Super Street Fighter II Turbo HD Remix/Akuma: Difference between revisions

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[[Super Street Fighter II Turbo HD Remix#Characters|HDR Main Page]][[Image:SFHDRportraitakuma.PNG|right]]
[[Super Street Fighter II Turbo HD Remix#Characters|HDR Main Page]][[Image:SFHDRportraitakuma.PNG|right]]
==Introduction==
==Introduction==
Akuma (also known as Gouki) is the brother of Ryu and Ken's master, Gouken (Sheng Long).  He is a more powerful version of Ryu and Ken, and was a secret character in ST.  He is somewhat of a secret character in HDR as well, however there is no code to choose him in Remix mode.  Simply input up from Honda's character select image, and Akuma will be available.  Akuma is not available in Classic mode of HDR (ST), even with the code.  He has the weakest stamina in the game, and is much weaker in HDR than he was in ST, but has been given a Super Attack, the Raging Demon.  Akuma is banned in almost all HDR tournaments due to his overpowering Air Hadoken, Normal Attacks and Super Attack.  He is a fun character to play with though, and does not win easily if the player does not know what he is doing.  Though he has a health handicap (he can be almost KO'd from perfect with one Super combo), he can dish out a lot of damage with his juggles, meaty Air Hadoken setups that can lead to mixups and an almost inescapable Raging Demon setup.  It is widely considered that Akuma is still the strongest character in the game, and that he is just barely broken. <br>
Akuma (also known as Gouki) is the brother of Ryu and Ken's master, Gouken (Sheng Long).  He is a more powerful version of Ryu and Ken, and was a secret character in ST.  He is somewhat of a secret character in HDR as well, however there is no code to choose him in Remix mode.  Simply input up from Honda's character select image, and Akuma will be available.  Akuma is not available in Classic mode of HDR (ST), even with the code.  He has the weakest stamina in the game, and is much weaker in HDR than he was in ST, but has been given a Super Attack, the Raging Demon.  Akuma is banned in almost all HDR tournaments due to his overpowering Air Hadoken, Normal Attacks and Super Attack.  He is a fun character to play with though, and does not win easily if the player does not know what he is doing.  Though he has a health handicap (he can be almost KO'd from perfect with one Super combo), he can dish out a lot of damage with his juggles, meaty Air Hadoken setups that can lead to mixups and an almost inescapable Raging Demon setup.  It is widely considered that Akuma is still the strongest character in the game, and that he is just barely broken.
 
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<br/>
==Changes From Super Turbo To HD Remix==
==Changes From Super Turbo To HD Remix==


'''Health handicap and dizzy''' <br>
'''Health handicap and dizzy''' <br>
Akuma now has the lowest stamina in the game and can be dizzied, where in ST he could not be dizzied.  A regular 3-hit BnB combo from any character that would usually do about 25% damage on average against other characters, will do about 50% damage on average against Akuma.  He can also be KO'd from perfect by Super combos such as Ryu's 9-hit Super combo (cross-up RH on a crouching Akuma, Rushing Fierce, cr Fierce, Super). <br>
Akuma now has the lowest stamina in the game and can be dizzied, where in ST he could not be dizzied.  A regular 3-hit BnB combo from any character that would usually do about 25% damage on average against other characters, will do about 50% damage on average against Akuma.  He can also be KO'd from perfect by Super combos such as Ryu's 9-hit Super combo (cross-up RH on a crouching Akuma, Rushing Fierce, cr Fierce, Super).  
 
<br/>
'''Normal Kicks''' <br>
'''Normal Kicks''' <br>
Akuma no longer has invincibility on his cr Roundhouse and cr Forward.  He also no longer has a stray hitbox on his Medium Kick. <br>
Akuma no longer has invincibility on his cr Roundhouse and cr Forward.  He also no longer has a stray hitbox on his Medium Kick.
 
<br/>
'''Hadoken''' <br>
'''Hadoken''' <br>
Akuma's Hadoken has slightly more startup time than ST Akuma, about the same as Ryu, but has slightly faster recovery than Ryu.  Fierce Hadoken now knocks down only from close range, where in ST it could knock down from full screen. <br>
Akuma's Hadoken has slightly more startup time than ST Akuma, about the same as Ryu, but has slightly faster recovery than Ryu.  Fierce Hadoken now knocks down only from close range, where in ST it could knock down from full screen.  
 
<br/>
'''Flame Hadoken''' <br>
'''Flame Hadoken''' <br>
''QCB Punch'' <br/>
''QCB Punch'' <br/>
Flame Hadokens also have more startup than they did in ST, and the motion has been changed from ''HCF Punch'' to ''QCB Punch''.  The recovery is also much slower; he can’t do his corner lockdowns anymore! <br>
Flame Hadokens also have more startup than they did in ST, and the motion has been changed from ''HCF Punch'' to ''QCB Punch''.  The recovery is also much slower; he can’t do his corner lockdowns anymore!  
 
<br/>
'''Air Hadoken''' <br>
'''Air Hadoken''' <br>
It now has a slightly more vertical angle than it did in ST, and also causes Akuma to "bounce up" in the air when he releases it.  This bounce allows Akuma to cross-up a knocked down opponent.  Akuma can also perform the motion as a TK motion: ''QCF, UF Punch''.  This allows him to perform an Air Hadoken very close to the ground, just as he jumps into the air, similar to a Juice Tatsu. <br>
It now has a slightly more vertical angle than it did in ST, and also causes Akuma to "bounce up" in the air when he releases it.  This bounce allows Akuma to cross-up a knocked down opponent.  Akuma can also perform the motion as a TK motion: ''QCF, UF Punch''.  This allows him to perform an Air Hadoken very close to the ground, just as he jumps into the air, similar to a Juice Tatsu.  
 
<br/>
'''Tatsu''' <br>
'''Tatsu''' <br>
It no longer has any invincibility whatsoever. <br>
It no longer has any invincibility whatsoever.  
 
<br/>
'''Teleport''' <br>
'''Teleport''' <br>
It can now be done with PP/KK instead of PPP/KKK.  It also has some vulnerability in the upper body area now, though it is still invincible-on-startup and during recovery. <br/>
It can now be done with PP/KK instead of PPP/KKK.  It also has some vulnerability in the upper body area now, though it is still invincible-on-startup and during recovery.  
 
<br/>
'''Raging Demon''' <br>
'''Raging Demon''' <br>
''Jab,Jab,F,Short,Fierce'' <br/>
''Jab,Jab,F,Short,Fierce'' <br/>
It does not move as fast as Ten Akuma's RD on DC, but it does travel farther.  It is also completely invincible for almost its entire duration, except during recovery which is a small window to punish.  It is immune to throws, and cannot throw airborne or invincible opponents or opponents who are in their pre-jump frames.  Some players believe that it can randomly throw pre-jump frames about 25% of the time, though this has not been concretely proven with empirical evidence.  But there are some times when his RD setups are inescapable, especially when executed after a meaty Air Hadoken.
It does not move as fast as Ten Akuma's RD on DC, but it does travel farther.  It is also completely invincible for almost its entire duration, except during recovery which is a small window to punish.  It is immune to throws, and cannot throw airborne or invincible opponents or opponents who are in their pre-jump frames.  Some players believe that it can randomly throw pre-jump frames about 25% of the time, though this has not been concretely proven with empirical evidence.  But there are some times when his RD setups are inescapable, especially when executed after a meaty Air Hadoken.
 
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==Moves List==
==Moves List==


===Standing Normal Attacks===
===Standing Normal Attacks===
 
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<br/>
 
 
===Crouching Normal Attacks===
===Crouching Normal Attacks===
 
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<br/>
 
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===Jumping Normal Attacks===
===Jumping Normal Attacks===
 
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<br/>
 
<br/>
 
===Command Normal Attacks===
===Command Normal Attacks===
None. <br/>
None.
 
<br/>
 
<br/>
 
<br/>
===Normal Throws===
===Normal Throws===


Line 63: Line 61:
''F or B Forward/Roundhouse'' <br>
''F or B Forward/Roundhouse'' <br>
All 4 throws have the same range and do the same damage.  The Kick version recovers slightly slower than the Punch version.
All 4 throws have the same range and do the same damage.  The Kick version recovers slightly slower than the Punch version.
 
<br/>
 
<br/>
 
<br/>
===Special Throws===
===Special Throws===
(also known as Command Throws) <br>
(also known as Command Throws) <br>
None. <br>
None.
 
<br/>
 
<br/>
 
<br/>
===Special Attacks===
===Special Attacks===


'''Hadoken''' (also known as Fireball, Blue FB) <br>
'''Hadoken''' (also known as Fireball, Blue FB) <br>
''QCF Punch'' <br>
''QCF Punch'' <br>
Jab travels the slowest but recovers the fastest and Fierce travels the fastest but recovers the slowest.  Strong is in between the two.  Fierce Hadoken knocks down from close range, but Jab and Strong do not.  Fireball trap on a cornered, knocked down opponent: meaty Jab Hadoken followed by another Jab Hadoken and a Fierce Hadoken from about mid-screen range.  It is a very tight blockstring and cannot be jumped out of.  From 3/4 screen range, another fireball trap is a meaty Jab Hadoken followed by a Fierce Hadoken, which is a 2-hit blockstring and cannot be escaped by any character if blocked.  All Hadokens are invincible-on-startup for 4 frames. <br/>
Jab travels the slowest but recovers the fastest and Fierce travels the fastest but recovers the slowest.  Strong is in between the two.  Fierce Hadoken knocks down from close range, but Jab and Strong do not.  Fireball trap on a cornered, knocked down opponent: meaty Jab Hadoken followed by another Jab Hadoken and a Fierce Hadoken from about mid-screen range.  It is a very tight blockstring and cannot be jumped out of.  From 3/4 screen range, another fireball trap is a meaty Jab Hadoken followed by a Fierce Hadoken, which is a 2-hit blockstring and cannot be escaped by any character if blocked.  All Hadokens are invincible-on-startup for 4 frames.  
 
<br/>
 
<br/>
 
'''Flame Hadoken'''  (also known as Red Fireball) <br/>
'''Flame Hadoken'''  (also known as Red Fireball) <br/>
''QCB Punch'' <br/>
''QCB Punch'' <br/>
Fierce and Strong Flame Hadokens knock down from any range, Fierce hits 3 times, Strong twice and Jab once.  Though the Flame Hadoken hits multiple times, it can still be countered by a single fireball.  Fierce and Strong cannot be destroyed by Honda's Jab Torpedo, Super Attack or Dee Jay's MGU, but Ryu's Super Attack can destroy them.  All Flame Hadokens have complete invincibility-on-startup for 4 frames as well, and are also partially invincible after that.  The vulnerable hitbox is only on the back-half of Akuma's "horse stance" sprite, allowing some attacks to whiff even at point blank range. <br/>
Fierce and Strong Flame Hadokens knock down from any range, Fierce hits 3 times, Strong twice and Jab once.  Though the Flame Hadoken hits multiple times, it can still be countered by a single fireball.  Fierce and Strong cannot be destroyed by Honda's Jab Torpedo, Super Attack or Dee Jay's MGU, but Ryu's Super Attack can destroy them.  All Flame Hadokens have complete invincibility-on-startup for 4 frames as well, and are also partially invincible after that.  The vulnerable hitbox is only on the back-half of Akuma's "horse stance" sprite, allowing some attacks to whiff even at point blank range.
 
