s Cable), cause, as you know, Akuma gets tenderised pretty easily.

And Sol, they don’t mean 70 percent damage.
They mean 70 points of damage.
Every fighter’s meter is 200 points long. So, 70 points in this case would be 35%, even more if you’re wailing on a heavy damage taker. Still decent, regardless. :tup:

This thread is pissing me off.

Characters have 143 points of health, 70 points is about 50% Raging Demon (SGS) does something like 80 points anyway, IIRC.

Knockdown -> SGS has never worked on most characters. I’ll say maybe in Alpha 1 (though I doubt it) because I know so little about that horrible game. Shin Akuma (who is neither in SFA1 or MvC1) as an occasional exception. In the Alpha games, if you do a Ground Recovery vs SGS, you will be grabbed IIRC.

You can’t combo into the fricking SGS with very few exceptions, one being super armor characters.

ph!Lop!a’s post is good except that the teleport has too much recovery time in MvC2. To add one, you can go for it after juggling with a hopkick…ie after the hurricane kick super (which is almost worse than SGS, btw), you can do Jab, Strong, hopkick (towards+RK), and then go for it as soon as they land. This, like all uses of the SGS, generally is neither practical, nor good.

Trying to counter the SGS with a regular attack is often retarded and will get you grabbed. Not as much in MvC2 because the move is slower, but still. Jump > attack.

To answer Wild Daigo’s question, yeah the opponent can’t do anything while glowing until they hit the ground. Exception if the hits are interrupted by an assist or something. That’s for the ground version. For the air version, and I suspect you were having trouble getting hurricane xx super to connct, it’s different. Opponent is vulnerable fr MOST of the time they’re glowing, but they glow during their first two or so recovery frames, also. Canceling into super late works well, oddly, since you sacrifice a itle time for a better position (sometimes…depends on circumstances of launch).

To correct my fucking SELF, best air combo vs grounded opponent is SJ SHORT into RK hurricane kick, optional super.

SGS is decent when you need to do damage in a hurry, and if you think you can actually land it. If you’re outnumbered it’s free 50% damage, though DP super xx DHC or just other super for 30->40% damage for one level are generally preferable.

Hm. Could have sworn it was 200 last time I checked.
Guess that was a mistake on my part.

Yeesh…take a chill pill, will ya, man?
I don’t see any reason to get so flustered since you’re giving them the heads up anyway…unless they’re dissing you or something, just RELAX.
It’s still just a game, you know.

Is you ask me they need to make shin Akuma like Cyber Akuma…In capcom vs snk 2 Shin Akuma really does not take damage well.