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== Special Moves == | == Special Moves == | ||
'''Go Hado Ken''' | '''Go Hado Ken''' | ||
[[File:Qcf.png]] + [[File:P.png]] | |||
'''Zanku Hado Ken''' | '''Zanku Hado Ken''' | ||
(In Air)[[File:Qcf.png]] + [[File:P.png]] | |||
'''Shakunetsu Hado Ken''' | '''Shakunetsu Hado Ken''' | ||
[[File:Hcb.png]] + [[File:P.png]] | |||
'''Go Shoryu Ken''' | '''Go Shoryu Ken''' | ||
[[File:Dp.png]] + [[File:P.png]] | |||
'''Tatsumaki Zanku Kyaku''' | '''Tatsumaki Zanku Kyaku''' | ||
[[File:Qcb.png]] + [[File:K.png]] | |||
(May also be done in air) | |||
'''Zenpo Tenshin''' | '''Zenpo Tenshin''' | ||
[[File:Qcb.png]] + [[File:P.png]] | |||
'''Ashura Senku''' | '''Ashura Senku''' | ||
[[File:Rdp.png]] / [[File:Dp.png]] +[[File:3p.png]]/[[File:3k.png]] | |||
'''Hyakki Shu''' | '''Hyakki Shu''' | ||
[[File:Qcf.png]][[File:Uf.png]] + [[File:P.png]] | |||
'''Hyakki Go Zan''' | '''Hyakki Go Zan''' | ||
(During Hyakki Shu)Press nothing | |||
'''Hyakki Go Sho''' | '''Hyakki Go Sho''' | ||
(During Hyakki Shu) [[File:P.png]] | |||
'''Hyakki Go Sen''' | '''Hyakki Go Sen''' | ||
(During Hyakki Shu) [[File:K.png]] | |||
'''Hyakki Go Sai''' | '''Hyakki Go Sai''' | ||
(During Hyakki Shu) [[File:F.png]] + [[File:P.png]] close to enemy | |||
'''Hyakki Go Tsui''' | '''Hyakki Go Tsui''' | ||
* | *During Hyakki Shu) [[File:F.png]] + [[File:K.png]] close to enemy | ||
(Can also be performed on a jumping opponent) | |||
== Super Moves == | == Super Moves == |
Revision as of 23:22, 1 March 2019
Introduction
He believed his ancestors to be fools for sealing the Raging Demon. So what if teh technique could kill the person who executed it? Akuma will do everything he can to win. By releasing the Raging Demon, he sealed his evil destiny and destroyed his own master.
Akuma's Objective is to establish close range. Akuma is a well-rounded character that can be played in a number of ways. Even so, Akuma's great combos and offense make him most effective in close range. Get in and use the diverse offensive tools at your disposal to pressure your opponent with combos and Custom Combos.
Moves List
Normal Moves
STANDING
CROUCHING
JUMPING
Jumping (Neutral jump)
Command Moves
Tenma Kujin Kyaku
(In air)At apex of jump press +
Normal Throws
Special Moves
Tatsumaki Zanku Kyaku
+
(May also be done in air)
Hyakki Go Zan (During Hyakki Shu)Press nothing
Hyakki Go Sho
(During Hyakki Shu)
Hyakki Go Sen
(During Hyakki Shu)
Hyakki Go Sai
(During Hyakki Shu) +
close to enemy
Hyakki Go Tsui
(Can also be performed on a jumping opponent)
Super Moves
Messatsu Go Hado
- →↘↓↙←→↘↓↙← + P
Messatsu Go Shoryu
- ↓↘→↓↘→ + Punch
Tenma Go Zanku
- (In Air) ↓↘→↓↘→ + Punch
Shun Goku Satsu
The Basics
Akuma's Objective
- Establishing Mid-Range Offense
Your goal at mid-range is to land LP Shoryuken or cr.HK. Stand just outside of your opponents poke range and work your spacing as they move. From this distance, Hadouken beats a lot of low attacks , and its pretty difficult for your opponent to jump in on it on reaction. Anticipate the opponents attack, then throw a HP Hadouken. You can bait jumps by occasionally whiffing LP which may make them jump forward. If they do, counter with HP Shoryuken or a CC. If they don't, immediately follow up with another HP Hadouken.
You can also try walking into attack range to bait attacks from your opponent. Be ready to back away in anticipation of an attack and use cr.HK xx LP Zenpo Tenshin to whiff punish. Doing this allows you to be close enough to punish recovery roll attempts. Since it's unsafe to use recovery roll against Akuma, you can gain a positional advantage if you whiff punish with cr.HK. This sets up an option select depending on whether or not the opponent attempts a recovery roll. When you recover from LP Zenpo Tenshin, immediately perform cr.MK xx HP Hadouken. If your opponent does in fact recovery roll, the cr.MK hits cancelling into HP Hadouken for a quick 2 hit. However, if they don't, only cr.MK will come out, and you have ample time to walk forward and begin applying wake-up pressure.
- Air Hadouken Pressure
Against opponents with strong air defense, you can jump forward from just outside mid-range and throw a LP Zanku Hadou. Because it is a projectile, it can be hard to anti-air effectively without meter. Whether or not it hits, you can apply mix-up pressure.
- Tenma Kujin Kyaku(Divekick) Tactics
Read a ground attack and jump in on your opponent. When you reach the top of your jump arc,
Keep in mind that his MP dp doesn’t always knock down, which is a shame as it is his possible answer to lows unlike his LP dp for example.
His air fireball is not good at all, except certain special situation you should stay away from it.
Teleports are pretty bad, really just use them to get away and don’t involve it into your offense as the recovery is bad.
The divekick is great and the timing is easier then in A3. Learn that and use it. It’s his fastest air move to get you grounded and beats out quite some stuff, too.
Basic lvl 1 CC is the same as for Ken. As lvl 3 CC better use after the c.HK, qcb+HK, his red fireballs and then finish with an FP dp insted of going into a FP after the qcb+HK in a lvl 1 CC. His CC’s do a lot more damage then his supers, hit easier too, so really try to learn them quickly.
Sides canceling his c.HK on block into a Hadoken you can also use an LP roll to stay close and continue your pressure. So basically the same stuff as Ken has. Exspecially good as Akumas fireball recovery isn’t good.
You can use special moves, supers after c.LK or include them into your pressure strings. Also note the range is not as bad as it seems and you can easily throw after getting a close short blocked by your opponent.
Akumas overhead is slow as hell, so don’t use it often and if your opponent has good reaction --> never! Maybe mix some demon flips and quick divekicks into your game as overhead moves.
Advanced Strategy
Combos
Cr.LK x2, LK TSK,HP GRK
(Cr.MP,Link), cr.MK,GDK
Cr.LK x2 s.LK, MGS
cr.hk XX hk tatsu, hp uppercut
j. hk, cr. mk, mk tatsu, hp uppercut j. hk, cr. mk, mk tatsu, fireball super
cr. mk xx hcb x 2 lvl 3 super (not sure if notation is right?)
Custom Combos
- Lv1:
[CC]c.HK,LK TSK,HP S.HDK,HP HDK,HP SRK[/CC]
[CC]c.HK,HK TSK,HP SRK[/CC]
- Lv3:
[CC]c.HK,HK TSK,LK TSKX3,HP S.HDK,HP SRK[/CC]
[CC]c.HK,s.HK,HP S.HDKx4[/CC]
[CC]c.HK,[LP SRK,HP S.HDK]x2,HP SRK[/CC]
[CC]c.HK,[HP G.HDK,HP SRK]x3[/CC]
Akuma: lvl 1- c.rh xx lp dp, red fb, hp dp
lvl 1- c.rh xx hk hurricane, hp dp (far cc)
lvl 2- c.rh xx hk hurricane, lk hurricane, red fb, hp dp
lvl 3- c.rh xx lp dp, lp dp, lk hurricane, red fb, hp dp
lvl 3- c.rh xx hk hurricane, lk hurricane x3, red fb, hp dp
lvl 3- c.rh xx lp dp, red fb, lp dp, red fb, hp dp (dreamfire cc)
Match-ups
Vs. Adon:
Vs. Akuma (self):
Vs. Birdie:
Vs. Charlie:
Vs. Chun-Li:
Vs. Dan:
Vs. Dhalsim:
Vs. Gen:
Vs. Guy:
Vs. Ken:
Vs. M. Bison (dictator):
Vs. Rolento:
Vs. Rose:
Vs. Ryu:
Vs. Sagat:
Vs. Sakura:
Vs. Sodom:
Vs. Zangief:
Characters |
---|
Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief |