The Akuma Thread

Some more testing…

I did these ones off of the following:

St.:hp: > :lk: Tatsu > Cr.:hk:

Back Throw

Dudley

You can make all of his Jet Uppers with an auto-correct DF > Divekick with the right timing as well as screw up his st.:mk: anti-air.

He can use his ‘Ducking’ Move ( :hcb: or is it :hcf: + :k: ? ) to get out of your mix-up but you can subsitute this for the palm to land in time and catch him during his recovery.

Lili

Man putting the secondary on blast here!!!

Auto-correct DF > Divekick makes her anti-airs whiff. Including Andante, cr.:hp: , EX Angel Knee as well as EX Feisty Rabbit as well as st.:mk: (the timing must be varied in order to beat st.:mk: )

The Palm is better against Lili though because you can stuff her EX Rabbit as well as make her EX Angel Knee whiff

CAUTION!!! (and this applies to both characters)

These two characters are very good in the air against you so you’ll find that some will want to air to air you out of the demon flip so that they can land a full combo on you.

Do either of the following:

:hk: Demon Flip to get out of the way.

Charge the Demon Flip whilst they are recovering to bait the jump and then punish with an :mp: SRK or even a Demon for style points :smiley: as they have to do their air to airs early to beat you.

That said, don’t get me wrong, auto-correct demon flip is good against the Lili players who believe that Andante is the way forward when it comes to solid anti-air though :slight_smile: just watch out for that counter and subsitute the ‘Throw’ option in place of dive-kick/ palm if she does it.

EDIT: Forgot Dudley also has a counter as well, just subsitute the throw for him as well.

Found another possible ‘Midscreen Misogi’ Set-up with Akuma. This time it can be done off of an :lk: Tatsu.

I say possible because the last hit does put the opponent slightly above Akuma’s chest level so the super should connect.

BUT

The combo is so DAMN hard to do. Hence I say the word possible as I haven’t got any damage figures nor have I connected it but in theory it SHOULD work.

But enough rambling from me. The set-up is as follows:

:lk: Tatsu > Cr.:lk: > St.:lp: > MISOGI ( :d: :d: :d: + :3k: )

The cr.:lk: and the st:lp: must be done FAST almost as if you were doing it as a blockstring and somehow the challenge is to somehow buffer 3 down motions plus the 3 Kicks as well during such a short space of time without randomly getting another cr.:lk: to drop the combo. :frowning:

I SET this challenge to any SFXT Akuma Player out there to try out :nunchuck:!

Oh and also come back to this post later, I should have some more auto-correct demon flip findings on some more characters.

I actually tried that combo a while and other variations to find a mid screen post tastu setup but I could never get it to land. It was to hard to do even if I could pull it off and even then tag canceling does more damage for less meter.

It’s funny how we get 2 supers but they both kinda suck.

I agree.

On one hand we get the Raging Demon. Arguably one of the best punishers in the game at zero frame start-up but it can’t be powered up via that Level 2 Power Gem that activates when you do a Super Art (Big bummer in my opinion) and the quick combo system screws it over pretty badly.

On the other hand we have the Misogi. A super that looks very flashy and is awesome to land on someone’s raw tag as they run to their death but that is about it.
It’s set-ups aren’t as strong as other characters’ without the use of the corner, it’s a pain to combo mid-screen with the rewards not being as strong and it’s slow despite starting up in 3 frames I think? Mainly because the whiff portion takes forever and a day to start-up.

Personally I think both of Akuma’s supers should do more damage. Raging Demon should do 330 and Misogi at least 330 as well for what it is.

Even though I have said this before, I still think an option to steer it in the air would also be welcomed. Too many times I’ve tried to use it as a punisher against forward attacks and it whiffs really badly. Which is weird in my opinion because for some reason, it can track really well against Jack-X’s Charge Attack but it misses against other attacks. o_O

They could also make Misogi slightly faster as well so that its more viable in Pandora situations.

I think the idea of more damage kind of needs to be put forward for Akuma if and when this patch is released and there’s quite a bit of ways that Capcom can do this.

They could either:
[LIST]
[]Give him a damage buff on his normals (maybe increase them all by 10 damage)
[
]They could make his link to his st.:hp: off of an :lk: tatsu much easier therefore giving him stronger options off of a st.:hp: punish by decreasing the recovery on his :lk: tatsu or making his st.:hp: start up faster
[/LIST]
The latter of the second point is a little bit unrealistic since Close St.:hp: is pretty fast move on start-up already.

An option to steer it would be perfect and maybe a slight damage boost just to reward us for how hard it is to land. If they gave us the option to steer it would definitely open new combo opportunities to Akuma. Faster startup is also welcomed since you pretty much have to predict what your opponent is going to do. Combined with its motion can make it pretty tough outside of combos and huge punish opportunities.

We probably should ask for a damage buff on raging demon since it punishes so much stuff. But then again, doesn’t Zangief’s super do the same, have more range, and do more damage? They should fix all raging demon bugs. If there’s a place where we can hassle Capcom about these bugs like a twitter or something, we should to get these bugs fixed.

The ones I know are:

  • Opponent can jump away from raging demon at point blank when kara’d from f.mp
  • Quick combos coming out when inputing raging demon. It’s pretty tough not to press lk and hp at the same time when doing quick raging demon punish that can only be punished by raging demon like Kazuya’s wind god fist.
    *Gems not activating when performing raging demon despite fulfilling it’s requirements such as the power gem that activates when you use a super.

A damage buff on normals would be fine. We have pretty low damage output and have to play pretty precise as it is. Akuma doesn’t have the same lockdown pressure he had in sf4 so we should have something for the low health. Ryu does more damage and can take a better hit then Akuma.

All I want for Akuma is a better ground fireball. Would make projectile zoning better while compensating for his lack of dive kick mix-ups. Still though, he’s pretty solid. Though I’m not going to lie, I tend to play Rolento when I want to win as he perfectly suits my play style. Don’t have the highest win percentage with Akuma. :frowning:

Changes I’d like for 2013:
-Less start-up on the ground fireball
or
-Health buff to 950
and
-Increased super damage from 330 to about 380.

I miss you guys lol

posted this in general but…

  • more adv on block for some of his normals so we can get some block strings going that are longer than 2 hits
  • no need to force stand to combo into lk.tatsu or make c.mp into c.hp an easier link. this is sfxt.
  • df.palm ground bounce on hit
  • a move that does not allow opponent to roll (df.palm on counter hit)
  • slight health buff (I’d be ok without this if other buffs happen)
  • raging demon is pathetic at 300, especially since it takes 2/3 of meter and hard to land, buff to 400. also, fix auto combo.
  • misogi dmg buff… should be less than demon though just because
  • make it so that charged/ex demon flips auto correct and land before a reversal, shorter rolls? lol

it sounds like a lot but dammit, Akuma needs it if anyone ever wants to compete at a high level with him effectively

Don’t worry about it. We are here the whole time if you ever come back to playing him is that right guys!? :slight_smile:

I think that the recurring theme here is just the idea of either more damage or more health to stop him from getting completely plastered in 2 basic hit confirms.

The changes you’ve mentioned would make him less partner dependent and more of solo dude which would make sense in a way considering that Ryu and Ken are more set-up based characters.

I must note though that the problem with that cr.:mp: > cr.:hp: link isn’t only the fact that it is a little tight to pull off but also the fact that the cr.:hp: tends to whiff at longer ranges. Hence a forward hitbox buff on his cr.:hp: would be welcomed.

And don’t get me wrong here guys the auto-correct tech is really good but it loses to early air to air attacks. Personally I’d prefer to have a hitbox buff on his Demon Flip > Palm make it so that people just can’t air to air you out of the set-ups.

That said you can avoid the set-ups by either charging the flip or doing a :hk: one out of there but it can kill your momentum should the opponent do nothing on their wake-up.

Fixing the glitches would be a plus as well especially with the ones to do with the Raging Demon.

If anything Norieaga’s changes sound kind of realistic in my opinion minus the health buff.

But knowing Capcom they’ll either ‘in-directly’ make him better by nerfing his bad match-ups and doing nothing to him (thus probably creating more bad match-ups out of the woodwork.) Or for the first time, they might actually straight up buff the guy…

Here’s how I see everything.

  1. They can buff his health and give him nothing else. I would be fine with this, my win % would shoot up just because of it, lol.

2.They can buff his key normals like cr. mk and cr. mp. That’s fine but it still doesn’t change the fact that he’s a VERY context-sensitive character. He needs better damage or ways to do better damage outside of the corner. I personally think his normals are already good as they are. A buff to his sweep, for example, would make him OP.

  1. They can buff his super arts damage. Fine, but it doesn’t change the fact that each super is still hard to land and very situation-based. My guess is the supers stay as they are.

Therefore, I see a few possible–and hopefully realistic?–buffs to give:
-Make lk tatsu force stand on hit.
-Make his DF come out faster.
-DF Palm forces bounce on hit (all versions, EX would do more damage).
-Ground fireball has less start-up frames, makes him an intense zoning character (would be ever better than Guile, Alisa, etc…).
-st.RH does not whiff on cr. block.
-Health to ~950.
-EX Tatsu causes wall bounce on hit.

