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

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==Super Arts==
==Super Arts==
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: #F2F2F2;"|-
 
| I || Messatsu Gou Hadou ||  [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]] ||
SA1 (QCFx2+P, AIR OK): His fireball super isn't very good in this game unfortunately, while there's a utility aspect to it and the same sort of setups you can go for in 3S exist, in juggles and combos it is very underwhelming and honestly kind of bad, at least compared to his other supers. Air fireball is actually pretty good though so maybe you'd still want to use that. It also has actual startup frames which is not like his other supers.
|-
 
| I || Tenma Gou Zankuu ||  Air [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]] ||
SA2 (QCFx2+P): The Turkish Akuma's favorite super, This SHITS out stun and damage and grounded combos into it hurt like a motherfucker. Juggles into it absolutely suck however and there's no utility aspect to it. Super minus on block and does bare chip.  
|-
 
| II || Messatsu Gou Shouryuu || [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]] ||
SA3 (QCFx2+K, AIR OK): The Tatsu Super. This super's garbage in 3S but in this game it's actually really good, it has a vacuum effect and a very wide hitbox, and also hits behind akuma. Crackhead anti-air and air to air as well. The real reason to use this is that it's amazing in grounded combos AND juggles, while it might do less hits depending on juggle potential, you will always get the proper knockdown unless you fuck up really badly and in the kind of fashion I've never seen before.
|-
 
| III || Messatsu Gou Rasen ||  [[File:Qcf.png]][[File:Qcf.png]]+[[File:K.png]] ||
Raging Demon (LP -> LK HP): Raging Demon! Yeah this super is fucking AMAZING in this game. It's hitconfirmable in this game (Divekick, stHK xx Demon on a standing opponent) and you have a billion kara setups that are incredibly hard to avoid. The reward for landing this is sick and you will be landing it often if you know how to use it right. This is kind of the reason you'd pick a super for Akuma.
|-
| III || Messatsu Gou Senpuu || Air [[File:Qcf.png]][[File:Qcf.png]]+[[File:K.png]] ||
|-
|  any || Shun Goku Satsu || (MAX)[[File:Lp.png]][[File:Lp.png]][[File:F.png]][[File:Lk.png]][[File:Hp.png]]
|}


==Target Combo==
==Target Combo==

Revision as of 12:55, 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

SA1 (QCFx2+P, AIR OK): His fireball super isn't very good in this game unfortunately, while there's a utility aspect to it and the same sort of setups you can go for in 3S exist, in juggles and combos it is very underwhelming and honestly kind of bad, at least compared to his other supers. Air fireball is actually pretty good though so maybe you'd still want to use that. It also has actual startup frames which is not like his other supers.

SA2 (QCFx2+P): The Turkish Akuma's favorite super, This SHITS out stun and damage and grounded combos into it hurt like a motherfucker. Juggles into it absolutely suck however and there's no utility aspect to it. Super minus on block and does bare chip.

SA3 (QCFx2+K, AIR OK): The Tatsu Super. This super's garbage in 3S but in this game it's actually really good, it has a vacuum effect and a very wide hitbox, and also hits behind akuma. Crackhead anti-air and air to air as well. The real reason to use this is that it's amazing in grounded combos AND juggles, while it might do less hits depending on juggle potential, you will always get the proper knockdown unless you fuck up really badly and in the kind of fashion I've never seen before.

Raging Demon (LP -> LK HP): Raging Demon! Yeah this super is fucking AMAZING in this game. It's hitconfirmable in this game (Divekick, stHK xx Demon on a standing opponent) and you have a billion kara setups that are incredibly hard to avoid. The reward for landing this is sick and you will be landing it often if you know how to use it right. This is kind of the reason you'd pick a super for Akuma.

Target Combo

Mp.pngcHp.png

The Basics

Advanced Strategy

Match-Ups