The Akuma Thread

can anyone confirm st jab into st hk loop working?

akuma & heihachi seems like a good combo

when tagging from your initial character to akuma you can land misogi off the tag, but not full animation. And the whiff from misogi creates a wall on both sides of akuma and pushes them away, dont know if its safe yet. also S. HK(far away)->C.mp->L.tatsu->H Shoryu links super easy and does a decent amount of damage

can you pull off cr.mp to misogi off a tag?

Does not work. Can’t link into st.hk from any of his ground normals. You can chain into it but then you cant combo out of it

misogi does not combo from any light/medium attacks.

http://archivethumb2.foolz.us/board/tg/img/0177/21/1327865184049.jpg

I hate SF4 Akuma. I’m hoping he is similar to 3S Akuma. Can you do a demon flip kick into another demon flip kick? (without him going on the other side of the opponent)

Demon flips will go over of done to close to the opponent. EX will “never” wiff.

If you mean blocked demon flip into another flip, i will test it tomorrow.

yeah thats what i mean. thanks for the help man.

can you tiger knee fireballs?

and can you kara ragin demon ?

tiger knee fireballs are possible. idk about raging demon

Yes you can.

The knockdown focus will almost certainly be much less in this game. Definately not to a point where it will swing match-ups, IMO. If he goes for a demon flip and dive kick after sweep knockdowns in SF4, he will be just above their head by the time they’re on their feet. When you do the same in this game, Akuma will just about be starting the dive kick wind-up. So there will be plenty of time to either AA or just move out of the way.

Also the dive kick hitting capacity looks really weird near the floor; like it sort of drops out early without hitting. So I’m thinking that the way it used to cross-up crouchers in SF4 would be gone too.

At the moment, it looks like Rufus could become a groan with the help of the team support dynamic. Even vanilla Rufus envies that damage.

I have some questions:

Can Demon Flip palm be used in juggles (for the bounce) in some way, or is it just a random and unreliable thing?

Demon Flip palm had 2 active frames in SF4, which was already the absolute minimum (barring some possible special cases that I can’t think of off the top of my head) for moves in the game. I think they never went below 2 because it would probably make most moves too unreliable to function consistently.

Also; I’ve seen game footage and while the dive kicks definately do look to start faster, there’s no way you could convince me the actual flip isn’t slower without elaborating on the how or why.

I’m not sure what the sensibility of that is. Do you mean that it can/can’t be blocked low?

Can you check the Raging Demon super for invincibility?

The best way to test is with anti air. (you were able to use the AA Ultra in SF4, right?) The SF4 super Raging Demon had a single frame, and it was basically impossible to time it for a successful AA. The ultra had a few invincibility frames and would AA with correct activation position and timing.

Can you comment on EX tatsu and its utility for this game? Does it get back its beefy damage or maybe a wall bounce property or corner combo possibilities that make it a smart use of meter?

I’m also interested to hear an impression of Akuma’s footsie functionality in this game. Ken and Ryu can chain from their low forwards into launches; though for them the low forward had much more reach. Akuma had a pretty good footsie game with his sweep in SF4, where he used a wicked knockdown pressure game (which doesn’t appear to still be there in that capacity); and this was backed up with by focus system.

How does Akuma perform for his footsies in this game? Does he use the stubbier low forward or is there a way to compensate so that he still has an effective footsie game?

Do normals like far stand fierce or stand medium kick have any interesting counter hit crumples that maybe allow a follow-up of some sort?

when you chain into akumas sweep, there is more recovery on sweep thus demon flip vortex doesnt work, they rise too quickly. but if its just raw or linked sweep, then vortex still possible afaik.

EX tatsu acts the same as sf4.

alot of new combo possibilities, for example, one trial is air tatsu -> far St. HK -> cr.m -> Fierce tatsu or you can do air tatsu -> far St. HK -> sweep.

GODDAMN TRIAL 17!!! LOOK AT THAT FUCKING DAMAGE!!!

AND YOU CAN DO THIS AFTER F+MP OVERHEAD!

Demon Palm has been shown to be comboed after. It causes a ground bounce for a reason.

Only way if you do a something like steve/law’s long specials and tag cancle into akuma then charge up to ex flip. But its pretty useless cause you can just do a jumpin combo instead.

Alright. I never mained him in SF4 so i’m no expert. I guess the faster divekick makes it trickier to hit or smaller hitbox.

Huh? I said it was faster :slight_smile:

Correct. It can’t be blocked low. Reason i mentioned it was because someone said it was unblockable in the previous game.

Since demon cant be cancled from c.mk /c.hk its not easy to AA like in SF4. Anyway i just tested. A meaty j.hk from ru beats demon clean. So probably 0-1invu frames.

Its mainly for corner juggles. It does 150 damage and puts the opponent in the same juggle state as after lk.tatsu. However it makes the opponent fly higher up, so you can do stuff like c.fp xx ex red fireball. However this is all a huge waste of meter unless you are in pandora. It avoids low (ryu c.mk) but not mid (c.mp). No wallbounce property or anything like that even on counterhit.

His best chains is c.mk x st.hp, c.mp xx st.hp and st.mp xx st.hp. st.hp has a huge pushback so its really safe compared to other characters chains. You can easy hitconfirm into launcher if it connects. Chaining into st.rh and tag cancle it is REALY good, because it keeps the opponent grounded (think of it as kens tatsu cancles). However st.hk is unsafe on block (2hit wiffs against crouchers) so you gotta be careful. Trying to OS and hit pokes is ok, but st.hk will wiff completly if you hit a long limb. st.mk xx st.hk seems the best. st.mk avoids lows.

The better player will always win footsie battles in this game. Pokes have so much recovery that you can punishing on reaction pretty much anything other than lights. Akumas c.mk is not gimped anymore, its exactly like ryu(his sfxt version that is, all pokes are so changed). Don’t quote me on that until we have the frame data tho.

No. The only normal with counterhit property is his overhead against crouching opponents. Wrote about it earlier but its pretty useless.

And demon flip into demonflip will not go over if you hit the first flip on their feet or belt. But even then it wiff if they are crouchblocking. Flip st.hp xx flip works.

st.mp is his kara throw. Useless range. He can do kara demon with forward mp. Good range and easy to do.

Because of the how the juggle system works, all characters buttons have diffrent juggle points, aka how many times you can juggle with a certain button. Anyway here is my findings

c.mp/c.mk/lights/c.rh. You can only do two of these into a special.
st.mp/st.mk (far and close): You can juggle 3 times with these
c.fp/st.fp/st.rh: You can juggle 4 times, but they obviously recover to slow for that. So what you wanna do is…

After lk tatsu in the corner:

st.mp,c.mp,st.mp,st.rh fp srk

Most damage, looks cool, easy and activates gems.

His max dmg corner jumpin without meter:
j.rh/fp, c.mp,c.fp xx lk tatsu st.mp,c.mp,st.mp,st.rh fp srk = 390 dmg and 10hits

down mk in the air has more hitstun. I can hit ryu on his head an still get a c.mp combo

Can we confirm there’s no teleport? I want to make some updates to the first post.

EDIT: The movelist on Eventhubs does not list a teleport. I assume its not in?

Yes, he has a teleport. Punches and kicks.

Is anyone able to tell what Akuma’s alt costume is? Not the scary looking Heihachi one, but the other.

It’s clearly based on samurai armor design. So ‘demon samurai’? Something like that :wink:

Glad to hear he may turn out to not be so setup heavy. I love him as a character, but his sf4 gameplay really wasn’t for me.

I’ll take anything i can get; throw range is terrible.