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+
[[Image:Akuma3sport.gif|frame|right|Akuma's Character Select Portrait]]
                              Neoseeker.com and Shoryuken
+
[[Image:Akuma3s-stance.gif|frame|right|Akuma's Neutral Stance]]
 +
==Introduction==
  
 +
== Moves List ==
  
 +
=== Normal Moves ===
  
 +
==== Throws ====
  
 +
{| border="0" cellpadding="5" cellspacing="0" width="60%"
 +
|-
 +
| Seoi Nage || LP + LK
 +
|-
 +
| Tomoe Nage || B + LP + LK
 +
|}
  
[-------------------------------------------------]
+
==== Command Normals ====
[* * * * Table of Contents * * * *
+
[-------------------------------------------------]
+
  
- Basic Moves
+
{| border="0" cellpadding="5" cellspacing="0" width="60%"
 +
|-
 +
| Zugai Hasatsu || F + MP
 +
|-
 +
| Tenma Kuujin Kyaku || D + j.MK
 +
|}
  
- Super Arts
+
==== Target Combos ====
  
- Cross Ups
+
* close standing MP -> HP
  
- Combos
+
=== Special Moves ===
  
- Kara Techniques
+
{| border="0" cellpadding="5" cellspacing="0" width="80%"
 +
|-
 +
| Gohadouken || QCF + P
 +
|-
 +
| Zanku Hadouken || QCF + j.P
 +
|-
 +
| Shakunestu Hadouken || HCB + P
 +
|-
 +
| Tatsumaki Zankuukyaku || QCB + K *
 +
|-
 +
| || * Can also be done in air
 +
|-
 +
| Ashura Senkuu || DP / B, D, DB + PPP / KKK *
 +
|-
 +
| || * PPP travels farther than KKK
 +
|-
 +
| Hyakki Shuu || DP + K
 +
|-
 +
| -> Hyakki Gouzan || During Hyakki Shuu, (No input)
 +
|-
 +
| -> Hyakki Goushou || During Hyakki Shuu, P
 +
|-
 +
| -> Hyakki Goujin || During Hyakki Shuu, K
 +
|-
 +
| -> Hyakki Gousai || During Hyakki Shuu, LP + LK (When directly on top of opponent)
 +
|}
  
- Demon Flip Mixups
+
=== Super Arts ===
  
- Raging Demon Set-Ups
+
{| border="0" cellpadding="5" cellspacing="0" width="95%"
 +
|-
 +
| I || Messatsu-Gouhadou || QCF -> QCF + P || 2 stocks
 +
|-
 +
| I || Tenma-Gouzanku || QCF -> QCF + j.P || 2 stocks
 +
|-
 +
| II || Messatsu-Goushouryu || QCF -> QCF + P || 2 stocks
 +
|-
 +
| III || Messatsu-Gourasen || QCF -> QCF + K || 2 stocks
 +
|-
 +
| III || Messatsu-Gousenpuu || QCF -> QCF + j.K || 2 stocks
 +
|-
 +
| any || Shungokusatsu || LP -> LP -> F -> LK -> HP || MAX required
 +
|-
 +
| any || Kongouko-kuretsuzan || D -> D -> D -> PPP || MAX required
 +
|}
  
- Blockstrings
+
----
  
- Meaties
+
===Move Analysis===
  
- Punish After Parrying
+
'''Meaties:'''
  
- Wake-Up Moves
+
c.mk, easy to link with sa1.
  
- Strategy
+
c.lk
  
- Match-Ups
+
Air Hadouken
  
- Other Links
+
== Combos ==
  
- Good Japanese Players
+
=== Midscreen ===
 +
You can add Akuma's dive kick or a j.HP before these combos for more damage.
  
- Videos
+
==== Everyone ====
 +
*c.MK, LK Tatsumaki, Shoryuken
 +
*s.HP, LK Tatsumaki, Shoryuken
 +
*c.MK, MK Tatsumaki, MP Shoryuken (Except Hugo(?))
 +
==== Specific to: ====
 +
Chun-Li, Makoto, Q, Alex, Necro, 12 and Elena
  
*****************************************************************************  
+
*c.mk, mk tatsumaki, HP shoryuken
  
--Basic moves
+
=== Hit Confirms ===
 +
You can add Akuma's dive kick or a j.HP before these combos for more damage.
  
*****************************************************************************
+
==== SA1 ====
  
Here are Gouki’s general Punch and Kick attacks and the damage they do.
+
*c.MK, SA1
Standing LP -A fairly straight forward jab punch with not much priority
+
*c.LK x2 xx SA1
Damage =3%.
+
*c.LK, c.LP, c.LK xx SA1
 +
*c.MP, SA1
  
Crouching LP -A low straight forward Jab punch but this can have a bit more
+
==== SA2 ====
priority and use than the Standing LP. Damage =3%.
+
  
Standing LK -This move also doesn’t have very much priority but it can prove
+
*c.HP, MP Shoryuken xx SA2
more
+
*c.MK, MP Shoryuken xx SA2
useful than the Standing LP. Damage =6%.
+
*j.HP, c.MP/c.MK, MP Shoryuken xx SA2
 +
*c.LK x2 xx SA2
  
Crouching LK -This move can be great for chipping an opponents energy and can
+
==== SA3 ====
easily be cancelled into a super Art. Damage =3%.
+
  
Standing MP-This can be utilised in a pretty decent way particularly for combos
+
c.MK xx SA3.
or for a fast cancel into a special/super move. Damage =15%.
+
  
B MP -Thrust punch -its reaction time is a bit ropey i myself haven’t found a
 
really good use for it yet but the damage is pretty good Damage= 15%.
 
