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

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[[Image:Akuma3sport.gif|frame|right|Akuma's Character Select Portrait]]
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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==
Line 53: Line 53:
|-
|-
|-
|-
| Overhead || MP + MK
| Overhead || MP   MK
|-
|-
| Taunt || HP + HK (Increase Super meter & Damage/Stun on next attack/combo.)
| Taunt || HP   HK (Increase Super meter
|-
| H-Parry || F *
|-
| L-Parry || D *
|-
| Axe-Kick || S+HK
|-
| Side Uppercut || S+HP
|-
| Knee || S+MK
|-
| Elbow || S+LP
|-
| Body Blow || S+MP
|-
| Lunge Punch || HP
|-
| Palm Punch || MP
|-
| Jab || LP
|-
| Roundhouse || HK
|-
| Lunge Kick || MK
|-
| Shin Kick || LK
|-
| Low Jab || C+LP
|-
| Low Punch || C+MP
|-
| Floor Uppercut || C+HP
|-
| Ankle Kick || C+LK
|-
| Lunge Ankle Kick || C+MK
|-
| Sweep Kick || C+HK
|-
|}
 
=== EX Moves ===
 
{| border="0" cellpadding="5" cellspacing="0" width="60%"
|-
| Akuma has no EX moves || He makes up for this with speed and power. His only downside is defense and stun meter.
|
|}
 
==== Throws ====
 
{| border="0" cellpadding="5" cellspacing="0" width="60%"
|-
| Seoi Nage [Throws Near]|| LP + LK
|-
| Tomoe Nage [Throws Far]|| B + LP + LK
|-
|}
 
==== Command Normals ====
 
{| border="0" cellpadding="5" cellspacing="0" width="60%"
|-
| Zugai Hasatsu || F + MP
|-
| Tenma Kuujin Kyaku [Dive Kick]||  J+F, D+MK (K must be performed before descent)
|
|}
 
==== Target Combos ====
 
* close standing MP -> HP
 
=== Special Moves ===
 
{| border="0" cellpadding="5" cellspacing="0" width="80%"
|-
| Gohadouken [Fireball] || QCF - P (Speed/Damage/Hits/Range may vary for L,M,H)
|-
| Zanku Hadouken [Air-Fireball]|| J, QCF - P (Speed/Damage/Hits/Range may vary for L,M,H)
|-
| Shakunestu Hadouken [Super Fireball]|| HCB - P (Speed/Damage/Hits/Range may vary for L,M,H)
|-
| Tatsumaki Zankuukyaku [Hurricane Kick]|| QCB - K * (Speed/Damage/Hits/Range may vary for L,M,H)
|-
|-
| || * Can also be done in air
|-
| Shoryuken [Dragon Uppercut Punch]|| F, D, DF - P (Speed/Damage/Hits/Range may vary for L,M,H)
|-
| Ashura Senkuu [Teleport]|| F, D, DF / B, DB, B - LP+MP+HP / LK+MK+HK *
|-
| || * PPP travels farther than KKK (Able to perform this with only KK or PP instead of PPP or KKK)
|-
| Hyakki Shuu [Demon Flip]|| F, D, DF - K (Speed/Damage/Hits/Range may vary for L,M,H)
|-
| -> Hyakki Gouzan [Slide Kick]|| During Hyakki Shuu, (No input)
|-
| -> Hyakki Goushou [Overhead Punch]|| During Hyakki Shuu, P
|-
| -> Hyakki Goujin [Dive Kick]|| During Hyakki Shuu, K
|-
| -> Hyakki Gousai [Throw]|| During Hyakki Shuu, LP + LK (When directly on top of opponent)
|}
 
=== Super Arts ===
 
{| border="0" cellpadding="5" cellspacing="0" width="95%"
|-
| I || Messatsu-Gouhadou || QCF,QCF - P || 2 stocks
|-
| I || Tenma-Gouzanku || J,QCF,QCF - P || 2 stocks
|-
| II || Messatsu-Goushouryu || QCF,QCF - P || 2 stocks
|-
| III || Messatsu-Gourasen || QCF,QCF - K || 2 stocks
|-
| III || Messatsu-Gousenpuu || J,QCF,QCF - K || 2 stocks
|-
| any || Shungokusatsu || LP,LP,F,LK,HP || MAX required (15 hits)
|-
| any || Kongouko-kuretsuzan || D,D,D - LP+MP+HP * || MAX required (up to 9 hits)
|-
|  || * (Able to preform this with only PP instead of PPP)
|}
 
----
 
===Move Analysis===
 
'''Meaties:'''
 
*S.MK
 
*S.MP
 
*C.LK
 
*UOH
 
*F+MP
 
*Air Hadouken
 
== Combos ==
 
=== Midscreen ===
You may add some moves such as; Dive Kick, J+HP, J+Tatsu, J+Hadou, etc. before these combos for more damage/hits.
 
==== Everyone ====
* MP, HP or S+MP, HP
* C+LK,C+LK,C+LK
*C+MK, LK-Tatsu, Shoryu
*S+HP, LK-Tatsu, Shoryu
*C+MK, LK-Tatsu, MP-Shoryu
 
==== Specific to: ====
Chun-Li, Makoto, Q, Alex, Necro, Twelve, and Elena
 
*C+MK, MK-Tatsu, HP-Shoryu
 
=== Hit Confirms ===
*C.LK, C.LK xx SA1 (Also C.LK, C.LP, C.LK or C.LK x3 on some characters)
*Close S.MK, SA1
*Dive Kick, SA1
*Dive Kick, HP Dragon Punch
 
==== SA1 ====
 
*C+MK, SA1
*C+LK x2 xx SA1
*C+LK, C+LP, C+LK xx SA1
*C+MP, SA1
*Close S.MK, SA1
 
==== SA2 ====
 
*C+HP, MP Shoryu xx SA2
*C+MK, MP Shoryu xx SA2
*J+HP, C+MP/C+MK, MP-Shoryu xx SA2
*C+LK x2 xx SA2
 
==== SA3 ====
 
*C+MK xx SA3.
 
*J+HK, C+HP, LK-Tatsu xx SA3
 
=== Other ===
 
(far) HK, Shun Goku Satsu
 
C+MK, LK-Tatsu, 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, Tatsu, Shoryu xx SA1, Shoryu
*C+MK, Tatsu, Shoryu xx SA1, SA1, Shoryu
 
== Frame Data ==
 
=== Normals ===
 
{| border="1" cellspacing="0" align="center"
! Move
! Startup
! Hit
! Recovery
! Blocked Advantage
! Hit Advantage
! Crouching Hit Advantage
! Damage
! Parry
! Stun
! Chains into itself
! Special Cancel
! Super Cancel
|-
| Jab
| 3
| 2
| 5
| 3
| 3
| 3
| 30
| H/L
| 3
| No
| Yes
| Yes
|-
| Strong
| 5
| 3
| 10
| 1
| 2
| 3
| 115
| H
| 7
| No
| Yes
| Yes
|-
| Fierce
| 4
| 3
| 17
| -4
| -2
| 0
| 135 (100)
| H
| 15 (13)
| No
| Yes
| Yes
|-
| Far Jab
| 4
| 2
| 4
| 4
| 4
| 4
| 20
| H/L
| 3
| Yes
| Yes
| Yes
|-
| Far Strong
| 5
| 3
| 9
| 4
| 5
| 5
| 105
| H
| 11
| No
| Yes
| Yes
|-
| Far Fierce
| 8
| 4
| 22
| -6
| -4
| -2
| 140
| H
| 15
| No
| No
| No
|-
| Crouching Jab
| 4
| 2
| 5
| 3
| 3
| 3
| 20
| H/L
| 3
| Yes
| Yes
| Yes
|-
| Crouching Strong
| 5
| 3
| 7
| 3
| 4
| 5
| 95
| H/L
| 7
| No
| Yes
| Yes
|-
| Crouching Fierce
| 5
| 4
| 19
| -8
| -6
| -4
| 135
| H/L
| 11
| No
| Yes
| Yes
|-
| Jumping Jab
| 5
| -
| -
| -
| -
| -
| 40
| H
| 5
| No
| No
| No
|-
| Jumping Strong
| 5
| 4
| -
| -
| -
| -
| 90
| H
| 9
| No
| No
| No
|-
| Jumping Fierce
| 6
| 3
| -
| -
| -
| -
| 130
| H
| 13
| No
| No
| No
|-
| Short
| 4
| 3
| 7
| 2
| 2
| 2
| 40
| H/L
| 3
| No
| No
| No
|-
| Foward
| 4
| 4
| 11
| 2
| 4
| 6
| 115
| H
| 9
| No
| Yes
| Yes
|-
| Roundhouse
| 9
| 2*4
| 19
| -6
| -4
| -2
| 120+80 (40)
| H
| 13+11
| No
| No
| No
|-
| Far Short
| 4
| 3
| 7
| 2
| 2
| 2
| 40
| H/L
| 3
| No
| No
| No
|-
| Far Foward
| 5
| 4
| 17
| -7
| -6
| -5
| 95
| H
| 7
| No
| No
| No
|-
| Far Roundhouse
| 9
| 4
| 20
| -7
| -5
| -3
| 145
| H
| 11
| No
| No
| No
|-
| Crouching Short
| 5
| 2
| 7
| 1
| 1
| 1
| 20
| L
| 3
| Yes
| Yes
| Yes
|-
| Crouching Foward
| 6
| 4
| 16
| -3
| -2
| -1
| 90
| L
| 3
| No
| Yes
| Yes
|-
| Crouching Roundhouse
| 7
| 4
| 25
| -15
| -
| -
| 130
| L
| 3
| No
| No
| No
|}
 
=== Throws ===
=== Command Normals ===
=== Special Moves ===
=== Super Arts ===
=== Additional Frame Data ===
 
== Strategies ==
Due to Akuma's naturally disadvantageous life and stun bars, high level Akuma play consists of seamless, unpredictable, safe offense and few mistakes. Should your opponent unleash their offense on you, you can lose a lot of life quickly. Obviously it is also very important to have a strong defense because of how much damage Akuma takes. Learn to block low and tech throws, and use Akuma's wakeup options wisely.
 
 
=== 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!
 
 
 
'''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
 
 
'''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)
 
=== 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
 
Kara UOH - Hold forward while doing UOH.
 
=== 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.
 
Unlike the dive kick, after a parried flip kick, you land at the same speed, so you should be able to go right into demon. Other than that, don't get parried. I also will throw out rh and mk tatsus after parried flip kicks from time to time.
 
Time to start using the throw. Not much to know here, except make sure you are putting yourself in range for this. You really need to be right on top of them. So you are either do c.mk > mk flip, cl.mk > lk flip, cl.fp > mk flip. Just know your ranges because whiffing this thing is a free combo for your opponent On characters like Q, if you go for a psuedo meaty flip, and just go for the throw right away, there is relatively nothing they can do to counter it.
 
The slide kick really allows the normal kicks and throws to work well. I follow up my fp juggles with this one a lot! Although, once you get this thing blocked or parried, its time to hold off on it for a while, because you have pretty bad recovery on this one. I very rarely dont land this one, but you do need to be very careful with it.
 
Lastly, there is the empty flips, and like I said, you should mostly go for kara throws, because if someone didn't try to AA you, they are probably blocking.
 
Don't really ever use this punch. No real reason. Bad recovery. It sucks.
 
Hope this is useful I don't want to sound like an expert, because I'm not. I'm still learning the demon flip, but I think its not discussed enough here.
 
How to Counter different reactions to Demon Flips
 
Opponent is AAing you out - Early flip kick
Opponent is standing blocking - Slide kick, empty flip throw, flip throw
Opponent is crouching blocking - Flip punch, empty flip throw, flip throw
Opponent is parrying - Vary flip strengths/kick timing (super late cancel works well), empty flip throw, flip throw
Opponent trying to go under flip - Early flip kick
 
=== 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

Revision as of 03:54, 17 September 2007

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Akuma's Character Select Portrait
Akuma's Neutral Stance

Introduction

File:Colors.png

D = Down
C = Crouch
F = Forward
B = Back
U = Up
J = Jump
HC(F/B) = Half Circle
QC(F/B) = Quarter Circle
FC(F/B) = Full Circle
S = Short/Close
P = Punch (any punch unless preceded by L, M, or H)
K = Kick (any kick unless preceded by L, M, or H)
L = Low
M = Medium
H = High
All moves in the following listing are performed in the standing/neutral position unless otherwise stated.

Moves List

Normal Moves

Dash F,F / B,B
Super Jump D,U / D,UB * / D,UF *
* (The last 2 will cause Akuma to jump forward or backward a much greater distance and height than by jumping forward or backward normally.)
Overhead MP MK
Taunt HP HK (Increase Super meter