The Akuma Thread

I still haven’t found anything to catch a tech roll. I’ll keep trying here and there though

Really sorry if I’m wrong here, but I seem to recall that when I first picked up the game, I couldn’t do the SFIV shortcut for Demon because the quick combo would come out.

I just tried it right now though, and it works now. Was this changed or was I crazy when the game first came out?

Fuck those stupid quick combos. I was negative edging DF Flip out of st. fp, a QC somehow came out. Thankfully it didn’t cost me the match.

@Wonder_Chef - I don’t think it was patched, no. You were either crazy or lucky this time. :slight_smile:

Any good follow-ups after cr. fp as an AA? I usually do DF Throw if my opponent lacks an SRK-type AA. Ideas?

His crouching fierce is special cancel-able so you could cancel it into a demon flip to go on the offensive, or red hadouken to get some chip (ex red hadouken should recover fast enough for you to apply more pressure if they block it, or do cr.mk hadouken if they get hit, that is if you want to burn the meter for it).

edit: Hmmm, if counter hit cr.hp causes a juggle state, I’m gonna hit the lab and see if I can get some combos off of it.

Ya so I tried and this is what I got (remember this is off of a counter hit)

cr.hp cancel to ex red hadouken HK.tatsu (hard to do) = 285 dmg

cr.hp cancel to ex red hadouken cr.hk = 326 dmg

cr.hp cancel to demon flip (dash cancel) cr.lp st.hp HP.srk = 263 (most reliable)

Even if it isn’t a counter hit you can still dash cancel forward.

I wish Akuma had a fireball cancel instead of the DF cancel. Its pointless because your opponent knows you won’t actually Misogi when he can just block it and punish. They really fucked up with Akuma’s design.

He doesn’t need a fireball cancel, just lock people down with Air hados and his footsies. A set up I run is to push the opponent into the corner and stand fierce into red fireball them. It can be jumped, but they literally have to be holding up. Plus you can switch it up. So if you cr. jab, stand fierce and the fierce causes a CH, the red fireball will connect. Might be able to do a dp afterwards, but I’ve never tried it.

Akuma is like Ryu in this game. He’s not great at anything, but he’s good at everything. He can zone, he can pressure, he has resets, he has footsies, he has AA’s. The character is good.

Akuma’s air tatsu will be nerfed in the upcoming balance patch. Slightly unnecessary considering it isn’t as good as Ken’s. Hopefully that’s the only move of his they nerf, he needs small buffs if anything! Discuss.

Pretty drastic in my opinion.

We haven’t really seen what Akuma can even do yet but they are nerfing his tatsu. To be honest I only really used the thing when I knew that my opponent was really frustrated about fighting against me because I tend to zone the hell out of people and then punish their attempts to get in be it via rolls or reversals.

It is just a shame that people don’t really space themselves properly so that they can anti-air these things.

Yeah, agreed. His tatsu didn’t have the same properties or effectiveness as Ken’s, not to mention Ken’s tatsu would angle downwards and not sweep. Seems like a lazy nerf on Capcom’s behalf. I sincerely hope they give him something to compensate.

Seriously? Reduced hitbox and blockstun? What did Akuma do to deserve this? Literally, who is using this character and making him seem broken? The only air tatsu that needed to be nerfed was Ken’s. I’ll even admit that the golden boy Ryu’s air tatsu is perfectly fine.

Is it possible that someone more qualified than I am can start an Akuma set-up thread? I know the vortex doesn’t exist but maybe we can compile set-ups for opponents when they do not roll? Let me know, I’ll try to be more active.

Also, a positive from the DLC (besides the characters) is that auto-combo can be turned off so we should have more ways to buffer into Demon.

Ken’s air tatsu is the only one that’s ridiculous. It’s like they took his ex air tatsu from sf4 and made it into his normal air tatsu. Ryu’s and akuma’s are fine.

On another note, am I the only one having trouble landing demonflip grab? I feel like i have to be even more precise with it the sf4 version.

Yeah I agree, the timing for it seems more stricter than the SF4 version especially against crouching opponents who have small hitboxes like Xiaoyu. I hope that they change it so that it is easier to land at least.

By the way, has anyone found any safe-ish chains with Akuma? I know characters like Ken can do a cr.MK > cr.HK chain and at max range and he is safe to some moves in the game due to push back on block.

Gonna have to wait a bit on those videos, my 360 crapped out. Bah.

It’s really character specific for Akuma. For example:

s.LP > s.MK … at max range can only be punished by Ryu’s Super and Vega’s c.HP
c.MK > s.HP … at max range Ryu can Super and Vega can Sweep

Needs more research lol

:frowning:

Sold a bunch of games and got a new 360! Here’s what I’ve been working on, see if you can find something better or just prove me totally wrong. It needs more testing but looks good so far! I’ll be tweaking this further and compiling a video of safe-jump setups and other stuff.

[media=youtube]h2xumuUAp8k[/media]

Can the enemy dash forward after the roll to avoid the demonflip kick?

If you time it properly, no. It also crosses up.

I got a question for Akuma players. Does anybody know if cr.mp cl.hp is a frametrap? cr.mp is +2 on block and cl.hp is 4 frame startup according to the guide but you have to walk forward a tiny little bit on quite a few characters.