The Ongoing Tier Thread

akuma has great defense which somewhat makes up for his low life, JD helps him a lot, but i wouldn’t go past using him as a battery, and definitely keep him away from a-sak… his low life guarantees that she wins even if you block. if you do get stuck vs a-sak, try to uppercut her everytime she activates, that shit is 2 frames

akuma doesnt lose for free to sagat and he also doesnt lose to sakura for free. and also K groove has no battery. stop mixing everything up for people you scrubs.

Akuma has virtually no tools to use against Sagat that I have found. Same with A-Sak, those are some rough matches. What do you recommend?

i recommend not asking rather trying. if i tell you everything you’ll just get worse. all buk does is make you guys worse with his information. its like you all skipped 1st to 12th grade and went straight on to college.

Another quality set of posts from LZJ, master of the universe.

Alright, at the top level, there isn’t much “own for free” stuff because people have maaaaad footsies skills and can handle whatever. So back in the real world you gotta figure out what works for you.

So back to K-Akuma. As Wang pointed out, K groove doesn’t have a battery, so Akuma’s placement in K groove isn’t based on meter building like it would be in other grooves, and putting him up front doesn’t make much sense in that respect.

Its hard to tell someone how to beat one character with another, with few exceptions, and you might not realize why you were told to throw air hadokens in the first place. I recommend this:

-Be completely comfortable with the usage of all of the moves you’ve got. Know where they all stand in terms of priority, speed, reach, angle, recovery, etc. versus other commonly used attacks (like a Sakura s.RH).
-Learn the patterns that people use with various characters. If Sakura can’t seem to find any button besides roundhouse, things become much easier to counteract.
-Figure out ways to bait people into doing things that you can counter. Everybody seems to like whiff punishing/counterhit setups, but I’ve heard a rumor that there’s more to it than that.
-Play people. Training mode/CPU breeds bad habits. If you play enough, you’ll eventually either figure out something that works, or realize you need a new character.

I wouldn’t suggest trying to DP CC activation. You’ll probably just end up walking into a CC that turned from possible guard break into full damage. Making sure you can DP jump-ins at the correct times would be much more useful.

RC scrub out.

first i’d like to disagree about my being the master of the universe. i’m just better than you scrubs at CvS2. thats all.

best way to get better isnt to listen to jackasses on the forums. its to get out and play people like this chump mentioned. my first and foremost tip to everybody who is not good is to forget everything that you have read about CvS2 and to play it. dont misinterperet that with half good. if you are half good then read the advice on these forums. but if you arent good dont read because they harm you. before long you realize you wanna learn RC, then you wanna learn frame data, then you wanna try all these combos. its gonna get you killed if you dont know how to really play.

and dont call me wang you dick.

speaking of akuma, i’ve just been messing with him in c-groove as of late. im starting to wonder if he isn’t as good as every other shoto in c-groove (maybe the exception being c-ken due to his abusable rc). although akuma’s mobility is limited in c-groove, he can still set up a formidable defense meaning its not easy just to get in on akuma and fuck him up. also, a major plus about akuma in c-groove to me is that he builds so much meter so quickly. his lvl2 cancels are not all that, but i mean they take damage and you can try and reset with a demon flip, get a free guardstring by using a super late air fireball, or try to just make it his most damaging combo by hurricane kick, dp. iono, i just saw this thread as the place to post this. somebody tell me what you think.

bad idea, it’s really hard to uppercut after custom activation since you gotta wait till after the game starts again to input motions. if you really want to try something like this with akuma, try doing punch teleport back… this way if you’re too slow or fuck up the motion, at least you’re holding back and will block the custom. If you DO teleport out, then you can runaway and make sak waste a bar.

C-Akuma is cool. I like all the fancy level 2 cancels he can do. Level 2 canceled by the hard red fireball, then juggle with some uppercuts in the corner for example. One hit uppercut (like when K-groove messes up their JD), some juggling hurricanes, a juggle super, cancel into MK hurricane, then juggling uppercut. All the trickery with the demon flip and teleports as well. Level 2’s benefit Akuma very well. Unfortunately, this guy can’t punish a Blanka ball outside of blocking high and then using a level 3 fireball super. I don’t know how those Japanese were qualifying for SBO with this character, I don’t think he’s that good.

