The Critique My Akuma Video Thread

Ok rather than having the video thread contain videos that people want to have critiques on I am creating it own separate thread.

If you would like players in the community to offer advice on your gameplay then please post your stuff here.

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One of those gameplays you watch later and wonder what the hell you were thinking half the time, lol. Only thing I can think of to critique myself on is too many projectiles.

Edit: Also, what should I have punished that missed SA3 with in the 2nd round?

Editedit:
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And this is just embarrassing. Haha!

sj rh, and then judge based on range if you can connect fp into lk tatsu, or if you need to use c.mk into lk tatsu

red fireball has really limited uses with gouki. youre using it in situations where its really unsafe. imo its only good for chip, or if its meaty on someones wake up (but even that i RARELY use because that doesn’t really set up anything good. just keeps them occupied).

you gotta be careful with how youre using sweep to. you’re lucky your opponent wasnt able to punish, but a stronger ken would hit you with c.mk xx sa3 (big damage vs crouching gouki) and then you probably have to deal with an ambiguous crossup afterward. big risk for just trying to get a sweep.

there was another time where on kens wakeup you did c.mk, lk tatsu. theres no way to be certain of that combo hitting in that situation, but if you feel good about it, id do c.mk x mk tatsu x mp shoryu instead. that guarantees if they are crouching they get hit by the full combo, and it does pretty much the same damage.

and ya, goukis fireballs def have a use, but you’re getting a little too liberal with them. imo they aren’t very useful vs ken in general. excluding air fireball ofc. thats useful vs everyone.

nice dash kara demon! very unexpected.

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Well DaRage is a deece player, so no shame in losing to him. You were strong the first round, so look at that to see what you did well and build off of it. You tatsu pressure was good but you need to do more MK tatsus to throw off their punish. I don’t like the amount of fireballs. Fireballs are useful but only in specific scenarios. In the second round I don’t like how you backed off. Don’t be afraid of Ken, if you are the better shoto you can win the footsie battle. Also don’t let him jump so much. You need to represent some form of anti air, at least so that you get him thinking that jumps aren’t free. One more thing, if you are within range dash demon is simply better than dash kara demon.

As for the second vid I can’t give you any useful advice. Currently I am free in the Remy matchup. Being away from the game for 3 years playing SF4 will do that.

Looking good not much to say.

@pherai:
Lots of amazing advice, thank you so much. I’ve recently been getting my forward tatsu>strong srk more consistant, I’ll deff keep working on it. I’ve heard low short low jab>forward tatsu>strong srk is a decent hitconfirm for it as well. & still got that old bad habit of sweeping once in a while, it’s almost gone tho. :slight_smile: Thanks again, you’re beastly.

@ShinAkuma204:
Thanks a lot man, good advice. I usually keep people grounded pretty well with air tatsu>akuma sillyness, but I suppose I was just a little nervous actually playing someone stronger than me. :stuck_out_tongue: I’ll be sure not to let off unless absolutely necessary. & yeah, you’re right about the kara, I was being unnecessary. Thanks!

@Ryu24:
Looking good. @ like 0:08 you could’ve punished his sweep with your own sweep, but I’m guessing you know that and just mis-judged the range of your st.fierce. The taunt into short jab short > sa1 was nice, you were solid that round. A general suggestion I could give is to keep mobile as often as possible… like the time you were standing still waiting for a wakeup, you could have been backing up/moving in to keep your spacing juuuust perfect, or moving in and out of his throw range to keep him guessing. It’s something I haven’t been able implement consistently myself honestly, haha. But I see it’s used very well by stronger players. This part is preference/playstyle, but those close fierces you hit his guard with could have cancelled into demon flip for mixup/pressure or hadoken for safety. Once again, nice vid. :smiley:

Thanks, youre too kind!!

mk tatsu > mp srk took me a long time to get down consistently so I wouldn’t feel bad if it takes you a while. ending with rh tatsu is another option that feels a bit easier than mp srk to me, but does less damage of course.

short jab x mk tatsu is sick, but it only works in the corner. against most the cast i think you can do short jab rh tatsu mid screen which is still pretty decent damage for a no meter hit confirm. just keep in mind you gotta be pretty much point blank for it to combo

The low short, low jab, forward tatsu is definitely character specific. However, on some characters where the low short, low jab won’t connect entirely into the forward tatsu you can use a fierce shoryu instead. This works on alex! Make sure you go into training mode and experiment and know your hit confirms. Also, even if the tatsu does combo its very difficult to follow up unless you have your opponent in the corner. If your midscreen I automatically know to go for Rh tatsu follow up every time unless I can verify the distance for strong shoryu. IMO even after a bnb midscreen you want to follow up with st jab Rh tatsu in general as it gets the opponent in the corner for free. The only time I do fierce shoryu is when I know it will kill them or they are already in the corner.

