Speaking of which there’s this thread made by Intuitive2011 (if that is how you spell his name… )
Pretty simple question: Should I do a small thing on Akuma there? Or does someone else want to do it?
Speaking of which there’s this thread made by Intuitive2011 (if that is how you spell his name… )
Pretty simple question: Should I do a small thing on Akuma there? Or does someone else want to do it?
Go for it. You have a good understanding of Akuma.
I’m starting to think if Akuma should sacrifice damage and end his combos for favorable/hard knockdowns for mixups. Akuma doesn’t really hit hard mid screen but has good mixups once he gets good knockdowns.
So… back to Akuma after losing about 1,500BP with Yoshi.
You dont truly appreciate how good Akuma’s normals are until you played someone else.
0 frame demon?
3 frame jab?
4 frame cr.MP?
5 frame sweep with long range?
I can never let you go.
as someone who plays a 75% defensive akuma in SFIV, the nerfs to jump back zanku and teleport are the things holding me back from picking up this game.
How viable is a lame Akuma in SFxT 2013?
I don’t really know anything about the game’s mechanics but AAs overall seem a lot more damaging (40% combos off of SRKs for one bar). I would think this would make the traditional shoto ground game much more dangerous, no?
From distances that you’re out of reach, you can throw fireballs freely to build tiny amounts of meter and force some positioning. Akuma’s fireball isn’t the type where you can always distance (keyword: always) yourself to throw a fireball and have your opponent land right in your SRK.
That’s why I get annoyed when people say fireballs are good because the stages are big. From far distances they’re easier to react to! I don’t get why people always leave this fact out? Anyway, at SOME point your opponent WILL get into a range where you can be jumped in on. At this point you’ll be pacing back-and-forth and using st. short fakes to throw more fireballs (classic shoto game). Every fireball you throw at this distance WILL carry huge risk.
What I do at this point is throw a backwards fireball to create further space. I’m not sure if you can still AA properly after recovery in 2013, but I think you can based on vids. It looks to me like the only thing that would catch you is a backwards fireball done VERY close to your opponent, or done a bit further and your opponent mist steps.
Once your opponent gets in, however, you’re doomed. Seriously. Is it worth it? My gut tells me no but I’m waiting to try 2013 first. And honestly, I’m probably the only Akuma that plays this game like its SF2. OZLeon is another example but even he knows when to get in.
Here’s my Youtube: youtube.com/NorieagaHDR
Some of my recent uploads feature my play. You can see for yourself. Maybe I’m a shitty zoner and don’t carry merit? I don’t know, decide for yourself. Good luck.
For what its worth, I already started practicing with Ogre x Paul in anticipation of 2013. Rush down is definitely dominant, as it always was.
EDIT: Ignore my Yoshimitsu play, I was forcing myself to use him for practice (really like the character, wanted to use a rare team).
I still play the classic shoto game with the ocassional jump back fireball. It still works well. I never really used jump back fireballs even in vanilla since the damage on them is pitiful plus you out yourself closer to the corner.
Any hard knockdown I get is when I go in with akuma which usually leads into a mix up for heihachi to get in. My akuma setups up heihachi off of stuff such as srk tag cancel, overhead tag cancel, cr.mk buffering launcher, etc. With heihachi coming in, I usually average about 400 damage of simple little things that akuma would usually get small damage off of solo.
You can’t teleport for free anymore. Some of the stuff akuma could get away with was pretty silly like safe dp tags and roll teleport. You actually need a good defense with akuma.
Akuma’s close hk is really really good lol. <br><br>I tick throw alot with Akuma in 2013. Like i throw 3-5x a match. People are so scared of me throwing, they just mash that light button all day against me.<br><br>cl.HK obviously is designed to beat backdash but if people press button on wake up, they eat a 500 damage combo off one bar. HK is safe on block and it has 2 hits for easy hit confirm. So good.<br><br>Thank god they gave him the ground bounce on cl.HK in 2013.
I’m cheesed. Every tier list I’ve seen from the pros has put Akuma in the middle, not that he was ever really above B+ tier. Why the hell did Capcom have to nerf him? Apparently because he was so broken that he was the sole reason for causing time-outs in a game where time-outs happened in every match-up. Fucking idiots at Capcom. I guess it had nothing to do with good damage recovery and super arts taking up time???
I actually liked him a lot in this version because he wasn’t vortex-heavy like in AE. He shouldn’t have received the nerfs he did. I know he still has great footsies but this game isn’t about capitalizing on knockdowns as much as AE, anyway.
Retarded. I hate Capcom. They honestly have NO clue sometimes with what their games are about, which is sad and ironic. Ono, Dawgtanian, and whoever else is giving in to the Call of Duty crowd with these design changes has no clue at all.
/Rant.
Don’t worry about those tier lists. All of the ones i’ve seen are laughable in 1 way or another. I’ve even seen asuka higher on a tier list than akuma lol.
Because jumpback fireball, which was never really that good in this game to begin with, has slightly more recovery?
I agree with the tier lists that have popped up from top players; after the 2013 changes he’s mid-tier in this game. Upper mid-tier at best. Maybe they were nerfs they wish he got in AE.
also, what combo are you guys doing off of close roundhouse now?
Jump back fireball was always bad. 40 damage, little chip, and you push yourself closer to the corner.
I posted these in the Juri forums, since they also feature Akuma, I’ll post them here too.
My main team is Akuma/Juri. I’ve just started messing with the improved Pandora in training mode. These are pretty basic, and the quality is bad, so it’s nothing mind blowing.
Sorry if this is the wrong thread to post these, but this appears to be the only active thread.
[681 Damage] [698 Damage without cr.hp starter] *Midscreen, Requires 3 Meters
(Juri) cr.hp xx jc, EX Divekick, j.hk xx Switch. (Akuma) cl.hp xx mp shoryuken xx Switch (Juri) c.hp xx jc, Delayed j.hp, Pandora (Akuma) Misogi.
[473 Damage] *With stored lk Fireball **Corner Only
(Juri) cr.mk xx release, cr.hp xx jc xx Pandora (Akuma) Far hk, cr.mp xx lk tatsu, cr.mp, cl.hk(2hits) xx Misogi. Misogi is canceled on the second hit of cl.hk
[621 Damage] [605 damage when mk Senpusha is used] *Corner Only
(Akuma) EX Air Fireball, Pandora (Juri) cr.mk xx hk Senpusha, cr.hp xx jc, j.hp, cl.hp xx Super.
I’m not used to the fact that the second hit can be canceled now and I often forget doing something afterwards, but when I do remember, I just go for lk tatsu + shoryuken. After a launcher I use cl. hk + CADC + cl. hk + hp shakunetsu or close hk + misogi.
Akuma is still good. His pressure game particularly in the corner is so ridiculous.
And his new BnB that cl.hk cl.hk red fireball combo is a fantastic corner carry.
I think he’s as good as anyone from the Street Fighter side.
Its just that Akuma can no longer be played defensively. His pressure game is really really good.
Interesting. Any reason to not do cl.HK, CADC, cl.HP, LK tatsu, uppercut? Scales more? too many juggles to connect fully?
cl.hk cadc cl.hp doesn’t link
I learned that CADC stuff by watching your Akuma, good stuff man.
Edit: I heard that Akuma’s kara demon is bugged. The video was posted in vanilla, but can players still jump out of it, if they are in a block animation?
It’s only like that if they are crouching. If they stand, you get them.
But what happened at 0:10? Pretty sure he was just holding back there…