How am I suppose to fight against Yamazaki for example? Even when I have a run groove, it still feels like a lopsided match in the other guy’s favor whenever I’m using Akuma. I don’t like it.

lol @ pimp willy’s Akuma pro/con list.
Have you ever used Akuma?

LZJ:
Nice av.

I’ve been using A-Akuma on R.1 for quite awhile now, He builds meter quick and his CC’s are simple and do decent damage, I definately prefer him in Groove A or N.

yeah my av is dope thanks. magnetro2000 made it. best akuma tip is to not use akuma. use sagat. hes like the good akuma. same goes for e.honda. hes the bad sagat, and sagats the good e.honda.

072603_jchoi_ericL_gf.zip…that Akuma stuff is fun.

This clip is from last year, but it is still a relevant movie…if anyone is interested then send a PM…I might be able to send on AIM…juggles are too fun

Damn, Pokes… I’d like to see you play this guy before you say anything else. :confused:

yup, im interested, AIM - Haii Tripp Eisen

those cons are definately cons worth noting. and i agree with the blanka AND the yama complaint. but i mean, blanka either has to make you block a c.mk, and you know where you are and when, or juss rely on close range balls to get him somewhere. i’d rather have a blanka tryin to make me block a lot of blanka balls than a blanka doing blanka’s trill shit, u feel me? i mean, u can always juss roll if you see a blanka ball coming on, and if you block it, you can at least make him block a fireball after that can’t you? but i feel you, it is a problem, but not one you cannot overcome. i mean…ryu can’t either, lol.

as for yama, i agree whole heartedly with you. its a bad matchup for real. BUT, i always look for a way to score a knockdown. like, just be safe. stay outside his s.rh range whiffing jabs to dull reaction time. wait it out, keep doing it to see if he is going to give in or roll (to see how good they are, test their ground game). if he doesn’t, juss try n sniff out a s.rh, one rc’ed fireball will score a knockdown with akuma. then you can start some mixup games from there. another semi-scrub tactic i use against yama is when you are a little bit more than a little (sorry for being wordy) outside of yama’s s.rh range just do a demon flip, and use the fp hand (not the fp slam). that hand has MAD priority and will trade and give you the knockdown and the better outcome on damage. yama’s sometimes mistake this for a jump. and sometimes u might catch them offguard and they will block it, or they will try to aa with s.mp and the trade will happen. still, no debating, yama is a bad matchup for akuma, but he can win, he is the devil :badboy: but you brought up very valid points, tell me what you think of mine. if they scrubby juss call me out, lol

i sitll think akuma can be a beast in k. if u have good demon set ups be golden hehe

C-akuma is dope. i remember evo2k3 watching ino BEAST with C-akuma in casual play. crazy combos and cancels and all that stuff, although i don’t remember any of them. i don’t know how he did it, but he combo’ed crouching jab, crouching mk xx level 2 fireball. but that’s a double hcb+p motion which is very hard to get off. any tips on that one?

here’s a good question- what is rolento’s BEST groove? the issue of A vs C has been beaten to death in previous threads (basically, C is better than A because C has so many AC’s, stored trip wire, and air block, and the custom in A-groove mostly relies on random activation). BUT, is P-groove better than C-groove? short jump mp into trip wire is huge (along with short jump backwards rh as an overhead), parry makes his up close game even scarier and allows him to AA stuff his standing mp can’t cover, dash helps, as does stored super…

any thoughts on P vs C groove rolento?

peace

I dont think parry/low jump outweigh air block and ac’s

the subject of C vs A rolento has been done to death and i still think A rolento is better overall than the rest.

now P vs C rolento. I’ll say P rolento is better. while his alpha counter is one of the best, parrying helps him a LOT. he also has the best set of low jump moves in the game.

yeah i know i’m not going into much detail but C rolento is too defensive compared to P or A rolento.