I havent uploaded a video in a few weeks. I promise I have gotten marginally better. I think my main problem is just an overall lack of experience with the game itself. I dont know the match ups, I dont know whats punishable, I dont know when / how to parry a lot of things I know are coming. Most of all, I dont think I rush down enough with Akuma

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You will find that unlike SF4 you can actually be aggressive in this game and be rewarded for it.

appreciate it. i was playing a very weak opponent so i looked very strong but if i played a much better opponent, he would reveal a lot of my weaknesses that just wouldnt show in a match against a scrub cough JR cough

your first vid: you can RH divekick after ken’s super. i think you can punish him fast enough.

Divekick > Fierce punch > RH tatsu would be what ill do just in case fierce punch does not combo on time

so RH tatsu is safer

Thanks again pherai, and thank you CLayman. :slight_smile: My gameplay will definitely be changing a lot with your great advice.

@ClxJames: Most of those things you listed just come with time and experience. Just play a lot, try to friend request/talk to strong players that beat you, ask for tips, etc. If you get a nice friendslist of good 3s players you’ll always have someone to train with! :smiley: Also, be sure to spend some grind time in training mode. Execution is sooo important in 3s, you have to make the most of every punish/combo.
In your first vid vs Dudz you missed a Corkscrew punish when you did Hado xx SA1. A plain SA1 is faster iirc, and would probably have hit him. Also you got grabbed after your demon flip kick, make sure to either hit them deep and then go into a combo (unless they’re parrying it, then mix up the timing!), or jump to avoid the grab. A lot of people will mash grab when getting divekicked. Short (LK) tatsu isn’t safe on block, so try not to go for low forward (c.mk) > short tatsu on their wakeup. That’s mostly used for punishing. If you’d like to mixup that way, forward tatsu (mk) is safer. Nice demon punish at the end.
Edit: I liked how you started off the match vs Yun, good shit. Air-to-air tatsu is amazing, but you did a couple random ones which can be pretty risky. You threw him out of the corner twice tho no bueno!!! Keep him in the corner and apply the pressure. :smiley: Cute yet unnecessary demon at the end.
vs Q, I liked how you kept some pressure with low shorts and low jabs, just remember this isn’t SF4 though :stuck_out_tongue: All those low shorts you landed could have been crounching short jab short > SA1. Nice perfect! Wayyyy too many jumping jabs though, I don’t know if those were all attempts to setup the demon and you just messed up? If you’re gonna jump in close like that, a forward (MK) will cross them up, setting you up for some good pressure.

"short jab short > SA1"
This doesn’t work against Q.

Thanks for the correction! I obviously don’t play too many Qs, haha.
Low short short > SA1 vs characters such as Q where shortjabshort doesn’t work.

Great tread!
here is my akuma
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@Deathstroke:
Nice, you started out with good demon flip pressure. When he activated Genei Jin you threw a Hado and got hit hard for it, not a good idea to throw a laggy projectile out when he’s in GJ. D: And random full screen supers will usually never work. You panicked and swept when he was pressuring you at the end of the round, that’s just a bad habit that you’ll work out of your game with time. Try to stay relaxed even in intense situations like that.

… dont use random supers, hit confirm them.
stop spamming random stuff during genei jin, if your not gonna try to parry a hit before a punish, use hk tatsu the moment he does f.mk during gj.
that yun was really new and didnt even land 1 full gj combo on you that entire match, but he still won, because u keep throwing out random unsafe stuff

THANKS! Yun is a very hard match for me ;(, but i will work my nervous when Yun activate the GJ.
Also, another match, with dash demon…(the Kara Demon is impossible for me ;__; )

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Aside from the obvious “Hey, change your flip mixups” and the "wtf at random ass demon"
http://www.youtube.com/playlist?list=PL42973E03F42E921E

I haven’t touched this game since Evo 2k7 until 2 weeks ago when it came out.
Here’s a playlist. I want to improve my Akuma. What do you think is 1-2 really bad things that I do that I need to work on? (Last two matches are Yang - for now. I’ll upload the rest of the matches at some point, where there’s more Akuma)
Thanks.

buffer 2 jabs during pokes like jump mk/hk or a dive kick then do the kara demon after, and practice landing supers after lk lp lk, lk lk, close mk.