The Akuma Thread

If you are in the middle of doing this I don’t mean to destroy your journey of discovery but I have a couple that can do it. DLC guys can set this up more in my opinion though.

Juri (QCB + Any Kick) I don’t know the name of that move it’s probably Sempusha or something like that.

Cody Criminal Upper (QCB + Any Punch)

Lars DP Move (DP Motion + Any Kick)

Sakura’s DP (DP Motion + Any Punch)

Lili’s EX Dendrobium (QCF + Two Punches)

Chun Li’s Tenshokyaku (F.:mk: > :mk: > :mk:) I think

Asuka’s Double Lift Kicks (DP Motion + Any Kick) Tough but do-able I believe.

And of course Heihachi.

Heihachi’s one can actually be followed up with a HK Tatsu for one hit.

HOWEVER!

Heihachi’s one puts you in a good position for some anti-roll stuff.

The Palm causes an untechable knockdown on hit.

From midscreen charge an MK/HK Demon Flip

If the opponent rolls you should have stored up a counter hit. Dash and then do a meaty cr.MP which will counterhit and you can follow-up with Far St.HK into whatever you please.

Vary your timings because you can make this real ambigious if performed right.

If the opponent doesn’t roll, then let it go and pressure them afterwards it should be an EX Demon Flip that you get but hey the regular version that’s all good too.

Oh yeah and you can also Pandora if you see that Akuma is low on health after the ground bounce palm due to the forward momentum and then get Heihachi to do his super whilst in Pandora.

Hope this helps with the Akuma/Heihachi synenergy.

NOTE: On second thought. Why isn’t this in the Akuma Partners Thread?

Ok guys here’s that combo video I’ve been working on.

This video covers combos for Akuma solo-wise as well as entries after launchers, corner combos, Misogi Set-ups you name it it’s here even a couple Pandora Stuff. Albeit with a little help from Lili to back him up a bit.

[media=youtube]wVps1b3QqZ0[/media]

Since this is the Akuma forums, I thought that I would provide the transcript here and some of my thoughts on the combos. Albeit this is my first ever combo video I’ve made so my analysis may be something to work on in the future.

  1. st.:hp: > :lk: Tatsu > :hp: SRK: 244 Damage

  2. st.:hp: > :lk: Tatsu > cr.:mp: > :mp: SRK: 286 Damage

  3. st.:hp: > :lk: Tatsu > cr.:lp: > Far St.:hk: > Far St.:mp: > Far St:hk: (Chained): 295 Damage

  4. st.:hp: > :lk: Tatsu > cr.:lp: > Far St.:hk: > Far St.:mp: > Fireball: 293 Damage

  5. st.:hp: > :lk: Tatsu > cr.:mk: > cr.:hp: (chained) > EX Shakunetsu (Red Fireball): 316 Damage

  6. st.:hp: > :lk: Tatsu > st.:hp: > :mp: SRK: 310 Damage

  7. st.:hp: > :lk: Tatsu > st.:hp: > :hp: SRK: 310 Damage

Cross Rush/Launcher Entries

I thought that I would basically multi-task by practicing my raw launcher punishment as well. Shout outs to Songi for giving me the inspiration to launch people in the air.

From a Raw Launcher

  1. cr.:mp: > st.:hp: > :hp: SRK: 323 Damage

  2. cr.:mp: > Far St.:hk: > st.:hp: > :hp: SRK: 337 Damage

10.st.:mp: > Far St.:hk: > Far St.:hk: > st.:hp: > :hp: SRK 364 Damage

  1. Switch Cancel > J.:hk: > Far St.:hk > st.:hp: > :hp: SRK: 377 Damage

Cross Rush/ Launcher Entries in the Corner

  1. st.:mp: > st.:hp: > :hp: Shakunetsu (Red Fireball) > st.:hp: > :hp: SRK

  2. st.:mp: > st.:hp: > EX Shakunetsu (Red Fireball) > st.:hp: > :hp: SRK: 420 Damage

  3. cr.:hp: > EX Shakunetsu (Red Fireball) > st.:hp: > EX Shakunetsu > st.:hp: > :hp: SRK: 524 Damage

Trade Uppercut Juggles

I personally am I big fan of Akuma’s MP SRK for anti-air mainly because if it trades, you get a full trade combo. HP is arguably better for stuffing jump ins though so don’t try these when you are low on health.

