My Skills are unparalleled! The Akuma Guide(Need help with gameplay section)

Yup! I’m aware. Thank you, though.

I didnt notice anyone commenting about this, but… Do you guys know that Akuma’s Lv3 is 0 frame if the opponent is right in front of you?
Works just like any grab HC.

And it’s only a 5 frame startup too. But because of the way Demon is inputting it, doing a raw demon is nearly impossible and must be lead into, which, in turn, can be read and punished, as any Nemesis player will tell you…which I also am, so I’m telling you. It’s not fun.

I was thinking more about an anti-wakeup rushdown/ mixup.
If they approach by the ground, they WILL get hit.

Also, you can DHC into Raging Demon, just like that She Hulk -> Thor DHC.

But as far as defensive options, Akuma still has his DPs, both Hyper and regular. Cancel Regular into a Beam to keep it safe, DHC the hyper, and costs significantly less. If it were’t for Demon’s -> requirement I’d probably agree, since if that were the case it wouldn’t be crossed up where as DPs would, but such is not the case.

Yes, you’re right.
I usually wakeup with a H Shory into HC, and that spends only one meter.
So the only scenario I can really think about using a Lv3 is as a punishing tool or as a frame trap, like the Shulk -> Thor DHC, but only usable if you’re going to kill your opponent with that.

I wish he could combo after his Lv3.

Btw, do you guys have videos of your Akuma in action?
Akuma is the newest character on my team (Chun-Li/ Ryu/ Akuma). I’ve been with the other 2 since day 1 on vanilla, but I added Akuma to the party in November, and I still feel like I have a lot to catch up…

No, I’m afraid I am but a humble lab rat and have no recording equipment

Plus I suck. Hard.

I run Akuma on point anyways, so I may not be the best for comparison. The only thing I will say is I like using Demon Flip into Palm. A lot. Super good positioning and on the safer side of things depending on how it’s used.

Well my akuma is like 7 shades of ass so you ain’t learning shit from me, but if one of these days I get some of my matches recorded ill be sure to post em here. In regards to the demon discussion, I definitely see where your coming from, but for me the risk always outweighs the reward, I mean Im spending 3 bars to potentially get 500k, if akuma could combo off it like Im always bitching bout, it woulda seemed like a better investment. But since all I get it 500k, maybe 600k if I hit the tk beam, I rarely ever consider it a worthwhile investment. Particularly since like gilgamesh said, akuma’s got the dp for defense which only costs him one bar and can actually catch an assist.

@KArsicles: Thanks a lot man thats a really helpful addition, ill add that as well, although Im not sure where to stick it. Im thinking ill add it to the assist section. Btw if anyone doesn’t like how I organized a certain section, or had ideas for how I could make it more aesthetically pleasing, just let a brother know.

You can mix up the demon flip kick on an incoming character. Super jump above before the opponent comes in, flip, and as soon as you see the P2 character bubble pop up launch the kick. Either one of three things will happen: A-The opponent will block the attack. B-The opponent will not block and be hit like normal or C-The opponent will be blocking forward and you will land behind them.

On block, this is unsafe move. Pairing it with a beam/lockdown assist (Doom Missles/Plasma Beam works wonders) allows for a retreat or another attempt.

There is no topic for resets, so Im gonna post this video here:

Check on 03:30

[media=youtube]KoeOA2ngt8U[/media]

Really easy to setup, you just need to predict if your opponent if going to recover back or forward. Its possible to create option selects too, since you’ll do an air Hadouken to the setup, so:

  • After jS -> L Demon Flip -> H (Fireball)
  • Backdash + assist
  • Forward teleport
  • If they recover forward, you’ll cross them up.
  • If they recover back, you can teleport again, try an overhead, try a low hit, lock them down until the second hadouken reaches them and give you another shot (this is for my team; Ryu’s Hadouken) etc.

Any more ideas around this?
I have another one wich will make Akuma pass through the opponent with his dash. It’s really good.
I hope to get it recorded soon.

Cross-posting from the Dormammu forums since you folks might be interested in the results outside of Stalking Flare:
Alright, so one of the things I’ve always wanted in teammates for Dormammu is a safe cover against characters who have answers to Stalking Flare. If I do Stalking Flare and Ryu does Shinkuu Hadoken, Shadow Servant beats it clean and Stalking Flare still gets about 5 of its hits in. With Firebrand, I had Luminous Body. With Vergil, I had Devil Trigger.

What does Akuma have? Well, it turns out he has something better than any of those characters.

I sat down tonight and tested the Stalking Flare vs. Shinkuu Hadoken situation, followed by a DHC to Akuma. I assumed that DHCing to Messatsu-Gohado Ungyo would win or trade, so I tried that first. Surprisingly, Akuma lost that exchange, and I felt some despair.

Then I tried Messatsu-Gohado Agyo. Ready for weirdness? It trades with Shinkuu Hadoken. That’s right, the fireballs trade with the beam, but the beam loses to the beam. I don’t understand it myself, but that’s how it goes.

Then I tried Messatsu-Goshoryu just for fun, and that’s what really floored me. It’s old news that Messatsu-Goshoryu negates beams. What I didn’t know is that it doesn’t just negate beams that hit Akuma, but it actually destroys the beam itself. So, normally, if this exchange happens:
Stalking Flare, opponent Shinkuu Hadokens, I XFC for safety;
Dormammu will be safe, but Shinkuu Hadoken burns all but 4-5 hits of the Stalking Flare out, so it’s not a big win for me. It does maybe 50K damage.

However, when I DHC from Stalking Flare to Messatsu-Goshoryu, because the beam is negated, all 20 hits of Stalking Flare connect! It never interacts with the beam at all.

That’s not what the big deal is, though.

Stalking Flare keeps Ryu in hitstun long enough for Akuma to recover and perform a full combo on Ryu, and by full combo, I mean:
c.LMHS, sj.MMH, rdp.L~L, j.H, j.MMH, qcb.L, c.MHS, sj.MMH, qcb.L, qcf.AA, and then whatever depending on your screen position.

It all hits.

I don’t think it’s an exaggeration to say that this is Dormammu’s best DHC response to a beam from Stalking Flare. Even if your opponent decides to XFC to safety, then Akuma gets the blockstun from Stalking Flare for several mix-ups with c.L and his standing overhead.

So, me being me, you know what I have to do: I have to test it against everything. All tests were DHC attempts by Dormammu after the opponent’s cinematic screen appeared. If I say shoryu “wins”, I generally meant that Akuma gets a full combo out of the situation, but I wasn’t consistent on the word usage. If the beam wins, it often leads to a full combo because Stalking Flare picks the opponent up for an air juggle, which gives Akuma just enough time to wavedash, superjump, and rdp.L~L into a ground bounce.

Ice Storm - no DHC possible post-screen, pre-screen Akuma wins with beam or shoryu.
Elemental Rage - Akuma wins with beam or shoryu.
Okami Shuffle - Akuma loses with beam or shoryu; fireballs trade, and trade in his favor.
Hyper Sentinel Force - Akuma beam and shoryu lose, fireballs win big time.
Proton Cannon - Akuma beam loses (but you get a TvC style fireball war), fireballs trade, shoryu wins
Magnetic Shockwave - Beam and fireballs trade, shoryu wins if you delay it, and Akuma still gets a full combo
Spell of Vishanti - I’m sure Akuma beats this with the shoryu, but it’s not reasonable to beat on reaction; you could bait it, though
For the Princess - not even the Shun Goku Satsu beats this stuff - so good!
Grenade Launcher - negates the beam, but not the flare (weird); negates the flare, but not the fireballs (second grenade hits Akuma), grenades rock the shoryu
Round Harvest - beam wins and leads to happy things, fireballs win, shoryu wins but might not lead to a combo
Maximum Voltage - Akuma always wins
Genmu Zero - beam and fireballs lose, shoryu loses unless you DHC right as the beam will hit; Zero still recovers faster I think
Desperado - shoryu wins, beam gets Akuma hit but saves flare, fireballs win
Phoenix Rage - shoryu and beam win, fireballs lose but save flare
Gamma Tsunami - beam wins, fireballs lose, shoryu wins with timing
Gamma Crush - beam and fireballs lose (duh), shoryu wins because you go under Hulk and recover in time for a full combo from Stalking Flare
Nova’s beam - beam and fireballs lose, shoryu wins
Human Rocket - beam and fireballs lose (duh), shoryu wins in a clash if you time it right, but it’s iffy since Nova can direct his hyper
Rock n’ Roll - beam wins, fireball and shoryu lose
Hyper Psionic Blaster - beam wins, fireball…Akuma gets hit and recovers, beam no longer hurts him, giving him a full combo; Stalking Flare gets destroyed, shoryu wins
Hyper Mystic Ray - beam wins, fireball trades, shoryu wins
Hyper Mystic Smash - beam wins, fireball loses, shoryu does very little
Gimlet - beam, fireball, and shoryu win

