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|Frame Adv= | |Frame Adv= +2(block) | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties= | |Properties= | ||
|description= Starts a rollable Juggle | |description= Starts a rollable Juggle,+ on block But can be crouched under | ||
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|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties= | |Properties= | ||
|description= | |description= Hits do not jail on block therefore the enemy can crouch after blocking the first one | ||
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|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties= | |Properties= | ||
|description= | |description= Works the same as above on Block | ||
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Revision as of 22:14, 2 March 2021
Introduction
US Name: Akuma (アクマ)
JPN Name: Gouki (豪鬼; "Great Demon")
Height: 178cm (5'10")
Weight: 80kg (176lbs.)
Blood type: Unknown
Birthplace: Unknown (Presumed to be Japan)
Special Skill: Unknown
Likes: Unknown
Dislikes: Unknown
Fighting Style: Goutetsu-ryuu Ansatsuken
Akuma is the brother of Gouken (who taught Ryu, Ken, and Dan) and learned Ansatsuken along with his brother under Goutetsu. While Gouken adopted a non-lethal form of the art, Akuma felt its lethal nature held the true potential for victory. Feeling he had mastered Ansatsuken, Akuma challenged and killed both Goutetsu and Gouken. Akuma now seeks powerful challengers worthy of his time.
-Krendall
How to Unlock
Moves List
Normal Moves
Throws
Seoi Nage
b/f+[MP/HP]
Tomoe Nage
b/f+[MK/HK]
Command Moves
Alpha Counter
Crouch Strong Kick
block b,db,d+K
Special Moves
Shakunetsu Hadou Ken
hcf+P
Red fireball is kinda slow and worthless In alot of situations,think of it like a Zero 2 alpha red fireball IE very bad and not worth using.
^!Hyakki Gou Sai close b/f+P
^!Hyakki Gou Tsui close foe in air b/f+K
Zenpou Tenshin
qcb+P
Akumas Roll is nothing like kens and Always goes a huge distance with pretty terrible recovery,This and red fireball should be avoided at all costs.
Ashura Senkuu-right
f,d,df+[3P/3K]
Ashura Senkuu-left
b,d,db+[3P/3K]
Super Combos
Messatsu Gou Shouryuu
qcf,qcf+P
Kind of like a slightly weaker Shoryu reppa Which means its a great confirm tool sometimes but be wary of rolling.
Messatsu Gou Hadou
hcb,hcb+P
Just Like Sagat and Ryu akuma can Punish the quick dizzy mashout the game Has due to this super.
Tenma Gou Zankuu
air qcf,qcf+P
This can be useful Sometimes but your meter is usually Saved for Sgs
Shun Goku Satsu
(Lv3)LP,LP,f,LK
SGS is the Second best super in the game For multiple reasons
1.The only Hard knockdown in the game and its VERY long so akuma can setup whatever mixup he wants
2.Multiple Slow cancel setups aside from just Duck mk and Hopkick These are: Divekick,J.Lp(Buffers the input),J.Mk,J.Hk,J.Hp,Cr.mp,S.lp(Must be done very quickly and only works vs birdie and sodom)
Combos
-j.HK,c.LK,c.MK,c.HK
-j.HK,c.LP,c.LK,c.MP,HP GHDK
-j.HP,s.HK,HP GSRK
-TKK,c.LK,c.MK,c.HK,HK TSK
-c.HK,LK TSK,MGSR Lvl1
-cross up j.HK,c.HP,MHDK Lvl3
-C.lkx3.,St.hp.,Hp GHDK
-C.lkx3,C.mk,hp GHDK
The Basics
Akuma has many combos.... Akuma has many rollable combos.....But Akuma baits and punishes rolls very strongly. A quick example to demonstrate this fact would be... If you akuma sweeps you, and you rolled....
You lost the match. Any knock down akuma lands besides throw, if the opponent rolls akuma can punish with a duck lk, stand mp, duck hp, fireball for a instant dizzy. Then for a combo to finish off the opponent. You can also use a stand hp if you are not confident in the duck hp timing. Akuma has many of ryus high dizzying fireball combos, but with the added fact to note that akumas stand mp does 8 stun instead of 6, his duck hp does 10 stun instead of 8. And the chain into each other unlike other shotos. In general because of this its very dangerous to roll vs akuma almost ever. Although sweep hurricane kick is rollable, you recover with plenty of time to punish with his dizzy combo basically ending the match right there. If you must roll vs akuma its better to throw it in where the dp comes.
Note that akuma can throw loop with his 2369+hp, hp vs guy, chun li, adon, and sodom(if you dont include his back roll). They must take damage in some form or waste a super to escape, which in many cases akuma can still punish them. Note that akumas throw loop is much more specific then guys as his range is not as forgiving. But the basic is knock down, meaty demon flip hp throw. Land walk foward wiff duck lk(if they rolled combo), then hp demon flip hp throw as a meaty again. The before mentioned characters cannot escape this regularly as it ethier grabs there normal reversals or there reversal will miss.
Advanced Strategy
Akuma's Standing/Crouching WP,WK,MP, and Crouching MK can all chain into stronger attacks. His Standing/Crouching WP and Crouching WK can chain into another WP or WK.
If you attempt to sweep or knock down the opponent and do the Shun Goku Satsu as they get up, the opponent CAN jump to avoid it.
- Birdie and Sodom can NOT jump after being knocked down to avoid raging demon.
A hop kick, and a duck mk slow cancel are also not jumpable by EVERY character in the game hit or block. However you can still reversal.