The Akuma Thread

I’ve found a way to do more solid meterless damage off cross-up tatsu. It’s spacing dependant however.

If the positioning on hitting them with the cross-up tatsu is right, you can step forward just a little and get close stand HP into a fully connected HP Shoryu after tatsu, far HK. This does a touch over 300 damage.

To get the positioning for this, you should line up the cross-tatsu in a way where it just crosses over and hits close to them at the last moment. This can be done with earlier HK tatsu’s from further out distances, or with MK tatsu’s at closer ranges. When done this way, the cross tatsu should be able to hit crouching characters such as Ryu.

Once it connects, do the HK nice and early to get some elevation, and you should be able to step in and do it as a match combo.

You can also step forward slightly and do cr.MK to HP Shoryu. This can be done from more lenient spacings. You can get 2 or 3 hits of the Shoryu depending on how it was lined up. The 2 hit Shoryu is worth about 260 damage total, and 3 hit Shoryu is worth about 280. You may accidentally cancel into the demon flip, but this isn’t a terrible outcome.

Also, for any who weren’t aware, you can go from Akuma’s basic tatsu staple juggle into teams super for some mean damage should the option take your fancy. So any old BnB stuff into the LK tatsu, then fierce into team super.

I do this with Kazuya, and the damage for far HK, close stand HP, LK tatsu, close stand HP, Team Super is 582, excluding gems.

As a reminder of something I’ve said earlier on this forum, you can do cross tatsu, HK, cr.MK, team super. 515 with my team.

Hmm…what can Akuma do against tech rolling?

Demonflip, jump back lk/mk, jump back fireball, or walk up and do a high/low/throw mixup if you’re expecting it.

Edit: You can also neutral jump and wait and see if they’ll roll and throw an air fireball if you see them roll. Akuma will face the other way if they roll.

Forgot to mention earlier. Raging Demon is stupid in this game. Recording shows tick Demon’s don’t work. Even dash-up Demon’s don’t work. Hell, you can’t even set it up on forward rolls. They’ll only be unable to jump out if they were in a neutral or otherwise state when you activated. If they were blocking when you activated, they can jump out.

I’ve set tick Demon’s so they can sweep you long before the Demon starts; it’s definately nothing to do with blockstun. It sucks.

To get it to work, it has to be a fake cross-up Demon, or wake-up Demon (which is stupid). And not even a normal cross-up is good enough; only flip palm can enable its non-suckitude powers. Of note is that when it is used on a fake cross-up, the unjumpable reach is actually quite far.

Demon’s uses in this game are going to be for cross-up tricks, specific punishes and for countering them from sweeping your sweep on block.

If someone knows otherwise; show me some setups. I love the move, and I’d like to be wrong.

As a piece of general gameplay advice, I’d recommend tag cancelling anti air (and reversal) DPs on hit whenever the meter and life situation make it a sensible choice. Initially, I’d only tag cancel on block for safety like in SF4 to conserve the meter; but the standard fireball/DP stuff just doesn’t do much in terms of damage or starting much in terms of pressure and it slows the game down too much.

Being able to push the damage of a DP up to high 300s and beyond is well worth the meter.

I think Akuma needs a small buff to his ground fireball game. Reason I say this is because his DF repertoire has been nerfed significantly. I mean, I barely even see players using his dive kick, palm, and throw. What use does it have beyond throwing it out when your opponent is standing, and risking an AA in the process? Tech rolls kill any setups you might have with it. His ST. RH has also been nerfed by whiffing on all crouchers.

If he’s supposed to be keepaway then he needs a better fireball. If not, then give him better mixups. Look at this match, for example: Akuma has trouble keeping Steve Fox out. Yeah, the same one that everyone has been saying has severe problems “getting in.” What fucking problems? Geez.

http://www.youtube.com/watch?v=mH4pEzgOC7Y&

There is zero incentive to picking 'Kuma over Ryu at this point, perhaps even Ken. IMO, the character has an identity crisis.

he doesn’t seem that bad. i think he’s on par with ken at least. ryu is a beast as of now and i think he’s one of the best characters so far. akuma just isn’t sf4 akuma and some people are having a hard time converting. cr.mk xx fireball seems better than what it was in sf4 and he seems to do more meterless damage than ryu, especially if you use just one meter in the corner. i think there’s more to discover with akuma in this game. i hope at least.

Akuma seems solid to me. Good AA game (which is great in this game), good walkspeed and normals to play footsies, and a good mixup game (not great, just good). I tag cancel an srk I AA and land about 300 damage. Raging Demon seems like it’s gonna be a punisher for moves that that normally can’t punish when everyone learns the frame data.

Just play him like Ryu and Ken hybrid on steroids. Forget that SF4 Gouki ever existed if you play him now.

He doesn’t have Ryu’s ground game to play like him, sadly. The problem with this character is he lost what made him so good in SF4, but didn’t receive any changes to compensate! Yeah, we can tatsu-sweep Ryu now…Who gives a fuck, its pointless with tech rolls. His projectile game is the same as it was in SF4. Sure, his air fireball is more effective because of no focus attacks. But that effect is somewhat diminished by the fact that he’s jumping backwards and slowly pushing himself into the corner.

I’m starting to think Akuma might be best-played as a battery to a character with good corner pushing. He needs someone who can push the opponent into the corner (AE Fei-Long?). He’s good at dealing high damage, but I don’t think he’s the best at opening opponents up.

Most SF chars ARE battery characters in this game. And most tekken chars are anchors.

STOP TRYING TO ROCK THE FUCKING BOAT!!!

Bro, this is a **discussion **forum for Akuma players. So, what’s the problem?

Im fuxing with you

He has had a hatred for Akuma since the dawn of SF4. Don’t worry this is normal.

I have no hate for Gouki. It’s Viper I hate.

I think you’re confusing EL for everyone else on SRK.

I think Akuma is still good in SFxT. Akuma still has a good ground game that a lot of people overlook because of his vortex game and think that’s the only way he can be played.

Akuma is pretty bad.

He is NOT a high damaging character. He’s not even average at it, unless he gets someone into the corner. Look at his BnBs, even compared to Ryu.

Roll into teleport out of the corner is good. :woot:

I think akuma is pretty good in this game. He has amazing walk speed. And with a good stand jab u can setup some real nasty frame traps. Doesn’t work well online with most ppl constantly mashing buttons but it’s great offline. Has anyone figured out some OS’s for him yet. I’d like to get some for forward rolls and back dashes.

The heavy focus on his knockdown game was because it was his back-up plan in every single SSF4 match-up where footsies and zoning were awkward.

For players who actually learned hown to use Akuma and not just a handful of mix ups will find Akuma is very solid in this game.

People keep acting like all Akuma had in SF4 was a vortex. He was a fundimentally strong character who happen to have a vortex. He didn’t need it to win every match up and often you wouldn’t use it in some match ups.