I didn’t test anything that already loses substantially to Stalking Flare, and I didn’t test anything not projectile-based, since things like Bionic Arm and Hyper Charging Star will clearly lose to the shoryu’s invincibility.

Basically, it looks like Akuma might be the best DHC Dormammu has to save his butt from a bad Stalking Flare, which also makes him the best bait DHC, meaning he lets Dormammu use Stalking Flare against nearly every opponent that he previously had to be careful about its usage against. Naturally, with my team structure, this is like Christmas.

Surely the shoryu rocks Weapon X Prime, though.

Update:
I did forget to test Chaotic Flame, but results were as expected when I did. Fireball trades, beam loses, shoryu wins.

I also had another thought:
Stalking Flare is ineffective against teleporters because they get an easy punish during Dormammu’s long recovery time. What if I beamed them on reaction? Then I looked at Akuma’s hyper inputs, and realized he has no QCB or RDP hyper, which means I don’t even have to use my brain!

Anything time a beam worked, I think the fireball also worked. Shoryu never works because it’s too slow.

Test results:
Vergil Trick Down - Punishable
Dante Air Trick - Not Punishable (fuck you Dante)
Strider Teleport - Not Punishable (too high for Akuma’s hyper to hit)
Phoenix’s Teleport - Punishable
Deadpool’s Teleport - Not Punishable
Dr. Strange’s Teleport - Punishable if Dr. Strange has no meter, since he can cancel into his anti-beam hyper otherwise
Rocket Raccoon - Punishable
Dormammu - Punishable (beam only)

Not bad!

I’ll go through them:
Weapon X Prime: beam, shoryu, and fireball all lose, but it’s not a good trade for X-23 because Stalking Flare doesn’t get nullified. Akuma recovers in time to perform a mix-up on X-23 through f.M or c.L.
Emergency Combination: beam loses, shoryu trades, fireballs win
Hard Drive: same as weapon X prime; I’m fine if a Sentinel player wants to burn a bar give me a 50/50 mix-up along with my chip damage.
Order of the Court: It only nullifies the flare if it’s close to Wright, and Dormammu can then follow up with Flame Carpet + Tatsu OTG into a full combo; not smart
M-Maya?!: Beam and fireball trade favorably at mid-screen, shoryu loses; Maya doesn’t even reach Dormammu at full-screen
Spirit of Vengeance: beam, fireball, and shoryu all “lose”, but for the beam and fireball, it comes at the cost of 70% of Ghost Rider’s health - generally not advisable

Seems good overall to me.

Dante has the edge on Weapon X Prime, Emergency Combination, and Spirit of Vengeance, but none of the others. Spirit of Vengeance doesn’t even matter because Stalking Flare against Ghost Rider is always suicide (dash, s.H beats it). So you have two combinations that Dante is better for, neither of which are really threatening, but Akuma can beat EVERY SINGLE BEAM IN THE GAME, which Dante can’t do crap about. I think it’s pretty clear that Akuma has the better safe DHC options for Stalking Flare, and if you want to argue otherwise, write a more explanatory post. I’m not even sure that there is a better option than Akuma DHCs, because no one nullifies beams into full combos like he does.

after the soft knockdown from tatsu, you can dash + assist, then cancel your dash into forward teleport. if you canceled your dash with forward teleport at the right time, it will track your opponents tech roll. so, if you expect your opponent to roll backwards(away from you), but instead techs forward and rolls behind you, the teleport will auto-correct itself and cross-up anyway. the hard part is knowing when to cancel your dash and start the input for the teleport, since it’s spacing and character size dependent; you want the teleport to cross up both front and back rolls for the same input.

You’re not understanding.

Shinkuu Hadoken eats through all but 4 hits of Stalking Flare, and Dante gets to do NOTHING off of it.

Akuma lets all 20 hits of Stalking Flare hit, and he gets a FULL COMBO from it.

Legion Arrows doesn’t beat Stalking Flare in the first place, and neither does Maximum Voltage. I tested it for fun.

If you are understanding, show it in your posts.

What I’m saying is that you clearly do not know shit about Dormammu, and I know the result between every single hyper in this game and Stalking Flare at various screen distances because I’ve taken the time to test them myself. Dante is far, far less flexible than Akuma as the DHC agent.

You also clearly do not know Firebrand’s frame data, because Luminous Body is not Devil Trigger. Luminous Body is 9+11, Devil Trigger is 4+0 with 4 frames of recovery. Very, very rarely will Luminous Body save Dormammu from anything. Devil Trigger also has 4 frames of recovery, so you cannot DHC at Ryu’s cinematic screen safely (Dante will get hit), while Akuma can.

You also clearly do not know Stalking Flare’s frame data, because it’s not possible to DHC Firebrand in before the “flash”, or even the cinematic screen. Stalking Flare takes 4 frames post-cinematic screen to release the flare. It’s not even possible to DHC Firebrand in before my opponent has a chance to react, it’s pure nonsense.

While I think my response to your first paragraph is enough to show that you simply do not know enough about any of these characters to be arguing with me, I’ll respond to the rest of your post regardless. I am going to continue to use Dante as an example because his frame data can actually save Dormammu in some instances, while Firebrand rarely will. Stalking Flare to Luminous Body is only valuable as a setup.

Countering the flare doesn’t work - Dormammu recovers before the flare gets to Dr. Strange, so I can just teleport behind him and have myself a good time. Moreover, there is almost never a time when Dormammu can even get Stalking Flare out against Dr. Strange, since SoV is so fast. He has to block a Dark Hole, and I have to cancel Dark Hole within the first few active frames to win. Even more to the point, Dormammu players don’t use Stalking Flare against Dr. Strange. With Akuma, Firebrand, or Dante on my team, I would only ever use Stalking Flare if Dr. Strange had no meter at his disposal, and then it wouldn’t matter who my second character is.

If I DHC to Luminous Body before Dr. Strange does anything, then we’re not talking about covering an unsafe Stalking Flare, we’re talking about a general offense, which is not the goal here. It’s completely off-topic.

Given my previous response, none of this seems like it needs a response. The Dr. Strange example is a red herring, because Spell of Vishanti is almost always going to rock Stalking Flare, and no DHC will make Stalking Flare safe against him unless he has no meter or the player fell asleep. You can’t even DHC in response to Spell of Vishanti’s cinematic screen, and the chances of reacting within a sixth of a second reliably is unlikely (and you still wouldn’t be safe with the DHC with Dante or Firebrand).

The team I’m running is Dormammu/Akuma/Morrigan. My entire game is centered around punishing with Chaotic Flame and finding time to use Stalking Flare. The “my stuff can beat your stuff” is the most important thing for my team. I stress that I have tested and recorded every single hyper’s interactions with Stalking Flare. I have played thousands of matches with this playstyle, so I know exactly what Stalking Flare has to contend with and when. I have used several teams with this style, and of those teams, Akuma’s dominance as a DHC response is simply without contest in comparison to Dante and Firebrand.

for some reason, akuma’s shoryu hyper doesn’t nullify the beam that strange’s counter hyper produces.

hmm…that’s a strange thing to say. this isn’t a very good example of what you’ve contributed to this thread thus far, at all. every single character can bait a push block by delaying their block string, even those without rapid fire L normals, and i think only 15 characters don’t have those anyway.all i’m saying is that i wouldn’t submit the above quote as proof of your contribution, especially when keeping your other posts in mind.

Well, since you PMed me to confess that you’ve been trolling this whole time, I feel I only need to respond with:
Fuck off idiot.

http://imgur.com/eOI9T

Well that escalated quickly…