The Akuma Thread

Double post but this new Cl St.:hk: buff intrigues me too much.

So in theory the following combos should be possible when this patch drops.

You’ll now be able to combo into Misogi from an :lk: Tatsu from midscreen. It’s much easier this time around by doing the following:

:lk: Tatsu > Cl St.:mp: > Cl St.:hk: > MISOGI!

If you are a little out of range then:

:lk: Tatsu > Far St.:lk: > Cl St.:hk: should get the second hit needed for the ground bounce to combo into the Misogi afterwards.

On a personal level it could allow me to the Lili dive-kick resets with my team for once without having to go into Cross Assault!? :eek:
(Assuming that she stays untouched that is…)

I just realized bound means ground bounce. Definitly going to open up new possibilities. I abuse meaty cross up cl.hk on people’s rolls or on backdashers like songi.

Still waiting on raging demon fixes.

Ahh yeah about Songi, I realized whilst I was watching back those replays again I was like:

‘Why didn’t I do that wake-up technique. I’ve been messing about with’

Ok so here’s the thing, you’ll need a character who has a move that causes a hard knockdown that leaves the opponent at full-screen. Or someone who sets up a ground bounce palm with some momentum that will knock them back full-screen (the palm be it ground bounce or regular hit does cause a hard-knockdown on hit anyways.)

Some good candidates are so far:

Lili: Heavy Languish > Tag
Bryan: Mach Breaker > Tag
Heihachi: Hell Axle > Akuma: DF > Palm (Ground Bounce)
Kazuya: Spinning Demon to Hook > Tag

During this charge an :lk: Demon Flip.

The opponent cannot quickstand out of this set-up hence they only have 2 options: Roll or Stand Up.

If they roll, let it go and then pressure from there with either Dive-kick/Palm/Throw etc. to mix it up. You can also cross them up as well with this set-up with the dive-kick if you do the charge a little further than usual or if your opponent crosses themself up.

If they don’t roll, charge it to EX and then let it go the moment that you hear the ‘spark’ sound and then do a Palm.

This pretty much shuts down Xiaoyu’s wake-up options. Most notably her back-dash as the palm will ground-bounce her so you can get a full combo.

It also shuts down Lili’s as well, you’ll avoid her EX Angel Knee, EX Rabbit Foot can whiff and then you can punish her on recovery. However be aware of her counter.

It also DESTROYS Jack-X as well. It makes all of his DPs whiff and he can’t Charge Attack out as you can do the Palm, absorb the hit of armor then interrupt him afterwards.

I believe that anyone who lacks an SRK type anti-air is pretty susceptible to this set-up I think. I need to run some more tests.

I was so kicking myself when I looked back and I wasn’t using this against Songi in those matches :(.

Also his Cl.St.:hk: Ground-bouncing aerial opponent just reminds me of the Mishima’s Left and Right Splits kicks causing bounds/binds in Tekken. It looks awesome :tup:

I don’t know about you guys but I don’t think Akuma’s ground fireball is good enough to zone. It wasn’t that good in SF4 and I don’t see how it will be better here since its the same. Jumps still cover tons of ground so its really hard to use the fireball at a range where you can SRK. I don’t know, maybe its just me?

Last night I was really excited to play this during my break, now after seeing the notes this morning I actually don’t care. I spent time learning Akuma and Rolento, and now I’ll have to greatly adjust for both (not that I’ll actually bother playing). I can’t wait to see what crap they nerf with Yoshimitsu, another character I like. Oh well.

Far:hk: being +6 on hit means he should be able to combo Far:hk:, cr.:mk:(1 Frame Link) like he can in SF4. Which is nice, I guess, specifically for when it hits max range where st. :mp: whiffs. -2 on block means nothing since I don’t use it outside of max range punish. The 2nd hit being crouch-able by everyone kills that move all on its own.

Its good enough to zone. 90% of my fireballs are ground ones.

What makes that move slightly worse though is the fact that my little demon set-up (Far St.:hk: Let the Second one whiff then Demon) will no longer be free vs Julia, Ken and Zangief mainly because they’ll have no reason to duck the second hit. Rather they can just stand up, block the second hit and just punish you for it on block.

I suppose it is what it is to be honest. He didn’t get completely knee-jerk nerfed like the other SF Characters and his other buffs do soften the pain a little. Ground-Bounce Cl.St.:hk: seems too good. BUT I must be patient as I could eat those words if the move doesn’t turn out to be all that.

