The Akuma Thread

Yea i cant seem to do that corner combo consistently. Most of the time i just find it more practical to do a simple c.mp, cl.hp, hp srk combo.

Anyway, having spent some quality time with akuma in the lab i think he is ridiculously good. Like top tier good imo if u slap a defensive gem or 2 on him to mitigate his health weakness.

Akuma has a nice 3 frame jab with decent range. On the ground his c.mp, c.mp, c.mk is a good frametrap that also puts your oponent at an ambiguous crossup range if you jump…

Divekick into mp, mp launcher combo is an easy 430damage combo for me with one meter.(hits in front of opp with slight delay) Akuma’s divekick is +5 on block… Abuse it until your opponent adjust. His divekick is such an under used tool. In a game where jump attack is so common, being able to chAnge your jump speed and trajectory is so useful. I should know because im a rufus Player.

Or air tatsu, c.mk, hp srk tag combo for 360 damage(hits behind opp)

Or jump kick into your bnb combo(hits infront with no delay)

Akuma isnt just a zoner he can go on offensive end too. Hes got a divekick, hes got air tatsu, hes got frametrap, hes got a sick hp srk that sets up huge combo potential,(and safe on tag) hes got 3 frame jab with decent range, hes got a comboable overhead against down back rocks and he has the best speed in the game for footsie battle and he has a zero frame punisher in the raging demon.

I wish his c.mk is better and his c.hk has less recovery but it is what it is.

You just stated some of the reasons as to why I try to stray away from just pure zoning with Akuma sometimes when I fight people.

Thing is I tend to find that his offensive game requires a good amount of meter to be effective but hey damn it is effective. Which in my case is a little hazardous in my case because Lili eats it like crazy. But I have been trying to go a little bit more offensive when I have the meter. Put it this way.

1 Bar
With 1 bar stocked you gain the following
[LIST]
[]Safe (ish) approaches with EX Air Fireballs versus anti-air normals
[
]The ability to combo off of your overhead using your partner
[]The ability to punish bad raw tags anywhere from a standing position (maybe also off of the recovery of an air fireball but it’s dependent.)
[
]Safe tags with HP SRK (provided you put a decent blockstring behind it or you don’t get alpha countered)
[]Stronger punishes off of Far St.HK if you punish someone with it
[
]Pretty much all of the properties of his other EX Moves including EX Red Fireball which in my opinion is a lot better in this game especially in frame-trap situations.
[/LIST]
2 Bars
With 2 Bars stocked you get even better
[LIST]
[]You gain access to two super arts. Both of which have their uses. Raging Demon being one of the best punishers in the game tied with Zangief’s Super. Shuts down a tonne of offensive options.
[
] And his Misogi which in my honest opinion, is a little bit stupid combowise since it is hard as hell to combo mid-screen and you don’t get as much damage as other characters, the pressure options afterwards though, they’re great if the opponent does not roll afterwards.
[]SIDENOTE: Ahh yes as Misogi is also good in Cross Assault situations too. If you have someone who has a jumping normal that causes a juggle state on hit then get that person behind the opponent in Cross Assault then do a random Misogi, they’ll most likely want to jump back to avoid it because if they don’t they’ll either take quite a bit of chip damage and that’s where your partner can hit them with the jumping normal during their jumpback so that you can hit them with your Misogi for some free damage.
[
]Far St.HK becomes pretty spammable as you can let the 2nd hit whiff and demon them also most of the cast lack -2 punishers without having 2 bars. The only people who can legitimately punish you on block (assuming they block the 2nd hit) are Julia, Ken, Zangief and yourself.
[]Plus all of the benefits of having 1 Bar stocked
[/LIST]
[SIZE=5]3 Bars[/SIZE]
I think you are getting the picture here.
[LIST]
[
]The only main change for having 3 bars is being able to combo into a Cross Art effectively with little to no executional effort. Which is good as a character whose combo into his super art mid-screen is cr./st.LP xxx Misogi.
[*]Plus all of the benefits of having 2 and 1 bar stocked.
[/LIST]
This along with the basic art of conditioning your opponent can make Akuma a real threat especially if one touch can lead to 400-500 damage combos.

EDIT: Actually Far St.HK is neutral on block so you won’t be punished by faster supers on block.

Cl.hk makes for a nice meaty hit confirm into launcher and can be ambiguous on rolls with Akuma’s walk speed. It’s -5 on block so some characters can punish it with their super.

Is there anyway to annoy capcom about opponents jumping away from raging demon after it’s kara’d from f.mp at point blank range? Why even make it so moves can be kara’d from moves if it doesn’t work?

I personally find misogi to be a pretty subpar super. It is so hard to react to fireball with it. If you missed, you lose half your life.

I dont think i will be using it myself. There are much better use of 2 meters for akuma like his alpha counter for example.

I can do 360 damage off an alpha counter tag combo anywhere on the stage and about 420 in the corner.
I think alpha counter is whats going to make akuma top top tier in the long run when players begin to get accustommed to the combos and block string in this game.

YES IT’S DONE!

The NEW Match-up thread is ready to start your posting on match-up stuff related to Akuma in SF X Tekken.

Just to make sure I put a bunch of reserved posts just in case people wanted to make very long anti-character guides.

And I moved the majority of the stuff from the old match-up thread to the new one. Stuff needs to be sorted out with Ibuki but I can sort it out.

Clicks Fingers Now if you’ll excuse me, I have a crap tonne of video editing to do and the recording of the next few episodes of The Road 2 B Rank on my Channel :china: .

I watched all of ur sfxtekken episode. I think u have a pretty good akuma and a darn sick lili.

One thing i noticed you do often is that you would try to get in with far.hk. Its strange that people arent punishing you after the 2nd hit whiffs. Isnt that move horribly unsafe on croucher?

Yep it really is. Can be punished by full ABC Launch combos. I try to avoid throwing it out as much unless I have two bars to cover myself if it does whiff so I can do a demon and surprise them. Hell sometimes I even spam the move because even if the second hit is blocked, only a few people can punish it properly on block.

There is the risk that someone can just mash an invincible move to get out of the Far St.HK abuse but, and I think I said this one of my episodes, that if you start conditioning your opponent to do what you want them to do, you can pretty much control the match really well.

SIDENOTE: (Although for future reference I wouldn’t advise following me when it comes to Far St.HK spam. I’d rather go for his overhead or his regular dive-kick for offensive pressure and with super jumping plus all of the buffs his regular dive kick got from SF4 i.e. more hitstun, can cross up a little easier. It can be a pretty ambigious approach.)

I pretty much do this by punishing my opponent’s mistakes HARD. Simple uppercuts on my team can lead to massive damage and I believe that it does force my opponent to stop their current gameplan and find something new quickly which can be pretty difficult to do on the fly in a real match.

For instance, they don’t want to roll after being knocked down from full-screen? Make them roll by demon flip > palming them in the face on their wake-up and vice versa. Hell I consider it great that people don’t want to roll on their wake-up because it means that I get some free pressure on their wake-up via Divekick/Throw/Palm etc.

SIDENOTE: You could consider the palm follow-up similar to the DF Dive Kick from SF4 for the simple fact that it is great at stuffing out some reversals. I haven’t tested this further but you can stuff both Cammy’s HK Cannon Spike and Julia’s HK Upkick reversals if you time it to be meaty on their wake-ups.

This along with forcing people to raw tag as well just makes Akuma a pain to deal with in the right hands.

I don’t know if it’s just me, and correct me if I’m wrong for this, but I find that there has to be an essence of ‘I don’t care’ when someone plays Akuma especially if you have meter, you hit pretty hard but you also die very quickly so it’s either go in guns blazing or die quickly at the hands of your opponent.

Found some anti-roll tech with Akuma. At least, I think this is new…apologies if this has already been found. :stuck_out_tongue:

If you land a forward throw, wait for a split second, then do :mk: demon flip, if the opponent doesn’t roll, just do the slide. It will hit meaty, and it will be (mostly) safe, even on block, due to the high amount of blockstun, and the fact that Akuma steps back afterwards, making reversal DPs whiff (and Ryu’s 5 frame sweep couldn’t catch him). However, Julia’s, Abel’s and Raven’s super arts were able to punish him, but I haven’t been able to find any other super arts, or moves for that matter, that are fast enough and travel horizontally far enough to punish it, though it does lose to invincible reversals.

It doesn’t exactly leave you in a position to pressure your opponent per se…but you’re not a full-screen away from your opponent either. Akuma’s walkspeed is pretty good so you should be able to get in cr. :mk: or cr. :hk: range again pretty easily.

If your opponent **does **roll though, do a palm instead, and you’ll end up right next to them and can pressure them as usual.

It’s a bit difficult to react to the roll (at least for me, since my reactions really aren’t that great), but the more you delay the :mk: demon flip after the forward throw, the easier it is to react while still being able to be relatively safe. Though, if you are trying to react to a roll, while most people probably already know this, watch for the word “technical” to appear on your opponent’s side of the screen. If it appears, that means that they rolled. If it doesn’t appear, they didn’t roll.

Also, expanding on this further, you could mess with your opponent by not sliding if they don’t roll, though only if you feel your opponent is going to DP through the slide. If you do anything other than the slide, you’ll be far enough away from the opponent so that pretty much all DPs will whiff, and you’ll get a free punish.

Good find, I had been messing with the DF > Slide in the lab as I found that it was a little bit safer on block compared to SF4 but I couldn’t incorporate it properly into my game.

Thanks for the assistance, now…to some matches to land this stuff on people :D.

Can someone help me out and list Akuma’s option selects? I didn’t play SF4 so I could use the help! Thx in advance

A couple I use are:
jump in attack or ex demonflip palm buffering HP/ex srk. beats opponent’s reversals
jump in attack or ex demonflip palm buffering hk tatsu. beats backdashes
jump in attack or ex demonflip palm buffering sweep. beats backdashes
meaty cr.lk, cr.lk,+cr.hk. beats backdashes.

I know of some option selects but they are pretty much off of meaty jump in attacks e.g. J.HK, Divekick, DF Palm

DF Palm/J.HK (or any jumping normal), Non DF Divekick > Option Select SRK is good for those with I believe 5 frame reversals. Correct me if I am wrong about this unless Cammy’s HK Cannon Spike starts up in that amount. Just buffer the SRK in the block-stun of the Palm/Jumping Normal/Divekick and it should work (character specific though).

You can also option select into Misogi. Great vs characters with standing reversals especially against Jin and his Mental Alertness > Swaying Willow if he gets too happy with it on his wake-up.

It’s not much but I hope it helps.

Been losing more games on xbl ever since i dropped ryu for akuma. But not gonna give up yet, i still think akuma has great potential. I just gotta do a better job utilizing him instead of playing him like ryu with air fireball.

Is it just me or is roll---->teleport really inconsistent?

Committing to Akuma gets better, then it might get worse. Even high-level Akuma play (Hsien Chang?, high ranked online players) aren’t doing anything amazing with the character. It’s really hard, in this game, to have shit for health while not having much priority outside of the goshoryu.

On a brighter note, SolidRose, that fwd throw > backdash > mk df k~ on rollers is amazing.

Played a bit better today. Still losing random games but im beating people i had lloads of trouble faring against before.

Demon flip pressure is pretty nice against characters with poor anti air(tekken cast).

Starting to incorporate more overhead in my arsenal. Akuma’s overhead is so godly compared to ryu. The range is soooooo good.
I need To work on adding the air tatsu cross up and raging demon to my game. I dont really use those during matches. After that i have to work on strengtening my anti air mainly akuma’s srk.

I felt like i plateaued with ryu. With akuma i still havent scratched the surface yet.

I know right :smiley: it’s really good against roll happy opponents and they can basically screw themselves over if they decide to walk out of their rolls as well.

That said I’ve heard that there is an online tournament going on. I’ll try to enter but I can’t guarantee it :frowning:

Does cr.mk, far hk chain canceled into raging demon work or does it have the same bug as the overhead kara canceled into raging demon?

You are saying this assuming that they are crouching right? If so then yes.

Doh. I forgot about if they block it standing. An unchained far hk should still work and it’s 0 on block.