Off of Trade MP SRK

  1. Far St.:hk: > cr.:mk: > Fireball: 230 Damage

  2. Far St.:hk: > st.:hp: > :hp: SRK 303 Damage

Counter Hit Cr.:hp: Anti-Air Juggles.

Off of a Counter Hit Cr.:hp:

  1. EX Shakunetsu > Cr.:hk: 325 Damage

  2. CADC > Dash Forwards > cr.:lp: > st.:hp: > :hk: Tatsu: 242 Damage

  3. CADC > Dash Forwards > cr.:lp: > st.:hp: > :hp: SRK: 263 Damage

Jump in Combos

  1. J.:hk: > cr.:hp: > :lk: Tatsu > cr.:mp: > Fireball: 308 Damage

  2. Jump > :d: + :mk: > cr.:mp: > cr.:hp: > :lk: Tatsu > cr.:lp: > Far St.:hk: > Far St.:mp: > Fireball: 332 Damage

  3. J.:hk: > Far St.:hk: > St.:hp: > :lk: Tatsu > cr.:mp: > :mp: SRK: 403 Damage

  4. J.:hk: > Far St.:hk: > St.:hp: > :lk: Tatsu > st.:hp: > :mp: SRK: 421 Damage

Counter Hit Combos

  1. CH. Cr.:mp: > Far St.:hk: > St.:hp: > :lk: Tatsu > cr.:mp: > :mp: SRK 378 Damage

  2. CH. St.:hp: >EX Shakunetsu (Red Fireball) > Far St.:hk: > cr.:hk: 388 Damage

Cross Up Tatsu Follow-ups

Off of Cross Up Tatsu

  1. Far St.:hk: > cr.:mk: > Fireball: 230 Damage

  2. Far St.:hk: > cr.mk > :hk:/:mk: Tatsu 230 Damage

  3. Far St.:hk: > cr.mk > Far St.:hk: > Partner Juggle (Solo Thing does 232 w/partner…well that’s down to who you pair Akuma up with)

  4. Far St.:hk: > St.:hp: > :hp: SRK 303 Damage

Corner Combos

  1. J.:hp: > st.:hp: > EX Tatsu > Far St.:hk: > st.:mp: > st.:mp: > :hp: Shakunetsu 505 Damage

  2. J.:hk: > Far St.:hk: > St.:hp: > EX Tatsu > Far St.:hk: > st.:hp: > :mp: Shakunetsu > st.:hp: > :hp: SRK 535 Damage

  3. J.:hk: > Far St.:hk: > St.:hp: > EX Tatsu > Far St.:hk: >cr.:mp: > cr.:hp: > MISOGI! 606 Damage

Ground Bounce Palm Follow-ups

Off of an EX, Counter Hit or Airborne Opponent DF > Palm

  1. cr.:mp: > far st.:hk: > st.:hp: > :hp: SRK 324 Damage

  2. st.:hp: > :hp: SRK 281 Damage

  3. Far St.:hk: > St.:hp: > :hp: SRK 340 Damage

MISOGI SET-UPS! :smiley:

Wanna pummel your opponents’ face into the ground? These will set up the carnage.

  1. Launcher > St.:mp: > St.:lp: > MISOGI 410 Damage

  2. J.:hk: > Far st.:hk: > cr.:mp: > st.:mp: > MISOGI 488 Damage

  3. Launcher > cr.:mp: > st.:hp: > Charge Demon Flip to EX > Dash > :f: + :mp: (perfectly spaced) > MISOGI!

  4. J.:hk: > Far St.:hk: > st.:hp: > :lk: Tatsu > cr.:mp: > cr.:hp: > MISOGI 524 Damage

  5. :mp: SRK (Trade) > Far St.:hk: > cr.:mp: > cr.:hp: > MISOGI 438 Damage

  6. :mp: SRK (Trade) > Far St.:hk: > st.:lp: > MISOGI 390 Damage

  7. Cross-up Tatsu > Far St.:hk: > st.:lp: > MISOGI 390 Damage

PANDORA! “MY RAGE IS AT ITS PEAK!!!”

