MvC2: Akuma - General Strategy and Basics

^Gouki shouldn’t be doing too much keep-away if possible. Given his lame defense+his insane damage output, you should be pressuring for screw ups. Your nemesis’ greatest threat to you would likely be his Tron assist (if he uses projectile-type). This is when you would want to get in, bait Tron assist and block, and either punish them both after he calls her, get in for a double snap, or simply snap in Tron asap. If you’re having trouble getting in and want to do more than just block, feel free to sj up back and dump some fireballs (Jill has no air dash so you have plenty of time to respond if she gets annoyed and sjs after you).

And that’s just considering Gouki alone. I wonder who your other 2 characters tend to be?

Your absolutely right; the player abuses the tron assist when he can, and if she hits its game over. I’ll try to take what you said into effect but he’s a fairly careful, yet aggressive player. What gets me is Jill’s basic aerial raves do so much damage.

Okay, here’s what I do:

My team is Ruby Heart AAA assist, Gouki AAA assist (sometimes use gamma) and Morrigan (balance assist). Ruby Heart is on point first; use timed use of subliminations with mix-ups of block strings and combos. Gouki’s AAA is used to relieve pressure when Ruby gets in over her head, Morrigans is to control the area in front and to cross-up/combo. But often Ruby is rushed and Gouki is put on main.

I don’t like to play keep away; my Gouki is CC styled, I use the FP or wp for jump ins and go for basic strings, ussually in tandem with Morrigan assist and Ruby for zoning (if Jill hasn’t killed her already). Fireballs are used to end blockstrings; air fireballs are to regain advantage, chip, or access the playing field. The dive kick is used to retouch the ground so I’m not left vulnerable in midair or as a surprise. I believe it is safe on block, but not advantageous. I’m trying to master super jump canceling so I can use this move more pressure-wise.

Also I have a problem with his Tron when she is on point, if she catches me in a drill combo, he’ll super cancel into that damn lunch rush, which kills just about anyone or at least does ridiculous block damage. She also covers area quickly.

His Sakura is not that dangerous, as she is out speeded and prioritized by my entire team. But she is very powerful; he likes to use her Dark Sakura transformation and use aerial raves and a string combo that supercancels into a Shinkuu Hadoken. Very painful. If Tron is still alive, well you know the deal. If Jill is, he uses her dash assist on occassion. A very frustrating opponent.

He ‘rushes’ your Ruby with Jill? You have to look carefully at how exactly he gets in on you and learn from there, but…

Dude,

you have Ruby…
-learn to control space better with her
-learn which assist types of your other 2 characters add to her space control game
-decide whether you want to build meter with her or burn meter with her
(do you just want to control space or do you also want to get in and put in some damage)

you have Gouki…
-all of your combos should be doing at least 50-70% damage (50 on Sent, maybe)
-whenever you jump in make a habit of connecting an air tatsumaki after a fp hit or even on block…after that connect a launcher and sj.lp, sj. mp, hk tatsumakixxdf+pp super (Crazy damage)…OR just go for his simple, yet damaging messatsu hadou super for near same damage
-if you want to play Gouki on point, decide which Ruby/Morrigan assist would help you best in mix-up
-block well…hurricane kicks finish with you having frame advantage…use them well…crouching JAB afterwards quickly or block and call an appropriate assist that you know would counter whatever assist he has to call (Morrigan’s aa)
*when you get comfy enough, Ruby capture resets are fun

you have Morrigan…
-airdash? mix-up…learn to make effective use of her airdash
-she has a command grab that you won’t be making too much use of but ups your close-up threat somewhat
-she has an infinite that is fairly easy to set-up off of launch…3 reps are cake…after that, go for a reset by dashing under and hitting low or staying same side and hitting low or jumping/sj.ing and ad df to hit high or snapping out to go for a guard break into launch, infinite for a few reps and whatever
-learn how to use your assists to combo her df+PP super (I know Gouki-expansion works…also useful for block strings–to allow you the time to make use of your mix-ups–and dash under cross-ups)

To tell you the truth…I think your most valuable assist lies between your Morrigan and your Gouki.

Morrigan’s anti-air assist is very quick and has decent priority and she won’t take near as much damage as Gouki would if she were to get beaten…even though she should be beating Tron on counter-call.

Gouki’s expansion assist is perfect for setting up combos and performing block strings…you really shouldn’t abuse it unless you have a plan of attack in which you know how to cover him after he has finished (e.g., Ruby Heart schwartzelle shenanigans).

If I had to play a team with only Ruby Heart, Gouki, and Morrigan, I would play it in either of the following ways:

  1. Ruby Heart-capture/Gouki-exp/Morrigan-aa
  2. Morrigan-aa/Ruby Heart-capture/Gouki-exp
  3. Gouki-exp/Ruby Heart-capture/Morrigan-aa
  4. Morrigan-aa/Gouki-exp/Ruby-capt

You get the point. What’s funny is that you can just switch your team order at pre-match screen to derive a few of these from just 1)

Why?

-Gouki db+PP DHC
-Morrigan aa
-Ruby builds meter for Gouki’s sick combos into supers for stupid damage
-Morrigan gets to rush on a point with, hopefully, fewer interfering assists

  1. Morrigan gets to employ her rush game off of Gouki’s expansion assist, allowing you to take offensive advantage…Ruby offers a safe DHC with her cancelled df+PP super (take her to the ground instantly for a clean entrance)…then play 1)'s strat

  2. Play as you would 2), but focus on damage and using Morrigan’s aa to make opportunities for Gouki…then play a mix of 1)'s strat

  3. Your most offensive option, where you are pretty much rushing your opponent non-stop to just get in hits for whatever you want to do…after exhausting your options…if you have exhausted your options…Ruby is there to buy time for turtling and red health building or what have you

Whatever you do, be natural and comfortable doing it.

So you’re saying Jill Shouldn’t be rushing me down? That to alleviate it, I simply need to improve zoning with Ruby? But if she does get up close? And I have no AAA’s availiable? Can I go toe to toe with her CC abilities? This goes for Gouki, as well.

Also, in response to your above post in regards to Ruby, I would prefer to use her to lockdown and bring the pain. I don’t really need to use her as a battery since Gouki and especially Morrigan do that with ease. I am an offense based player, but try to be cautious. I do not fare well as a turtler or as a picker; I need to reagin the advantage to stay ahead. Is that what you meant when you asked?

to catch people in the RD.

you need an assist to put your opponent in block stun.
(lets say your using tron )

let the first his start.
tap P, P.
if you see the push block, STOP.
if not. do the -> lk, hp.

this will let tron hit three times and the fourth ‘hit’ will instead be the RD.
but since you cant RD while your assist is in block stun. thats fine. cause your RD counts as “just” after its done.

i’ve been caught by it. but dont use akuma much anyways.
he’s bad ass… so much, i’ma bout take back my previous statement and instead start using him as of today :smiley:

Shoryuken reppea xxx Rage in Demon pin? Lol, Akuma is only a great choice in a confident user’s hand. His strength in my opinion is aerial dynamics w/ AAA. Abusing that poten hurricane kick xxx into his shinku barrage can leave options for one heck of delayed hyper at the right range.