The Akuma Thread

Both are frame traps. Each one is good depending on the opponent. Cr.mp to cl.hp without walking is good for opponents that like to mash jabs or early crouch tech. Walking up a bit is good for opponents who like to crouch tech really late but loses to early crouch tech and jab mashing.

Sorry guys I haven’t been posting much match-up breakdowns in the match-up thread recently. I just got my hands on a HD PVR Gaming Edition and I’ve been testing it out and trying to get it to work properly (one point when I was trying to record stuff Ogre wasn’t green lol.)

But yeah I’ll be back to my match-up breakdown self. I should be posting one about tomorrow (or 24 hours depending on what timezone people are in) on Abel. I also have my first properly edited, non shaky mobile phone recorded video (which was so old to the point where colour screens were a luxury back in those days) in the works for Akuma as well.

Let me know if you have any questions, I’ve been using the PVR for a while now. :slight_smile:

Yeah I have two questions so far:

  1. What does the ‘Hue’ setting do under ‘Device Settings’?

  2. Sometimes when I record, the colours are slightly discoloured for example in SF X Tekken my Lili looks tanned even though I haven’t actually changed her skin colour how do you fix it?

So, I have the Hauppauge 1219, but you said you have the gaming edition? I’m not sure what the difference is…?

  1. The “hue” is a color setting that changes the pure color of an object. In your case, modifying the huge would change the color of the screen.
  2. Sounds like the hue.

Did you plug it in and install it correctly? Are your component cables in the right slots? I’m going to PM you a good tutorial. Sadly I do not have the gaming edition so I am not exactly sure of how to help. :frowning:

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My new mains! Love this team.

All that meter usage, nice combos though.

Finally it works! Shout outs to Norieaga for helping me make this successful here it is.

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For those who don’t know, it is possible to combo into Akuma’s Misogi Super Art Midscreen in SF X Tekken. Only it is really difficult in comparison to other members of the cast in my honest opinion.

Hope everyone is staying loyal!

Been doing so since SF X Tekken Day (Whatever day Akuma was revealed before launch.) And I ain’t switching anytime soon. I have some anti-roll stuff in the works as well as an ongoing webseries on my channel nathwaygaming called ‘The Road To B Rank’ where I try to get to B Rank using Akuma x Lili and I talk about issues and other things regarding the game or just stupid stuff :slight_smile:

Man, stuck on a few of Akuma’s trials (80% done). Some of this shit is so difficult with the 360 d-pad, ugh. Having some issues with:

cr. fp xx shaku >> cr. fp xx shaku.

I cannot get the second shaku to connect at all, and I’m cancelling quite fast. WTF? Also, any tips on st. mk xx st. rh xx EX DF xx dash??

And yes, staying loyal to the character. He’s my main and Yoshimitsu is my sub.

Do you have any others that you are stuck on? Because I’ve done all of them.

Oh for Trial 17 with the Shakunetsus you need to be fast that’s pretty much the key to beating it.

As soon as you recover from the EX Tatsu, input the next command afterwards. You should get it right if Kazuya is above your head when doing the Shakunetsus and you do the next one as soon as possible. From there it’s pretty much a standard cancel fest.

And for Trial 19 with the dash in it. It simply comes down to practice to be honest. I would suggest practicing your Charge Attack Dash Cancels in Training Mode (or CADCs as they are called?)

You should aim to get Kazuya just under Akuma’s portrait to get this one done.

FUN FACT: Tried incorporating 19 into my gameplay once. Works well for corner situations but really nothing more than that.

plz share anti-roll tech! I can’t find anything useful enough lol

I have some but for the most part they are kinda gimmicky setups or if your opponent gets pissed when they can’t get in on you.

Forward Throw

After a successful forward throw, backdash and then do a MK Demon Flip.

I like this setup as if you walk forwards ever so slightly, the divekick can cross them up on wake-up. This also works if they try to crouch out of their roll.

EX Tatsu

After a successful EX Tatsu, jump forwards and do a LP Air Fireball, jump/super jump afterwards and hit them with a non DF Divekick, if you walk forwards a little, it can cross them up also.

Demon Flip > Throw (Regular Version because EX has some more recovery on hit)

Similar to forward throw. Backdash and then do a LK Demon Flip instead to either pressure them with divekick or palm or throw. Or if you think that they will reversal, then demon flip palm behind them and the reversal will whiff.

*tested vs Ryu and Ken Shoto Uppercuts.

Those are some to get you started I’ll get a video up of this soon. :slight_smile:

For the most part your main anti-roll tools against your opponent will be:
[LIST]
[]Air fireball
[
]Demon Flip
[/LIST]
Air Fireballs

Air fireballs now have some good advantage on block now due to the high period of hitstun and blockstun in SF X Tekken, this can allow you to make your approach.

A good example is to end a combo with an uppercut and then jump back and throw LP Air Fireball (kind of close to the ground) so that they’ll wake-up into it and block it.

From there you can either demon flip again and use the palm if they want to jump and air to air you out of it.

Overhead them with your overhead chop (Forward + MP) and get your partner to do a nice extended juggle or bring you back in.

You could jump over them as well if your opponent lacks a strong anti-air move e.g. Law.

Demon Flip

If someone rolls in your face from midscreen, they are pretty much asking to be demon flipped although it depends on what your opponent likes to do after exiting a roll.

If they like to reversal then demon flip palm over them and their reversal will whiff

If they like to block then demon flip throw them.

Some people like to jump as well out of rolls, the palm will sort them out as you’ll get a free ground bounce juggle from it.

Trial 19 is a pain in the ASS! Spent about an hour last night, getting closer though. I hate combo trials.

Isn’t that one the ex demonflip cancel?

Yup. If I didn’t have to use the 360 d-pad then it’d be done by now. Ugh.

That trial was a pain for me too. I wish the trials in this game actually taught people combos that are usable in a real match instead of hard combos that do non damage and cost unnecessary amounts of meter.

What would you guys say is Akuma’s solo bnb on a crouching opponent that doesn’t involve the cr.mp to c.hp link? That link doesn’t seem to be reliable unless it’s done at point blank range.

He doesn’t really have much unless you have a bar stocked for a switch cancel to be honest or you are willing to burn meter for EX.

For me it all revolves around his cr.MP > cr.MP link. You can also throw in a cr.MK (if you can consistently get the link right) into Fireball or any other special of your choice.

Oh yeah and you can also link a Cr.MP into a Cr.HK sweep as well for a knockdown. So you can do Cr.MP > Cr.MP > Cr.HK as well.

You can also do a Close st.HP into either MK or HK Tatsu but it depends for some decent setup potential for your partner. (Works well if you are paired up with a Mishima like Heihachi especially)

It’s kind of annoying in my honest opinion, maybe it’s just me but I think Close st.HK should force stand on hit.

Yea I’ve been doings cr.mps linked into sweep. Recently I’ve been having success with c.mp, cl.mp xx srk. Easy link and easy to hit confirm it. Does 250ish if you use mp srk. Kind of annoying that Akuma can’t do much on a croucher alone.

I actually use Heihachi as my partner. Does canceling into mk or hk tatsu give some ambiguous setups?