Obviously we can’t have all of these, that would be a bit too much. But he definitely needs something. Its kind of sad when I make a combo video for him, and every combo is in the corner. Says a lot…

Something I sent to OZleon as a request but I’ve decided to share this with you guys.

This is a video regarding a glitch with one of the Power Gems that you can put on Akuma.

It’s the Immense Power Level 2 Gem, the gem that activates when you do a Super Art.

For those who don’t know, if you put this gem on Akuma and you try to do his Raging Demon, the gem will not activate and you’ll be left with standard damage values instead of the 20% damage boost. Hence you can only activate this gem by doing his Misogi which I think needs to be fixed in my opinion.

Can’t have the system being messed up now can we?

[media=youtube]-Sf1nD5VlyQ[/media]

So me being sick of online Dudleys throwing out random mgb, I figured out you have less blockstun when you stand then crouching. When I was crouching I couldn’t punish mp mgb with Srk. When I blocked standing I could punish it with Srk. This may help with punishing stuff with raging demon.

Quoting a random post just so you see this. I really like your Akuma, man! Haven’t seen better use of ground fireballs by an Akuma at all in this game. I’m going to try to mimic your style when I play again. Do you have a page where you upload matches?? Thanks.

Thanks man. No, I don’t have a way to upload matches besides a crappy iphone camera. I did play a bit with Solidrose the other day, so he might have some of Akuma mirror matches recorded.

Yeah they were funny. Especially the part where we were both throwing ground fireballs at each other for like a good 5-10 seconds and we both had 2 bars.

I had that feeling that we were both thinking:

‘HEY, YOU THROW A FIREBALL I MISOGI!’

‘SO WHO WANTS TO GO FIRST!?’

Both start throwing fireballs at each other

‘I WANT THE MISOGI. NO YOU WANT TO MISOGI ME!’

Too fun I’m thinking of getting some games in with Songi too.

I suck at the misogi motion. I really did give it away by crouching a lot huh, or was it because you were thinking what I was thinking what you were thinking etc…

You should have a good connection with Songi since he’s from Florida like me. Might have to stick to training room though so it lags less.

I don’t have access to the game for the moment so I’ve been doing some theory fighter in my spare spare spare time. Have patience with all my boring posts, lol, I study ALL DAY and get bored easily. My personal breakdown of matches:

Wins: Zangief, Cody, Alisa, Hugo, Marduk, Lars, Xiaoyu, Dudley, Ken, Guile, Elena, Guy, Blanka, Abel, Auska, Bryan, Christie, Yoshimitsu, King, Kuma, Law, Lei, Paul, Poison, Steve, Balrog

Even: Rolento, Heihachi, Ibuki, Raven, Rufus, Sagat, Sakura, Bob, Jin, M. Bison, Hwoarang

Loses: Chun-Li, Juri, Cammy, Ryu, Lili, Dhalsim, Vega, Ogre, Nina, Kazuya, Julia, Jack-X

What do we think? I’m too lazy to write up too many details, lol.

Seems about right I guess. I’d say that the Cody match-up is more on the even side though…it seems like it’d be a game of who gets to who first. If Cody gets in…you pretty much die in one-and-a-half combos. If you get in on him…he’s gonna have trouble. Though he does have EX Bingo, roll, and an excellent alpha counter if you do get in.

I’d say the Ken match-up is relatively even as well, but I haven’t really faced any good Akuma players with my Ken, so I can’t really say. Akuma definitely beats Ken in the fireball war though.

Let’s start some discussion!

He’s capable of losing ANY match if not played precisely due to that health. I MIGHT put one or two (or three) of the even matchups as a losing match, sort of undecided.

To be honest I need to learn more match ups too but from my experience:
I think Bryan is going to be a problem in the future. Great pokes, get high low mixup, and can punish sweep teleports, and fireballs. I need more experience vs him though.

Juri is really no problem. Pretty bad ground game compared to ours, can punish her dive kick on block in most situations, and doesn’t really have that great of wakeup even when she has meter.

Jack-X isn’t that bad, you just have to be very careful. You can use an air fireball to cancel out his dp or hit his back with a dive kick since his dp doesn’t cover that area. Akuma can punish most of his chains that he uses with sweep. Just gotta play patient similar to dhalsim.

I need to learn more match ups too to be honest.

Cody can punish sweep if akuma isn’t careful. Akuma can out zone him but has to be aware of ex zonk going though fireballs. Does ex ruffian go through fireballs too? Cody is pretty free on wakeup.

Akuma can out fireball Ken and force Ken to come to him. Though I haven’t really fought a Ken that wanted to play footsies too much, he seem like he can harass with f+mk and srk tag if you’re not careful. Akuma can bully him on his wakeup though by using dive kick at an angle that will stuff Ken’s srk or make it whiff. I think Akuma beats Ken.