New to Akuma? Start Your Journey Here

zweifuss site’s images may 404 on you. He may lockout the hotlinking.

If you need info on where to host images feel free to ask.

I also like formatting use


/ a **  [s] e! / 

experiments, but this one looks a little too much. Scale it back to be easier to take it all in, I would suggest. Such as opening a spoiler for every combo to read about it, while animated images are not spoilered is the opposite way. Try the other way, to see it from the other side.

-sorry read about the spoiler problem. And some coming from SF4 things…

The code here will sometimes double up the BBCode tags for no reason at all, or if it finds a missing close function, as I tried to write “a(b)(u)(s)e” and it was all formatted. First in first out method. Every (spoiler) needs a (/spoiler) closer. Sometimes it reads the post wrong and puts them in the wrong place.

(spoiler)
Line break
(/spoiler)

instead of

(spoiler)content(/spoiler)

Can help you in practice and keep it orderly.

Wow you put a lot of work into this. Cool.

Thanks for the feedback. We all used hotlinks on EH and there wasn’t any lockouts but I’ll host the images when I can to be on the safe side (there are tons of them…). I’ll look into adding some more spoilers to make it look a little more organized as well. I didn’t understand the code part (not great with formatting) so some clarification would be nice. Also it might be a little while before I edit these posts as college is getting kind of busy right now so apologies in advance. One quick question though. Do you know if you can link to specific posts? It’d make everything easier to navigate but I can’t find a way to do it.

Yeah, I did. Thanks man. My original idea was to have anyone add in a section they wanted or elaborate on an existing one but I forgot to make reserved posts so I don’t think that can happen anymore… I definitely wanted to see some inputs from the players here in this guide.

as a rule of thumb, demon flip in SF4 functions very very differently than in 3s, thus concepts from one game don’t really translate to the other.

Yeah FIFO method. “First In First Out” You can look that up at your leisure, when you get the time if you have anymore problems and want to learn more.

Specific posts on this forum too?

Bottom right corner is the # of the post in the thread. It’s hyperlinked to the direct location of the post. Right click new tab to go straight there, put it in your browser’s URL part. Left click you get all the options.

It will do the same thing when you quote someone. The albeit small arrow next to who said it when clicked goes right to the topic they said that post in.

Demon Flip is way cooler in SF3!

Awesome info, thanks man. I’ll work on it when I get the chance. Any other bits of feedback will be appreciated.

Update: Links to each section have been added to the first post and the start of each section for easier navigation.

On another note, how often do you guys use SAI as an anti-air? I’ve been using it for that purpose almost exclusively as of late. Seems to work pretty well but not against characters like Dudley and Hugo. Also, what do you guys use to punish after a parry? I always go for a light tatsu and end up whiffing on a crouching opponent. I’m leaning towards cr.mk xx hk tatsu.

Srk XX SAI vd dudley.

SA1 anti air is really sick and it’s something I don’t use enough. I particularly like it against Necro because of his floaty jump

You really should just start learning to change your punish based on the situation. What if you parry a move slightly far away? Against a crouching Chun that isn’t point blank, rh tatsu may not even combo. It’s just an unfortunate reality that sometimes you’ll have to make a split decision on an optimal punish.

I played a long set with a Necro the other day and it helped me out a lot. I can’t help but cancel the super out of a fireball though, should probably cut that out.

Yeah, you’re right about the parry punishes. I need to work on cr.mk xx SAI. I can only do it consistently if I do the first QCF before the cr.mk. I get a DP half the time I try to do the command regularly but it’s too good of a punish to miss out on. I’ve also taught myself to never sweep since when I first started it was all I did but sometimes it’s the best punish to use.

I’m just gonna keep the questions rolling here and ask what tools you guys use to pressure Urien? I can’t DF pressure at all against Urien players who are waiting to headbutt as soon as they can. I tried beating it out with an early dive kick but it’s too quick. My pressure game right now is purely based on DF so when I played against a Urien who was doing that, I felt pretty hopeless and just ended up trying to block everything and died. Also, is there any way to punish tackle? I don’t know what version it was but every time he did it and I tried to punish, it’d whiff and he’d do another tackle to whiff punish and I’d eat an Aegis. Maybe reversal DF? I really don’t know.

Once you get a parry and have meter a cr.mk into SA1 is (should be) easy to land and will get everyone from full reach. Also hard knock down is awesome because it can completely turn the flow of battle back your favour if you take advantage of Gouki’s many wakeup options. Gotta get used to bust’n this parry punish out from whatever position your stick is in.