  
F MP -Double judo chop -This move can have some good uses and priorities it
+
=== Other ===
really helps to stun an opponent Damage =12%
+
  
Crouching MP -This crouching punch can also be good for cancellations to
+
(far) HK, Shun Goku Satsu
moves or into a combo Damage =14%.
+
  
Standing MK -This is a bit too slow for a good attack and can be evaded pretty
+
c.MK, LK Tatsumaki, LP (reset), Kongou Kokuretsu Zan
easily
+
but again its damage is pretty good, Damage =17%.
+
  
Crouching MK -This is excellent to start a combo its great for cancelling
 
and its great for using as part of a combo too, Damage =13%
 
  
Standing HP -This punch is quite strong and can be useful for stunning your
+
=== Corner ===
opponent
+
You can add Akuma's dive kick or a j.HP before these combos for more damage.
and take a fair amount of power off your opponent, Damage =21%
+
  
Crouching HP -This move also does a fair amout of damage but it doesn’t really
+
*c.MK, Tatsumaki, Shoryuken xx SA1, Shoryuken
have any good
+
*c.MK, Tatsumaki, Shoryuken xx SA1, SA1, Shoryuken
cancelling techniques or priorities, Damage =20%
+
  
Standing HK -This move has brilliant priority on an opponent in the air use
+
== Frame Data ==
this to
+
bring them down when they jump towards you, Damage =21%
+
  
Crouching HK -This is a sweep move its priority can be good ive mentioned this
+
=== Normals ===
further down
+
=== Throws ===
the FAQ read about it there. but its damage is =20%
+
=== Command Normals ===
 +
=== Special Moves ===
 +
=== Super Arts ===
 +
=== Additional Frame Data ===
  
Here’s a few basic moves that can be useful during play.
+
== Strategies ==
Jump in Air DF LK -Knee bash -Gouki can do a jabbing knee bash in the air with
+
quick reaction time. Damage =6%
+
  
D MK -This crouching style leg jab can come in handy for certain combos and
+
Due to Akuma's weak defense and low stun gauge you have to play aggressively. Like pherai said, you gotta play defensively (and space yourself) sometimes too like against Hugo or so. Don't let Akuma's low defense and stun gauge fool you cause his attack and speed make up for it.
linking moves.
+
Damage =13%.
+
  
D HK -The common sweep can also be good to knock the opponent off their feet
 
whilst you retreat or prepare to execute a super Art. Damage =20%.
 
  
D MK -In the air -Dive Kick  -This dive kick as good priority and can come in
+
=== Overview ===
very handy for starting a devastating combo. Damage =15%
+
  
Throws
+
'''Punish after Parrying:'''
Throw 1 -LP LK -Gouki does a simple over the shoulder style throw to put the
+
opponent on the ground. Damage =15%
+
  
Throw 2 -F or B  LP LK -Gouki tosses them with his leg across the screen this
 
can be quite good for following up a move with as long as the
 
timing is perfect. Damage =16%.
 
  
*****************************************************************************
+
Air Parry:
  
--Special moves
+
- Air Hadouken
  
*****************************************************************************
+
- Tatsumaki, land, SRK (very precise)
  
Gou -Hadou -QCF LP or MP or HP
+
- Tatsumaki, land SA1/3.
  
command - | \ --O  LP or MP or HP
+
- lp,lk (air reset, not very useful)
          O  O
+
  
Gouki throws a pink fireball at his opponent depending on which punch button
 
you press determines the speed of the fireball.
 
Its best used against opponents who try to keep their distance from you or as
 
a close up counter.just dont abuse it too much.
 
Damage =9%.
 
  
Flame Gou Hadou -HCB LP or MP or HP
+
Normal Parry:
  
command - O-- \ | / --O  LP or MP or HP
+
- Raging Demon (requires fast reflexes)
              O O O
+
  
Its best used in a similar way to the standard Gou hadou but this version can
+
- s.hp xx tatsumaki, SRK.
stun opponents for a second or so for you to start a combo it can be cancelled
+
into SA I and II easily too.
+
Damage =6 to 7%.
+
  
Air Gou -Hadou -Jump in air then press -QCF LP or MP or HP
+
- s.hk xx SA1/2/3
  
command  -in the air -| \ --O    LP or MP or HP
+
- s.hp xx SRK xx SA1/2
                      O  O
+
  
Gouki throws a diagonal air fireball which can also be great for evading
+
- CORNER: s.hp xx tatsumaki, SRK, SA1
attacks from below. Damage =9%.
+
  
Gou -Shoryu -F,D,DF LP or MP or HP
 
  
command - --O | \  LP or MP or HP
+
Low Parry:
              O  O
+
  
Gouki raises his fist and jumps up with a huge uppercut smashing his opponents
+
- c.mk xx SA1/2/3
face in. the height of this move once again depends on which punch button you
+
press.
+
Its best used when an opponent is in the air to counter them or to do as part
+
of a combo e.g After a jumping HK that hits the opponent straight on then
+
motion
+
straight into the Gou -Shoryu move. Damage =19 to 21%.
+
  
Gou -zankuu -kyaku -QCB LK or MK or HK (Can be done in the air)
+
- c.lk, c.lp, c.lk xx SA1 (works only on some characters)
  
command - |  / --O  LK or MK or HK
+
- CORNER: c.mk, tatsumaki, xx shoryuken xx Sa1
          O O
+
  
Gouki drifts off the ground with his leg stretched out and spinning repeatedly.
 
Its best used to juggle your opponent in the air for a devastating combo.
 
Damage =14% ,Air version Damage =12%.
 
