Street Fighter 3: 3rd Strike/Akuma/Archive: Difference between revisions

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[[Image:Akuma3s-stance.gif|frame|right|Akuma's Neutral Stance]]
[[Image:Akuma3s-stance.gif|frame|right|Akuma's Neutral Stance]]
==Introduction==
==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.


== Moves List ==
== Moves List ==


=== Normal Moves ===
=== Normal Moves ===
'''Standing'''
Far LP - standard shoto jab, a quick jab with his far arm,  good for tick throws, and filler moves.  Whiffs on crouching opponents.  Can be used as a fast anti-air. Cancellable into itself and specials and supers.
Close LP - he does a fast elbow with his far arm to the opponents head, same as Ken's and Ryu's.  Whiffs on crouching opponents. Cancellable into itself and specials and supers
Far MP - he does a palm strike with his close arm.  Decent range, great poke, meter builder, great counter poke.  Whiffs on most crouching opponents, except for the characters with          large hit boxes such as dudley and urien. cancellable into supers and specials.
Close MP - he does a shoto gut punch with his close arm, same as Ken's and Ryu's.  A good poke, doesn't push too far so its useful for tick throws much like ken's.  Cancellable into HP, but i don't recommend it as its a little slow.  Cancellable into supers and specials as well.
Far HP - he fully extends his far arm for punch.  Very good range, but slow recovery so very easily punished.  Use sparingly and only at a good distance.
Close HP - He does an uppercut with his far arm, same as Kens and Ryu's. A very good move, alot of stun, good damage, comes out relatively fast.  Try to land these as often as possible. A good anti-air. Cancellable into supers and specials.
LK - a shin kick with his close leg, same as Ryu's and Ken's. Decent range, but not all too useful as almost every other poke would be better in all situations. 
Far MK - a straight out toe kick to the mid section with his far leg, same as Ryu's.  Good range and good priority, useful during poke strings to stuff moves.
Close MK - a knee with the close leg to the midsection, same as Ryu's.  A very good poke as well, comes out fast, and hit confirmable.  Cancellable into supers and specials.
Far HK - He does a roundhouse kick to the head, same as Ryu's.  Used much in the same way as Ryu's, used to catch jump aways, good damage.  Comboable into Raging Demon.
Close HK - He does a two hitting axe kick, where he lifts his leg straight up (1hit) and brings his leg down (2nd hit).  2nd Hit is an overhead.  Overall a decent move, but very limited as you have to be pretty close, in which case there are many other better things you can do.
'''Crouching'''
LP - a quick jab with his far arm, same as Ken's and Ryu's. Looks the same as cr. MP except comes out and retracts a little faster, and leaves less block stun.  Same basic function as cr. lk except with a little less range, but it doesn't push opponents as far away as cr. lk. Cancellable into itself, cr. lk, and specials and supers.
MP - a punch with his far arm, same as Ken's and Ryu's and looks similar to the cr. lp.  Great priority, so very useful as a counter-poke.  Cancellable into supers and specials.
HP - He does a straight up uppercut with his close arm, same as Ken's and Ryu's.  Very good counter poke as it will stuff and beat out almost anything that hits the arm while he does the uppercut.  Also great as an anti-air since it reaches pretty high up and it doesn't expose your hit box as much as standing HP.  Cancellable into supers and specials.
LK - a fast short kick, same as Ken's and Ryu's.  A good poke, longer ranger than cr. lp, hit confirmable. Cancellable into itself, cr. lp, specials, and supers.
MK - a long reaching kick, same as Ken's and Ryu's.  Great poke, good range.  Can be punished if blocked with certain supers (Ken's SA3), but nothing to be too worried about.  Cancellable into specials and supers.
HK - a typical shoto sweep, same as Ken's and Ryu's.  Scores a knockdown, comes out fast, but has poor recovery.  Use only at max range where it is much harder to punish.
'''Jumping'''
LP - an elbow that lasts for the duration of the jump.  Not all too useful, can be used to bait parries so you can parry their counter attack and attack them with a real move.
MP - a jumping punch, not very useful at all.
HP - a powerful punch, good damage, stun, and block and hit stun.
LK - a knee attack, pretty much useless except for the same purposes as the j. LP.
MK - a jumping kick.  Not too useful since the jumping HK serves the same function and it does the job better.  Only use is for less block stun.
HK - A longer reaching jumping kick.  Good damage, good range, good hit and block stun. Overall a very good move.


==== Throws ====
==== Throws ====
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{| border="0" cellpadding="5" cellspacing="0" width="60%"
{| border="0" cellpadding="5" cellspacing="0" width="60%"
|-
|-
| Seoi Nage || LP   LK
| Seoi Nage || LP + LK
Over the shoulder throw that lands the opponent right in front of you
|-
|-
| Tomoe Nage || B   LP   LK
| Tomoe Nage || B + LP + LK
Throws opponent over and behind you to a screen length's distance
|}
|}


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{| border="0" cellpadding="5" cellspacing="0" width="60%"
{| border="0" cellpadding="5" cellspacing="0" width="60%"
|-
|-
| Zugai Hasatsu || F   MP
| Zugai Hasatsu || F + MP
Command overhead. Ridiculous range, two-hits, and unthrowable in arcade version.
|-
|-
| Tenma Kuujin Kyaku || D   j.MK
| Tenma Kuujin Kyaku || D + j.MK
Command dive kick, can only be used on or around peak of jump.  If you super jump cancel, there is a larger window where you can cancel the jump into the dive kick.
|}
|}


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{| border="0" cellpadding="5" cellspacing="0" width="80%"
{| border="0" cellpadding="5" cellspacing="0" width="80%"
|-
|-
| Gohadouken || QCF   P
| Gohadouken || QCF + P
Basic fireball, strength of punch determines speed of fireball
|-
|-
| Zanku Hadouken || QCF   j.P
| Zanku Hadouken || QCF + j.P
Air fireball
|-
|-
| Shakunestu Hadouken || HCB   P
| Shakunestu Hadouken || HCB + P
A Flaming fireball, strength of punch determines number of hits, startup and recovery speeds. LP is 1 hit and is fastest, HP is 3 hits and is slowest
|-
|-
| Tatsumaki Zankuukyaku || QCB   K *
| Tatsumaki Zankuukyaku || QCB + K *
Hurricane kick,
LK version is 1 hit, slowest startup and can be easily followed up for a a juggle.
MK version is 2 hits (but 3 parries), can be followed up with mp shoryu, hp shoryu, or hk tatsu, depending on character.
HK version is 3 hits (5 parries)
Depending on the character, the hurricane kicks can cross over crouching opponents.
|-
|-
| || * Can also be done in air
| || * Can also be done in air
|-
|-
| Ashura Senkuu || DP / B, D, DB   PPP / KKK *
| Ashura Senkuu || DP / B, D, DB + PPP / KKK *
Teleport.  Invincible during startup and travel EXCEPT to supers, as supers freezes the teleport.  A little slow on recovery so it is punishable.
|-
|-
| || * PPP travels farther than KKK
| || * PPP travels farther than KKK
|-
|-
| Hyakki Shuu || DP   K
| Hyakki Shuu || DP + K
Demon flip, the move that puts akuma over the top. Strength of kick determines distance the demon flip travels, HK has the greatest distance.
|-
|-
| -> Hyakki Gouzan || During Hyakki Shuu, (No input)
| -> Hyakki Gouzan || During Hyakki Shuu, (No input)
A sliding kick, try to use it sparingly and land it at the max range of the slide so its much harder to punish, even after a parry.
|-
|-
| -> Hyakki Goushou || During Hyakki Shuu, P
| -> Hyakki Goushou || During Hyakki Shuu, P
A punch, not all too useful since it is slow and uncomboable.  However, it acts as an overhead, and scores a knockdown.
|-
|-
| -> Hyakki Goujin || During Hyakki Shuu, K
| -> Hyakki Goujin || During Hyakki Shuu, K
A dive kick, can be cancelled early or late.  Cancelling it late can lead to combos, cancelling really late allows you to "cancel" the demon flip so no attack comes out along with no recovery.  Can be blocked high or low.
|-
|-
| -> Hyakki Gousai || During Hyakki Shuu, LP   LK (When directly on top of opponent)
| -> Hyakki Gousai || During Hyakki Shuu, LP + LK (When directly on top of opponent)
Throw. A little strict on spacing, but a very useful move thats hard to counter.
|}
|}


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{| border="0" cellpadding="5" cellspacing="0" width="95%"
{| border="0" cellpadding="5" cellspacing="0" width="95%"
|-
|-
| I || Messatsu-Gouhadou || QCF -> QCF   P || 2 stocks
| I || Messatsu-Gouhadou || QCF -> QCF + P || 2 stocks
Fireball super, 6 hits.  I believe this to be the best super as it is the most versatile.
|-
|-
| I || Tenma-Gouzanku || QCF -> QCF   j.P || 2 stocks
| I || Tenma-Gouzanku || QCF -> QCF + j.P || 2 stocks
Air fireball super, 6. hits.
|-
|-
| II || Messatsu-Goushouryu || QCF -> QCF   P || 2 stocks
| II || Messatsu-Goushouryu || QCF -> QCF + P || 2 stocks
A 3 uppercut super.  Does more damage than SA1, but not as versatile.
|-
|-
| III || Messatsu-Gourasen || QCF -> QCF   K || 2 stocks
| III || Messatsu-Gourasen || QCF -> QCF + K || 2 stocks
A rising hurricane kick.
|-
|-
| III || Messatsu-Gousenpuu || QCF -> QCF   j.K || 2 stocks
| III || Messatsu-Gousenpuu || QCF -> QCF + j.K || 2 stocks
Air rising hurricane kick.
|-
|-
| any || Shungokusatsu || LP -> LP -> F -> LK -> HP || MAX required
| any || Shungokusatsu || LP -> LP -> F -> LK -> HP || MAX required
Raging demon.  Unblockable grab super.  Akuma glides across a screen length and tries to grab the opponent.
|-
|-
| any || Kongouko-kuretsuzan || D -> D -> D -> PPP || MAX required
| any || Kongouko-kuretsuzan || D -> D -> D -> PPP || MAX required
a massive damage super, blockable, and slow recovery.  Does massive chip damage, even more than Ibuki's SA1.
|}
|}


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'''Meaties:'''
'''Meaties:'''


far mp, only on opponents with large hit boxes.
c.mk, easy to link with sa1.
 
cl.mk, easy to link with sa1.


cr.lk
c.lk
 
demonflip kick
 
dive kick


Air Hadouken
Air Hadouken
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==== Everyone ====
==== Everyone ====
*cl.MK/cr.MK/s.HP/cr.HP, LK Tatsumaki, HP Shoryuken
*c.MK, LK Tatsumaki, Shoryuken
*cr. lk, cr. mp, mk tatsu, MP Shoryu or HP shoryu(strength depends on char)
*s.HP, LK Tatsumaki, Shoryuken
*c.MK, MK Tatsumaki, MP Shoryuken (Except Hugo(?))
*c.MK, MK Tatsumaki, MP Shoryuken (Except Hugo(?))
==== Specific to: ====
==== Specific to: ====
Chun-Li, Makoto, Q, Alex, Necro, 12 and Elena
Chun-Li, Makoto, Q, Alex, Necro, 12 and Elena
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==== SA1 ====
==== SA1 ====


*cl.MK
*c.MK, SA1
*cr.MK, SA1
*c.LK x2 xx SA1
*cr.LK x2 xx SA1
*c.LK, c.LP, c.LK xx SA1
*cr.LK, c.LP, c.LK xx SA1
*c.MP, SA1
*c.MP, SA1


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== Frame Data ==
== Frame Data ==
http://web.archive.org/web/20040415185817/www.karathrow.com/akuma.html
 
=== Normals ===
=== Normals ===
=== Throws ===
=== Throws ===
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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.
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.




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


Kara Throw - f   mp, lp   lk
Kara Throw - f + mp, lp + lk


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


"Personally, in my experiences, the Demon Flip Punch Variation works as a great overhead. Incorporating it into your DF mix-ups might actually prove to be semi-worthwhile, if not valuable to maintaining control of a match and keeping an opponent that constantly crouch blocks in the corner. You should be able to f.mp kara even on a quick stand. My opinion is solely based on my match win% over a series of games where this move attributed to the increased win% as a whole. On the subject of singular instances where AA is heavily used against DF, empty flips do smooth transitions into Kara Throws."
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.
(Xeris)
 
 
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.


=== Additional Notes ===
=== Additional Notes ===
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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.
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
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


== Miscellaneous ==
===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


{{Template:3rd Strike}}
{{Template:3rd Strike}}


[[Category: X-box Ports]]
[[Category: PS2 Ports]]
[[Category: Street Fighter 3: 3rd Strike]]
[[Category: Street Fighter 3: 3rd Strike]]
[[Category: Akuma]]

Revision as of 16:04, 2 September 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