Street Fighter Alpha 3/Gen/Introduction

From SuperCombo Wiki

Introduction

Gen has continued seeking other fighters in the hopes that the worthiest ones may participate in a "Death Match". Among those he deemed worthy, Akuma is one of them and Gen now wishes to encounter him again.

Pros Cons
  • Has great options for every possible situation. Tons of great buttons.
  • Stance switching is usually instant and can be buffered ahead of time during moves.
  • Different jump arc in each stance with high priority jump-ins in both
  • Ouga is a great mobility tool that also makes it nearly impossible to keep him cornered
  • Can do big meterless damage with target combos starting from just about any button
  • Having at least 2 bars of super gives him access to massive damage off a variety of confirms from very far away.
  • Can actually deal with anti-air activates decently on A-ISM thanks to air super and whiffed air grab allowing him to land faster
  • Air super can be used to escape the transition into CC infinites
  • One of the most dangerous grabs in the game, since it combos into level 3 kick super near the corner
  • Upkicks (waterfall) are great for everything: anti-airing, counter-poking, combos, strings, etc. They can even be safe on block when in the corner.
  • Hands have incredibly fast startup and great damage/safety
  • Strong high/low mix-up off safe jumps thanks to his 2 hit j. RH
  • Great cross-up loop with upkicks
  • Roll special goes under fireballs
  • Long range overhead in crane stance
  • c. LK in Crane puts the opponent in a juggle state and can be chained into
  • ToD super is safe on block and will result in a dizzy and probably a round win if the opponent cannot land a hit in time
  • Counter hit c. FP in Crane stance does an insane amount of damage/stun for some reason. Up to 30% or more on some characters.
  • Lacks reliable custom combos unless point blank and in the right stance
  • Grounded hurtbox is fatter than it appears, making cross-ups easy on him
  • Stance switching is not always instant after most jump-ins besides crane j. RH
  • Upkicks aren't fully invincible
  • Air super forces you to do the second kick follow-up, which can sometimes get you killed
  • High execution/knowledge requirement to reach his full potential
  • Would be a top 3 character without V-ISM making neutral more dangerous and hindering his air game