<br/>
 
<br/>
 
'''Air Hadoken''' (also known as Air Fireball, AFB) <br/>
'''Air Hadoken''' (also known as Air Fireball, AFB) <br/>
''Jump, QCF Punch'' <br/>
''Jump, QCF Punch'' <br/>
This is a powerful tool that can be used to destroy other fireballs, keep an opponent from advancing, keep Akuma safe from long range pokes and projectiles and has many other uses.  One of its most potent uses is as a cross-up meaty.  Perform a Jab Air Hadoken on a knocked down opponent from about cr Short range, and Akuma will cross-up the opponent and land just as the Air Hadoken strikes the opponent.  If the opponent is standing, Akuma can follow up with a low Kick cancelled into Tatsu, Shoryuken juggles.  Or Akuma can tick-throw or do just about anything he wants to do since he has a lot of frame advantage. <br/>
This is a powerful tool that can be used to destroy other fireballs, keep an opponent from advancing, keep Akuma safe from long range pokes and projectiles and has many other uses.  One of its most potent uses is as a cross-up meaty.  Perform a Jab Air Hadoken on a knocked down opponent from about cr Short range, and Akuma will cross-up the opponent and land just as the Air Hadoken strikes the opponent.  If the opponent is standing, Akuma can follow up with a low Kick cancelled into Tatsu, Shoryuken juggles.  Or Akuma can tick-throw or do just about anything he wants to do since he has a lot of frame advantage.  
 
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<br/>
 
--[[User:Blitzfu|Blitzfu]] 22:18, 16 June 2010 (UTC)
<br/>
===Super Attack===
===Super Attack===
 
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<br/>
 
<br/>
==The Basics==
==The Basics==
==Advanced Strategy==
==Advanced Strategy==

Revision as of 18:18, 16 June 2010

HDR Main Page

SFHDRportraitakuma.PNG

Introduction

Akuma (also known as Gouki) is the brother of Ryu and Ken's master, Gouken (Sheng Long). He is a more powerful version of Ryu and Ken, and was a secret character in ST. He is somewhat of a secret character in HDR as well, however there is no code to choose him in Remix mode. Simply input up from Honda's character select image, and Akuma will be available. Akuma is not available in Classic mode of HDR (ST), even with the code. He has the weakest stamina in the game, and is much weaker in HDR than he was in ST, but has been given a Super Attack, the Raging Demon. Akuma is banned in almost all HDR tournaments due to his overpowering Air Hadoken, Normal Attacks and Super Attack. He is a fun character to play with though, and does not win easily if the player does not know what he is doing. Though he has a health handicap (he can be almost KO'd from perfect with one Super combo), he can dish out a lot of damage with his juggles, meaty Air Hadoken setups that can lead to mixups and an almost inescapable Raging Demon setup. It is widely considered that Akuma is still the strongest character in the game, and that he is just barely broken.


Changes From Super Turbo To HD Remix

Health handicap and dizzy
Akuma now has the lowest stamina in the game and can be dizzied, where in ST he could not be dizzied. A regular 3-hit BnB combo from any character that would usually do about 25% damage on average against other characters, will do about 50% damage on average against Akuma. He can also be KO'd from perfect by Super combos such as Ryu's 9-hit Super combo (cross-up RH on a crouching Akuma, Rushing Fierce, cr Fierce, Super).
Normal Kicks
Akuma no longer has invincibility on his cr Roundhouse and cr Forward. He also no longer has a stray hitbox on his Medium Kick.
Hadoken
Akuma's Hadoken has slightly more startup time than ST Akuma, about the same as Ryu, but has slightly faster recovery than Ryu. Fierce Hadoken now knocks down only from close range, where in ST it could knock down from full screen.
Flame Hadoken
QCB Punch
Flame Hadokens also have more startup than they did in ST, and the motion has been changed from HCF Punch to QCB Punch. The recovery is also much slower; he can’t do his corner lockdowns anymore!
Air Hadoken
It now has a slightly more vertical angle than it did in ST, and also causes Akuma to "bounce up" in the air when he releases it. This bounce allows Akuma to cross-up a knocked down opponent. Akuma can also perform the motion as a TK motion: QCF, UF Punch. This allows him to perform an Air Hadoken very close to the ground, just as he jumps into the air, similar to a Juice Tatsu.
Tatsu
It no longer has any invincibility whatsoever.
Teleport
It can now be done with PP/KK instead of PPP/KKK. It also has some vulnerability in the upper body area now, though it is still invincible-on-startup and during recovery.
Raging Demon
Jab,Jab,F,Short,Fierce
It does not move as fast as Ten Akuma's RD on DC, but it does travel farther. It is also completely invincible for almost its entire duration, except during recovery which is a small window to punish. It is immune to throws, and cannot throw airborne or invincible opponents or opponents who are in their pre-jump frames. Some players believe that it can randomly throw pre-jump frames about 25% of the time, though this has not been concretely proven with empirical evidence. But there are some times when his RD setups are inescapable, especially when executed after a meaty Air Hadoken.


