The Akuma Thread

I don’t think he noticed. :frowning:

A lot of Akuma more combo tech is being found today :eek: . I found out that st.lk after lk tatsu in the corner, lets you connect with far hk if you walk back a tiny bit. Should open up even more combo opportunities for the Akuma army.

I was going to say more but he told me to get out of here. :sad:

Hey you’re welcome stay to learn how to use Akuma as your point character. :smiley:

Ahh don’t worry about OZ, rivalry can lead to reactions like that. I should know that every time I see my friends play each other in Smash Bros…

I’d say everyone is welcome here so long as they don’t make others’ posting time here like picking teeth from wild crocodiles.

@OZLeon. So now we could be an army!? :eek: If so a pretty small one at that. Then again, if we were to become an army, who would be our leader? :wonder:

EDIT: That and what OZ said :D. Although the idea of a Xiaoyu/Akuma team actually isn’t really a bad one to be honest.

I could even have the luxury of being able to switch the order of my team for once :eek:.

I think overall he got nerfed, but I’m glad we’re at least getting a damage buff and a few new setups. The dive kick should be very relevant once you condition your opponent not to roll, which is great. But defensively his tactics got nerfed hard. I’m still holding out that they un-nerf his fireball in the update revision, I don’t think its as broken as some have been saying. The DP safe tag should definitely go, that was a free escape that I abused to no end. If he gets his air fireball back but maintains all the other nerfs then I’d be quite happy.

After all, he STILL has awful health.

EDIT: The meter nerfs to fireballs are enough as it is. You can keep-away, sure; but once your opponent actually gets in, you’re doomed. No DP to escape, weakened teleport, and not as much meter to use on a cross counter. I think the meter nerfs make the risk-rewards for good fireballs fine as is.

I might have to take you up on that offer, love his Japanese voice! :sunglasses:

[media=youtube]188_H_GyuIY[/media]

Cl.hp xx lk tatsu, st.lk, walk back a tiny bit, far hk, cl.mp xx red hado, cl.hp xx hp Srk

Does 359. You can do cl.hp xx red fireball for a tiny bit more but it’s harder.

[media=youtube]WXya8VssQRg[/media]

Skip to 31:21. Also shoutouts to Songi :smiley:

Saw some 2013 footage of Akuma. Air fireball nerf doesn’t look as bad as I thought, PR Rog was able to use it effectively against Cammy and Xiaoyu. I think it’ll just be slightly harder to AA if the enemy is closer, but it should still be good for spacing. To be honest, I only throw the backwards air fireball so I can get into range to throw his ground fireball. I’ve always preferred to be more offensive with it.

More Akuma tech. Got the idea from 3s :smiley:

[media=youtube]PkVNTULCA6g[/media]

You’ll probably will need combo editor to turn off quick combo since you need to input the inputs fast. Plinking lp with mp helps.

Just wondering: the extra frames on the air fireball are during the landing, right? So once you land you should be able to AA and move, right? It seems like it, would make more sense than having you land the same but “freeze” for 5 frames before being able to do anything.

Yup. We’ll still have the same recovery on neutral jump fireballs though. :tup:

Sorry for the MASSIVE MASSIVE MASSIVE delay. I actually can’t stress that in words to be honest. But I actually got around to finally doing those Akuma Tricks/Gimmicks videos that I was talking about like a good 2 months ago.

Here is the first one. Dubbed: ‘Fun With Air Fireballs’

I think this tactic isn’t a bad one to do considering it will be another way for Akuma to tag out when he is on the ropes.

With the extra landing frames on jump back fireball, in theory this could be easier to perform and you may be able to switch from further away.

[media=youtube]EEzNC16ieNQ[/media]

Enjoy.

As for now I have a massive training session to catch up on all the fighters I’m trying to juggle such as:

Smash Bros
Playstation AllStars Battle Royale
Street Fighter X Tekken
Tekken Tag Tournament 2

As well as possibly train to go back online for Street Fighter X Tekken. UGH I feel the nerves already just saying that :sweat:.

Although don’t get me wrong, I am still open to being challenged and all so if I am playing another game, you can still send it over if you want.

Quick question. Which position do you think Akuma is better; point or anchor? He seems like he’s a better point character.

Just asking because I’m interested in possibly using Akuma again. :smiley:

I’ll answer this in two ‘states’ as I would like to call them simply because we are in the process of nearing a patch. Obviously these states are pre and post patch.

PRE-PATCH!

I’d say he is better as a point character because of his solid footsies and lack of reliance on meter. He can start the match zoning and form his attack plan from there. You can also use him to gauge the habits of your opponents through him being as a point character.

Do they like to jump a lot? Do they want to roll at you? Do they want to rush at your face all day long to kill you off quickly? Just some basic questions you can ask yourself whilst playing on point.

Plus he has a great set-up in the form of his :hp: SRK and his overhead whilst he has one bar so you can somewhat put the pressure on them whilst you have one bar, if they are blocked, they are both safe tags bar to alpha counters.

Alpha Counter > Switch is also pretty strong with two bars stocked provided that all hits connect.

That said, putting him as an anchor character is not a bad idea as he can be pretty versatile in this spot as well. He can keep away to peserve a life lead if you have one or he can use the meter for his Raging Demon to finish someone off quickly.

However, the only thing that I think which holds him back from being a good anchor is his damage out-put in comparison to other anchor based characters. I’ll admit that his damage is good for a SF Character but when stacked up against the Tekken Cast’s juggles, you’ll find that his standard, ground juggles aren’t as great.

Hence he will need someone who also sets him up well for things such as Ground-Bounce Demon Flip > Palm or jumping normals to boost up his damage out-put and characters like these are very specific in my opinion.

However you don’t face the crippling weakness of putting him as a point character. This weakness being that his low health is what opponents will be aiming for. Considering that you die in two solid combos flat, it can be really rough should you not be in control of the match from the get go if you were to put him as a point character.

POST PATCH!

Point: I believe that he may be somewhat weaker in this position because of the nerf to ‘DP’ switch cancel, air fireballs and his teleport and the removal of Alpha Counter > Switch. One of the main reasons why people should consider putting Akuma on point on a team is his versatility which is supported by his different methods of tagging out safely.

Two of these have been nerfed and when he is on the ropes in 2013, getting away might just be that little bit harder than before. Hence I think that he will be somewhat weaker as a point character. Then again, he will still have good methods of tagging out e.g.

:hp: Red Fireball (Close-ish Range)
Cl St.:hk:
Air Fireball

Anchor: I think that overall, he will be stronger as an anchor character because his buffs direct him to be played in an offensive style.

Demon Flip > Palm set-up damage levels will increase because his palm was upped to a massive 100 damage on hit and this is without the EX Version which did a little bit more pre patch (kind of like a counter hit version of his demon flip move(s) but without the ‘counter’ sign turning up)

His Cl St.:hk: buff should allow him to combo into Misogi Mid-screen a lot easier which I think was one of his weaknesses with him being an anchor pre-patch as he just doesn’t have that ‘OMG MASSIVE FINISHING POWER’ kind of move apart from like EX SRK.Even then, there are better alternatives.

It should also allow him to do some mid-screen CADC Juggles provided that the juggle limit on the Cl St.:hk: is pretty small.

Also other stuff like :mk: and :hk: tatsu damage increases could increase the amount of damage that he could do off of a launcher as well as leave him in the opponents’ face.

As well as stuff like EX Fireball being eliminated from the aerial combo limit. Right now, all that you can do after an EX Fireball in the corner is EX SRK for measly damage, now he should be able to do a bit more damage thus making his corner juggles somewhat easier to perform in theory.

The nerf to rolls benefits him in both positions as his knockdowns will be more deadly this time around.

So it all depends on what you are after:

If you want a solid but high-risk, high-reward character with decent AAs and decent footsie game and you run a team where your secondary begs for meter, then put him as a point character. Although his methods of tagging out will be nerfed, he will still have good ways to tag out post patch.

If you run a character who doesn’t rely on meter as much to get their rewards as well as having good set-ups for Akuma, then it would be best to put him as an anchor character. Your play will be rewarded heavily in 2013 where his buffs will contribute, in my opinion at least, to him being played in a more aggressive manner.

But TL : DR if you want my honest opinion, I’d say point is the best way to go but that’s just me. I tend to be more of a:

‘GO FOR BROKE!’ kind of player.

But I won’t stop you from using him as an anchor as well if you so choose.

Point. He builds meter quite well, has mobility, doesn’t need to use meter that much, and allows for some good switch cancels. He has okay damage midscreen but huge damage in the corner. he can easily break 400 with one bar or post launch (varies).

Didn’t expect that long of a response. :eek:

Yeah, I was thinking of running him on point. Just thought I’d ask here since I’ve been trying Juri on point and some people tell me that’s a bad thing, and I just was curious what the best position for Akuma was if there was one.

Thanks for the info! I really appreciate it. :smiley:

Slap on defense gem 104 for 950 health. Also look on my youtube page for a bunch of akuma tech.

http://www.youtube.com/user/darkchidori000/videos?flow=grid&view=0

Thanks; I’ll definitely check it out.

By the way, are you gonna be able to join our Endless Lobby on the PC version this Sunday? I really want to see your Akuma in action. :smiley:

my stick finally works on pc so i should be able to.