The only changes that hurt me are the DP tag cancel being duckable and his teleport nerfs, would’ve loved a bit more damage on his supers but whatever, as long as there’s a reliable way to combo with the cl.hk bound into Misogi, i’m happy. It is IMO a cool looking super to watch. :slight_smile:

Im hearing that rolls will have 8 frame recovery sooo… AKUMA IS BACK!

Will gave me an idea on how to test out new combo opportunities. We should use a character that has a ground bounce move and tag can so it. It may not be exactly like our ground bounce, but at least we’ll have an idea on what to use after a ground bounce.

Good idea.

Although take your findings as to what you can do after the ground bounce with a pinch of salt considering that we don’t know the juggle count on his ground bounce Cl St.:hk:. Nor do we know the momentum of it on hit if put in a long combo.

The best combo that I have come up with off of a ground bounce is Far St.:hk: > Cl St.:hp: > :hp: SRK so far.

I did this off of Hwoarang’s Hunting Hawk just for reference.

Although I’ve been thinking, if Akuma’s EX Fireball is now exempt from air combo damage scaling, this could mean in theory that we may be able to do easier corner combos. Currently right now, should you land an EX Fireball in the corner, you can only do an EX SRK as a follow-up which sucks right now so I suppose that buff might not be as useless as I thought it would be but I ain’t holding my breath on that one.

So I figured out a slightly better combo than the one I was using. I used to do cl.hp xx lk tatsu, cl.mp xx mp Srk for 284ish damage. Cl.hp xx lk tatsu, cl.lk, cl.hp xx hp srk does 307 which is 3 less than cl.hp xx lk tatsu, cl.hp xx mp srk and is more consistent and easier imo. The trick is to hold forward in between the lk tatsu, c.lk, and the cl.hp. You also have to walk forward a tiny bit more in between the cl.lk and the cl.hp so you won’t get far hp.

[media=youtube]eSO9uW5uQMA[/media]

It actually does 305 not 307. :sweat:

Oh I see now. I was wondering why was getting like far :hp: whilst I was doing this one earlier today.

The other st.:hp: > :lk: tatsu > st.:hp: > SRK does work better on bigger guys like Sagat, Hugo, Jack etc. but this is way more reliable as you said. Good find.

That said, I need to go and start the commentary over some of our matches.

Figured out a combo Akuma can do after a launcher in the corner, it’s pretty difficult (has 2 tight links that might be one framers) but it’s oh so satisfying. :badboy:

(After partner’s launcher in the corner Akuma runs in) :hp:xx:hcb:+:hp:, cr.:lp:, :hp:xx:hcb:+:hp:, :hp:xx:dp:+:hp:.

This combo does nearly 450 damage off a raw launcher and with the update in Janurary giving Akuma a ground bounce :hk: He may be able to do even more damage later on.

My body is ready.

Maybe akuma is much more damaging than we thought. We also got damage buffs coming :slight_smile:

Oh gawd…this doesn’t sound good at all. I’m going to hate you even more in 2013.

I think you’re lost dude. Xiaoyu boards are that way.

[media=youtube]dynXE6MbeBQ[/media]

For you visual learners. Does 439 from raw launcher.

Ouch yes it does not look good. But you can rejoice in the fact that he can’t like RUN RUN RUN with air fireballs as well as he can anymore and teleport out as freely. I think that it would be similar to his SF4 version I think…

His health will still suck so 2 straight combos will kill him A.S.A.P but he’ll be more rush-down oriented. But I think that he’ll be a ‘fair’ character overall especially when you consider the overall buffs to anti-airs and the nerf to his runaway.

That said, the nerf to rolls, ground-bounce st.:hk:, :hk: tatsu hitting all hits guaranteed against aerial opponents and actually, to some extent, the buff to EX Fireball should provide some easier corner combo set-ups. Although I will say that I will take responsibility if he becomes a ‘broken’ character though.

Put it this way, if he can land a DF > Dive-kick on someone’s roll and get a full combo for it and if the juggle count on his St.:hk: ground-bounce isn’t very high which would allow him to land stuff like st.:hp: > Special Move afterwards then…erm…good luck against OZ I suppose? :china:

LOL @ doing it against Xiaoyu & Lili, man the rivalry between you two must be that intense! :smiley: