akuma’s mp shoryu apparently does more damage than the hp version and hits twice, making my current team of akuma/marduk still effective after tagging during the second hit on mp srk. haven’t tested online yet with canceling hp srk on 3rd hit on block into a marduk mixup but it sounds viable.
this akuma is very different than sf4 akuma and so far doesn’t rely so much on demon flip vortex shit. he’s got a lot of possibilities but i’m not liking him as much as i thought i would. i’ll continue to main him and marduk and post anything here if it’s useful. thanks to everyone who’s been posting with new findings.
any good corner combos?
Dunno if ill get around to making a video, but in case it hasnt been posted, akuma close stand hk always moves you back one point on your juggle ability. So he can do some “Intresting” combos with it I guess that are not normally of course possible if you use a hp. Saying that sadly the recovery doesnt seem to be good enough for you to say, link a duck hp after it in situations where you would want too after a longer combo. But you can use it to loop red fireball more then normal that kinda stuff.
Think I’m gonna avoid online until the patch, its a mess. What do you guys think Akuma specializes in? Is there a “right” way to play him? With the addition of tech rolls I don’t quite see what the point of his DF is. He feels like Ryu with less ground options but better combos. Am I wrong? Then again, I only have 4 hours in the game so far.
Alrighty, so after a night at EZ and some time with the almighty Kevin Michael, my brain seems to be functioning now.
This is what I have. I’m running Nina/Akuma and vice versa as my main team.
So I’ve been looking at some really cool combos and I was disappointed since Akuma seemed to not be able to do the fancy smanshy combos like everyone else. but I was thinking, if you tag cancel the RH in a chain could you keep going. Turns out the answer is yes.
So with any character as your teammate, one can do a light med into stand RH chain and then tag cancel while the far/close RH is hitting twice. So essentially I am allowed to get really big damage as long as I can use a good teammate. So I’ve tested this with Ken, Ryu, Cammy, Nina, and Law. All of them can take advantage of it, plus if you do it on block and accidentaly tag cancel, you are still safe. You still have to go in the corner to do big damage, but with this technique, at least akuma has a way of allowing his partner to do big damage.
So in a scenario where I don’t have a lot of time to punish, I do
Akuma Cammy team
Jab ~ Strong ~ s. RH xx tag cancel xx (cammy) Stand RH jc xx can of sprite, stand fierce, far fierce xx EX spiral arrow, low strong xx can of sprite xx tag cancel (akuma) cr. strong, s. Fierce xx fierce shoryuken (you might have enough meter to do ex shaku, in which case, one could then follow with cr. fierce xx shoryuken)
I now have faith in Akuma again. oh, and demon is seriously pissing me off. I missed 4 demons tonight because my opponent was still in block stun/too close/???/can’t understand why this isn’t working. oh well.
the corner is where Akuma shines. If you get a jump in, you can do upwards of 500 damage for (unfortunately a lot of meter :c)
Jump fierce/RH, stand fierce xx EX tatsu, cr. fierce xx EX Shaku, cr. fierce xx EX shaku, cr. fierce xx shoryu
Jump F/RH, stand fierce xx light tatsu, cr strong ~ cr fierce xx Misogi
Jump F/RH, stand fierce xx EX tatsu, cr. strong ~ cr. fierce xx Misogi
Jump F/RH, (walk back a bit) far RH, cr. strong xx EX tatsu (light tatsu), cr. strong, cr. fierce xx Misogi
If tagged in (my team is Nina/Akuma)
(nina), st. fierce xx QCB kick, low forward xx QCB kick, light punch+med kick (overhead thingy) xx tag cancel (1st hit), (akuma) cr. strong, cr. fierce xx Misogi.
just a few examples
If someone who has the guide could post the frame data i think everyone would benefit a lot, i am surprised no one has posted them yet.
Posting the frame data right out of the guide at this stage would be kind of a dick move. Most people are doing what we did during the Marvel release and letting info from the guide slowly trickle out so more people are tempted to buy it.
i don’t want to start a debate about this but i don’t think the guide should sell only because you can’t get the frame data from anywhere else, i believe everyone who has bought the game should have access to such crucial information from the beginning free of charge.
[media=youtube]Uu9HhndIQ8w[/media]
not my video but this is just nasty
that WOULD be reasonable as there is alot more to the guide other than frame data… but the problem is that the authors of the guide CREATED the frame data… ie they motion captured/went frame by frame and counted them up per move… thats ALOT of work. would you want people having access to your work that you worked so hard on, free of charge? probably not.
anywho im in the same boat as you as i have already bought and paid for the guide but im still waiting on it to ship to me.
also, the frame data will “eventually” come out for free, but you’d need to browse the forums trying to glean info from wherever.
just buy the guide. its good and and supporting it means frame data for us all on the next upcoming guides. cause capcom are bastards and wont release that info themselves for whatever stupid capcom reasons.
-dime
So I have the guide. If you have specific questions i’ll post info, but I’m not posting all frame data. His normal dive kick is better in this game then sf4 aim for the head.
I’ve been doing a pretty basic strategy but it is working pretty well so far. I use Ken/Akuma and abuse cross-up tatsus with both to open up nasty tag combos. With Ken, if I get a hit either by a confirm into hard tatsu, or a cross-up tatsu > cr.mk > hard tatsu, I immediately tag cancel in Akuma who can get a full punish with jumping hard punch > st.hp > l.tatsu > shoryuken or whatever your go-to bnb is. It does 500-something damage. It’s nice if I take some hits with Ken to then have Akuma out for him to restore HP. The opponent is usually low on life so Akuma can zone and harass the opponent easily with fireballs or be waiting for an unsafe tag for big damage.
I’ve also been fishing for cross up tatsu with Akuma into standing roundhouse > cr. mk > team super for easy good damage.
Everyone should know… if you have an opponent knocked down and they have 3 meter do not try any setups. They can tech roll and punish with a team special that will pretty much kill akuma if he has half health or lower. Your safest bet would to just jump away… but don’t do any air fireballs cause that will get punished too…
After playing last night here are my notes on Akuma.
- Akuma will still have a significant Oki game. I was making people pay for predictable rolling
- Akuma hits like a tank
- Tekken Characters seems like they have trash anti-air moves for the most part
- Tekken Characters have reversals that seem like they whiff against low attacks or have trash invincibility. Meaty Lows work great against a lot of Tekken characters.
- I LOVE AKUMA’S NEW SUPER! Misogi is insane. Punish fireballs, tag ins, hell I was catching jumps with it.
- Akuma’s mobility is really good for this type of game. You can punish tag raw ins from full screen easily if you got a bar stocked.
- People who say the demon super is worthless bite their tounge. That is still good. Especially when you need to get damage fast in a time out situation
- Akuma’s pokes are fine. People need to learn how to play footsies.
- Akuma’s frame traps are ridiculously good.
- A lot carries over from SF4, but you need to adjust for the system changes.
- The only downside will be the fact the game is high damage, but those who played Akuma in Vanilla SF4 will already be use to this. Akuma deals out damage as well.
Overall I have high hopes for Akuma.
Sol how where you punishing rolls? I took that to training and it seems like theres little to no recovery on rolls.
Don’t look at it as punishing. Look at it as setting them up for a mix up. At the very least Akuma has the walk speed to keep up with the roll and keep pressure going.
Also if you finish your combo with HK.Tatsu with the right timing you can actually cross up which makes the opponent face the wall. If they roll they only roll into the corner.
Hey all,
Currently using Kazuya and Akuma.
I’m finding Akuma kinda similar to AE’s version… still able to vortex somewhat… I Like the EX Demon Palm bounce changes, that’s pretty cool, and the Crossover Tatsu > HK combos, To be honest, i’ve mostly been testing out Kazuya combos as he’s ‘new’ Can’t do an Akuma-only Misogi combo yet, just sticking to the AE bread and butters really…
As for combos…
Tagging in from Kazuya I just use HP > HP Shoryuken, Kinda boring but oh well. (Any tips for better combos?)
If you tag during Kazuya’s LP Slaughter hook you can just do a Misogi straight off. Eg. j.HK lk, lp, mp, LP Slaughter Hook (Tag during slaughter hook and Misogi)
I’m starting to wonder if I could perhaps do the standard c.HP, LK Tatsu, HP Shoryu, Tag in during the Shoryu, do a c.HP > LP Slaughter hook, and as that’s happening tag back for a Misogi, something I’ll have to try! It’s probably too soon to tag back, perhaps a normal lp mp hp launcher exchange then c.HP > LP Slaughter Hook will do it too. I’ll have to spend some more time using Akuma in the training room instead of seeing how many WGFs I can get in the corner. (I think the max is 3 without the crazy EWGF execution.)
Misogi Setup from Kazuya doing about 511 in the corner:
j.HK, HP, LP Slaughter Hook, c.HP, Mist Step > WGF, c.HP, LP Slaughter Hook (Tag during slaughter hook and Misogi)
same here…i think the move list for Misogi in the guide and in the game is wrong…it is not 3 downs, because me too can achieve Misogi by inputting just 2 downs+3Ks
at least 500 in corner: Cr. Strong, Cr. Fierce, EX Tatsu St. Far Roundhouse, St. Strong, Cr. Fierce, Strong Srk. Pretty beastly. Only 1 bar, can confirm off ambiguous crossup (keep them in corner). Another crazy thing (in guide) if you land next to an opponent and if they’re not holding up before super flash it’s guaranteed 300 damage raging demon. Setup I’ve been using (works anywhere) Cr. Strong, Cr. Strong, Forward Demon Flip, Jab, Jab, -> Short (right when you land) Fierce guarantees you will land right next to your opponent for super. If they’re not holding up when demon goes off they’re eating 300 damage.