Street Fighter V/Akuma/Introduction: Difference between revisions

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=== About Akuma ===
=== About Akuma ===
Having embraced the Satsui No Hado, Akuma seeks only to improve his ability by fighting the strongest opponents
Having embraced the Satsui No Hado, Akuma seeks only to improve his ability by fighting the strongest opponents.


Of the Shotos in Street Fighter V, Akuma (Gouki in Japan) is the most offensive oriented of them and has the most tools. With his regular and red fireballs Akuma can effectively zone people out, and with his fast + on block buttons and strong crush counters and fast walk speed he can effectively play footsies or mix people up with Demon Flip; and with an invincible reversal, a 3f jab, and his parry V-Skill he can get out of pressure and start his offense again. In other words Akuma has it all. His air fireball also makes it easy to approach against some characters when he decides he wants to pressure. His largest weakness is his low HP, which at 900 is the lowest in the game meaning making mistakes become much more costly. If you want it all at the cost of your life, Akuma is the character for you.
Akuma is possibly the most versatile character in the game, a flexible shoto-style character with fast walkspeed and a variety of tools to effectively approach, keep opponents out, mix up opponents on offense, and make comebacks with powerful V-triggers. The price he pays for this versatility is frighteningly low health and stun, as well as somewhat short range on some of his normals. His [[#236LP|fireball]] knocks down at close range, leading to a much stronger offensive situation than other shoto projectiles if it intercepts the extended hurtbox of an attacking opponent, and his [[#63214LP|red fireballs]] always knock down and can hit 1 to 3 times. His combination of [[#9 > 2MK|divekick]], [[#236LP (air)|air fireball]], [[#236PP (air)|EX air fireball]], and his variety of [[#41236K > 5|demon flip]] attacks make it very difficult to stifle his airborne approaches for all but the most judicious defenders. Of course, on top of all this he has one of the best [[#5LP|3f normals]] in the game, fantastic for abare or intercepting an opponent's forward dash and a defensive complement to his [[#623PP|invincible reversal]]. Overall, he's a character who can easily command the flow of a round right from the start, but can also see that control slip away quickly with just a few bad guesses against characters with high stun output.
 
== V-system ==
====  [[#V-Trigger 1|V-Trigger 1]]: Dohatsu Shoten ====
Enhances Akuma's ground and air fireballs, his DP, and grants him access to [[#LP, LP, 6, LK, HP|Raging Demon]], a command grab super. His air fireball becomes an extremely safe tool for neutral and offense, while his DP is a great combo tool that leads to a hard knockdown. A fantastic comeback trigger, but one that's easy to quickly burn through, and demands conservative use of meter to reap the full benefits of using it.
====  [[#V-Trigger 2|V-Trigger 2]]: Shiretsu Hasshi ====
Gives Akuma access to meterless versions of his EX moves, which he can cancel into from his other specials or his heavy normals. Leads to huge damage combos, certain powerful conversions VT1 doesn't have access to, easy corner escapes on block, and devastating corner chip sequences. However, the high timer costs of its moves make it difficult to consistently get full value out of this trigger.
====  [[#V-Skill 1|V-Skill 1]]: Rakan ====
Akuma takes an armored stance, which leads to a launching followup used for starting combos and anti-air, or a knockdown followup used for ending combos and ranged punishes. Can punish V-reversals or certain neutral tools like divekicks and fireballs, and allows a corner escape without the use of VT2.
==== [[#V-Skill 2|V-Skill 2]]: Kiai ====
Stomps the ground, launching the opponent and allowing a followup red fireball. Greatly increases Akuma's damage on many conversions, especially his [[#5HP > 5HP|Kongoken]] target combo which can cancel into it. Has some options if used on block, but it's mainly a combo tool.


=== Season 5 ===
=== Season 5 ===

Revision as of 22:31, 31 May 2021

Introduction

About Akuma

Having embraced the Satsui No Hado, Akuma seeks only to improve his ability by fighting the strongest opponents.

Akuma is possibly the most versatile character in the game, a flexible shoto-style character with fast walkspeed and a variety of tools to effectively approach, keep opponents out, mix up opponents on offense, and make comebacks with powerful V-triggers. The price he pays for this versatility is frighteningly low health and stun, as well as somewhat short range on some of his normals. His fireball knocks down at close range, leading to a much stronger offensive situation than other shoto projectiles if it intercepts the extended hurtbox of an attacking opponent, and his red fireballs always knock down and can hit 1 to 3 times. His combination of divekick, air fireball, EX air fireball, and his variety of demon flip attacks make it very difficult to stifle his airborne approaches for all but the most judicious defenders. Of course, on top of all this he has one of the best 3f normals in the game, fantastic for abare or intercepting an opponent's forward dash and a defensive complement to his invincible reversal. Overall, he's a character who can easily command the flow of a round right from the start, but can also see that control slip away quickly with just a few bad guesses against characters with high stun output.

V-system

V-Trigger 1: Dohatsu Shoten

Enhances Akuma's ground and air fireballs, his DP, and grants him access to Raging Demon, a command grab super. His air fireball becomes an extremely safe tool for neutral and offense, while his DP is a great combo tool that leads to a hard knockdown. A fantastic comeback trigger, but one that's easy to quickly burn through, and demands conservative use of meter to reap the full benefits of using it.

V-Trigger 2: Shiretsu Hasshi

Gives Akuma access to meterless versions of his EX moves, which he can cancel into from his other specials or his heavy normals. Leads to huge damage combos, certain powerful conversions VT1 doesn't have access to, easy corner escapes on block, and devastating corner chip sequences. However, the high timer costs of its moves make it difficult to consistently get full value out of this trigger.

V-Skill 1: Rakan

Akuma takes an armored stance, which leads to a launching followup used for starting combos and anti-air, or a knockdown followup used for ending combos and ranged punishes. Can punish V-reversals or certain neutral tools like divekicks and fireballs, and allows a corner escape without the use of VT2.

V-Skill 2: Kiai

Stomps the ground, launching the opponent and allowing a followup red fireball. Greatly increases Akuma's damage on many conversions, especially his Kongoken target combo which can cancel into it. Has some options if used on block, but it's mainly a combo tool.

Season 5

Players to watch

  • Samurai
  • Tokido