The Akuma Thread

towards the end of this you’ll see winners semis which was me vs damian (a very well known east coast marvel player), then me vs josh wong in winners finals. My akuma was kinda lame, I tried to play him sorta like SF4 and my biggest mistake was doing a lot of c.mp > s.HK string and getting it crouch blocked like a moron. Also missed some hitconfirms off c.mp hits. Working on it. Anyway, after that is losers finals which was me vs slob murph, whose akuma just completely outclassed mine. He’s a DMG player and I believe was #2 in BP as well, and he went on to beat josh wong in grand finals.

What have you guys been using for block strings? Just plain c.LK, c.MK x qcf+LP?

his mixups are gone, his raging demon is quite weird (people jumping it from what seens to be point blank). His cl.HP doesnt forces the opponent to stand up on hit anymore. its hard to tell when his c.mp,c.mp, c.mk links are going to hit and c.mp, c.mk xx s.HK ends up with akuma performing a whiffed cl.HK. c.mp, c.hp works only from point blank or a few pixels away from the opponent, his s.HK’s second hit misses the opponent even if when the first hit doesnt hits.

I was giving him a shot until now but I think Im done with him, gonna try a tekken char I think.

U really having trouble? Try playing Akuma in 3S. This Akuma has some mechanics of Akuma from there. His HK Tatsu hits low on first hit just like 3S. U really need to think through with Akuma’s moves and the c.mk >s.HK doesnt link because its now a chain. Second hit whiffs and makes sense. I admit that I am spoiled by SF4 but dont think of it just as SF4. Think of it as 3S and SF4 mixed together + some Tekken mechanics. It will work trust me

I know the first hit of his HK tatsu hits low, whats your point?

I did not say anything like c.mk, S.HK doesnt links.

Its not that Im having problems with Akuma, the point is that I think there are many better chars in the game to try than akuma to play competitively.

Honestly, Akuma, Rolento, Rufus, Cammy, Ryu and Sagat can be considered the best on the SF side imo. I think so.

For cross-up air tatsu, you can do HK, far stand MP, LK tatsu; which does more damage than the standard cr.MK to heavy or medium tatsu. You can also chain the far stand MP into HP for more damage still, but you lose post combo positioning.

More interestingly, you can do cross-up tasu, HK, far stand MP into Akuma’s cross art. The damage for this depends on your partner. Mine was Kazuya and this did 500+ damage.

As with any cross-up tatsu combo, this one is particular about spacing it right so that things juggle properly at the right distance.

DFK sucks so far. it pushes them away on hit so it’s harder to confirm since you can get maybe two jabs off of it, plus there’s hardly any hit stun on it. it really annoys me that it makes the opponent slide back a bit on hit. it also doesn’t seem ambiguous on crossups anymore. regular dive kick is the new DFK and it’s really good imo. i like that he’s not so autopilot with vortexes anymore but he feels a little held back to me so far. i’m sure there’s more to discover so i’m just speaking as of now.
using c.mk xx fireball is pretty good for footsies and cr.mp is amazing for everything. stuffs a lot of shit, confirms into a lot of stuff, meaties, and frame traps. i really wish he had his s.hk loop back from sf4 (fuck crybabies) because that shit was fun. he does good damage and i seem to get away with jump in/ DK cr.mp, cr.hp a lot. not sure how punishable that is on block but i’m guessing it’s not a true blockstring so watch out with that. in general, i’ll do something like DK, cr.lk >cr.lp, cr.lk xx tatsu. you can sub the linked cr.lk with cr.mp since it has better reach and does more damage but just throwing some of those old sf4 habits away is hard.

sweep near tip of Akuma’s foot, wait to confirm if your opponent rolls. Near the end of their roll do Misogi. Laugh if they got hit.

If you hit behind, you get a stark 200 [+90 from the sweep]
If you caught their dome 300 is your prize.

Improvment on kumas BnB: jump hk, cr medium, lk tatsu, cr.mp, hp shoryu. I have been playing sf forever and i still dont get the combo lingo on these boards. lol

Can you combo off kumas overhead? The only way i can do it is when I tag

The 3 corner combos listed in the OP here… are all the same combo, no?

Yes, you can link with cr.MP; but I’m almost certain it’s a 1 frame link, it’s very tight.

Tick Demons don’t work in this game. Block stun seems as if it has been designed to prevent them. If you want to land a demon, you have to either punish something with it or do it empty by using tricks like dash-up demon or the fake cross-up.

I’ve gotten them to work.

You’re right. I made the changes. :slight_smile: Thanks.

Why don’t we have a combo thread already?

Also, I’m not really feeling Akuma’s meterless damage.

I can get close to 400 meterless.

Dude, Chun-li is just shutting me down. I just can’t get in on her without taking some risks. How are you guys dealing with her?

Force her to jump with fireballs and then MP DP. Does more damage than HP DP. Plus dont crouch guard cuz her overhead special. Just bait out her moves. Thats how i play vs her.

How?