  1. Cross-up J.:hp: > Pandora > Partner Combo (Needs to be a fast normal to start it off around 5 frames give or take 1 or 2)

  2. Lili: EX Den Wallbounce > Pandora
    Akuma: Far St.:hk: > St.:lp: > MISOGI 528 Damage

  3. Messing About with a solo Cross Assault Combo!

Combos 1-7. Are enders you can do after an LK Tatsu, you may have to switch to cr.:hp: for crouching opponents.

  1. The first combo that you’ll learn as an Akuma Player, it was mine as well as other guys on here as well. It does some decent damage but this isn’t the best thing to punish your opponent with. Use it mainly for switching out.

  2. My personal BNB off of a st.:hp: mainly because, it’s easy (ier) than the other enders and does some good damage. Also has some good switch cancel potential.

  3. One of his most powerful combos off of a st.:hp: this is for those who struggle to do 5 and 6

  4. Same combo only I just want to show off one of Akuma’s Buffs that one being his Far St.:mp: being special cancellable. This allows you to go into a Cross Art for a 325 Damage Combo with I think 50% scaling on it.

  5. Nice damaging combo off of a st.:hp: mainly impractical though as you’ll use one bar of meter plus the link between the :lk: Tatsu and cr.:mk: is pretty tight so you can drop this combo pretty easily.

  6. The HARD one but the most rewarding as it’s your strongest punish off of a st.:hp: it does good damage and has some decent set-up potential.

  7. Same combo only you lose 7 points because of the :hp: SRK. The upside though is better set-up potential for your partner.

Combos 6 & 7 are easier on bigger characters e.g. Sagat, Zangief, Hugo etc.

From a Raw Launcher (Midscreen)

  1. The basic launcher entry combo. Nothing too difficult here.Good set-up potential as well.
    Although you’ll move a little bit forwards to get the st.:hp: to connect

  2. A little harder to do, does more damage but is character specific, doesn’t work on bigger characters.

  3. The NEW big and bad launcher entry. This does the most damage without having to burn meter. It’s the most difficult to perform as you can screw up the entry from the st.:mp: whiffing.

  4. Me messing about, not a very practical one…but that said, if your partner happens to be Lars, this is the best ender off of his HK Lightning Screw.

Cross Rush/Launcher Entries in the Corner

  1. His most damaging meterless combo in the corner. Very difficult to land due to the recovery of that :hp: Red Fireball. The ender of combo 30 will work just as well in this situation for less damage

  2. Same one, only this one uses one bar of meter and it’s easier to finish the combo this time around.

  3. Same one only this uses more Red Fireballs! Look at that damage though off one raw launcher in the corner :D.

You can also throw another one, but c’mon that’s like all your meter gone for about 20-30 more damage.

Trade Uppercuts!

Trade uppercuts are cool in this game due to the juggle system. Akuma benefits a little from it.

  1. For shallow jump ins this is if you can’t reach for the st.:hp: afterwards. The spacing is a little awkward at first but you’ll get used to it as you interchange between this and 16.

  2. Use this if you’re up close and personal, you’l be rewarded with 303 damage compared to your opponents’ 100.

Counterhit cr.:hp: Juggles. Good juggles to use if cr.:hp: is your main anti-air of choice.

  1. Difficult because you need either good reactions or a counter hit stored. Unless your opponent loves to bunny hop at you like it’s Marvel, this one can be really difficult to land. There is also the idea of meter management involved.

  2. CADC Pressure!!! Even if this is a normal hits you can still get in your opponents’ face and pressure them afterwards or charge a Demon Flip for a solo re-stand.

Tatsu ender will leave you behind them, good for pressure and good for if you are near the corner as your opponent will roll straight into it should they decide to.

  1. Same thing, only the ender is an SRK. Good for switch cancels.

Jump ins: Good for Raw Tag Punishment!

20: Standard jump in combo, relatively easy, good for first time Akuma Players.

  1. Good BNB off of a dive kick. The cr.:mp: > cr.:hp: link is a bit annoying though. so sometimes, it’s just better to do 2 cr.:mp:s and then launch.

  2. My personal jump in BNB, 403 damage is a lot for something meterless and not needing the corner. to pull off.

  3. Akuma’s strongest meterless jump in combo. The last part is difficult because it’s a one framer. But hey if you’re always accurate to 1/60th of a second all the time then go for it.

Counter Hit Combos

  1. Anyone who remembers my write-up on Heihachi, I hope you now know what I meant when I was talking about sticking normals in his overhead pressure.

For a counter hit juggle this does some good damage considering I haven’t used a stronger ender as well.

  1. A pain to be honest. It’s a good move for frame-trapping though. Good damage, causes a hard knockdown as well

Cross Up Tatsu Combos

  1. Good starter combo to do, pushes the opponent back a little as well.

  2. Same damaging combo, different result, this one is for rush-down happy Akuma Players who like to push their opponents to the wall and back again.

  3. Here is where you the player come in with your characters’ synergy.

  4. Most damaging meterless combo off of a cross-up tatsu as you can probably tell, you can also hit these via a trade uppercut too.

Corner Combos

  1. Simple and practical, does good damage, a basic staple corner combo.

  2. A little bit more difficult because of the link between the Red Fireball and the st.:hp: does more damage though.

  3. The BIG one. Although it does use up all of your meter though :frowning:

Ground Bounce Palm Follow-ups

  1. Shouldn’t have put this one first lol! but it does good damage however it is character specific, it won’t work on bigger characters.

  2. Basic follow-up after a Demon Flip > Palm, minimum scaling makes it good for tagging in your partner.

  3. The tough one, maybe it’s because your timings have to be on point to land it.
    The key here is to hit the palm as late as you can so that you end up in front of them and not behind them.

You then need to walk back for the Far St.:hk: and then walk a little forwards for the st.:hp: from there it’s just a simple cancel.

Misogi Set-ups

  1. The MIDSCREEN MISOGI! How can I make a combo video without it? It’s your strongest entry off of a launcher at 410 damage but I arguably think this should be made stronger considering you can stick an EX SRK at the end of one of the other launcher entries and still get close to this figure.

  2. Standard, Ground Misogi set-up. Surprisingly, this is his strongest one without the use of the corner. Whoa anyone seen that Kazuya combo that does this same amount but with one bar instead of two?

  3. A nice little set-up into a Misogi, I didn’t put the damage values in this one because of the first hit. but the overhead into super does 338 damage

The key here is to space the overhead so that you hit it at the tip. That’s harder than it sounds because if you screw up on counter hit, then you can ‘spin’ your opponent in the air. This is because the first hit causes a mini spin state on counter hit.

  1. Standard Misogi corner combo, possibly the only time where comboing into this thing isn’t such a drag. As most of you can see, you’ll have to chain the last two hits before the super otherwise it won’t work due to the height at which your opponent is at.

  2. A Trade SRK into MISOGI! This is good for if your opponent is in the corner or if you wall to wall carry them into it. Apart from that, reserve this for if you want to kill your opponent.

  3. Midscreen trade SRK Misogi combo. This combo can be done if your opponent is launched upwards near you and you’re close enough for a st.:hp: SRK afterwards.

You will have to buffer the first two ‘down’ motions after the second hit of the Far st.:hk: recovers, that way you can make the st.:lp: cancel into Misogi easier on yourself because the game stores your two down inputs meaning you’ll only need one for the cancel to come out.

  1. Same combo only this starts with a cross-up tatsu. It’s extremely difficult to perform simply because you need the perfect cross-up. The opponent has to be about above your chest level for the super to connect.

PANDORA!

  1. Akuma’s J.:hp: can cross up in the corner making some jump ins pretty ambigous if performed right.

The only challenge here is that you need a fast normal to continue the Pandora combo (possibly about 5 frames give or take 1 or 2)

  1. The M.O.A.A.C (Mother of All Akuma Combos) in my opinion. This thing worked after 20+ takes and if that doesn’t show the difficulty of it I don’t know what will.

This was only with one characters’ wallbounce. Different characters’ wallbounces are easier depending on how fast they recover after them. With Ryu’s being very easy whereas people like Lili’s and Heihachi’s are dificult

On a lighter note, Xiaoyu’s Asuka’s Wallbounces are easier as they push the opponent towards you. Your only challenge is to connect that st.:lp: into Misogi without any buffering.

Also despite this being really hard, it’s damage is really average. Some characters can get a stronger combo by just hitting a normal and cancelling it into their super, it will still do more damage compared to the amount of execution required to get this combo right.

You can also make this combo easier on yourself by equipping the Pandora Level 3 Speed Gem, this will make the follow-up juggles a bit easier for you due to his increased speed.

  1. Messing about with a Solo Cross Assault Combo. Could be a project in the future albeit it may be difficult to record due to a lack of a partner.

Dang, I wish I had found half of that stuff while I was practicing with Akuma for my In the Lab series…I guess I was more occupied actually learning how to use the character and looking for demon-flip set-ups. :smiley:

Great stuff! Keep up the great work.

I see you added the new launcher bnbs :tup: . Cl.mp can also work after lk tatsu. It’s easy to a land too and will never whiff unlike cr.mp in some situations.

I’m gonna have to add some of those misogi combos into my stlye. I never use it. I can’t even land it when the opponent raw tags. How do you guys do it?

You’re on psn right Rose? We should get some games in if the lag isn’t too bad.

Yeah CAUTION I didn’t actually mention this, in the analysis that I was doing but those Misogi combos especially off of Cross-up Tatsu are REALLY hard to do.

But back on topic, I wouldn’t mind getting some games in, although it would have to be on either Fridays or Saturdays due to the time difference between us as well as College.

If I’m correct I believe that I would have to be up until Midnight over here in the UK for it to be around 6:00pm in your area I think? It’s the reason as to why I can’t enter those bi-weeklies to come and kick ass because they’re usually held on Sundays and next day is a early start for me at college.

Man I could imagine the feeling of trying to grasp French after playing that SFXT through the mornings lol.

But yeah my PSN is nathway if you want to get some games in.

Hey guys I’ve finished updating my combo analysis for my Akuma Combo Video :D.

Hope it helps you guys out with figuring out the combos and doing them. More power to you guys if you can actually perform these online because I sure can’t.

Hence the reason why I feel kinda restricted as to what I can do when I go online in SFXT. I don’t know maybe it’s a confidence issue or just the idea of me wanting guaranteed damage instead.

Now if you guys will excuse me, I must return to the world of Newtonian Physics. :china:

Well, I now have some online matches to post here. This is a part of my online series, “In the Lab.” I only trained with Akuma for about a week though, so this isn’t exactly the greatest showcase of what Akuma is capable of. :sweat:

[media=youtube]TA6otBnZGfM[/media]

Feel free to give me some feedback. One thing I know I need to do is stop using standing HK so much…

Wall of text incoming!

First match, you weren’t really using cr.mk and sweep which are Akuma’s best pokes. You can zone out Marduk pretty well since he really doesn’t much to get around fireballs. You let him jump all over you. In the 2nd round you tagged in Akuma after landing heihachi’s bnb. You gave up all of akuma’s grey health and it was very risky since that could have been the end for you.

Second match, you did well to rush down Hugo in the 1st round but you should have tagged out Akuma earlier. You actually don’t even need to rush down Hugo since Akuma can zone the hell out of Hugo easily with fireballs, red fireballs, air fireballs, srks, buffered chains, and teleports In the 2nd round, you could have punished that whiffed air grab he did much better. You had him in a good position in the corner but you ate one too many lariats by using slow single pokes. you should use buffered chains to beat his lariat instead. INt he 2rd round you let him get away with that whiffed super. When you were under his clap pressure you whiffed a srk which could have been death. Teleport would have been a much safer option and there’s almost nothing Hugo can do about it. I did like that forward throw setup you used to beat Hugo’s wakeup lariat.