  
Hyakki gouzan -F,D,DF LK or MK or HK
 
  
command - --O | \  LK or MK or HK
 
              O  O
 
  
When this move is entered there are a number of attacks at your disposal
+
'''Wake-Up Moves:'''
all these attacks mentioned here are done after the Demon Raid.
+
Do nothing -Demon slide, Damage =15%
+
HP -Hyakki gou shou , Damage =19%
+
HK -Hyakki goujin, Damage =15%
+
LP LK -Hyakki gousai -next to opponent. Damage =16%
+
The range of the hyakki gouzan depends on which Kick button you press.
+
  
Demon spirit teleport -F,D,DF PP (to teleport long distance)
 
F,D,DF KK (to teleport short distance)
 
If you want to teleport backwards then press -B,D,DB PP or KK buttons.
 
Gouki mysteriously ghosts across the screen through his opponent.
 
Its best used to get out of corners if your playing against someone who uses
 
juggle
 
combos in the corner but a warning if you are playing a Ryu player using the
 
Shinshoryuken
 
or a Hugo player using the Gigas breaker teleport extremely cautiously as a
 
skilled player can get you in these moves whilst you are teleporting and you
 
will lose ALOT of energy you have been warned!
 
  
*****************************************************************************
+
- Demon flip
  
--Super Arts
+
- Teleport
  
*****************************************************************************
+
- Hurricane
  
Messatsu -Gou -Hadou -QCF,QCF P Super bar I
+
- Lp srk xx sa1
  
command - | \ --O, | \ --O  P
+
- HP srk
          O  O    O  O
+
  
gauge - <--------------> 2
+
- The best by far: Block!
  
Gouki powers up and throws a super charged fireball doing huge damage.
+
=== Basics ===
Its best combined with the normal Gou -Hadou for double damage , to
+
=== Super Art Selection ===
combine it quickly do a Gou-Hadou then immediatly after that do the
+
Messatsu -Gou -Hadou its also a great suprise/wakeup move too.
+
  
In the Air -Tenma gou zankuu -QCF,QCF P on Super bar I
+
SAI (Messatsu Gouhadou) - Akuma's fireball super, and his super art of choice, for a variety of reasons. It's easily the safest of his supers, which makes it hard to punish unless it's blocked at close range. It can be confirmed or cancelled out of a variety of moves, including cr. short x 2, cr. forward, any of his uppercuts, etc. It also does good chip damage, especially when preceded by a fireball or red fireball. The main thing going against it is its fairly low damage, but it's still respectable, especially against the weaker characters.
  
Command in air | \ --O ,| \ --O  P
 
              O  O    O  O
 
  
gauge - <--------------> 2
+
SAII (Messatsu Goushoryu) - Akuma's uppercut super, similar to Ken's SAI. Does better damage than SAI, and has many of the same confirms and cancels as SAI. On the other hand, this super is much more than SAI unsafe if missed, and basically gives the opponent a free combo. Also has less chip potential, since the last 3 hits are easily parried. Not a bad super, but SAI is preferrable.
  
This super art is done in the air use this one to counter Ground -air
 
moves like the Shoryuken. Damage =25% The Air version Damage =27%.
 
  
Messatsu -Gou-Shoryu -QCF,QCF P Super bar II
+
SAIII (Messatsu Gourasen) - Akuma's hurricane kick super, goes straight up. Does the most damage out of all of his supers, but has the worst recovery and chip damage by far. Also lacks range and lead-in combos, making it hard to easily integrate into his ground pressure/offensive. Probably his worst super.
  
command - | \ --O, | \ --O  P
 
          O  O    O  O
 
  
gauge - <--------------> 2
+
Shun Goku Satsu (Raging Demon) - Akuma's signature special art, requires 2 full meters (all of his super arts are the same length.) Does loads of damage and is a grab super (therefore, unblockable), but is ordinarily hard to connect with since the jabs usually give the super away, and it's fairly easy to jump after the super flash if it's not kara'ed. Techniques such as kara-ing it with toward + MP or hiding the jabs by dashing eliminate these problems and make it a much more lethal super, however.
  
Gouki powers up and delivers a super Gou-Shoryu shich also does a huge amount
 
of damage. It is best used to counter other super moves such as kens
 
Shoryu-Reppa.
 
Damage =32%.
 
  
Messatsu -Gou-Raisen, -QCF,QCF K Super Bar III
+
Kongou Kokuretsu Zan: Akuma's new special art, channels his energy into a shockwave, requires 2 full meters again. Even more damaging than the raging demon (provided all of the hits connect), and has potential for extra with taunt and/or crouching damage. Good for countering dash-ins, jump-ins, and cross-ups, but is somewhat slow to come out and does severely reduced damage if the first hit misses. His most common combo with this super involves a jab reset into the KKZ (after the BnB.) This is also the ultimate chip out super - if you get a knockdown with 2 full stocks and your opponent having only a few pixels of life, this super guarantees the win, provided you time it right. This is since the first hit is unparriable; therefore, it must be blocked, and does good chip on its own. If, by some ridiculous chance, your opponent survives the first hit and starts red-parrying out of it, you still have a good 6 or 7 parries worth of time to screw them up (about the same as his SAI).
  
command - | \ --O, | \ --O  K
+
=== Kara-Techniques ===
          O  O    O  O
+
  
gauge - <--------------> 2
 
  
This move can also be done in the air. Gouki stretches his leg out and spins
+
Kara Demon - f + mp, lp, lp, down-forward, lk, hp
round
+
whilst going up in the air at the same time.
+
It’s best used to counter an opponent who is in the air so you can counter them
+
from
+
below. Damage =35% Air version damage =36%.
+
  
 +
Kara Throw - f + mp, lp + lk
  
Shun-Goku-Satsu -(Raging Demon)-LP,LP,F,LK,HP,Any Super bar on MAX
+
=== Zoning ===
 +
=== Mixups ===
  
gauge - <------MAX------> 2
 
  
This is the ultimate finishing move Gouki charges up and glides towards the
 
opponent if he grabs them the screen will go white and he will kick 15 shades
 
of hell out of them literally wiping them out resulting in the demon symbol
 
appearing and Gouki
 
engulfed in flames. I usually jump in with a HK hoping they block it then I do
 
a standing HK then when they block it I immediatly set the Shun-Goku-Satsu off
 
and it usually gets them It can also be cancelled out of Gouki’s Over head chop
 
,I myself sometimes use it to get through other super combos and special moves
 
to hit it.
 
Another common way its used is after a super or Special move where the
 
character goes into the air and comes down vunerable there you can perfectly
 
time the Shun Goku Satsu and it will connect.
 
Another simple trick is to throw a Flame fireball up close and Then as they are
 
parrying or Blocking it cancel into the Shun Goku Satsu and it will get them.
 
It can be cancelled out of a HP Gou shoryu but its very annoying to do so dont
 
really bother with that technique.
 
One other way that comes to my head is to do it out of the Hyakki Goujin and
 
cancel into the Shun Goku Satsu but its hard to perfect but it can Be done.
 
Damage = 46%.
 
  
  
Kongou Kokuretsu Zan (Gateway to Hell) -DDD PPP , Any super bar on MAX
 
  
command - | | |  PPP
+
'''Demon Flip Mixups!''':
          O O O
+
gauge - <------MAX------> 2
+
  
Another very powerful move, this time Gouki charges up his fist and punches the
 
ground causing some purple spikes to come out of the ground and destroy his
 
opponent. Without a doubt the best time to use this is when your opponent is in
 
the air as they can’t defend against it.
 
A good little trap with this is do do a HK Tatsumaki zankuu kyaku then as you
 
land they will most likely attack you so as soon as you land pause for 1/2 a
 
second then do the Kongou kokuretsu zan and they will perish if done right as
 
they will be in their character will be in a move animation frame so they cant
 
do anything, be a bit cautious though as some supers can over come you so
 
really do it when they haven’t got any Super power stocked.
 
Damage =52%.
 
  
[----------------------------------- ]
 
[* * * * 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.
 
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.
Line 422: Line 262:
 
Ok, so you're in the flip...now what?
 
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.
+
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.
 
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 you're 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.
 
+
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.
 
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.
Line 436: Line 274:
 
Don't really ever use this punch. No real reason. Bad recovery. It sucks.
 
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.
+
Hope this is useful I don't want to sound like an expect, 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.
+
 
+
 
+
 
+
 
+
 
+
  
[-------------------------------------]
+
=== Additional Notes ===
[ * * * * Other Links * * * *
+
[-------------------------------------]
+
  
 +
*Personal Action: Attack up, Stun Damage up for the next non-throw attack/combo.
  
Basic Strats and Combos:
+
----
  
http://forums.shoryuken.com/showthread.php?t=123256
+
===A Review by Chaosofdante===
  
 +
====Introduction====
  
More Match-ups:
+
When playing Akuma the basic goal is to use his superior zoning ability in order to control your opponent’s options, and at the same time, minimizing the risk of getting hit yourself.
 +
 +
It is very important to note (if you haven't noticed already) that Akuma has THE WORST defense rating of the characters in 3S. He is also tied with Remy for having the smallest stun bar of all of the characters 3S.
  
 +
You should also note that Akuma's supers are all the same length, and that he has no EX moves.  All this was done to counter balance his incredible offense and mix-up. Many people are turned away from Akuma because they see him as being too inconsistent due to his stamina, but I hope to reassure you that by making smart decisions during the match, Akuma has no holes at all in his game.
  
http://forums.shoryuken.com/showthread.php?t=123682
+
====Beginning the Offense====
  
Thanks pherai for the links.
+
Akuma has the basic Shoto mix-ups that allow him to confuse and knock down his opponent repeatedly. If you're not sure on what these mix ups are (tick throw, high/low, Kara throwing, etc.) please consult the Ryu section for examples.
  
 +
For offense purposes, you want to use Akuma's air fireballs as a safe window to get in on opponents and begin guessing games. When using an air fireball on someone who is standing always, and I mean ALWAYS option select parry before throwing the fireball. Akuma cannot attack after the fireball has been thrown so you want to do it as late as possible. This ensures that if you throw an air fireball at a standing opponent, they can't counter hit you even if they parry. In this way Akuma becomes very safe after a late air fireball even if it's parried, you only need to watch out for things like reversal Shippus or Hugo/Alex SA1 as moves with 1-2 frame start up will still be able to get you. The option select parry is purely there to protect you from any early anti air attempts. If the parry is successful you can do a meaty fierce in the air and link a standing fierce into either short, or roundhouse Tatsu depending on if they are standing or crouching (short Tatsu whiffs on almost everyone crouching).
  
 +
Another offensive option from mid range in order to get close is to cancel hit or blocked low forwards into Akuma's daemon flip. Akuma has a fairly good mix-up game from this that can work well as long as it's not used more than a few times in a match, if you become predictable with it, your opponent may be able to punish you. The input for this is (F > D >  MK > DF and any kick (LK/MK/HK)). The kick pressed determines the distance of Akuma’s flips. Use the short kick to keep the pressure on with dive kicks, and use the other two for his throw.
  
 +
Once Akuma scores a knockdown he becomes extremely dangerous. He can hit confirm his close standing forward into his B&B juggle. He can also confirm marginal damage starting low without a super with this combo (c.LK > c.LP x RH Tatsu. If in the corner, cancel into LK Tatsu and juggle with an extremely early MP Shoryuken. This can additionally be canceled off the first hit into Messatsu go Hadou if you have built enough meter). If you have super, Akuma is usually better off starting low with c.LK > c.LK x Super.
  
 +
*A note on Akuma's B&B juggles. If you hit a close standing LK do not immediately cancel into Messatsu go Hadou, instead, cancel into LK Tatsu if your opponent is not crouching when hit. Akuma's s.LP reset into Messatsu go Hadou is much better. Despite the fact it can be parried, Akuma will recover well before his opponent has finished parrying all 6 hits, and can dash in and attack to screw up their timing. This almost always does more damage than his link (additional things to consider; it is wise to link the close standing forward into Messatsu go Hadou only if they are crouching or if it will win you the round).
  
 +
*Another juggle that people often over look and deem as "too hard" to be practical, is his LP reset into Kongoku-kuretsuzan. This is his BEST combo. It does an insane amount of damage and is inescapable after the first hit of the combo connects. This reset cannot be parried and this super usually does more damage than a daemon. An important thing to do is to activate the jab as early as possible, as it often determines whether or not there is enough time to link the super. In my opinion, this combo really only needs to be practiced for about a week before it becomes second nature.
  
[------------------------------------------------------]
+
If you don’t have meter, Akuma’s best option is usually to juggle with a semi late fierce Shoryuken. You can also try to reset them with a standing fierce, and cancel that into his forward daemon flip and continue the pressure. If you have already tried canceling into forward daemon flip, try cancelling the fierce into the short daemon flip and just let it finish into the sweep. Akuma is usually safe after this sweep, and from the right range, that set-up puts you in the right place to block a counter attack from most characters, again, watch out for supers with quick start ups before executing this attack.
[ * * * * Good Japanese Players * * * *
+
[------------------------------------------------------]
+
  
 +
Another one of Akuma’s great strengths that absolutely needs to be mastered is his Asura Senkuu or his teleport. This move completely ruins the game plans of characters like Denjin-Ryu (Use it to go through meaty Denjins), Urien (Escape Aegis unblockables), and Hugo. It can also be used as a way to run away from Genei-jin, although when doing this you must be extremely careful. Reversal teleport is mandatory for high level Akuma play, as it allows him one way to get around his terrible stamina.
  
Nomoto - Fantastic ground work and patience.
+
The last important tactic for an Akuma player to know is also his most infamous: His daemons. Akuma’s raging daemon puts Akuma’s mix up game on the same level as Makoto’s, and almost as good as Dudley’s. It is important to only use this super in much the same way Hugo uses his Gigas breaker super. Only use this super at point blank range or as Kara. If it is not done at point blank range, any scrub will know enough to jump and avoid it. Performed correctly however, if it is done point blank (like all grab supers need to be); they cannot escape by that method. In fact it can help to ignore that the daemon travels any sort of distance at all. Be careful when Kara canceling the daemon though because during those first few frames that gain extra range Akuma is not considered in the daemon animation therefore he will not pass through opponents attacks. Only regular daemons are reliable for there invincibility frames.  
  
Yuki Otoko - Vicious mixup and hella precision
+
Akuma has a few basic ways to land his daemon. These setups are:
  
Uraken - Fiercest rushdown ever; wild mixup
+
*Dash-daemon
 +
*Dash-Kara daemon
 +
*Tick Kara-daemon
 +
*Empty cancel daemon flip into Kara daemon
 +
And even
 +
*Wake-up daemon.
  
Match - Great defense and technical ability
+
Dash daemon is performed by buffering two jabs in the dash then simply finishing the command. Kara daemon is the same as his Kara throw (F + MP) but finishing the command instead. (Props to Jiro/Harmonaz for showing this final daemon set up). This is by far the best use of a daemon I have ever seen.
  
Jiro - True Kara Demons and rushdown
+
To perform the WALK UP KARA-DEAMON you simply need to be fast enough to input the raging daemon command within the same time window that you Kara cancel Akuma’s F + MK for a Kara throw. The input for this is [LP > LP > F > LK > HP]. This way Akuma will do his famous Kara throw grunt and move forward then cancelling it into a daemon. Obviously this is extremely hard to do, but there are a few ways you can practice and learn this. I learnt that hitting LP and F at the same time for the first LP helps cut time off. Then you need to train your hands to hit LP > LK > HP afterwards. The hardest part I found was getting the tap correct. Remember the timing for the input is really strict but the daemon input itself isn't so much in 3S. Don't worry if you can't do it right away, Harmonaz said it took him 25 min just to learn it in his video, in perspective it took me several hours. Even Japanese players like Jiro and Match don't get it all the time, just watch their matches where they whiff in front of their opponent with max meter, that just goes to show how hard this setup is.
  
J.R. Rodriguez - Smothering pressure and hella style
+
*Akuma has a couple of not-so-hot setups for daemons that should be avoided. I sometimes see beginners use these setups, but they aren’t safe. They are his c.HK blocked canceled into daemon, and his juggle HP reset, whiff LK Tatsu while hiding two LP in the Tatsu then finishing the command at point blank. The reason these setups don’t work is that they are easy to see coming for an experienced player. Most experienced players will jump back when they see these set-ups done by an Akuma with maxed super.
  
PaulT - Great reflexes/decision making skills
+
(''Lately I have been experimenting with a very good, but extremely difficult daemon setup that, when done correctly, can really add to Akuma’s daemon mix up. It is very possible, although very difficult, to hide two LP inputs inside the two c.LK inputs in a blocked version of Akuma’s c.LK hit confirm. If the c.LK > c.LK is blocked, Akuma can then cancel into an immediate Kara daemon if the inputs were done correctly. It must be Kara daemon as the two LKs push Akuma too far out of point blank range on block. The command for this is to hit c.LK then immediately hit c.LP during the short animation and hold then hit c.LK to get the second LK, and almost simultaneously negative edge the second LP by releasing LP, then cancel into Kara daemon. If done correctly Akuma will release two c.LKs without releasing a c.LP. The timing for the button presses is similar to Kara canceling Yun's standing short into LP dash punch if you have any experience with Yun’s juggles.'')
  
Thanks Jida.
+
==Match-ups==
 +
===Serious Advantage Match-ups===
 +
''Akuma has no match-ups where he is at a serious advantage''
 +
===Advantage Match-ups===
 +
*Dudley
 +
*Urien - ''Can be a very frustrating matchup for Urien, given Akuma can teleport out of reflectors, and his mk tatsumaki is completely safe, as long as it's not parried.''
 +
*Elena
 +
*Necro
 +
*Alex
 +
*Remy
 +
*Q
 +
*Hugo
 +
*Twelve
 +
*Sean
  
 +
===Fair Match-ups===
 +
*Akuma
 +
*Ibuki
 +
===Disadvantage Match-ups===
 +
*Yun
 +
*Chun-Li
 +
*Ken
 +
*Makoto - ''This matchup really depends on the quality of the Makoto and Akuma players. Akuma must avoid being stun-grabbed at nearly all costs, considering Makoto has one of the easiest 100% stun combos (out of her SAII) on him in the game. If Makoto gets that one stun-grab on her half of the screen with meter, the round is basically over.''
 +
*Ryu
 +
*Oro
 +
*Yang
  
 +
===Serious Disadvantage Match-ups===
 +
''Akuma has no match-ups where he is at a serious disadvantage''
  
  
  
[-------------------------------]
+
==Discussion==
[* * * * Videos * * * *
+
[-------------------------------]
+
  
 +
http://forums.shoryuken.com/showthread.php?t=124993
  
http://youtube.com/watch?v=2Mp6w8bs2lY - Dash-Demon
+
{{Template:3rd Strike}}
http://youtube.com/watch?v=HpGOkZzUOig
+
  
For more videos check the "Vids" Thread.
+
[[Category: Street Fighter 3: 3rd Strike]]
 +
[[Category: Akuma]]

Revision as of 23:34, 7 July 2007

Akuma's Character Select Portrait
Akuma's Neutral Stance

Introduction

Moves List

Normal Moves

Throws

Seoi Nage LP + LK
Tomoe Nage B + LP + LK

Command Normals

Zugai Hasatsu F + MP
Tenma Kuujin Kyaku D + j.MK

Target Combos

  • close standing MP -> HP

Special Moves

Gohadouken QCF + P
Zanku Hadouken QCF + j.P
Shakunestu Hadouken HCB + P
Tatsumaki Zankuukyaku QCB + K *
* Can also be done in air
Ashura Senkuu DP / B, D, DB + PPP / KKK *
* PPP travels farther than KKK
Hyakki Shuu DP + K
-> Hyakki Gouzan During Hyakki Shuu, (No input)
-> Hyakki Goushou During Hyakki Shuu, P
-> Hyakki Goujin During Hyakki Shuu, K
-> Hyakki Gousai During Hyakki Shuu, LP + LK (When directly on top of opponent)

Super Arts

I Messatsu-Gouhadou QCF -> QCF + P 2 stocks
I Tenma-Gouzanku QCF -> QCF + j.P 2 stocks
II Messatsu-Goushouryu QCF -> QCF + P 2 stocks
III Messatsu-Gourasen QCF -> QCF + K 2 stocks
III Messatsu-Gousenpuu QCF -> QCF + j.K 2 stocks
any Shungokusatsu LP -> LP -> F -> LK -> HP MAX required
any Kongouko-kuretsuzan D -> D -> D -> PPP MAX required

Move Analysis

Meaties:

c.mk, easy to link with sa1.

c.lk

Air Hadouken

Combos

Midscreen

You can add Akuma's dive kick or a j.HP before these combos for more damage.

Everyone

  • c.MK, LK Tatsumaki, Shoryuken
  • s.HP, LK Tatsumaki, Shoryuken
  • c.MK, MK Tatsumaki, MP Shoryuken (Except Hugo(?))

Specific to:

Chun-Li, Makoto, Q, Alex, Necro, 12 and Elena

  • c.mk, mk tatsumaki, HP shoryuken

Hit Confirms

You can add Akuma's dive kick or a j.HP before these combos for more damage.

SA1

  • c.MK, SA1
  • c.LK x2 xx SA1
  • c.LK, c.LP, c.LK xx SA1
  • c.MP, SA1

SA2

  • c.HP, MP Shoryuken xx SA2
  • c.MK, MP Shoryuken xx SA2
  • j.HP, c.MP/c.MK, MP Shoryuken xx SA2
  • c.LK x2 xx SA2

SA3

c.MK xx SA3.


Other

(far) HK, Shun Goku Satsu

c.MK, LK Tatsumaki, LP (reset), Kongou Kokuretsu Zan


Corner

You can add Akuma's dive kick or a j.HP before these combos for more damage.

  • c.MK, Tatsumaki, Shoryuken xx SA1, Shoryuken
  • c.MK, Tatsumaki, Shoryuken xx SA1, SA1, Shoryuken

Frame Data

Normals

Throws

Command Normals

Special Moves

Super Arts

Additional Frame Data

Strategies

Due to Akuma's weak defense and low stun gauge you have to play aggressively. Like pherai said, you gotta play defensively (and space yourself) sometimes too like against Hugo or so. Don't let Akuma's low defense and stun gauge fool you cause his attack and speed make up for it.


Overview

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!

Basics

Super Art Selection

SAI (Messatsu Gouhadou) - Akuma's fireball super, and his super art of choice, for a variety of reasons. It's easily the safest of his supers, which makes it hard to punish unless it's blocked at close range. It can be confirmed or cancelled out of a variety of moves, including cr. short x 2, cr. forward, any of his uppercuts, etc. It also does good chip damage, especially when preceded by a fireball or red fireball. The main thing going against it is its fairly low damage, but it's still respectable, especially against the weaker characters.


SAII (Messatsu Goushoryu) - Akuma's uppercut super, similar to Ken's SAI. Does better damage than SAI, and has many of the same confirms and cancels as SAI. On the other hand, this super is much more than SAI unsafe if missed, and basically gives the opponent a free combo. Also has less chip potential, since the last 3 hits are easily parried. Not a bad super, but SAI is preferrable.


SAIII (Messatsu Gourasen) - Akuma's hurricane kick super, goes straight up. Does the most damage out of all of his supers, but has the worst recovery and chip damage by far. Also lacks range and lead-in combos, making it hard to easily integrate into his ground pressure/offensive. Probably his worst super.


Shun Goku Satsu (Raging Demon) - Akuma's signature special art, requires 2 full meters (all of his super arts are the same length.) Does loads of damage and is a grab super (therefore, unblockable), but is ordinarily hard to connect with since the jabs usually give the super away, and it's fairly easy to jump after the super flash if it's not kara'ed. Techniques such as kara-ing it with toward + MP or hiding the jabs by dashing eliminate these problems and make it a much more lethal super, however.


Kongou Kokuretsu Zan: Akuma's new special art, channels his energy into a shockwave, requires 2 full meters again. Even more damaging than the raging demon (provided all of the hits connect), and has potential for extra with taunt and/or crouching damage. Good for countering dash-ins, jump-ins, and cross-ups, but is somewhat slow to come out and does severely reduced damage if the first hit misses. His most common combo with this super involves a jab reset into the KKZ (after the BnB.) This is also the ultimate chip out super - if you get a knockdown with 2 full stocks and your opponent having only a few pixels of life, this super guarantees the win, provided you time it right. This is since the first hit is unparriable; therefore, it must be blocked, and does good chip on its own. If, by some ridiculous chance, your opponent survives the first hit and starts red-parrying out of it, you still have a good 6 or 7 parries worth of time to screw them up (about the same as his SAI).

Kara-Techniques

Kara Demon - f + mp, lp, lp, down-forward, lk, hp

Kara Throw - f + mp, lp + lk

Zoning

Mixups

Demon Flip Mixups!:


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.

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 you're 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 expect, because I'm not. I'm still learning the demon flip, but I think its not discussed enough here.

Additional Notes

  • Personal Action: Attack up, Stun Damage up for the next non-throw attack/combo.

A Review by Chaosofdante

Introduction

When playing Akuma the basic goal is to use his superior zoning ability in order to control your opponent’s options, and at the same time, minimizing the risk of getting hit yourself.

It is very important to note (if you haven't noticed already) that Akuma has THE WORST defense rating of the characters in 3S. He is also tied with Remy for having the smallest stun bar of all of the characters 3S.

You should also note that Akuma's supers are all the same length, and that he has no EX moves. All this was done to counter balance his incredible offense and mix-up. Many people are turned away from Akuma because they see him as being too inconsistent due to his stamina, but I hope to reassure you that by making smart decisions during the match, Akuma has no holes at all in his game.

Beginning the Offense

Akuma has the basic Shoto mix-ups that allow him to confuse and knock down his opponent repeatedly. If you're not sure on what these mix ups are (tick throw, high/low, Kara throwing, etc.) please consult the Ryu section for examples.

For offense purposes, you want to use Akuma's air fireballs as a safe window to get in on opponents and begin guessing games. When using an air fireball on someone who is standing always, and I mean ALWAYS option select parry before throwing the fireball. Akuma cannot attack after the fireball has been thrown so you want to do it as late as possible. This ensures that if you throw an air fireball at a standing opponent, they can't counter hit you even if they parry. In this way Akuma becomes very safe after a late air fireball even if it's parried, you only need to watch out for things like reversal Shippus or Hugo/Alex SA1 as moves with 1-2 frame start up will still be able to get you. The option select parry is purely there to protect you from any early anti air attempts. If the parry is successful you can do a meaty fierce in the air and link a standing fierce into either short, or roundhouse Tatsu depending on if they are standing or crouching (short Tatsu whiffs on almost everyone crouching).

Another offensive option from mid range in order to get close is to cancel hit or blocked low forwards into Akuma's daemon flip. Akuma has a fairly good mix-up game from this that can work well as long as it's not used more than a few times in a match, if you become predictable with it, your opponent may be able to punish you. The input for this is (F > D > MK > DF and any kick (LK/MK/HK)). The kick pressed determines the distance of Akuma’s flips. Use the short kick to keep the pressure on with dive kicks, and use the other two for his throw.

Once Akuma scores a knockdown he becomes extremely dangerous. He can hit confirm his close standing forward into his B&B juggle. He can also confirm marginal damage starting low without a super with this combo (c.LK > c.LP x RH Tatsu. If in the corner, cancel into LK Tatsu and juggle with an extremely early MP Shoryuken. This can additionally be canceled off the first hit into Messatsu go Hadou if you have built enough meter). If you have super, Akuma is usually better off starting low with c.LK > c.LK x Super.

  • A note on Akuma's B&B juggles. If you hit a close standing LK do not immediately cancel into Messatsu go Hadou, instead, cancel into LK Tatsu if your opponent is not crouching when hit. Akuma's s.LP reset into Messatsu go Hadou is much better. Despite the fact it can be parried, Akuma will recover well before his opponent has finished parrying all 6 hits, and can dash in and attack to screw up their timing. This almost always does more damage than his link (additional things to consider; it is wise to link the close standing forward into Messatsu go Hadou only if they are crouching or if it will win you the round).
  • Another juggle that people often over look and deem as "too hard" to be practical, is his LP reset into Kongoku-kuretsuzan. This is his BEST combo. It does an insane amount of damage and is inescapable after the first hit of the combo connects. This reset cannot be parried and this super usually does more damage than a daemon. An important thing to do is to activate the jab as early as possible, as it often determines whether or not there is enough time to link the super. In my opinion, this combo really only needs to be practiced for about a week before it becomes second nature.

If you don’t have meter, Akuma’s best option is usually to juggle with a semi late fierce Shoryuken. You can also try to reset them with a standing fierce, and cancel that into his forward daemon flip and continue the pressure. If you have already tried canceling into forward daemon flip, try cancelling the fierce into the short daemon flip and just let it finish into the sweep. Akuma is usually safe after this sweep, and from the right range, that set-up puts you in the right place to block a counter attack from most characters, again, watch out for supers with quick start ups before executing this attack.

Another one of Akuma’s great strengths that absolutely needs to be mastered is his Asura Senkuu or his teleport. This move completely ruins the game plans of characters like Denjin-Ryu (Use it to go through meaty Denjins), Urien (Escape Aegis unblockables), and Hugo. It can also be used as a way to run away from Genei-jin, although when doing this you must be extremely careful. Reversal teleport is mandatory for high level Akuma play, as it allows him one way to get around his terrible stamina.

The last important tactic for an Akuma player to know is also his most infamous: His daemons. Akuma’s raging daemon puts Akuma’s mix up game on the same level as Makoto’s, and almost as good as Dudley’s. It is important to only use this super in much the same way Hugo uses his Gigas breaker super. Only use this super at point blank range or as Kara. If it is not done at point blank range, any scrub will know enough to jump and avoid it. Performed correctly however, if it is done point blank (like all grab supers need to be); they cannot escape by that method. In fact it can help to ignore that the daemon travels any sort of distance at all. Be careful when Kara canceling the daemon though because during those first few frames that gain extra range Akuma is not considered in the daemon animation therefore he will not pass through opponents attacks. Only regular daemons are reliable for there invincibility frames.

Akuma has a few basic ways to land his daemon. These setups are:

  • Dash-daemon
  • Dash-Kara daemon
  • Tick Kara-daemon
  • Empty cancel daemon flip into Kara daemon

And even

  • Wake-up daemon.

Dash daemon is performed by buffering two jabs in the dash then simply finishing the command. Kara daemon is the same as his Kara throw (F + MP) but finishing the command instead. (Props to Jiro/Harmonaz for showing this final daemon set up). This is by far the best use of a daemon I have ever seen.

To perform the WALK UP KARA-DEAMON you simply need to be fast enough to input the raging daemon command within the same time window that you Kara cancel Akuma’s F + MK for a Kara throw. The input for this is [LP > LP > F > LK > HP]. This way Akuma will do his famous Kara throw grunt and move forward then cancelling it into a daemon. Obviously this is extremely hard to do, but there are a few ways you can practice and learn this. I learnt that hitting LP and F at the same time for the first LP helps cut time off. Then you need to train your hands to hit LP > LK > HP afterwards. The hardest part I found was getting the tap correct. Remember the timing for the input is really strict but the daemon input itself isn't so much in 3S. Don't worry if you can't do it right away, Harmonaz said it took him 25 min just to learn it in his video, in perspective it took me several hours. Even Japanese players like Jiro and Match don't get it all the time, just watch their matches where they whiff in front of their opponent with max meter, that just goes to show how hard this setup is.

  • Akuma has a couple of not-so-hot setups for daemons that should be avoided. I sometimes see beginners use these setups, but they aren’t safe. They are his c.HK blocked canceled into daemon, and his juggle HP reset, whiff LK Tatsu while hiding two LP in the Tatsu then finishing the command at point blank. The reason these setups don’t work is that they are easy to see coming for an experienced player. Most experienced players will jump back when they see these set-ups done by an Akuma with maxed super.

(Lately I have been experimenting with a very good, but extremely difficult daemon setup that, when done correctly, can really add to Akuma’s daemon mix up. It is very possible, although very difficult, to hide two LP inputs inside the two c.LK inputs in a blocked version of Akuma’s c.LK hit confirm. If the c.LK > c.LK is blocked, Akuma can then cancel into an immediate Kara daemon if the inputs were done correctly. It must be Kara daemon as the two LKs push Akuma too far out of point blank range on block. The command for this is to hit c.LK then immediately hit c.LP during the short animation and hold then hit c.LK to get the second LK, and almost simultaneously negative edge the second LP by releasing LP, then cancel into Kara daemon. If done correctly Akuma will release two c.LKs without releasing a c.LP. The timing for the button presses is similar to Kara canceling Yun's standing short into LP dash punch if you have any experience with Yun’s juggles.)

Match-ups

Serious Advantage Match-ups

Akuma has no match-ups where he is at a serious advantage

Advantage Match-ups

  • Dudley
  • Urien - Can be a very frustrating matchup for Urien, given Akuma can teleport out of reflectors, and his mk tatsumaki is completely safe, as long as it's not parried.
  • Elena
  • Necro
  • Alex
  • Remy
  • Q
  • Hugo
  • Twelve
  • Sean

Fair Match-ups

  • Akuma
  • Ibuki

Disadvantage Match-ups

  • Yun
  • Chun-Li
  • Ken
  • Makoto - This matchup really depends on the quality of the Makoto and Akuma players. Akuma must avoid being stun-grabbed at nearly all costs, considering Makoto has one of the easiest 100% stun combos (out of her SAII) on him in the game. If Makoto gets that one stun-grab on her half of the screen with meter, the round is basically over.
  • Ryu
  • Oro
  • Yang

Serious Disadvantage Match-ups

Akuma has no match-ups where he is at a serious disadvantage


Discussion

http://forums.shoryuken.com/showthread.php?t=124993