The Akuma Thread

I might be able to help you with that, as I’ve been working on formulating a new midscreen BnB but midscreenafter a :lk: tatsu hold foward and do cl.:lk:, far.:hk:, cl.:hk: xx Misogi.
I know that you can add an extra far.:hk: in there but I haven’t been able to get the combo down consistently yet and I’m not sure if it gives enough juggle points to land anything significant afterwards.

^ THIS I need to try out now!

So I tried it but I couldn’t get the :lk: tatsu into Misogi combo to work that @Swedish Chef talked about but I ain’t giving up :nunchuck:

As of now I’ve been updating the change-log thread with some of the findings discussed about v.2013 Akuma. Also I intend to put a little analysis of my team in v.2013 in the partners thread. If anything in there is wrong or misleading just quote this post and I’ll change the errors.

http://forums.shoryuken.com/t/mere-changes-cannot-harm-me-the-sf4-to-sfxt-akuma-changelog/152569/2

Might as well keep these character boards fresh and alive while we still can. I mean not in the negative sense. I believe the game is on its recovery period but I say it as a figure of speech I suppose.

My Akuma has been exposed lol.

I dont do alot of air fireball except against grappler and i almost never teleport so those nerfs didnt bother me. But that Shoryuken switch… ouch

I play a very offensive oriented Akuma but i abuse the shoryuken switch alot on offense and defense. Without it i definitely feel a little handcuffed. I understand why they did it and i welcomed the change eventhough it hurt me quite alot. Its just too good.

So is cr.mp, cl.HP xxxshoryuken still the go to combo off launcher in midscreen or is there something better now? What about the corner?

mid screen launch combos:

cl :hk: cadc cl :hk: xx hcb :hp:
cl :mp:, st:hk:, st.:hk:, st.:hp:, :hp: dp
cl :mp:, st:hk:, st.:hp:, :hp: dp

corner launch combos:

st :mp:, st :hp:, hcb :hp:, :hp: srk

the misogi combo doesn’t work, cl.hk uses 2 mid air combo points

you can land misogi on grounded opponent after st :hp: or cl :hk: though

Akuma really dies fast if you aren’t careful. I’m considering using 2 defense gems for a bit till i get used to the game since they got nerfed.

Ah, alright sorry about the botched Misogi combo I’m still working on making new comboes for Akuma and messed up somewhere. :oops:
I’ll make another post a bit later with a list of effective comboes that you can now do. :slight_smile:

Good to know, so he can die even faster than before? Something is telling me to place him on the anchor spot for now just because of his cl st.:hk: > bound > raw tag or raw launcher set-ups.

Yea he can. With our escape options nerfed you gotta have a solid offense. I’m still gonna use him on point despite this. :slight_smile:

akuma is suitable anywhere, he doesn’t need meter to be effective. confirming a :lk: tatsu from 3 jabs is still a good 250 dmg

In my opinion 2013 Akuma is a good amount worse than before.

I would GLADLY trade cancelable HP or bound Cl.HK for the ability to switch cancel a multihit 3 frame shoryuken that does 400+ damage(with one bar) on hit and completely safe on block. It was the single most abusable move in the game. And its the only reason why i dropped Ryu for Akuma in Vanilla.

He just feels very squishy now. Having lost his “get out of jail” card, Akuma player has to play more careful than before.

After moving Akuma from Point to Anchor i’m doing better. There is no reason to play Akuma at point anymore unless u just want to stall time by playing runaway demon.

Which is how Akuma should play. Before it was hoping you had two bars so you could AC the dp tag that was inevitably coming. I like the fairness of it all. I think the teleport nerf was harsh, but I’ll deal with it. It comes with the character. He is now far more effective at locking people down with far fierce and far RH, so in trade he can’t “get out of jail free.”

Onto my actual concern. On a tag in, my go to combo was
cl. Stand strong, far RH, far RH, walk forward, fierce xx fierce DP. This isn’t working anymore as he keeps doing close stand RH which bounds them to the ground and I can’t follow that up either.

Have more questions since 2013 still isn’t on PC. Appreciate any help…

  1. Is there a consistent method of using the dive kick now with the roll nerf?
  2. Is his SRK still trading?
  3. Same recovery if you do his back air fireball low to the ground?
  4. Is the teleport viable at all?

My last question: is he TRULY better than 2012? I ask because he got less defensive options and has to rush down more now, which results in Akuma putting himself into more situations.

One thing I thought of that’s strictly theory fighter. Can you get your opponent in the corner, throw a deep air fireball and then wait for a roll? If he doesn’t roll then you can DF palm or whatever into something.

Goodbye Akuma. I’ve found a new love and his name is Yoshi. Its not me. Its you. You’ve changed.

Akuma went from one of the easiest switch character in the game to one of the hardest. He has no safe switch option other than ex-shoryuken(two bars…) and close st.HK. Far St.HK is not a reliable switch option. The 2nd hit still whiff most of the time on croucher unless the opp. is right in your face.

Far ST.HPxx red fireball is not a block string. The opp. can just jump over the gap and make you eat a full combo. (i think there is a 6-7 frame gap)

I think this game managing recoverable health is going to be vital. In the past you didn’t have to micro manage because health recovered so fast. Now if your character dont have a reliable switch cancel option at footsie range, you’re fighting an uphill battle. Akuma is not a good Point character anymore.

  1. Dive kick/demon flip setup more useful in wakeup game.

  2. his SRK is improved.(i think the entire cast’s AA improved) HP. SRK beats Jin and Heihachi jumping HK clean everytime.

  3. You can feel the recovery on back air fireball. Dont think so.

  4. teleport is viable but not always safe. One time i played against another Akuma with Rufus. After a knockdown i did a divekick and this Akuma teleported back. After the dive kick whiffed i still managed to hit him with a st.mk, cr.hp boost combo. Akuma’s telport doesn’t go very far and the recovery time is VERY noticable. Characters with long limb will catch you.

Personally i think these “buffs” are a joke. I still havne’t found a use for far St.HP or far. St.HK.
Cr.mk and cr.HK is still Akuma’s main tool for footies.

The only great thing he got in 2013 is that his cl.hk catches backdash. Its great. Other than that i cant really imagine he’s better in the traditional sense.

His defense is significantly worse while getting a small boost on offense.

  1. Yea. With roll nerf, people are more scared to roll making dive kick more effective.
  2. SRK is still the same. I never trade with hp version but I always use mp version for trade combos that do 300+. :stuck_out_tongue:
  3. Recovery isn’t the same if you do the back air fireball close to the ground. You can see him taking more time to recover when he lands on the ground after any jump back air fireball.
  4. Teleport is good for once in a blue moon now. It’s even worse than Evil Ryu’s teleport in sf4. You can hit while he’s moving back towards the end of the teleport instead of just waiting till he stops moving and recovers at the end of the teleport.

The buffs give him more combo-ability but I think that’s it. I knew he’d get worse even before the patch came out because he essentially lost TOOLS in exchange for damage. Now that he can’t safe tag with his DP I guess it makes sense to spend meter on cl. RH into Misogi.

Gonna wait to try him out but I’ll probably be switching to Ogre and Paul. I don’t see much benefit in playing defensive anymore.

Well, it looks like me and OZLeon are still running strong with Akuma. Anyone else dropping him?? lol
Akuma is still good. He’s not as good at running away, but that doesn’t mean his other options aren’t still just as good. Plus he has a mini vortex now since everyone is afraid to roll and his walk speed can get you to the opponent in time for a throw majority of the time.

I’ll be in some of ssf4evo’s videos in his next SFXT video, so keep an eye out on that.

I’ll still be using him, he feels very open ended in his play-style in this game compared to other characters whether on point or in the anchor slot. Well at least in my opinion.

That and winning with him just feels really satisfying. Granted in my case Lili carries the team a lot but hey when her block gets knocked off, the real come-back force on the team is Akuma.

It sucks that I haven’t been able to play this version as much as I would like to due to the fact that I’m currently knee deep in assignments as of late though.

I need some of that field testing to see whether its a good idea to keep him on point or switch him to the anchor slot.