Moves List

Standing Normal Attacks




Crouching Normal Attacks




Jumping Normal Attacks




Command Normal Attacks

None.


Normal Throws

Punch Throw
F or B Strong/Fierce
Kick Throw
F or B Forward/Roundhouse
All 4 throws have the same range and do the same damage. The Kick version recovers slightly slower than the Punch version.


Special Throws

(also known as Command Throws)
None.


Special Attacks

Hadoken (also known as Fireball, Blue FB)
QCF Punch
Jab travels the slowest but recovers the fastest and Fierce travels the fastest but recovers the slowest. Strong is in between the two. Fierce Hadoken knocks down from close range, but Jab and Strong do not. Fireball trap on a cornered, knocked down opponent: meaty Jab Hadoken followed by another Jab Hadoken and a Fierce Hadoken from about mid-screen range. It is a very tight blockstring and cannot be jumped out of. From 3/4 screen range, another fireball trap is a meaty Jab Hadoken followed by a Fierce Hadoken, which is a 2-hit blockstring and cannot be escaped by any character if blocked. All Hadokens are invincible-on-startup for 4 frames.

Flame Hadoken (also known as Red Fireball)
QCB Punch
Fierce and Strong Flame Hadokens knock down from any range, Fierce hits 3 times, Strong twice and Jab once. Though the Flame Hadoken hits multiple times, it can still be countered by a single fireball. Fierce and Strong cannot be destroyed by Honda's Jab Torpedo, Super Attack or Dee Jay's MGU, but Ryu's Super Attack can destroy them. All Flame Hadokens have complete invincibility-on-startup for 4 frames as well, and are also partially invincible after that. The vulnerable hitbox is only on the back-half of Akuma's "horse stance" sprite, allowing some attacks to whiff even at point blank range.

Air Hadoken (also known as Air Fireball, AFB)
Jump, QCF Punch
This is a powerful tool that can be used to destroy other fireballs, keep an opponent from advancing, keep Akuma safe from long range pokes and projectiles and has many other uses. One of its most potent uses is as a cross-up meaty. Perform a Jab Air Hadoken on a knocked down opponent from about cr Short range, and Akuma will cross-up the opponent and land just as the Air Hadoken strikes the opponent. If the opponent is standing, Akuma can follow up with a low Kick cancelled into Tatsu, Shoryuken juggles. Or Akuma can tick-throw or do just about anything he wants to do since he has a lot of frame advantage.

--Blitzfu 22:18, 16 June 2010 (UTC)

Super Attack




The Basics

Advanced Strategy

Matchups

Vs Ryu

Vs Ken

Vs E.Honda

Vs Chun Li

Vs Blanka

Vs Zangief

Vs Guile

Vs Dhalsim

Vs T.Hawk

Vs Fei Long

Vs Cammy

Vs Dee Jay

Vs Balrog (Boxer)

Vs Vega (Claw)

Vs Sagat

Vs M.Bison (Dictator)

Vs Akuma

HDR Main Page