Street Fighter 3: 3rd Strike/Akuma/Archive

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  • * * * Akuma Combos, Strategies, and Match-ups * * * *




[-------------------------------------------------] [* * * * Table of Contents * * * * [-------------------------------------------------]


- Cross Ups

- Combos

- Kara Techniques

- Demon Flip Mixups

- Raging Demon Set-Ups

- Blockstrings

- Meaties

- Punish After Parrying

- Wake-Up Moves

- Strategy

- Match-Ups

- Other Links

- Good Japanese Players

- Videos


[----------------------------------- ] [* * * * Cross Ups * * * * [------------------------------------]

j.mk Dive Kick



[----------------------------------] [* * * * Combos * * * * [----------------------------------]

NOTE: u can add akuma's dive kick or a j.hp before these combos for more damage.


Midscreen or Corners:


c.mk, lk tatsumaki, shoryuken s.hp, lk tatsumaki, shoryuken c.mk, mk tatsumaki, HP shoryuken (works on Chun, makoto, Q, alex, necro, 12, elena) c.mk, mk tatsumaki, mp shoryu (works on everyone except hugo I think? Someone will have to verify this) c.lk, c,lp xx mk.tatsu, SRK (Doesn't work on all characters) c.lk, c,lp xx mk.tatsu, SA1 (Doesn't work on all characters) c.lk x 3 xx SA1 (Doesn't work on all characters)


SA1:


c.mk, SA1 c.lk x2 xx SA1 c. lk, c. lp, c. lk xx SA1


SA2:

Cl. hp, mp shoryu xx SA2 Cl mk, mp shoryu xx SA2 Jump-in HP, cl.mp/cr. mk, mp shoryu xx SA2 Cr. lk, cr. lk xx SA2


SA3:

C.mk xx SA3.


Corner Only!:

SA1:

Corner: c.mk, sa1, shoryuken Corner: c.mk, tatsumaki, shoryuken xx SA1, shoryuken Corner: c.mk, tatsumaki, shoryuken xx SA1, SA1, Shoryuken Corner: c.mk xx tatsumaki, f+lp (air reset, can add more lp's if enemy is stuned)




[----------------------------------------------] [ * * * * Kara Techniques * * * * [----------------------------------------------]


Kara Demon - f + mp, lp, lp, down-forward, lk, hp Kara UOH - Hold forward while doing UOH. Kara Throw - f + mp, lp + lk




[----------------------------------------------] [ * * * * Demon Flip Mixups * * * * [----------------------------------------------]

I've been thinking a while that we need some advanced demon flip discussion in here, and the vid thread finally got me to start it.

The demon flip really gives you lots of options. The kick should be your main tool, since its the safest. With this, you can late cancel to try to combo, early cancel to stuff potential counters, or go for the cross up. If you are close enough, you have the throw option, which works really well against tall characters. To keep the kicks unexpected, you have either the slide kick, or an empty demon flip, which I generally follow up with a throw, or I sometimes just go straight into another demon flip. Anyway, lets talk about setups.

fp juggle into demon flip

This is either an air tatsu juggle into fp, or bnb ending in fp instead of srk. This attack string can really put pressure on the opponent, and is a good tool against characters without uppercuts. You won't ever be in range for the throw with this one.

just a standing normal into demon flip

You see JR use these a lot. This is your primary way of connecting the throw, which I use nearly as much as the kick, sometimes more than the kick depending on the opponent.

meaty demon flip

I don't use this often, but its a good setup because you stand a better chance against uppercuts, and have really great combo potential.

air fb, land, demon flip

This is a setup I've been experimenting with against makoto mainly. You don't have to worry so much about a dash under or anything.

Ok, so you're in the flip...now what?

Like I said, the kick is your main option, so lets talk about that. Its tempting to always late cancel the flip so you can combo. The first thing you learn in Mixup 101 is always doing one thing in a situation = death, so you have to early cancel this thing too. Once people start getting knocked by the early cancel, they wont be so tempted to try to AA you everytime, or parry, and an early cancel kick can lead to RD setups or kara throws or more flips. Its a good sign if they just start blocking the kicks, because you are getting close to locking them down, and you have them unprepared for throws. The blocked kicks should be followed up pretty much the same way as an early cancel kick. Either land, normal > demon flip, kara throws, or if you can, an RD. I also like going for the f+mp overhead after blocked or early canceled kicks.

You also have the cross up kick. I'm just starting to use this thing, but its really great because its ambigous. What sucks though is you really need to know what situations it will cross people up on. Most of the time, a cl.mk > mk flip, and early cancel the kick will lead to a crossup. If anyone can give some insight on crossups with demon flips that would be great.

Unlike the dive kick, after a parried flip kick, you land at the same speed, so you should be able to go right into demon. Other than that, don't get parried. I also will throw out rh and mk tatsus after parried flip kicks from time to time.

Time to start using the throw. Not much to know here, except make sure you are putting yourself in range for this. You really need to be right on top of them. So you are either do c.mk > mk flip, cl.mk > lk flip, cl.fp > mk flip. Just know your ranges because whiffing this thing is a free combo for your opponent On characters like Q, if you go for a psuedo meaty flip, and just go for the throw right away, there is relatively nothing they can do to counter it.

The slide kick really allows the normal kicks and throws to work well. I follow up my fp juggles with this one a lot! Although, once you get this thing blocked or parried, its time to hold off on it for a while, because you have pretty bad recovery on this one. I very rarely dont land this one, but you do need to be very careful with it.

Lastly, there is the empty flips, and like I said, you should mostly go for kara throws, because if someone didn't try to AA you, they are probably blocking.

Don't really ever use this punch. No real reason. Bad recovery. It sucks.

Hope this is useful I don't want to sound like an expert, because I'm not. I'm still learning the demon flip, but I think its not discussed enough here.

How to Counter different reactions to Demon Flips

Opponent is AAing you out - Early flip kick Opponent is standing blocking - Slide kick, empty flip throw, flip throw Opponent is crouching blocking - Flip punch, empty flip throw, flip throw Opponent is parrying - Vary flip strengths/kick timing (super late cancel works well), empty flip throw, flip throw Opponent trying to go under flip - Early flip kick


Thanks again pherai for the mixups.



More Info By Typetenchi:


I was reading on the first page all the strategies for the demon flip mix-ups. It's all very good info but I kind of wanted to throw in my two cents if that was ok?

(Correct me if I'm wrong on any of this or if it's already been discussed)

I noticed in the section of "Demon Mixups" that when talking about the the Punch variation to the Demon Flip all that is mention is: "Don't really ever use this punch. No real reason. Bad recovery. It sucks."

Although what is stated isn't wrong I don't want to go so far as to say it sucks because it does have some uses that new Akuma players may not know. Allow me to expand.

Unlike every other jump in, Akuma's dive kick can be blocked high and low. So the opponent doesn't have to react and block high much if he is blocking low and you go in for a dive kick. Although most people will block high anyway.

So to counter that, people will do the slide and catch their opponent low should they keep blocking high or do the demon flip throw.

However, the throw requires proper distancing and the slide, if blocked, has terrible recovery.

So one use that I use for the Demon Flip Punch is if I Dive Kick and notice they will always block the Dive Kick low then that also eliinates my option to Demon Flip Slide.

Given that the Demon Flip Punch is an overhead, if I do a cl.FP canceled into Demon Flip, I have enough time to see if they are blocking low. So to mix it up, I'll use the Punch which then also knocks down. So then it turns into a wake-up situation.

I would say that much like the Demon Flip Slide the Demon Flip Punch is a good attack as long as its used sparingly. Also, if done really late the block stun from the punch will last long enough to make it hard to react to.




[-----------------------------------------------------] [ * * * * Raging Demon Set-ups * * * * [-----------------------------------------------------]


- Kara Demon: Twds + mp, lp, lp, down forward, lk, hp! (if done right, then the raging demon will come out before the first hit of mp)

- HK: i actually tried this a couple of time and it seems pretty useful.

- Cl. mk, (walk up) cr. rh kara demon.

- Cl. mp, Kara Demon

- Cr. lk, Kara Demon (while pressing lk, press lp twice and hold another button--hp or mp will do fine--to keep the jabs from coming out.

- Divekick (does not matter which or if the divekick even connects), pause then Kara Demon.

- Dash up (kara) Demon. (quickly press the jabs while dashing)

- UOH Rh. Kara demon

- Cr. lk, st. cl. lp, Kara Demon

- If you do a fireball late enough, nothin will come out (of you time it just right, Gouki will still say "gou zanku") just like Demon Flip Kick. You can use this to jump in on an opponent, do a fake fireball, buffer the jabs and then do a Kara Demon.

- Parry into demon (you have to be fast)

- Raging demon on wakeup (if your opponent won't back off)


Thanks to Jida for the Set-ups.



[----------------------------------------] [* * * * Blockstrings * * * * [----------------------------------------]

after knockdown- c.lk, c.lp, c.lk, c.mk (into fireball/flip/tatsu) after flip - s.mk, s.mk cl mk, cr. lk x demon flip cl mk, cr mk x mk demon flip dive kick cr, lk, cl mk x mk demon flip dive kick cr.lk, s.hp, x demon flip kick




[----------------------------------] [ * * * * Meaties * * * * [----------------------------------]


C.mk, easy to link with sa1. C.lk Air Hadouken S.MP



[---------------------------------------------------] [* * * * Punish after Parrying * * * * [---------------------------------------------------]


Air Parry:

Air Hadouken Tatsumaki, land, SRK (very precise) Tatsumaki, land SA1/3. lp,lk (air reset, not very useful)


Normal Parry:

Raging Demon (requires fast reflexes) s.hp xx tatsumaki, SRK. s.hk xx SA1/2/3 s.hp xx SRK xx SA1/2 CORNER: s.hp xx tatsumaki, SRK, SA1


Low Parry:

c.mk xx SA1/2/3 c.lk, c.lp, c.lk xx SA1 (works only on some characters) CORNER: c.mk, tatsumaki, xx shoryuken xx Sa1




[--------------------------------------------] [ * * * * Wake-Up Moves * * * * [--------------------------------------------]


Demon flip teleport hurricane lp srk xx sa1 HP srk

The best by far: Block!




[-----------------------------------] [* * * * Strategy * * * * [-----------------------------------]


Due to Akuma's weak defense and low stun gauge, spacing out is an advantage. Aggressiveness is the key! Don't let the defense and stun gauge fool you because the attack and speed make up for it.




[------------------------------------] [ * * * * Match-Ups * * * * [-------------------------------------]

As heard and said, Akuma has an advantage over Dudley and a dis-advantage over Yang. Also, Yun and Chun are some bad match-ups for Akuma too. Akuma has an advantage on Urien, because Urien has very little response to Akuma's corner pressure, particularly hurricane kicks, allowing you to throw them into your mixup without much fear. Although if you get predictable and do it all the time, it'd still be a problem (like anything else). I wouldn't worry too much about red parrying as you can mix up medium and roundhouse hurricane to throw them off.

Another point is that if Urien throws an Aegis Reflector on Akuma, he can just teleport out of it and laugh at Urien.

But if something goes wrong, Urien can mess you up badly for one mistake, so it's not like it's an easy fight. But the advantage definitely goes to Akuma for that one.




[-------------------------------------] [ * * * * Other Links * * * * [-------------------------------------]


Basic Strats and Combos:

http://forums.shoryuken.com/showthread.php?t=123256


More Match-ups:


http://forums.shoryuken.com/showthread.php?t=123682

Thanks pherai for the links.




[------------------------------------------------------] [ * * * * Good Japanese Players * * * * [------------------------------------------------------]


Nomoto - Fantastic ground work and patience. Yuki Otoko - Vicious mixup and hella precision Uraken - Fiercest rushdown ever; wild mixup Match - Great defense and technical ability Jiro - True Kara Demons and rushdown J.R. Rodriguez - Smothering pressure and hella style PaulT - Great reflexes/decision making skills

Thanks Jida.



[-------------------------------] [* * * * Videos * * * * [-------------------------------]


http://youtube.com/watch?v=2Mp6w8bs2lY - Dash-Demon http://youtube.com/watch?v=HpGOkZzUOig

For more videos check the "Vids" Thread.