Difference between revisions of "X-Men vs Street Fighter/Akuma"

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== Combos/Infinites ==
 
== Combos/Infinites ==
Beginner
+
Beginner<br>
1) J.HK , C.MK XX GouTatsuMakiZanKuuKyaku
+
1) J.HK , C.MK XX GouTatsuMakiZanKuuKyaku<br>
2) J.HK , S.LP XX HP-GouShouRyuKen
+
2) J.HK , S.LP XX HP-GouShouRyuKen<br>
3) Raging Demon, C.MK (OTG) XX GouTatsuMakiZanKuuKyaku
+
3) Raging Demon, C.MK (OTG) XX GouTatsuMakiZanKuuKyaku<br>
  
Intermediate
+
Intermediate<br>
1) J.HP , D.S.LP , C.HP SJ SJ.LP , SJ.LK , SJ.MP XX
+
1) J.HP , D.S.LP , C.HP SJ SJ.LP , SJ.LK , SJ.MP XX Air GouTatsuMakiZanKuuKyaku<br>
  Air GouTatsuMakiZanKuuKyaku
+
2) J.MK , J.HP , D.S.LK , C.MK XX Messatsu GouShouRyu<br>
2) J.MK , J.HP , D.S.LK , C.MK XX Messatsu GouShouRyu
+
3) Raging Demon, C.LK (OTG) , C.HP SJ SJ.LP , SJ.LK , SJ.MP XX Air GouTatsuMakiZanKuuKyaku<br>
3) Raging Demon, C.LK (OTG) , C.HP SJ SJ.LP , SJ.LK , SJ.MP
+
4) J.HK XX Air GouTatsuMakiZanKuuKyaku , S.LP , C.LK , C.MK XX MK-GouTatsuMakiZanKuuKyaku, C.MK (OTG) XX HK-GouTatsuMakiZanKuuKyaku<br>
  XX Air GouTatsuMakiZanKuuKyaku
+
5) Get enemy in the corner.  J.HK XX Air HK- GouTatsuMakiZanKuuKyaku , C.MK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK XX Tenma KuuJinKyaku<br><br>
4) J.HK XX Air GouTatsuMakiZanKuuKyaku , S.LP , C.LK ,
+
 
  C.MK XX MK-GouTatsuMakiZanKuuKyaku, C.MK (OTG) XX
+
Note: Super Jump PAST the enemy before hitting then with the SJ.LP, or the Dive Kick will miss.<br><br>
  HK-GouTatsuMakiZanKuuKyaku
+
 
5) Get enemy in the corner.  J.HK XX Air HK-
+
6) Get enemy in corner.  J.HK XX Air GouTatsuMakiZanKuuKyaku , C.LK , C.MK XX MK-GouTatsuMakiZanKuuKyaku, C.LK (OTG) , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK XX ZanKuu HaDouKen<br><br>
  GouTatsuMakiZanKuuKyaku , C.MK , C.HP SJ SJ.LP , SJ.LK ,
+
Note: Two things: after Launching the enemy, Super Jump PAST the enemy before hitting with the SJ.LP.  Also, after the SJ.UP.MK, wait half a second before buffering that into the Air Fireball.<br><br>
  SJ.UP.MK XX Tenma KuuJinKyaku
+
 
  **Note: Super Jump PAST the enemy before hitting then with the SJ.LP, or
+
If you do not do the two above things, there is no way the Air Fireball will connect.<br><br>
          the Dive Kick will miss.
+
7) Get enemy near corner.  J.MK , J.HK , D.S.LP , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK , SJ.UP.HK (FS), SJ.UP.HK , C.LK (OTG) , C.MP , S.MK [2 hits] , S.HP , S.HK<br>
6) Get enemy in corner.  J.HK XX Air GouTatsuMakiZanKuuKyaku ,
+
8) Start in the corner and get enemy right next to you.  C.LK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw , Messatsu GouHaDou<br><br>
  C.LK , C.MK XX MK-GouTatsuMakiZanKuuKyaku, C.LK (OTG) ,
+
Note: When you do the Super Combo at the end, do it as early as possible.
  C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK XX ZanKuu HaDouKen
+
  **Note: Two things: after Launching the enemy, Super Jump PAST the enemy
+
          before hitting with the SJ.LP.  Also, after the SJ.UP.MK,
+
          wait half a second before buffering that into the Air Fireball.
+
          If you do not do the two above things, there is no way the Air
+
          Fireball will connect.
+
7) Get enemy near corner.  J.MK , J.HK , D.S.LP , C.HP SJ
+
  SJ.LP , SJ.LK , SJ.UP.MK , SJ.UP.HK (FS),
+
  SJ.UP.HK , C.LK (OTG) , C.MP , S.MK [2 hits] ,
+
  S.HP , S.HK
+
8) Start in the corner and get enemy right next to you.  C.LK , C.HP
+
  SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw , Messatsu
+
  GouHaDou
+
  **Note: When you do the Super Combo at the end, do it as early as possible.
+
 
           If you DO do it as early as possible, make sure you do the code
 
           If you DO do it as early as possible, make sure you do the code
 
           for it as if you were STILL IN THE CORNER, even though Akuma has
 
           for it as if you were STILL IN THE CORNER, even though Akuma has
Line 91: Line 77:
 
           Super Combo comes out instead, it means you did the code too late.
 
           Super Combo comes out instead, it means you did the code too late.
  
Expert
+
Expert<br>
1) Have enemy in corner.  J.MK , J.HK , D.S.LP , C.HP SJ
+
1) Have enemy in corner.  J.MK , J.HK , D.S.LP , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw , J.UP.MK XX HK-TatsuMakiZanKuuKyaku , C.HP SJ SJ.LP , SJ.LK , SJ.UP.HK (FS), SJ.UP.HK (FS) , J.LP , J.UP.MK , J.UP.HK (FS) , C.LK , C.MP , S.MK [2 hits] , S.HP , S.HK<br>
  SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw , J.UP.MK XX
+
2) Have enemy in corner.  J.HK XX HK-Air GouTatsuMakiZanKuuKyaku , C.MK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.HK (FS), SJ.UP.HK (FS) , C.LK (OTG) , C.MP , S.MK [2 hits] , S.HP , S.HK, HP Throw, C.LK (OTG) , C.HP SJ SJ.LP , SJ.LK , SJ.UP.HK (FS), SJ.UP.HK (FS) , J.LP , J.UP.MK , J.UP.HK , S.LP , S.MP , S.MK [2 hits] , S.HP , S.HK<br><br>
  HK-TatsuMakiZanKuuKyaku , C.HP SJ SJ.LP , SJ.LK ,
+
 
  SJ.UP.HK (FS), SJ.UP.HK (FS) , J.LP , J.UP.MK ,
+
The throw after the S.HK must be perfectly timed, or it won't combo.<br>
  J.UP.HK (FS) , C.LK , C.MP , S.MK [2 hits] ,
+
 
  S.HP , S.HK
+
3) Have enemy in corner.  Raging Demon, [take half a step forward] C.LK (OTG) , C.MP, J.MP , J.UP.MK XX HK- GouTatsuMakiZanKuuKyaku , J.UP.MK XX HK-TatsuMakiZanKuuKyaku , C.HP SJ SJ.LP , SJ.UP.HK (FS), SJ.UP.HK , S.LP S.MP , S.MK [2 hits] , S.HP , S.HK<br><br>
2) Have enemy in corner.  J.HK XX HK-Air
+
 
  GouTatsuMakiZanKuuKyaku , C.MK , C.HP SJ SJ.LP , SJ.LK ,
+
After the C.MP, jump forward with an IMMEDIATE J.MP.  Then, for the J.UP.MK, jump straight up.<br><br>
  SJ.UP.HK (FS), SJ.UP.HK (FS) , C.LK (OTG) , C.MP
+
 
  , S.MK [2 hits] , S.HP , S.HK, HP Throw, C.LK
+
4) Enemy can be anywhere.  Raging Demon, [take a step forward] C.LK (OTG) , C.MP, (J.LP ,) J.MP , J.UP.MK XX HK-Air GouTatsuMakiZanKuuKyaku , C.HP SJ SJ.UP.MK, MP-Air Throw , Messatsu GouShouRyu (OTG)<br>
  (OTG) , C.HP SJ SJ.LP , SJ.LK , SJ.UP.HK (FS),
+
   **Note: Against characters Cyclops and heavier, after the C.MP, make sure you jump forward and do all four moves in the jumping sequence as quickly as possible.  Against smaller characters like Ryu, skip the move in the parentheses (the J.LP) and put a small delay ONLY between the J.UP.MK and the Hurricane Kick.  After the C.HP connects, Super Jump straight up and then start curving towards the enemy and THEN hit them with the SJ.UP.MK, or you'll never connect with the Air Throw.  When you land from the Air Throw, do an IMMEDIATE Messatsu GouShouRyu and make sure you do the code in the direction of what you were facing when you STARTED the combo.  Only the last set of Uppercuts will connect with the OTG.<br><br>
  SJ.UP.HK (FS) , J.LP , J.UP.MK , J.UP.HK , S.LP
+
  , S.MP , S.MK [2 hits] , S.HP , S.HK
+
  **Note: The throw after the S.HK must be perfectly timed, or it
+
          won't combo.
+
3) Have enemy in corner.  Raging Demon, [take half a step forward] C.LK
+
  (OTG) , C.MP, J.MP , J.UP.MK XX HK-
+
  GouTatsuMakiZanKuuKyaku , J.UP.MK XX HK-TatsuMakiZanKuuKyaku
+
  , C.HP SJ SJ.LP , SJ.UP.HK (FS), SJ.UP.HK , S.LP
+
  S.MP , S.MK [2 hits] , S.HP , S.HK
+
  **Note: After the C.MP, jump forward with an IMMEDIATE J.MP.  Then,
+
          for the J.UP.MK, jump straight up.
+
4) Enemy can be anywhere.  Raging Demon, [take a step forward] C.LK (OTG)
+
  , C.MP, (J.LP ,) J.MP , J.UP.MK XX HK-Air
+
  GouTatsuMakiZanKuuKyaku , C.HP SJ SJ.UP.MK, MP-Air Throw ,
+
  Messatsu GouShouRyu (OTG)
+
   **Note: Against characters Cyclops and heavier, after the C.MP, make
+
          sure you jump forward and do all four moves in the jumping
+
          sequence as quickly as possible.  Against smaller characters like
+
          Ryu, skip the move in the parentheses (the J.LP) and put a small
+
          delay ONLY between the J.UP.MK and the Hurricane Kick.  After
+
          the C.HP connects, Super Jump straight up and then start
+
          curving towards the enemy and THEN hit them with the
+
          SJ.UP.MK, or you'll never connect with the Air Throw.  When
+
          you land from the Air Throw, do an IMMEDIATE Messatsu GouShouRyu
+
          and make sure you do the code in the direction of what you were
+
          facing when you STARTED the combo.  Only the last set of
+
          Uppercuts will connect with the OTG.
+
  
  

Latest revision as of 19:29, 14 August 2016

Introduction

XvSFAkuma.png

The mysterious Akuma will find any opportunity to take on the world's best fighters in order to find a true challenger.

Moves List

Normal Moves

Overhead Punch F.png + Mp.png
Overhead Kick F.png + Mk.png
Upward Midkick (in air) U.png + Mk.png
Upward Roundhouse (in air) U.png + Hk.png

Special Moves

Gouhadoken (also in air) Qcf.png + P.png
Goushoryuken Dp.png + P.png
Goutatsumaki Senpuu Kyaku (also in air) Qcb.png + K.png
Dive Kick (in air) Qcf.png + K.png
Ashura Warp Dp.png or Rdp.png + ( P.png + P.png + P.png ) or ( K.png + K.png + K.png )

Super Moves

Mesatsu Goushoryuken Qcf.png + P.png P.png
Mesatsu Gouhadoken Qcb.png + P.png P.png
Mesatsu GouHadoken Rain (in air) Qcf.png + P.png P.png
Raging Demon Lp.png , Lp.png , F.png , Lk.png , Hp.png

The Basics

Advanced Strategy

Combos/Infinites

Beginner
1) J.HK , C.MK XX GouTatsuMakiZanKuuKyaku
2) J.HK , S.LP XX HP-GouShouRyuKen
3) Raging Demon, C.MK (OTG) XX GouTatsuMakiZanKuuKyaku

Intermediate
1) J.HP , D.S.LP , C.HP SJ SJ.LP , SJ.LK , SJ.MP XX Air GouTatsuMakiZanKuuKyaku
2) J.MK , J.HP , D.S.LK , C.MK XX Messatsu GouShouRyu
3) Raging Demon, C.LK (OTG) , C.HP SJ SJ.LP , SJ.LK , SJ.MP XX Air GouTatsuMakiZanKuuKyaku
4) J.HK XX Air GouTatsuMakiZanKuuKyaku , S.LP , C.LK , C.MK XX MK-GouTatsuMakiZanKuuKyaku, C.MK (OTG) XX HK-GouTatsuMakiZanKuuKyaku
5) Get enemy in the corner. J.HK XX Air HK- GouTatsuMakiZanKuuKyaku , C.MK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK XX Tenma KuuJinKyaku

Note: Super Jump PAST the enemy before hitting then with the SJ.LP, or the Dive Kick will miss.

6) Get enemy in corner. J.HK XX Air GouTatsuMakiZanKuuKyaku , C.LK , C.MK XX MK-GouTatsuMakiZanKuuKyaku, C.LK (OTG) , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK XX ZanKuu HaDouKen

Note: Two things: after Launching the enemy, Super Jump PAST the enemy before hitting with the SJ.LP. Also, after the SJ.UP.MK, wait half a second before buffering that into the Air Fireball.

If you do not do the two above things, there is no way the Air Fireball will connect.

7) Get enemy near corner. J.MK , J.HK , D.S.LP , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK , SJ.UP.HK (FS), SJ.UP.HK , C.LK (OTG) , C.MP , S.MK [2 hits] , S.HP , S.HK
8) Start in the corner and get enemy right next to you. C.LK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw , Messatsu GouHaDou

Note: When you do the Super Combo at the end, do it as early as possible.

          If you DO do it as early as possible, make sure you do the code
          for it as if you were STILL IN THE CORNER, even though Akuma has
          already thrown the enemy into the corner.  If the GouShouRyu
          Super Combo comes out instead, it means you did the code too late.

Expert
1) Have enemy in corner. J.MK , J.HK , D.S.LP , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw , J.UP.MK XX HK-TatsuMakiZanKuuKyaku , C.HP SJ SJ.LP , SJ.LK , SJ.UP.HK (FS), SJ.UP.HK (FS) , J.LP , J.UP.MK , J.UP.HK (FS) , C.LK , C.MP , S.MK [2 hits] , S.HP , S.HK
2) Have enemy in corner. J.HK XX HK-Air GouTatsuMakiZanKuuKyaku , C.MK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.HK (FS), SJ.UP.HK (FS) , C.LK (OTG) , C.MP , S.MK [2 hits] , S.HP , S.HK, HP Throw, C.LK (OTG) , C.HP SJ SJ.LP , SJ.LK , SJ.UP.HK (FS), SJ.UP.HK (FS) , J.LP , J.UP.MK , J.UP.HK , S.LP , S.MP , S.MK [2 hits] , S.HP , S.HK

The throw after the S.HK must be perfectly timed, or it won't combo.

3) Have enemy in corner. Raging Demon, [take half a step forward] C.LK (OTG) , C.MP, J.MP , J.UP.MK XX HK- GouTatsuMakiZanKuuKyaku , J.UP.MK XX HK-TatsuMakiZanKuuKyaku , C.HP SJ SJ.LP , SJ.UP.HK (FS), SJ.UP.HK , S.LP S.MP , S.MK [2 hits] , S.HP , S.HK

After the C.MP, jump forward with an IMMEDIATE J.MP. Then, for the J.UP.MK, jump straight up.

4) Enemy can be anywhere. Raging Demon, [take a step forward] C.LK (OTG) , C.MP, (J.LP ,) J.MP , J.UP.MK XX HK-Air GouTatsuMakiZanKuuKyaku , C.HP SJ SJ.UP.MK, MP-Air Throw , Messatsu GouShouRyu (OTG)

  **Note: Against characters Cyclops and heavier, after the C.MP, make sure you jump forward and do all four moves in the jumping sequence as quickly as possible.  Against smaller characters like Ryu, skip the move in the parentheses (the J.LP) and put a small delay ONLY between the J.UP.MK and the Hurricane Kick.  After the C.HP connects, Super Jump straight up and then start curving towards the enemy and THEN hit them with the SJ.UP.MK, or you'll never connect with the Air Throw.  When you land from the Air Throw, do an IMMEDIATE Messatsu GouShouRyu and make sure you do the code in the direction of what you were facing when you STARTED the combo.  Only the last set of Uppercuts will connect with the OTG.


Infinites
Anywhere:
Air Counter Infinite:

  • [J.U.Mk XX Hk Tatsumaki]
    • Opponent must be in the air.

Corner
FS Setups:

  • Cr.Hp, /\ Sj.Lp, Sj.Lk, Sj.Mp, Sj.U.Mk, Sj.U.Hk, Sj.U.Hk (FS)
  • Cr.Hp, /\ Sj.Lp, Sj.Lk, Sj.U.Mk, Sj.U.Hk, Sj.U.Hk (FS)
  • Cr.Hp, /\ Sj.Lp, Sj.Lk, Sj.U.Hk, Sj.U.Hk (FS)
    • Use these to setup your corner infinites.

Jumping Infinite

  • [J.Lp, J.U.Mk, J.U.Hk]
    • If they to high on your first rep do J.Lp, J.U.Hk instead and then continue normally. If they are falling to low do J.Lp, J.Lk, J.U.Mk, J.U.Hk. Not possible on heavy characters.

Bobbing Infinite

  • Cr.Lk (OTG), Cr.Mp, [S.Lp, Cr.Mp]
    • Not possible on Chun Li, Cammy, Dhalsim, and some heavy characters.

Standing Infinite

  • Cr.Lk (OTG), Cr.Mp, S.Mk(2-hits), S.Hp, S.Hk [S.Lp, S.Mp, S.Mk(2-hits), S.Hp, S.Hk]

Match-ups