New to Akuma? Start Your Journey Here

A cr.lk then far st.mp gives the perfect distance for a dash up demon or other mixup. People will parry the mp if you overuse but you can cancel into demon flip to make it a bit safer. I only use it occasionally.

Not sure what makes some supers stop gouki’s teleport but I do take advantage of this in mirrors. If you go in for a meaty hit confirm on wake up and you see them teleport just cancel into that super. They’ll stop at the flash and materialize right into the ball of fire.

IIRC, any super freeze will stop teleport.

Very well done guide, should help new Gouki players to start off. Something you missed tough, the standing jab reset after lk tatsu also works on twins. Its a lot harder to execute but it works.

Thanks a ton. Will add in when I get the chance.

Thanks for the guide. Im a completely new Akuma/3S player and this thread has already helped a ton. Is the video section ever gonna come up? 

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/66262/onemic">onemic</a> said:</div>
<div class=“QuoteText”>Thanks for the guide. Im a completely new Akuma/3S player and this thread has already helped a ton. Is the video section ever gonna come up? </div>
</blockquote>

<br><div>I’ve had little to no time these past few months but when it does come up, I’ll contact you. Glad the guide has helped you out though man.</div>

Thanks man. <div><br></div><div>Just a newbish question for you or anyone else that could answer: Are hitconfirms for Akuma only for his supers? All the combos posted start from a MP or MK chained directly into a special, so how is it possible to transition from a blocked combo starter into a block string/pressure/mixup? Also how does the application of a fireball to the super hitconfirms work? the fireball only connects if it’s chained from a M/H kick or punch. </div>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/66262/onemic">onemic</a> said:</div>
<div class=“QuoteText”>Thanks man. <div><br></div><div>Just a newbish question for you or anyone else that could answer: Are hitconfirms for Akuma only for his supers? All the combos posted start from a MP or MK chained directly into a special, so how is it possible to transition from a blocked combo starter into a block string/pressure/mixup? Also how does the application of a fireball to the super hitconfirms work? the fireball only connects if it’s chained from a M/H kick or punch. </div></div>
</blockquote>

<br><div>You can confirm cr.lk > cr.lp into Medium and Hard Tatsus. Here’s what HarmoNaz said about it. “lk lp tatsu works on every standing character I think. Follow ups depend on character though, as well as whether its midscreen or corner. Its also character specific when they’re crouching, with different combos depending on character, as well as complete whiffs on others. For example on standing Urien, linking a dp or tatsu afterwards is possible, but damn hard. If he’s crouching, I think you can do a dp instead of the tatsu i.e. lk lp dp. Against standing shotos you can link afterwards fairly easy. If they’re crouching I dont think it works. Against Hugo… what the hell are you doing that close to him??”<br><br></div><div>As for pressure out of blocked combo starters, the only thing you can do out of them is Demon Flip into a mix up. You’re right about the fireballs though, you can only throw them in between medium and hard attacks. Still, it gives you more time to hit confirm them into super. </div>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/37834/vsDenjin">vsDenjin</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/66262/onemic">onemic</a> said:</div>
<div class=“QuoteText”>Thanks man. <div><br></div><div>Just a newbish question for you or anyone else that could answer: Are hitconfirms for Akuma only for his supers? All the combos posted start from a MP or MK chained directly into a special, so how is it possible to transition from a blocked combo starter into a block string/pressure/mixup? Also how does the application of a fireball to the super hitconfirms work? the fireball only connects if it’s chained from a M/H kick or punch. </div></div>
</blockquote>

<br><div>You can confirm cr.lk > cr.lp into Medium and Hard Tatsus. Here’s what HarmoNaz said about it. “lk lp tatsu works on every standing character I think. Follow ups depend on character though, as well as whether its midscreen or corner. Its also character specific when they’re crouching, with different combos depending on character, as well as complete whiffs on others. For example on standing Urien, linking a dp or tatsu afterwards is possible, but damn hard. If he’s crouching, I think you can do a dp instead of the tatsu i.e. lk lp dp. Against standing shotos you can link afterwards fairly easy. If they’re crouching I dont think it works. Against Hugo… what the hell are you doing that close to him??”<br><br></div><div>As for pressure out of blocked combo starters, the only thing you can do out of them is Demon Flip into a mix up. You’re right about the fireballs though, you can only throw them in between medium and hard attacks. Still, it gives you more time to hit confirm them into super. </div></div>
</blockquote>

<br><div>Ah thanks. So i’m guessing you should only do the <span style=“background-color: rgb(255, 255, 255); color: rgb(34, 34, 34); font-family: Helvetica; line-height: 18px;”>Crouching MK xx Tatsumaki Zankuukyaku [LK] > Tatsumaki Zankuukyaku [HK] combo when it’s a punish? </span><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>One last question, how do you pull off Akuma’s lk>lp>lkxxSAI  hitconfirm? I can do the lk>lk one but, the previous one is giving me all sorts of problems. I get it maybe every 30 or so attempts. I either demon flip, teleport, or throw out a fireball instead. </span></div>

Hey, long time creeper here. I play 3rd Strike on Xbox Live. I really appreciate this guide. If any one is looking to run some sets on Xbox, let me know.

This guide gave me inspiration to play 3rd strike since the first time I tried to play I was terrible. Very terrible. I’m still pretty bad but I feel with a bit of time I could get better.

This thread is solid gold. After reading (most of) it, and spending a little time in training, I hopped on Live, and actually managed to attain a positive win ratio for the day as opposed to my usual 30%! Maybe luck played a part in that, but I definitely feel like I’m playing less stupidly already! (gotta stop using Shakunetsu as a meaty though…almost everybody online falls for it, it’s so tempting… )

One thing is bugging me though.

Unless I’m missing something (and I probably am), this doesn’t combo? I was able to get (more or less) the results describe by doing the typical crouching mid kick, light tatsu, followed by mid shoryu, but the method described seems like it doesn’t, and can’t work. Is there something obvious I’m missing?

[edit] in case anybody bothers to look at this, I can get it now if I use HP, but only sometimes…that is, a regular HP, followed by the mid tatsu and shoryuk

It’s just a timing thing. Dudley is really hard to get the combo to work on but other than that, it’s just something you have to practice. What I do is buffer the DP while Akuma is still doing the Medium Tatsu and then press MP as soon as he lands. The DP has to come out immediately after the Medium Tatsu. It’s much different than the Light Tatsu juggle. If you’re on OE, just set the replay to be during the Tatsu so that you can just repeatedly practice the DP. Hope this helps.

Really nice work vsDenjin, as a new gouki player, I’m enjoying reading it so far.