Street Fighter 3: 2nd Impact/Akuma: Difference between revisions

From SuperCombo Wiki
Line 6: Line 6:
==Normal Moves==
==Normal Moves==
==Special  Moves==
==Special  Moves==
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: #F2F2F2;"|-
Gou Hadouken (QCF+P): The typical Shoto fireball, his grounded fireball is a good way to make your crMK pokes safer as well as control ground space, nothing too special ultimately.
| Gou Hadou Ken || [[File:Qcf.png]]+[[File:P.png]]
 
|-
Zankuu Hadouken (Air QCF+P): Air fireball, it's really damn good in this game and he can play a disastrously strong keepaway game because of it, jump-back air-fireball is a good way to establish space control, and this can also be used as a meaty with forward jump air-fireball
| Zankuu Hadou Ken || Air [[File:Qcf.png]]+[[File:P.png]]
 
|-
Shakunetsu Hadouken (HCB+P): Red Fireball, used less in this game as a result to how Akuma is played, but due to it being a multi-hit fireball, you can get some nasty parry setups off it, especially involving Raging Demon :)
| Shakunetsu Hadou Ken ||  [[File:Hcb.png]]+[[File:P.png]]
 
|-
Gou Shoryuken (DP+P): Shoryuken, invul on startup so is his main reversal and a solid anti-air, can be cancelled into his supers, really unsafe on block though so be careful. Shits out stun in combos though, especially with fierce shoryuken.
| Gou Shouryuu Ken || [[File:Dp.png]]+[[File:P.png]]
 
|-
Tatsumaki Senpuukyaku (QCB+K, AIR OK): His tatsu is really hard to punish on block for a lot of the cast unless they have something really fast and far reaching, light and heavy can whiff on crouchers, L.Tatsu starts your corner vortex and launches the opponent. Incredibly useful special, do not sleep on this.
| Tatsumaki Zankuu Kyaku || (Air)[[File:Qcb.png]]+[[File:K.png]]
 
|-
Zenten (HCF+K): I forgot he had this until I started writing the wiki and to be quite honest with you I'm gonna forget about it after I'm done writing the wiki. It's a fucking garbage shoto roll. I've never used this move and I do not think I will be using this move afterwards.
| Ashura Senkuu-right || [[File:Dp.png]]+[[File:P.png]] [[File:P.png]] / [[File:K.png]] [[File:K.png]] ]
 
|-
Ashura Senkuu Forward (DP+3P/3K): Forward Teleport, really good for getting out of mean setups and the corner, can be punished with supers though.
| Ashura Senkuu-left || [[File:Rdp.png]]+[[File:P.png]] [[File:P.png]] / [[File:K.png]] [[File:K.png]] ]
 
|}
Ashura Senkuu Backwards (RDP+3P/3K): Backwards Teleport, really good for cornering yourself, potential crackhead setups, and running away like a bitch. Also punishable by supers.


==Super Arts==
==Super Arts==

Revision as of 12:47, 25 March 2022

Introduction

Akuma is perhaps the best character in 2nd Impact, there's no doubt about it, no character in this game causes people so much frustration and establishes this much dominance over the cast as much as Akuma does. With a toolkit that allows him to do whatever he wants, he's the most versatile and complete character in 2nd Impact, from rushdown to zoning. Inarguably top 1, and a character with a billion tricks up his sleeve, this character is a surefire way to get the opponent to hate everything about you.

Moves List

Normal Moves

Special Moves

Gou Hadouken (QCF+P): The typical Shoto fireball, his grounded fireball is a good way to make your crMK pokes safer as well as control ground space, nothing too special ultimately.

Zankuu Hadouken (Air QCF+P): Air fireball, it's really damn good in this game and he can play a disastrously strong keepaway game because of it, jump-back air-fireball is a good way to establish space control, and this can also be used as a meaty with forward jump air-fireball

Shakunetsu Hadouken (HCB+P): Red Fireball, used less in this game as a result to how Akuma is played, but due to it being a multi-hit fireball, you can get some nasty parry setups off it, especially involving Raging Demon :)

Gou Shoryuken (DP+P): Shoryuken, invul on startup so is his main reversal and a solid anti-air, can be cancelled into his supers, really unsafe on block though so be careful. Shits out stun in combos though, especially with fierce shoryuken.

Tatsumaki Senpuukyaku (QCB+K, AIR OK): His tatsu is really hard to punish on block for a lot of the cast unless they have something really fast and far reaching, light and heavy can whiff on crouchers, L.Tatsu starts your corner vortex and launches the opponent. Incredibly useful special, do not sleep on this.

Zenten (HCF+K): I forgot he had this until I started writing the wiki and to be quite honest with you I'm gonna forget about it after I'm done writing the wiki. It's a fucking garbage shoto roll. I've never used this move and I do not think I will be using this move afterwards.

Ashura Senkuu Forward (DP+3P/3K): Forward Teleport, really good for getting out of mean setups and the corner, can be punished with supers though.

Ashura Senkuu Backwards (RDP+3P/3K): Backwards Teleport, really good for cornering yourself, potential crackhead setups, and running away like a bitch. Also punishable by supers.

Super Arts

I Messatsu Gou Hadou Qcf.pngQcf.png+P.png
I Tenma Gou Zankuu Air Qcf.pngQcf.png+P.png
II Messatsu Gou Shouryuu Qcf.pngQcf.png+P.png
III Messatsu Gou Rasen Qcf.pngQcf.png+K.png
III Messatsu Gou Senpuu Air Qcf.pngQcf.png+K.png
any Shun Goku Satsu (MAX)Lp.pngLp.pngF.pngLk.pngHp.png

Target Combo

Mp.pngcHp.png

The Basics

Advanced Strategy

Match-Ups