Sorry for the irrelevant post, but the Akuma forum seems to be lacking some useful stickies:
Quick Questions, Moveset & Attributes
also, the Video Thread should be stickied
I’ve been a C. Viper main since the console release, and decided today that I would pick a secondary character. Akuma is similar to Viper in a few ways: Low health and lot’s of options
Anyway, I just noticed that this forum doesn’t have some of the really important stickies that most other characters have, can anyone do something about this?
Well those things aren’t really necessary stickies in my opinion. As far as match videos go, this stickied thread already includes a link to a video site that includes nearly all Akuma’s matches being played by some of the worlds top players.
Things like move attributes, most people should be able to work out for themselves without much help. Granted if people aren’t aware of links to places like Shoryuken Wiki or eventhubs frame data that include move damage and everything, those links could be given.
“Ask a question, get an answer” threads are useful and remove clutter, though I personally don’t belive in stickying them as they have more than enough life span and can be replaced repeatedly with questions re-asked, given those threads are not structured properly to be searched for previously answered questions.
I think if another thread here were to be stickied, it would be one of those big undertaking “Everything you ever needed to know about Akuma” type threads, which would do well to include afore-mentioned links or just notes on frames, staple combos and setups to build your game on etc.
like west said, neutral jump works well… c.hp works wonders as well (and c.lp to a lesser extent). Jump back fireballs once u see him teleports works too, as does simply using a teleport yourself if you are unsure.
well if they teleport rite next to you, cr.HP stuffs it clean. it makes sim scared to teleport, so rush down heavy with demon flips and other close range tactics after you make him scared to teleport. works for me at least. And if they keep teleporting just keep crouching HP to fuck that shit up.
I’ve played quite a few and i have to say i have a handle on him.
he can slide under your fireballs so when you throw them make sure you’re at a safe distance.
if he’s jumping on his upper corner watch for his high flying attack which can be simply SRK. after two or three of these failing he’ll eventually stop.
when he has his ultra charged keep a safe distance with fireballs.
when he’s running around like a retard send a fireball his way.
every El Fuerte i’ve played repeats moves over and over. make sure you watch for his routine
does anyone know how to punish c viper…she seems to never be invunlerable…and every time i play viper she is extremely good…does anyone else have this problem?
For chun-li look back a page or two or three… stuff is already here about her.
For akuma there isn’t stuff up and I have to go to a late night basketball scrimmage or I’d type more but i’ll just quickly say that A: if you see him jump up and do a fireball, do a demon. Jumpback fireballs are easyto deal with… just throw a shanku or something and neutral jump his fireball once it gets near you. Watch out while in a fireball war since he can EX demon flip towards you. on the reverse look for a chance to do such to him. Honestly you can play the match-up like you would say… ryu since akuma has basically the same tools except he has less health, a different super/ultra, crappy air-to-air and a teleport n air-fireballs.
You need to random SRK pretty much NEVER (which is what it should be ANYWAY… …lol) because you lose over 1/3 of our health from one bad SRK if he punishes correctly. Akuma v akuma is a one and done type of deal so while being aggressive can lead to a quick win it can lead to just as fast a win. Also, don’t use your OWN jump back fireball… its too easy for akuma to get in on that (ultra,super,teleport, FA the fireballs, etc).
@ juicy… example?? your comment is honestly too broad to respond to without a seminar…lol. I’ll try and post a reply at around 12 when i get back if I remember and you respond with more details on your issue.
like with most characters…say i block or they whiff a move (some have quicker recovery times then others) for example if balrog does his flying headbutt and u block it…i usually punish him with c.mp - l.tatsu. - heavy.shry\light.shry - FADC - 3HITfireball…my problem is when i play viper she always recovers after every move so its like how do i punish…plus i get zoned so bad because of the guessing game with her flame kick whether its a cross up…ontop or infront…im just confused the whole match lol
Except her anti-air lightning fist and her seismo she is pretty safe so you aren’t gonna get a lot of punishment chances unless the person is mashing out seismo at close range or using ur anti-air lightning fist while ur on the ground. Her burning kicks are safe so she can block after, but they are actually +frames on hit. Your best bet is to just go for a block string, cross-up, or throw while in close range… you are not gonna be punishing most likely.
At range you should simply be teleporting or SRK her super jump burning kick attempts…not standing and trying to block them. I feel its better for this match to be played at a distance to force her to come to you. She has NOTHING at range to scare you and a lack of a fireball FORCES her to come close.
You will probably be teleporting a LOT in this match-up because I feel the farther away you are the better off you are. And don’t be fireball heavy either as burning kick will kill you air to air and if timed right her burning kick works almost like your EX demon flip.
I don’t know if zoned is the word you meant. She doesn’t have all that much in the way of zoning since you can jump over seismo without even trying, and thats her only long range move. Just remember to anti-air her burning kick stuff and you’ll be fine. Its her on the ground mix-up honestly that is more of a hassle than the burning kickbut yea… just AT LEAST teleport every time she super jump burning kicks and u’ll be fine. (also… if you are worried about a close range mix-up with her at advantage… teleport away)
^^ Thanks for that info, I usually beat most akumas, I just lose to the ones that are more aggressive with Roundhouse and links. i can do that too, i just have a weakness for it as well. Im thinking A KKK teleport could land right next to an akuma that does an air fireball at mid to close range, havent tried it yet tho.
Uhhh, sorry, but Viper can play the full-screen game all day. Even though her seismos can’t reach full screen, anything you do (hadoken, etc) forces Akuma to take a step forward, putting him just in range for the seismo. btw seismos take 120 dmg and 30 on block so choose wisely if you want to risk a full-screen game.
Personally, I find that the most difficult Akumas to beat are the in-my-face aggressive ones, because Viper’s only escape from pressure consists of:
-EX Burning Kick (startup invincibility, multi-hit. if it whiffs then she’s at a safe distance)
-EX Seismo (startup invincibilty, can juggle into ultra)
-HP thunder knuckle (only reliable against aerial opponents)
-Backdash- for obvious reasons
PS: GATOR, if you’re winning full-screen exchanges and anti-air srk-ing burning kicks, then you need to playa against better Viper players. Properly timed burning kicks beat srks cleanly and seismos are almost just as good as projectiles for zoning. Its just more difficult because we have to ‘aim’ the seismos. btw, do an air hadoken anywhere outside of mid-screen range, and you will get BK’d out the the air before you land.