Low health is a big reason why this match is tough. Wish Akuma didn’t even have 750k health in the first place lol. But yeah as an anchor, he has no chance. My main is Zero/Akuma/Doom, with doom missiles. From my experience, I don’t think missiles can do much because it’s hard to protect doom. I’ll try using beam in the future and see what happens.
Any shells you think would be effective against Morridoom? After seeing Pat’s video, I think bolts can work. Good dhc too, as lets say morrigan calls doom and does her soul fist shenanigans. Snipe with beam, jump and beam otg on doom, then dhc to vishanti. If you manage to get doom assists you probably won’t need to dhc because you can keep on jumping and doing air beam, but dhc is just for insurance as you never know if a random missile hits. Just some random theorizing though.
Btw, any recent footage of you playing Brian? You’re one of the only Akumas to watch lol.
i think you’re right. does tenderizer hit high enough for it to meaty if called earlier? also, i think maybe just seeing tenderizer start up and akuma j.H, may have deterred any would-be button presses from nova.
edit: bnb question: anybody know why akuma players do a falling j.H(after sj.H xx demon flip + L) instead of a falling air qcf + attack?
Your team will really struggle if zero dies. IMO, the only way solo doom can beat morrigan is if she messes up or if she is low on life and doom has tons of meter to chip her down with supers. Only a few characters have a realistic chance of establishing their missile assist over morrigan with missiles. Zero has buster to countercall missiles, and mags has disruptor. Akuma just has slow fireballs. Plasma beam is a much better choice in this match. It serves two purposes. The first is to countercall missiles. The second is for your approach. One important thing about plasma beam is that doom stands far behind your point character. This means the beam can cover your approach without too much risk of getting birthday’d. Shell kick is a great defensive normal that’s hard to challenge, but if you have your beam covering you when a morrigan player typically would shell kick, then you’ll win or trade instead of getting hit.
If I wanted to make the best point akuma team for beating morridooms, I would mostly look at assists, DHCs, and your support’s morridoom matchup. Having a second like strange, dorm, storm, or maybe even dante will let your beam super DHC into really nice damage. A good DHC lets you really punish doom assist hard and these characters provide that. For assists, I would mostly look at beams, vajra, jam session, and maybe projectiles or lockdowns. One thing that needs to be realized is that doom is complete dead weight against morridoom. He loses for free and is a massive liability. Try your hardest to make a team without him on it to stand a better chance. Characters like Dorm, Strange, Dante, and Vergil can support akuma well and do well against morridoom.
Yeah I’m keeping missiles right now because I use it for extension for my zero combos. I’ve been wanting to switch it out for a while, but only when I am 100% consistent with Lightning Loops (Only at about 80% consistency and I’ve been maining zero for a year! sigh). I know that with Zero/Akuma/Doom plasma beam is WAY better than missiles in the matchup, but still I wanna swap doom and keep Zero and Akuma.
Based on this, I think Zero/Akuma/Strange would fit my criteria, hopefully theres more though lol. Maybe I’ll just swap Akuma vs Morridoom and just have something like Zero/Vergil/Strider or something else.
Man I hate useless Doom is vs Morridoom Lol, but I see what your saying. Thanks for the input.
I dunno about tenderizer, and yeah Infrit just respected the Priest too much and didn’t press anything.
As for why people do j.H, its probably easier. Is qcf + attack referring to Air fireball or tatsu? Cause if its tatsu, then its just the fact that it has a higher chance of people dropping it (even though it’s not hard and probably just as easy as falling j.H).
I’ve been thinking about switching the position of my characters in the team.
I have a huge knowledge about Chun-Li’s matchups, and I feel like I need to improve my behavior with Ryu and Akuma.
I noticed the Tatsu vs Morridoom thing onde I decided to switch him to point. With a Hadouken covering me, my approaches become much safer. M tatsu is recommended, even though I’m not really sure if Morrigan has a good and reliable punishing for H Tatsu.
I think Dr. Strange, Capitain America with a beam assist, Akuma, Modok with a good assist to call while flying, Storm (DHC and Whirlwind), Spencer (focusing on killing Doom) might be good against Morrigan.
When you fight that duo, you gotta focus on killing Doom. You’ll null the assist, a good character and the TAC infinite combos.
Try to grab Morrigan. If your throw animation is long, the Soul Fists will go away. If it’s a short animation, you’ll at leat return to 0 Soul Fists on the screen state and will start over.
i’m referring to an air fireball, of course. not only does air fireball do more damage than j.H, it is also a special move–normals scale more heavily than specials.
besides that, i personally find connecting an air fireball (after sj.H xx palm) slightly easier than connecting a falling j.H. this is because–for me, at least–i don’t have to time the fire ball like i do j.H; i just input qcf + L right ater palm hits. with j.H, however, i sometimes press it too soon (during palms recovery frames).