If spaced correctly Dud, Urien, Q, Hugo, Sean and Gouki are all susceptible to lk tatsu bnb when they are crouching. Using a st.hp to start the combo does great damage but also has loads of pushback so lk tatsu might whiff. Cr.hp doesn’t have the same problem but does the same damage. If you think you’re on the cusp of whiffing the tatsu because you’re too far away then cr.mk is good cuz it will move you forward a smidge.

When you’re close enough to most of the rest of the cast you can mk tatsu combo. Against Hugo, Oro and Ibuki you might just be stuck with sweep since you can’t do either of the meterless enders for mk tatsu combo. The low crouchers can really screw you if you parry punish with a hk tatsu combo and land right next to them after flying through the air into nothing.

I have a feeling if your opponent is that anxious to headbutt you probably aren’t punishing headbutts.

Either way there isn’t really a compelling need to bring the fight to Urien in this matchup. Many of your strengths in this matchup are from being able to punish Urien’s attemps to attack you. c.mp buffered to lk tatsu punishes Urien’s dash in really well. Blocked tackle is punishable by c.mk or c.rh unless its setup meaty or something odd like that. I have a feeling you’re either playing in lag or reacting slow because this is a relatively easy punish.

Also in this matchup far mp really shines moreso than any other matchup.

-meaty far mp beats wake up headbutts
-meaty far mp x tatsu requires a very difficult red parry for Urien to counter it
-far mp still hits Urien crouching
-c.lk, far mp sets up perfect UOH link SA1 spacing
-c.lk, far mp sets up safe spacing for sweep (I like this on Hugo a lot too)

1 last random thing: at beginning of the round vs urien, instant c.mk x sa1 beats a lot of stuff Urien does, and Uriens counter is contrived

Not gonna lie, I use cr.mk with a SAI buffered at the start of almost every round I have a bar, haha. I think he was spacing the tackles properly because he was just too far to punish. I had him in the corner one time and pretty much spammed far st.mp and it worked really well, so I’ll keep working on that and those other setups. The UOH into SAI especially, that sounds nasty. Quick question, can you cancel cr.hp into DF when you hit it as an anti-air? I always try but don’t seem to get it. I don’t know if that’s the best way to anti-air but sometimes when I think they’re empty jumping and I try a st.lp xx hk tatsu, I end up eating the jump in so I was trying to experiment with the cr.hp into DF, or maybe cr.hp into hk tatsu.

for some reason, far mp into HK demon flip against Urien works well because of how intimidating it appears. Use the moment of confusion to sneak in damage that you wouldnt get otherwise

oh hey vsdenjin kl to see ur page is getting abit more love. I managed to track this little page in eventhubs (have to admit it is alittle hard to find) a while back and it had some really useful tips to use for my akuma… thanks again for putting the effort to compile some nifty tips… =D…

Yeah, I hadn’t been on in a while and when I went back 3S was like a quadruple sub forum, haha. Thanks for checking it out though man, really glad it’s helped.

Double post but I’ve decided to make this thread a one stop shop for anyone new to Akuma since… well that’s what it basically is. I never wanted this to become a ‘central discussion’ thread, I just copied the name when I brought it over here from EH but since there’s so much to get through and load, I thought I’d change the title to be more fitting. This guide also doesn’t have anything advanced, so I think a newbie thread is perfect for this guide.

Crouch HP cancellable frames are pretty early into the move, like as the punch is rising, so used as Anti Air mostly fully extended you won’t be able to cancel to Demon Flip pressure no.

Stand MP again, cancels if they jump parry, or you send them back their way with the flip over, and cancel demon flip out of that. But you have the time to do it without a cancel or other setups as they’re stuck in the air flipping over and have to land before they can act.

There was a lot of information posted so I might has missed it, but do some supers interrupt Gouki’s teleport? It seems like Gouki doesn’t travel the full distance of the teleport after the super flash. Thanks!

What set ups do you have in mind for the st.mp? I’m guessing dash in mix ups would be pretty effective. I’ll drop the cr.hp then because it usually gets parried and has way too much recovery time. Thanks for the info man.

Yeah, I think I mentioned it in the teleport section but Ken’s SAIII and Hugo’s SAI will catch Akuma out of his teleport. There might be others but I’m not exactly sure.