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= The Basics = | = The Basics = | ||
= Advanced Strategy = | = Advanced Strategy = |
Revision as of 23:30, 1 March 2019
Introduction
He believed his ancestors to be fools for sealing the Raging Demon. So what if teh technique could kill the person who executed it? Akuma will do everything he can to win. By releasing the Raging Demon, he sealed his evil destiny and destroyed his own master.
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
STANDING
- a good normal to use up close when pressuring since it has a small advantage afterwards.
- A somewhat good anti air. Totally destroys Bison headstomp.
CROUCHING
cr.- an all around good poke and works well when you’re trying to AC reversal AC happy players. Also works OK as a meaty.
cr.- a really good anti-air for some reason in this game. It stuffs a lot of stuff clean but it doesn’t beat everything. Do not substitute this for a dp. Use this to stop crossups on top of you.
cr.- is standard shoto low medium that can cancel into fireballs. Essential poke when playing footsies.
cr.- is also a staple shoto normal. Can cancel and is essential poke when playing foot games. Knocks down.
JUMPING
Jumping (Neutral jump)
Command Moves
Zugai Hasatsu
+
- Overhead is great every now and then to throw off your opponent from blocking right as they’re waking up.
Senpu Kyaku
+
- Hopkick is good for keeping the pressure on the ground but it leaves you at a disadvantage on recovery.
Tenma Kujin Kyaku
(In air)At apex of jump press +
- Use the dive kick to start your offense. If blocked, it leaves you at a slight advantage so use it to get in.
Normal Throws
Alpha Counters
+
- Works good against jump-ins done early. Do not use this to replace a dp because opponents will be able to block if their attack is done deep.
+
- Useful for punishing ground attacks and some projectiles when done close. This is the AC you should be using mostly.
Special Moves
Tatsumaki Zanku Kyaku
+
(May also be done in air)
Hyakki Go Zan (During Hyakki Shu)Press nothing
Hyakki Go Sho
(During Hyakki Shu)
Hyakki Go Sen
(During Hyakki Shu)
Hyakki Go Sai
(During Hyakki Shu) +
close to enemy
Hyakki Go Tsui
(Can also be performed on a jumping opponent)
Super Moves
The Basics
Advanced Strategy
Combos
Cr.LK x2, LK TSK,HP GRK
(Cr.MP,Link), cr.MK,GDK
Cr.LK x2 s.LK, MGS
cr.hk XX hk tatsu, hp uppercut
j. hk, cr. mk, mk tatsu, hp uppercut j. hk, cr. mk, mk tatsu, fireball super
cr. mk xx hcb x 2 lvl 3 super (not sure if notation is right?)
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]
Akuma: lvl 1- c.rh xx lp dp, red fb, hp dp
lvl 1- c.rh xx hk hurricane, hp dp (far cc)
lvl 2- c.rh xx hk hurricane, lk hurricane, red fb, hp dp
lvl 3- c.rh xx lp dp, lp dp, lk hurricane, red fb, hp dp
lvl 3- c.rh xx hk hurricane, lk hurricane x3, red fb, hp dp
lvl 3- c.rh xx lp dp, red fb, lp dp, red fb, hp dp (dreamfire 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 |