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

Can you do it with j.:m:? Because if it requires them to drop down, characters with air mobility(see 80 percent of the cast) could probably escape it. But it sounds pretty brutal, ill definitely try it out with drones or something, sounds like it’ll be pretty painful with drones. Might even give me like 2 or 3 extra mix-ups after the original.

And goddamit this new layout has ruined my video section, its taken all the titles out of the spoiler tags and broken all the video links. Im trying not to be an enemy of progress but godammit thats irritating.

There’s no point for jM. The entire idea was that remaining on the ground will completely negate the chance of grabbing. Besides, for this, it’s better to be on the ground. Helps with pushblock. sM actually has an amazing amount of vertical reach. It can easily connect with an air dasher or jumper on incoming before they can move.

Cool, so long as air dashers and double jumpers can’t avoid it it’s all good.

Hey, has anyone dabbled with Tatsu as an AA? I did a little today, and it seems to be really good, similar to Shield Skills as an AA. Many of the same qualities.

Use ground Tatsu as AA?

Geez, I hate this new forum…

Yeah. The idea being that it moves Akuma past the dangerous hurtbox of the approaching move, then the back end of tatsu catches the opponent. Did a tiny bit of experimenting, and it looks to be effective against some of the more dangerous jump in attacks such as Hulk jS and Vergil’s Helmet breaker. It’s not perfect though. Barely does anything against Nemesis jH for example or low altitude Wolverine Dive Kick. But even if that is the case, like Shield Skills, it will usually land a full combo(depending on Tatsu used). Oh, and is pretty safe I believe, hard to land and punish Tatsus. Mind you, this is all speculative, since all I can do is test against pre-recorded computers.

I’m hoping the new forums will be adjusted. It feels much like a beta version. Forums patch 2013. Now with editting old posts taking away red life and removed animation buffing for posting to decrease time outs.

Yea I was literally just praying that this isn’t permanent. As for AA tatsu, I don’t know, the risk/reward seems a lil skewed, getting a combo off it might be a little difficult(depending on the tatsu used) whereas if you mistime it against any of the aforementioned jump ins your probably going to lose akuma. I personally just stick to st.:s:, although I guess that has its drawbacks as well since if they block it your probably losing akuma as well.

Which is why Tatsu might be better. It’s 1 frame slower, but is generally safer if a multi-hitting Tatsu is used, as they tend to be stuck in blockstun until you finish, even since they’re in the air. But this is all speculation at the moment.

Ill try to remember to give it a shot next time Im playing casuals, it might turn out to be effective.

So I have a contribution and a question.<div><br></div><div>First, the question. Wasn’t this supposed to be a guide eventually?</div><div><br></div><div>Second, the contribution. Raging Demon has a two fold purpose you should mention. The first we covered: the ultimate punish. But it also functions as the ultimate escape. It’s almost 100% invincible during the active frames(Frame 1-39 invincible, with 40 active frames and 5 startup frames), has only 4 recovery frames(making it a total of 11 total punishment frames), and will always either connect or put Akuma a large distance away from his opponent, as they will have to jump over him to pass him by. Only counter hypering against Akuma will work, either outlasting his invincibility(Arthur, X-23) or beaming him in some way. Compound this with X-Factor and you can air grab an opponent who jumps over you when you move under. Or launch them if they expect a grab. You should ultimately end up quite a bit away from your opponent and be able to start you fireball game, X-Factor into a mixup, or land the damage and get a setup from it.</div>

What about teleporters? Can’t they just chase akuma down? Even if they don’t punish him, they should be able to corner him, thus leaving him exactly where he started, except 3 bars shorter. Of course, this is just theory so lemme know if I’m mistaken.

As for the guide, yes, I intend to finish it, the main reason I’ve slacked is school, this semester has been even busier than last, but the new SRK messing up all the buttons and video links certainly didn’t help my enthusiasm. I will get it done though, probably primarily over the summer break, I just ask patience from you guys, unless someone else wants to do it though, let me know and ill pass it over. Otherwise please just be patient with me, I promise it’ll get done eventually barring any unforeseen catastrophes in my life.

That’s some tricky timing to pull of a successful punish. Unless they can air teleport such as Strange, Phoenix, and Dorm, they’ll need to land first. In most instances, Akuma will have recovered by then and can(theoretically) punish. Raging Demon doesn’t go corner to corner since the screen won’t scroll enough, so he’s left midscreen. Furthermore, they run the risk of teleporting INTO the raging Demon for each ground based teleport, since Akuma will still run past Air and Behind teleports. Basically, unless they can land in front of him, recover from their teleport within five frames(otherwise they get grabbed), AND hit him with a move, teleporting won’t work. Gimlet and Spell only punish if timed well. The only way to punish it is to hit him from fullscreen after jumping, and this can only be done by a handful of people.

Nice, ill update the demon section, its not the best use of meter, but if you have the 3 bars and are being rushed down you might as well.

while you’re at it, you should also change how many hits it can produce. technically, 47 hits is possible.

This might be the wrong place to ask this, but is there anything Akuma can do to deal with MorriDoom? Not like I’m going to face any good MorriDoom players anytime soon, but I have a feeling that maybe a good Akuma shell can deal with it.

you might also want to note that getting 47 hits out of raging demon, although possible, isn’t practical. i don’t think it’s possible to do without the help of the turbo function, and even then, it’s tough. also, 47 hits = 561,000 damage.

I figured id just put it in so people know the possibilities, I guess ill add it as an aside.

EDIT: Nice, the move emoticons are back.

anybody else find it much harder for x-factor level 2 akuma to get the ground bounce after a forward air throw (normal jump height) with L demonflip + M than it is to with M demonflip + M.

I’ve LITERALLY never used x-factor 2 akuma lol. I’ve kinda taken a bit of a break from playing him, I’m working on a different team, but even when I did play him, I don’t know why but I never found myself in a situation where I would activate factor 2 with him.

shit happens lol. similar to when your point wolverine somehow ends up being your last man standing; xfactor 3 wolvie is pretty good though, but it’s never the plan.

anyway, go ahead and try it and see if you have the same problem.