The Akuma Thread

Seth said after the super flash from Akuma’s raging demon you can’t jump away…so does that mean 0 frame grab?

Yea. It’ll probably 1+0 like in sf4. 1 frame startup before the flash and 0 frames after the flash.

He says when you see the flash you can’t jump out of it if your in range so 0+0

That’s what 1+0 means, 1 frame before the flash, no frames after, which means that when the flash is seen, you’ve already been hit. If it was 0+0, it would hit on the same frame where you pressed the button, and I don’t think that’s possible.

I’m a bit late to the Akuma party on here but I was hoping he would be more like his 3rd strike counter part with a Messatsu Gou Hadou super. Regardless, I will probably running him with Ryu. As soon as I get the copy in my hands, I’m going to see which order would be best to arrange them (Team Supers dmg will differ depending on the order of the characters).

I’m really curious to see what a high level play Akuma will look like, I’m hoping for some crazy juggles and resets. Can’t wait to take him to the lab.

Just wondering: are the Tekken character’s fireball evasions vulnerable to air attacks? I’m wondering if air hadous might neutralize the Tekken anti-fireball strategies.

I would think Tekken characters can get around air fireballs only according to a correct angle, position and timing. If it was blanket invulnerability, Akuma would frequently be raped on landing by Tekken characters; and zero invulnerability would make little sense and wouldn’t be balanced against other projectile games.

One thing I want to find out is the state of invincibility on Raging Demon. Traditionally, it has been a high invincibility move; but with SF4 they gave essentially none to the super version and very little to the ultra version. It looks again like it’ll be very low; but I’m wondering if it’ll be no invincibility like his SF4 super; or 6 frames, like the ultra that the start-up borrows in this game.

Generally, the Supers in this game seem to borrow heavily from the Ultras; and he could use the anti air. That said, the 0 frame grab with 6 frames invincibilty is a somewhat interesting combination; and I have the feeling that it being kinda good would make the devs uncomfortable.

It does 300 damage, and slowly moves only a half screen distance; so either they’d like to balance out the combination, or they’d quite-unsuprisingly just want it to suck.

Misogi’s animation beats the Demon animation by far in this game, so unless the Demon is amazing, I’m almost always going to go for combo’ing into Misogi.

Anyone got any scoop on Akuma’s #19 trial? It’s a bitch.

EX Hyakki Gosho (DF Palm)
Stand M Kick
Stand H Kick
EX Hyakkishu (DF Sweep) (Looking at input it says no follow up, so sweep?)
Dash
Stand M Punch
M Tatsumaki Zankukyaku

I can get everything up to the dash. Tried it multiple ways. Anyone figure this one out yet?

I don’t have the game but it sounds like you have to charge the EX demon flip and then immediately dash out of it. The demon flip doesn’t actually come out.

Yep, that was it, thanks! It would be nice if they told you to hold the buttons in the input display…

Just to keep discussion going until we all get the game. What do you think Akuma’s bad matchups will be? Good?

BAD:
Ogre - cannot vortex due to his energy bubble.
Rufus - might be annoying.
Ryu - hard as always but winnable.
Jin - has the parry to counter dive-kicks, but will be VERY safe-jumpable.

GOOD:
Steve - bad wakeup.
Vega - bad wakeup.
Chun-LI - same thing.

Strictly theory fighter. I could see Akuma having safe setups versus much of the Tekken cast. They have great rushdown but some of them seem to lack great AA options.

Any good bnb combos we should know?

Any good potential teammates for Akuma? I’m thinking Hugo to soak up damage and let Akuma rest up and recover, and for huge damage. He can take advantage of Akuma’s mobility getting in and be tagged into his upward grab for knockdown and good position for wakeup shenanigans.

Also looking at Raven and Ryu.

I don’t have the game yet so I can’t give you solid info. But from what I’ve seen so far, I would say Ken would be a good teammate. Ken’s EX tatsu will keep the opponent standing allowing for an opponent to be tagged in and continue combing. Apply a meter building gem and you’re in there.

I got the game unfortunately its a PS3 copy and I hate my PS3 stick… well Akuma is really strong… My initial training discoveries:

you can link c.mp cmp lk tatsu to cmp lk tatsu again… after the second lk tatsu I couldnt connect sweep nor shoryu… I dont know if its timing specific… But his juggles looks very damaging…

You can charge his demon flip and dash out of it… or you can release an ex and the palm will cause a ground bounce which you can use it to juggle afterwards… so the palm no longer knocks the opponent down like SF4.

EX shoryu has 180 damage!

cross up tatsu will connect to St. RH…

will update if I have more info…

Can’t wait to use Akuma and Heihachi! Seems like it’s going to be a strong team. Just hope it’s not to popular, like Ryu/Akuma’s probably going to be.

st.hk is a good tag cancle. with hugo i can fish c.mk os st.hk with akuma. if it hits i can tag cancle into full hugo combo for insane damage.

st.hk forces stand. Second hit always wiff on crouch blockers ( even hugo/kuma)

Misogi is hella slow.

You can link pretty much anything into or from c.mp. its also +frames on block. Extremely good button-

After a crossup tatsu, its hard to get a consistent bnb off. cross tatsu st.hk c.mk/st.mp xx mk tatsu works most of the time. You can tag cancle the tatsu if your partner has good reach on his juggle combos.

Wakeup fierce SRK tag cancel is safe on block unless they alpha counter it.

Teleport is ok.

After overhead (forward mp) you can combo into c.mp and continue. If overhead is a counterhit it creates a groundbounce, however since it hits twice it cancles out the groundbounce. Only way to use it is in the corner or make the first hit of the overhead wiff, but then you are out of range if its not a counterhit. Feels bugged

demonflip palm is a groundbounce on counterhit like ex. palm has less active frames. flip itself is faster, and so is the kick followups. He can do normal flip into ex fireball

mp srk does more damage than fierce srk

His srk has more inv frames compared to the other srk users. mp/fp is his best AA option. c.fp works, but if you get a counterhit the move recovers so slow you cant combo. only way is to anti air c.fp xx red fireball for a small juggle.

Tiger knee air fireballs are easier to do. Air fireball feels different. Not sure if its the angle or hitstun.

Overall he is a good character. He does not play like he does in SF4 at all

What would you label him as? Is he a mixup artist, a zoner, a poker? Thanks for the analysis, REALLY can’t wait to get into training mode Tuesday!

Misogi can be blocked high. Does some chip dmg. If you see they are gonna land on a fireball, you can combo into Misogi even full screen.

Demonflip palm also gets groundbounce if it hits backdashers/jumpers.You can combo Misogi afterwards.

You can not jump away from raging demon after the animation.

Zoner and combostarter. His c.mk st.fp chain is safe on block because of the insane pushback. He still got some good mixup tools but in this game you can’t really force opponent to stand try to block it unless you use some multi hit specials and tag cancle them. Even then they can alpha counter and get a happy birthday.

His bnb punisher without using meter is j.fp/j.rh c.mp c.fp xx lk tatsu st.hp xx mp srk 391damage. Easy combo except the st.hp after the lk tatsu. Probably end up using c.mk/c.mp instead since there is no stun in this game.

If you do lk.demon flip close on their knockdown, it will auto-correct if they roll. Not safe by any means but it can be a good way to continue pressure.