I Need someone to change this frame data of Akuma’s to a forum thread. I am having no luck in converting it the right way in this forum…
I can’t get it to combo into anything when the other character comes in : /
You can combo after far st.hk manual launcher but this way of tagging doesnt reset the juggle potential so they will flip out of any combo quick.
only good to do a safe tag when in low health. or finish it with your other character super or cross super.
if im wrong about the reseting juggle potential fell free to correct me anyone.
edit: yes i checked the guide: only switch cancel (pressing mk+mp during any attack) reset teh juggle potential.
hi guys, first time posting in the akuma thread. what are your thoughts on him?
well, my main question is, when i try doing raging demon, i keep getting the stupid macro automatic combo when i press lk+hp.
what the hell?
If you input lk+hp at the same time you have to be either in demon flip palm or kara demon. if you try to demon while standing you have to input lk then hp to avoid getting these stupid combos.
thanks
wow that is ridiculously stupid. is there a way to turn off those dumbass macro combos?
yeah i noticed i was able to always get the demon off of kara demon (f+mp)
Nope, welcome to the Akuma player’s complaint
Oh, I know. This was meant to highlight Akuma’s individual combos, hence no safe tagging (I covered that part in my guide, also on my page). As for meter? Well, as I told another guy in the comments section, this was done strictly for fun and hype. I was doing my best to be creative, hence why I’m releasing another combo vid soon. Obviously I won’t even do half of that shit in a real match, but its just fun to show the possibilities.
I honestly dont think kara demon works in this game
I tested it in training mode and setted the dummy to auto block, did kara demon, setted the dummy to jump after and it couldn’t escape. which should be the case
but when i setted the dummy to all block, did kara demon, somehow the dummy was able to jump away, i was like WTH o_0 although when i did empty jump to demon, it worked.
When back to SF4AE, and did both situations for that game, the dummy wasnt able to jump away in both situations, so i dont know what’s going on -_-
can someone verify why the dummy is able to jump away when it is set to all block?
Hmmm, maybe that’s a training mode bug then? That’s what I used to test tick Demons and the dummy could jump out no matter what I did with the delay.
I’ll be pleased if that actually means that tick Demons do work.
Record it and do it to yourself. Dummys do things players can’t.
So i took your advice and recorded akuma doing kara demon and i try to jump away from it.
This is what happened:
When i am in neutral or moving towards akuma, i would get hit by the demon.
When i held back just before the super flash so that it will look like i am in block animation when the super activates, i would somehow be able to jump away.
This wasnt the case in SF4AE when i tested it, in both situations, i wouldnt be able to jump away. This is really confusing me -_-
anyone else think Akuma’s super animation is entirely too long compared to other characters, i’ve lost several matches that should’ve been wins had time not run out during this animation.
Thank You Very Kindly Sir:)
[media=youtube]m5JPqOK5kSw[/media]
Akuma(meter/damage gems) / Hugo (damage gems) is so godlike.
If you and a :hp: Dragon punch, tag cancel in Hugo as soon as possible and do j.:hp:, :qcb:+:lp:, :dp:+:mk: for an easy 476 damage that works anywhere on the screen off a raw DP for only 1 bar (not counting meter gained during the combo) and without any gems turned on.
If you landed it with a full bar you can go into Hugo’s super instead of the :dp::mk: for 620ish damage without any gems turned on.
Right now my favourite combo that works anywhere on the screen which I use for this team (starting from Akuma) is: j.:hp:, far.:hk:, Cl.:hp:, :dp:+:hp: (tag to Hugo), j.:hp:, :qcb:+:lp:, :dp:+:mk: for 556~ damage only for one meter (not counting meter built during the combo) and without any gems turned on.
If you have three bars at the start of the combo and you use Hugo’s super instead of the :dp:+:mk:, then the combo does 692 damage without any gems turned on.
As for Akuma’s meterless combo complaints an easier way of connecting a :hp: after a standing heavy kick is if you manage to land a j.:hk: close, due to the extra hitstun jumping moves have in this game you have enough time to move into the right positioning so that you can use a :hp: after the far :hk:. So this combo becomes fairly easy to do:
j.:hk:, far.:hk:, (easy link):hp:, :qcb:+:lk:, c.:mp:, Cl:hp:, :dp:+:hp: for about 430 damage meterless.
So, how do I actually start to learn akuma in this game? By that I mean what do I start learning first. Sorry for the extremely vague and kind of retarded question, but I’m having difficulty learning how to play akuma and what I should actually be doing with him.
Akuma is a high damaging character with the lowest health… he is a high risk high reward. He has a lot of tools to cause damage and pressure the opponent and has the tools to run away and zone your opponent out aka air fireballs. learn him air fireballs and when to use them and not get tatsued to the face.
His main tool to cause damage is his light kick tatsu. you can link it to shouryken or to even cr.mk st.HP EX shoruy. You must learn to how to connect the light tatsu first. However his light kick tatsu doesnot work on crouchers. so you hav to force them to stand. with a HP or a far standing HK.
His standing HK connect to light tatsu with any punch although the HP is for the corner… You should also learn his demon flips. and the ranges for them. and note that the demon flip kick doesnt force stand. (actually in this game the demon flip sucks) but the demon flip palm and grab are useful.
Also Akuma has a very fast sweep you should learn the ranges and where to utilize it without getting punished.
Check out the guide link I posted in my sig, it covers some basics in video form.
You want to learn the following:
-His footsies (sweep, cr. mk)
-His AA’s (MP SRK, cr. FP)
-When to use his air and ground fireballs
-When to use st. hk
-Pressure strings
-When to use demon flip
He is high risk high reward.
I watched your guide (just by finding it on youtube and not knowing about it before) 2 minutes before you posted this. i think I’m psychic.
But yeah will do, gonna hop into training mode right now.