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This sets up an option select depending on whether or not the opponent attempts a recovery roll. When you recover from LP Zenpo Tenshin, immediately perform cr.MK xx HP Hadouken. | This sets up an option select depending on whether or not the opponent attempts a recovery roll. When you recover from LP Zenpo Tenshin, immediately perform cr.MK xx HP Hadouken. | ||
If your opponent does in fact recovery roll, the cr.MK hits cancelling into HP Hadouken for a quick 2 hit. However, if they don't, only cr.MK will come out, and you have ample time to walk forward and begin applying wake-up pressure. | If your opponent does in fact recovery roll, the cr.MK hits cancelling into HP Hadouken for a quick 2 hit. However, if they don't, only cr.MK will come out, and you have ample time to walk forward and begin applying wake-up pressure. | ||
*Air Hadouken Pressure | |||
Against opponents with strong air defense, you can jump forward from just outside mid-range and throw a LP Zanku Hadou. Because it is a projectile, it can be hard to anti-air effectively without meter. Whether or not it hits, you can apply mix-up pressure. | |||
* Tenma Kujin Kyaku(Divekick) Tactics | |||
Read a ground attack and jump in on your opponent. When you reach the top of your jump arc, | |||
= Advanced Strategy = | = Advanced Strategy = |
Revision as of 08:21, 16 October 2015
Introduction
Akuma's Objective is to establish close range. Akuma is a well-rounded character that can be played in a number of ways. Even so, Akuma's great combos and offense make him most effective in close range. Get in and use the diverse offensive tools at your disposal to pressure your opponent with combos and Custom Combos.
Moves List
Normal Moves
Zugai Hasatsu
- → + MP
Senpu Kyaku
- → + MK
Tenma Kujin Kyaku
- (In air)At apex of jump press ↘ + MK
Throws
Seoi Nage
- ← or → + MP or HP
Tomoe Nage
- ← or → + MK of HK
Special Moves
Go Hado Ken
- ↓↘→ + P
Zanku Hado Ken
- (In Air)↓↘→ + P
Shakunetsu Hado Ken
- →↘↓↙← + P
Go Shoryu Ken
- →↓↘ + P
Tatsumaki Zanku Kyaku
- ↓↙← + K
- May also be done in air
Zenpo Tenshin
- ↓↙← + P
Ashura Senku
- ←↓↙ or →↓↘ + PPP/KKK
Hyakki Shu
- ↓↘→↗ + P
Hyakki Go Zan
- (During Hyakki Shu)Press nothing
Hyakki Go Sho
- (During Hyakki Shu) P
Hyakki Go Sen
- (During Hyakki Shu) K
Hyakki Go Sai
- (During Hyakki Shu) → + P close to enemy
Hyakki Go Tsui
- (During Hyakki Shu) → + K close to enemy
- Can also be performed on a jumping opponent
Super Moves
Messatsu Go Hado
- →↘↓↙←→↘↓↙← + P
Messatsu Go Shoryu
- ↓↘→↓↘→ + Punch
Tenma Go Zanku
- (In Air) ↓↘→↓↘→ + Punch
Shun Goku Satsu
- LP LP → LK HP
- Can only be performed with a full super bar
The Basics
Akuma's Objective
- Establishing Mid-Range Offense
Your goal at mid-range is to land LP Shoryuken or cr.HK. Stand just outside of your opponents poke range and work your spacing as they move. From this distance, Hadouken beats a lot of low attacks , and its pretty difficult for your opponent to jump in on it on reaction. Anticipate the opponents attack, then throw a HP Hadouken. You can bait jumps by occasionally whiffing LP which may make them jump forward. If they do, counter with HP Shoryuken or a CC. If they don't, immediately follow up with another HP Hadouken.
You can also try walking into attack range to bait attacks from your opponent. Be ready to back away in anticipation of an attack and use cr.HK xx LP Zenpo Tenshin to whiff punish. Doing this allows you to be close enough to punish recovery roll attempts. Since it's unsafe to use recovery roll against Akuma, you can gain a positional advantage if you whiff punish with cr.HK. This sets up an option select depending on whether or not the opponent attempts a recovery roll. When you recover from LP Zenpo Tenshin, immediately perform cr.MK xx HP Hadouken. If your opponent does in fact recovery roll, the cr.MK hits cancelling into HP Hadouken for a quick 2 hit. However, if they don't, only cr.MK will come out, and you have ample time to walk forward and begin applying wake-up pressure.
- Air Hadouken Pressure
Against opponents with strong air defense, you can jump forward from just outside mid-range and throw a LP Zanku Hadou. Because it is a projectile, it can be hard to anti-air effectively without meter. Whether or not it hits, you can apply mix-up pressure.
- Tenma Kujin Kyaku(Divekick) Tactics
Read a ground attack and jump in on your opponent. When you reach the top of your jump arc,
Advanced Strategy
Combos
Cr.LK x2, LK TSK,HP GRK
(Cr.MP,Link), cr.MK,GDK
Cr.LK x2 s.LK, MGS
Custom Combos
- Lv1:
[CC]c.HK,LK TSK,HP S.HDK,HP HDK,HP SRK[/CC]
[CC]c.HK,HK TSK,HP SRK[/CC]
- Lv3:
[CC]c.HK,HK TSK,LK TSKX3,HP S.HDK,HP SRK[/CC]
[CC]c.HK,s.HK,HP S.HDKx4[/CC]
[CC]c.HK,[LP SRK,HP S.HDK]x2,HP SRK[/CC]
[CC]c.HK,[HP G.HDK,HP SRK]x3[/CC]
Match-ups
Vs. Adon:
Vs. Akuma (self):
Vs. Birdie:
Vs. Charlie:
Vs. Chun-Li:
Vs. Dan:
Vs. Dhalsim:
Vs. Gen:
Vs. Guy:
Vs. Ken:
Vs. M. Bison (dictator):
Vs. Rolento:
Vs. Rose:
Vs. Ryu:
Vs. Sagat:
Vs. Sakura:
Vs. Sodom:
Vs. Zangief:
Characters |
---|
Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief |