Ahhh, I’m trying to learn some advanced stuff like those jump loops after demon flip palm. I saw a video of a combo which had a Tatsu L after the flip kick before launch, then go into demon palm in the air, do a MMH loop into Tatsu, relaunch, air combo to fireball super, S, land, OTG beam super.
I use him as anchor, so I guess I shouldn’t worry too much about the advanced stuff, huh? Though I do want to make Akuma in case he gets snapped in.
You use him as anchor so you should worry about advanced stuff, this is the character who is gonna be fighting by himself 90 percent of the time so it stands to reason that he should be your best. You need optimized combos so even when you run out of x-factor and meter your still doing max damage. When your an anchor, your not gonna be getting a lot of hits, so you need to make every single one count. Besides you should always be proficient with all 3 of your characters.
The jump loops are very good, build a full bar if Im not mistaken, carry the opponent pretty close to the corner and do just under 800k for one bar and if you get the corner loops you can do an easy 1 mill for 2 bars I believe. Plus they aren’t even that difficult, so really theres no reason not to learn them.
how many hits have you guys been able to get from his raging demon? the guide says it hits 15-30. i’ve been able to get 32 hits. i’m thinking more is even possible since 32 is a weird number to stop at.
Hey guys, I’m a casual umvc3 player, and I am currently running a Zero (point), Vergil (assist), Akuma (anchor) team and i’m having a little difficulty meshing these characters together nicely (particularly the vergil / akuma duo bc they both do so well with meter and ultimately end up competing for who can eat more in the end) and was wondering on any ideas on how i can compliment this team a little better. I feel like i can anchor with either akuma or vergil (but i def prefer akuma hands down as the anchor simply bc i can carry out far more effective combos instead of using vergils insane range / teleports). I know alot of ppl that run sentinel and wolverine with akuma, but i would “prefer” to drop vergil over zero if i had to choose, but i like these 3 characters and figure the regular tourny players could help me out. Any thoughts, comments, or general tips would be appreciated.
also on a side note, im having trouble linking up his demon flip / palm attack after the -> H for his ground loop. Is this just a timing thing like the demon flip / otg kick delay or what? i don’t really make use of his palm strike compared to the otg kick so any help there is appreciated also.
The team is fine imo, vergil and akuma work well with meter, but neither needs it to be effective. Plus akuma’s combos are all meter independent so you needn’t worry about meter with him.
My question is, what are akuma’s incoming character mix-ups? I actually don’t know any.
^ I second that.My only mixup on an incoming opponent is to teleport in the other direction and try to cross him up which gets kinda predictable after the first time or so
some without assist: dash behind or in front st. S; forward normal jump>air tatsu whiff; sj. straight up :d: + m; j.H/throw option select xx demon flip; cross under overhead…
The forward normal jump>air tatsu whiff, what purpose does that serve? Im probably misinterpreting what you mean by it, but I fail to see how that can open anyone up since your intention is to whiff the tatsu.
i space and time it so that it looks like its going to connect as soon as they enter, but instead crosses under at the last instant. a lot of people come in blocking when they see you doing a rising air tatsu. but, if you’re playing a doom that likes to foot dive on the way in, you can time it so that the tatsu will stuff it.
Akuma is not a mixup character. I play him on point, and for incoming characters you should demon flip from distance and catch it them on the way in, forcing a block. Because I use Doom in 2nd (missiles) and Strange in anchor (bolts) I can get them locked down in the corner even if they pushblock the demon flip, and from there its GG’s. He is such a good point character.
He deals tremendous chip (much like morrigan) with the new air demon flip.
WIth bolts, i get a free opening on all smaller characters (they hold down to dodge missiles -> overhead).
He gets in against ranged characters easily
Good at punishing assists.
If he gets hit he usually dies, but nowadays that applies to most of the cast. If you’re on the east cost or europe, we can have a few FT10’s, I’ll show you what I mean:-)
I don’t think anyone denies he is a good point character, I mean the fact that he is such a good anchor only proves that he is a really good point character(since an anchor fights without any assistance) its just that his assist is so good, putting him anywhere but anchor is usually a waste. I mean if you enjoy playing akuma and wanna run him on point more power to you, but from a team building point of view, thats really one of the only reasons that could justify putting him on point. There are like 3 assists in the game better than tatsu, and like 1 or 2 anchors better than him, so unless your anchor is one of those characters, its usually not the best idea to run him ahead of those characters.
But if it works for you, more power to you bro, I play sentinel in the middle because while I enjoy playing him, I can’t deny that running him on point would be a complete waste of an amazing assist. That, and he isn’t the best point character, but thats another discussion for another day.
I’m figuring out more and more with this team every day, it really shines against keepaway. Having trouble against good Haggars though, and thats me having played Haggar on point for all of Vanilla…
Haggar’s generally a nightmare against rushdown characters to begin with though. Starting Akuma on point against Haggar isn’t the best idea, though with your team, I think you could lame him out with air fireballs, Missiles, and Bolts.
Yeah the haggar I played had arthur assist which made things messy, managed to clutch it though mostly by punishing any assists. Even though you only start with one bar, first thing I do is throw it out when they call the assist the first time… Leaves them wary to use them and allows me to build my momentum. Once you get them in the corner it should be good games…
Hey all, two quick questions. Team is akuma missiles cold star:
If I’m looking to do the in close jump tatsu crossup like ryu likes to do, I was wondering if any of the tatsu versions (button strength) stands out as better than the others? In the air I’m embarrassed to say I can’t really tell the difference btween them.
Any recommendations on how to proceed when the opponent chicken blocks missiles. I’m not sure if dashing underneath does much good since they’re in block stun, and we can’t do it in the corner anyway.
I use air heavy unless it’s a hitconfirm (i.e j.s xx air l.tatsu), since it hits several times and is safe on block (there are exceptions, like if the first hit whiffs etc). L.tatsu does more damage though, and if affected less (at all?) by dmg deterioration. It also makes it easier to OS airthrow and tatsu.
I make sure to jump up and keep the pressure with j.M, j.H xx demon palm etc. It is a good habit, since you can continue the combo if the missiles hit (otherwise the missiles tend to mess up combos). If they advance guard the demon palm, you will be moving forward while they have that split second of no control, couple that with a beam assist and you get to preserve the pressure, at the very least.