Dunno if any of you guys are watching TFC, but SomeBrownKid did this incoming mixup where akuma teleports when the character comes in and then backdashes. It’s simple and old, but still kinda useful. Can’t believe I forgot about this lol. He did it on vergil though and he couldve just helmbreakered.
st.M is just underused by everyone, myself included. From my experience though its so hard to use. I’ve tried using it as an armor breaker, mainly for Hulk’s st.H, and I’ve beaten it a few times, its just hard for me. Though I think it’s because I’m scared and I gotta take more risks lol. I was messing around with that incoming mixup and it’s pretty good, though you have to time it right cause whiffing it can = death.
Is it as good as this and can it be used in the same way (I think you are already using it like this, but do you think it’s just as good as Wolverines?)
I’ve been using his st.M for time time now. The problem is that it’s his slowest normal =/
But it has a very big vertical range and a nice horizontal range, so it’s worth it. You’ll basically use it as anti-air and when you have no other normal to confirm com a fireball, for example.
I use to Demon Flip -> Fireball -> Dash -> st.M -> cr.H -> S. If they block the st.M, I cancel the cr.H to his teleport.
It’s not as good as Wolverine’s cr.M because his hurtbox is very low, so he’s a lot more ‘protected’ by the normal’s hitbox.
Same happens with Chun-Li’s S, problem is: S is not cancelable.
Thinkin about running Akuma/Dormammu/Magneto. I really like the power of the Akuma beam into Chaotic Flame. For killing assists or for finishing combos. I’ve been messing around with Disruptor for Akuma and I really like it. Does anyone have any tips for this point Akuma team? My whole goal is just that powerful DHC. And after I DHC, I get Dormammu with the mix-up potential of Disruptor and the GTFO assist potential of Tatsu.
I tried disruptor and didn’t really like it. It’s too fast for the classic “jump forward+H+assist, cancel into tatsu” approach. It could still be good though, since I didn’t look too deep into that pairing. Dorm is a godlike 2nd for point akuma though, since dark hole gives you mixups, a late otg to relaunch(backdash+dark hole, rdp L M, s.S), and dorm brings amazing DHCs.
Seems like a pretty solid team to me. If your goal is just the DHC, then I’m sure it’ll be fine. My suggestion would be maybe to try Unibeam. Akuma can confirm off it easily, and I think dorm could use it well too. But obviously the downside is the heavy scaling…and the fact that you have to play Iron Man lol.
For a team against Morridoom, or just other matchups in general, I think I’m going to run Akuma/Strange/Vergil. I think Akuma can do some fun stuff with rapid slash, and you get xf3 vergil.
While i generally have akuma in back, I’ve been embracing lately a strategy where if my point bleeds, ill swap em out with my anchor and vice versa. This came out from morri doom vergil where if morri’s in trouble, suddenly you’re playing vergil doom morri, which is equally sick. Likewise, with a xxx doom akuma or xxx sent akuma shell, usually when the point dies, I’m bringing akuma in to be backed by drones/missiles.
That said, a couple things I’ve been wondering since suddenly now I’ve been playin so much “point” akuma:
Does he have a good normal jump height air to air confirm? I assumed it’d just be something something xx L palm, but it seems too slow to start. Is that nor reliable, or am I just doing it too slow?
Any good specific movement patterns to keep in mind with airial demon flips? I’m trying to figure out the best strengths to use both for the initial move (distance of flip) and finish (palm, dive, fb). M flip into FB seems good for bridging the gap between drone/missile calls, and H flip does a nice side switch in a pinch.
I think with a good flow and smart drones/missile calls, akuma can really apply sustainable pressure, very much on the back of the idea that an M or H tatsu can protect the assist calls. The question becomes: ok so I can summon drones or missiles at will… how should I abuse this?
For air to air, yeah something like j.M -> j.H -> Demonflip palm is what I use. It’s not hard, well at least it shouldn’t be. I think you just gotta find the timing. Another possible air confirm is j.M -> j.H -> j.S xx L Tatsu, but I’ve stuck with using palm.
I’m still trying to find movement patterns with aerial demonflips myself lol. All I know is that you should try not to do predictable or easily telegraphed ones. Just try to be tricky is all I can offer as advice unfortunately.
At regular jump height you can do j.MHS, fireball L, j.MHS, tatsu L, cr. MHS, full combo. With certain assists you can do jump forward H(grab OS) + assist, tatsu L, (assist hits), launch or jump loop. I don’t know about going to crazy on demon flips. I’m finding that It gets me air thrown a lot against better opponents. L to L is good for an easy clean confirm from anywhere. L or M to H is a good fireball angle. H flip can be good in crossup setups.
Unrelated extra: This may sound ridiculous but it seems like ryu’s hadoken assist is actually really good for akuma lol. It can be used for pressure and it gets you a late relaunch with backdash, call hadoken, rdp LM, otg into hadoken, s.S, j.H, tatsu L, super.