Third match, you were going after Guile when you can actually out fireball Guile and force him to take risks come to you. If you ever see Guile use his double sweep, you can use raw launcher to beat his second sweep. You were mistiming your red fireballs and letting him jump all over you. Your Heihachi could have done a better punished when he raw tagged Rolento in and start up his rush down which may have costed you that round. 2nd round, that was a nice and ballsy launcher early on. You got zoned by Guile which is rough for Heihachi when he’s not in Guile face. That was a good punish for his meaty super but you could have added more damage by using hpxx hp srk after the jumping hp instead of mp srk. You let Guile raw tag without a punish. You could have done ex demonflip into a bnb. You let Rolento get away with too many jump ins. You could have done a better punish to that raw tag and ended the game. You also didn’t have to waste meter to finish him off. Hp xx lk tatsu, mp srk would probably have been enough or a heavy into a launcher combo. In the third round you were going after Guile recklessly which you should almost never do. You got him into the corner and destroyed him.

Fourth match, you opened up with a red fireball which you should almost never do against non fireball characters since they’ll almost never get hit by and it’s very risky. When Vega starts that flying attack, I AA with cr.hp or teleport away. Cr.hp does a better job of covering the space above your head then srk and Vega can’t really do much to punish your teleport. When you landed that air tatsu you could have least done a sweep for the hard knockdown. You could have also used more fireballs to force him to jump but don’t never get too reckless with them. You could have walked up and srked him when he did those wall jumps. That was a pretty cool how you blocked him from getting to the wall and finishing him off. Another good launcher 2nd round which led to Heihachi wailing on him for a bit. You could have punished his slow roll with cr.mk into anything or on it’s recovery since the hp version is -7 on block according to the guide. You could have also comboed after those f.mps with at least sweep if you’re too far away for anythign else.

Fifth match, you could have thrown out a bit more fireballs to force Vega to do something reckless. When you were cornered by Zangief, you could have done roll into teleport to get out of there. 2nd round, you were mixing up Vega pretty well until you messed up the follow up for tatsu. you could have punished that blocked mp-hp chain with sweep. That whiffed srk almost costed you the match. I liked that ballsy raging demon but you shouldn’t have raw tagged afterwards while being right in front of Zangief. I usually teleport away then tag out in those situations. Your Heihachi did well to maul Vega to death afterwards. 3rd round, you could have AAed those jump ins Zangief was doing. You could have also punished those greens hands with cr.lp into something or at least a reversal srk. you could have also teleported out and started to zone Zangief instead. I’m surprised that team super didn’t finish him off. it looked like you were trying chip out Zangief with srk but you mistimed it and ended up costing you the match.

Sixth match, you were a bit reckless going after Yoshimitsu. I like to stay at full screen and out of his windmill range and zone him. Your Heihachi did well against Ibuki. 2nd round, you could have AAed that jump in with hp srk. You also could have done a better punish for that whiffed launcher Ibuki did. You got hit by that neckbreaker for no reason maybe it caught you on the startup on something. When you landed that HK, you should have gone into launcher to get Akuma out of there instead of srk. You could have done an alpha counter then a tag cancel for that windmill to catch Ibuki and Yoshimitsu. 3rd round, too much st.hk. SHould use more cr.mk and sweep. That late alpha counter could have resulted in serious damage. That was a nice way confirm off of the air to air but you dropped it when you tagged Heihachi in. Once again your Heihachi did well and finished off Ibuki.

OZ stop running away from my little girls!>:(

You seem to hate every character I play. :frowning:

Nah you just basically have a counter-pick for every character I play. I’m just joking, you play a solid Akuma. I swear that Cr. Hk is impossible to beat. I wish I could raw launcher it at max range but it always whiffs!

The sweep is -12 on block. Surely one of your little girls have something to punish that?

Thanks for the help! I really appreciate it.

