Capcom vs SNK 2/Akuma/Strategy: Difference between revisions

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The goal here is to have the fireball come out, and then akuma flies over his opponent, crossing them up. The fireball hits them in the back as Akuma hits them in the front. Even if they block the fireball, it allows Akuma to move in close for free (Except for Alpha counters, or S groove dodge attacks through the fireball). If it hits, it allows Akuma to follow up with a bnb combo, setting up another knockdown and putting him into prime position above them.
The goal here is to have the fireball come out, and then akuma flies over his opponent, crossing them up. The fireball hits them in the back as Akuma hits them in the front. Even if they block the fireball, it allows Akuma to move in close for free (Except for Alpha counters, or S groove dodge attacks through the fireball). If it hits, it allows Akuma to follow up with a bnb combo, setting up another knockdown and putting him into prime position above them.
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Revision as of 13:45, 3 July 2022

Getting Close

Akuma sometimes has a hard time getting close to opponents with good pokes. There are a variety of different ways to earn your position, but he doesn't have any of the "One button" strategies like the top tiers have. In other words, there is no magical crouching fierce or standing roundhouse to get the job done. It requires a bit of work, and a bit of luck.

  • Crouching MK

Poking wise, his basic nice mid-range poke is crouching mk. This can link to a fireball if it connects. To capitalize on this, throw out the c.mk and immediately do a fireball. If it hits, it will cancel to the fireball. Be warned if they block the c.mk and the fireball comes it, they can roll on reaction from the fireball.

  • Crouching HK

Not quite as much range as a MK, but this one knocks down. Use for punishment and whiffs. Much like the buffer into fireball trick above, buffer this move into a lk hurricane kick. The RH -> Hurricane Kick can be followed up by a dragon punch.

  • Mid-Screen Red Fireball

Not good if they are expecting it, but good for punishment and whiffs. Scores a knockdown if it hits. Good chip/Guard Crush damage if it is blocked. Don't throw these out predictably unless you want to eat an RC or a Jump in combo.

  • Standing RH

Nice distance, good for punishing low jumps and jump ins. Will beat out a handful of low pokes.

  • Tiger Knee Fireball

This is one move you MUST learn in order to play Akuma. In A groove and C groove, this is possibly the most important aspect of his footsies game due to his lack of mobility. The concept of "Tiger Kneeing" a move basically means that you do a special move as close to off the ground as possible. It comes from the fact that in SF:Championship Edition, Sagats "Tiger Knee" move was d df f fu + kick. This is the same motion you need to do for his fireball. Input D, DF, F, FU + Punch. Akuma will leap off the ground and throw an air fireball instantly. For best results, use MP or LP fireballs, as the FP fireball is generally too fast.

The goal here is to have the fireball come out, and then akuma flies over his opponent, crossing them up. The fireball hits them in the back as Akuma hits them in the front. Even if they block the fireball, it allows Akuma to move in close for free (Except for Alpha counters, or S groove dodge attacks through the fireball). If it hits, it allows Akuma to follow up with a bnb combo, setting up another knockdown and putting him into prime position above them.

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