Street Fighter 3: 3rd Strike/Akuma/Archive

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< Street Fighter 3: 3rd Strike‎ | Akuma
Revision as of 07:14, 24 October 2007 by TehBazzard of Fighters Kinger (talk | contribs) (Removed all those adds,You need to prevent adds!)
Akuma's Character Select Portrait
Akuma's Neutral Stance

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.

Colors

File:Colors.png

Moves List

Basics/Legend

Foward F
Back B
Crouch C
Jump J
Jump Foward JF
Jump Backwards JB
Super Jump D-U
Super Jump Foward D-UF
Super Jump Backwards D-UB
Dash Foward FF
Dash Backwards BB
Quarter Circle Foward QCF
Quarter Circle Backwards QCB
Half Circle Backwards HCB
Foward, Down, Down-Foward F, D, DF / DP
Back, Down, Down-Backwards B, D, DB
Guard (High) B when enemy is attacking
Guard (Low) DB when enemy is attacking
Parry (High) Tap F when about to take a hit
Parry (Low) Tap D when about to take a hit
Parry (Air) Tap F in air when about to take a hit
Red Parry Execute parry after blocking a hit in a combo
Punch (Any) P
Kick (Any) K
Jab LP
Strong MP
Fierce HP
Short LK
Foward MK
Roundhouse HK

Normal Moves

Move Motion Information
Jab LP Default Jab
Strong MP Palm Punch
Fierce HP Lunge Punch
Short LK Shin Kick
Foward MK Lunge Kick
Roundhouse HK Circular Kick
Close Jab (Close to opponent) LP Elbow
Close Strong (Close to opponent) MP Body Blow
Close Fierce (Close to opponent) HP Side Uppercut
Close Foward (Close to opponent) MK Knee
Close Roundhouse (Close to opponent) HK Axe-Kick
Overhead MP MK Universal Overhead
Taunt HP HK Increase Super meter