Yeah, a lot of the stuff you pointed out was lack of match-up knowledge with Akuma and the fact that I’m still getting used to the character in the first place. I find myself trying to rush down with Akuma a lot when in fact I should be zoning instead (see Hugo and Marduk). Lack of anti-airs is because I am not used to using DPs as anti-airs…I got spoiled by Cody in SSFIV with his excellent anti-airs and no DP motions. Until I get used to reacting to jump-ins with DPs I’d rather block it instead of completely messing up the DP anti-air and eating a full combo (which is even worse with Akuma with his low health).

I really appreciate the info though. While I won’t be using Akuma for a while, as that is a part of my video series where I go through every character in a fighting game, train with them for a week and then go online for several matches (Akuma was the first character), I think I’ll definitely come back to him after I finish. He may be challenging to play but he sure is a lot of fun when you play right. :slight_smile:

Oh, and yeah, I should teleport more to get away. I keep forgetting that Akuma even has that. :sweat:

Pushback makes it a bit tough to punish it at times with Xiaoyu but it’s not impossible. Sometimes if you hit it just at max range I can’t punish it at all.

Agreed.

You took a lot of risks but hey that’s what Akuma is about: risks. But there were some risks that you did which I wouldn’t even dream of doing at the start of a round (unless you wish to throw off your opponent that is.) such as Red Fireballs vs Non-Projectile dudes.

Your anti-air defense needs some work (then again so does mine) but this is just a matter of practicing characters’ jump arcs. Marduk’s and Guile’s are no exception to this rule.

Generally you are meant to play a zoning kind of style with Akuma.

BUT!!!

I like what offensive tactics you used against your opponents on the whole. You didn’t give them a chance to breathe once you were in there and I can commend that. Albeit personally it’s something I don’t do very much unless I’m either on a life deficit and need to come back or I know my opponents’ tactics well.

Your gameplay reminds me of Acidglow’s Akuma for some reason…

Punishment game also needs ironing out but it’s understandable since you did one week in training mode.

But on a whole for someone who spent a week in training mode with Akuma and then just straight up went out online on the PC, which from what I can understand has a horrible netcode meaning some of your moves may have dropped or weren’t coming out at the time, that wasn’t a bad showing! Keep up the good work :slight_smile:

I could always cancel sweep into super even if you did find a punish. :sunglasses:

I zone for the most part until I get a knockdown. Then I go nuts on them for as long as I can. Sometimes i go for risky shit like using an air fireball to trade with an opponent’s anti air if they use a normal to anti air and get a full combo, walk up srk after throwing them quite a bit, or even hk tatsu on their wakeup if they like backdashing.

LOL I love this part.

A very powerful warrior, who lives to fight, spends countless hours per day training, honing his technique.

‘COME AT ME FOOLS, YOUR POWER WILL BE NOTHING COMPARED TO THE SATSUI NO HADO!’

Jumps back and throws Air Fireballs

Girls eventually get in:

Girls: ‘Lol what kind of power is this?’

Akuma: THIS!!!

AHO!!! (Generally SRK or Teleport)

Girls: -_-

Nah but seriously I need to see these matches. Because personally if I was OZ, I would not even bother coming close to both Lili and Xiaoyu unless I have 2 bars. But this is assuming it’s my first time fighting both of them and I’m not sure of the players’ tactics.

OR I gain a knockdown…

EDIT: Although I will admit that I know next to nothing about the Xiaoyu Match-up though.

OZ has plenty of experience vs me, and he’s smart to haul ass because he knows once I get my hands on him he’s dead in 10 seconds flat. He recently improved his Heihachi a lot so it really helps him having that balance of rushdown and keep-away. Once I figure him out though…he can cancel Christmas. Back to the drawing board! :smiley:

OZ has plenty of experience vs me, and he’s smart to haul ass because he knows once I get my hands on him he’s dead in 10 seconds flat. He recently improved his Heihachi a lot so it really helps him having that balance of rushdown and keep-away. Once I figure him out though…he can cancel Christmas. Back to the drawing board! :smiley: