View Full Version : アクマ / 豪鬼 : THE Akuma/Gouki Thread
judge_rl
07-07-2008, 07:25 PM
This will be the Official MvC2 Akuma/Gouki thread. :tup:
I have much respect for the "Official" threads of other characters and feel Akuma should have one as well (props to the past attempts by other SRKers). This will be the main page and I will try my best to organize the data as effectively and as user-friendly as possible. I will attempt to cover a lot of basics with Gouki as well as Team Chemistry, In-Game Strategy, 100% Kill Set-ups/DHCs, Meter Building, Hi/Lo Mix-ups & Left/Right Cross-ups, Block-String Variations, Guard Breaks and etc.
*I am aware of the fact that there are MvC2 players who are strictly MSP/Santhrax/Scrub/Matrix, but please don't knock the fact that this game has 48 other characters as well. :tup:
**Discussion is encouraged. Do not feel that you are interrupting anything by posting here. Post questions, advice, tips, strats, and etc. I will add them to the respective parts. Also, I will be checking out the past Gouki posts for useful quotes and will also be checking out the threads of the other MvC2 Shotos for possible Gouki applications.
Good to Know:
http://www.gamefaqs.com/coinop/arcade/file/562932/7603 Kao Megura's General Marvel FAQ. Will do more with this as far as noting specifics, but I saw today I was approaching Marvel a little wrong after leaving the A3 section.
The Basics (In Progress):
Movement/Character States
Dashing
*http://zachd.com/inventiveflow/if/dashing.html
Quick glide motion. Akuma dashes nearly 3/4 screen. His dash is just short of Magneto's. Looking at Magnetro's data, when Akuma cancels his dash into a normal, he shortens it, but you get a sliding effect. Also, when Akuma dashes, he maintains his full height throughout.
Miscellaneous
:dp::2p: (Asura Warp) - Akuma warps forward, from full-screen, to directly in front of opponent. The warp starts instantly, but has recovery time at it's end. Builds a very small amount of meter. During the warp, Gouki is able to pass through physical attacks. So far, it has been concluded that he can warp through anything that would deal chip damage to Iceman, including his opponent (more on this later). If the opponent has their back to the corner, Akuma can not warp through them. He somewhat appears to warp inside their sprite and then return to in front of them (he does not change their blocking direction when in their sprite).
:dp::2k: - Same basic move as above, but Akuma only travels forward 1/2 the distance.
:bdp::2p: - Same as :dp::2p:, but Akuma travels backwards.
:bdp::2k: - Same as :dp::2k:, but Akuma travels backwards.
Other
Height/Body Type - Akuma's stance sets him taller than Strider and Psylocke, but shorter than Magneto, Storm, and Cable.
(what can Akuma duck under that most characters cant? does he get down that low?)
Defense/Stamina - When Gouki is hit, he receives 135% damage. This is known to be his biggest setback. Then again, this is Mahvel. Against some teams, 1 hit is all it takes. Think about that. :tup:
Akuma's Colors:
:lp: - Red hair/eyes, Rich Maroon wristbands, Dark Gray gi, Black belt, Red ten kanji
:hp: - Red hair/eyes, Rich Maroon wristbands, White gi, Black belt, Red ten kanji
:lk: - White hair/eyes, Rich Maroon wristbands, Gray gi, Black belt, Zombie skin, Tan prayer beads, White ten kanji
:hk: - Orange hair/eyes, Olive wristbands, Red gi, Black belt, Orange ten kanji
A1 - Gold hair/eyes, Rich Maroon wristbands, Purple gi, Black belt, Gold ten kanji
A2 - White hair/eyes, Red wristbands, Calm-Blue gi, Black belt, Olive skin, White ten kanji
Attacks
(Speed, Range/Hit-box, Damage/Strength, Recovery, Combo Ability, Meter Building, Super Jump Cancel)
Normals
*http://zachd.com/inventiveflow/if/normalsspeed.html
*http://zachd.com/inventiveflow/if/normalsdamage.html
Key:
(Joystick Notation)
...ub...u...uf
......\...|.../
..........n
....../...|...\
...db...d...df
s. = standing
c. = crouching
sj. = super jump
TK = Tiger Knee
SJC = Super Jump Cancel
HC = Hyper Combo
dmg = damage (on a 100% stamina character such as Ryu)
fr = frame (the amount of time it takes for a move to hit, not recover)
pts = points
qcf = quarter-circle forward
qcb = quarter-circle back
xx = cancel into
f = forward
b = backward/behind
lvl = level
Standing
:lp: - 4pts dmg. 4fr start up. Akuma punches with his background fist. Builds little meter as it requires about 42 whiffs to fill 1 bar, but can be tapped in very quick succession. Can be SJCed. Fast recovery. Short range. Direction of attack: :r:
:lk: - 4pts dmg. 6fr start up. Akuma kicks with his foreground leg. Builds same meter as :lp:, but can not be repeated as quickly. Can be used to OTG (more useful applications on this later during mention of resets). Can be SJCed. Recovery is mild as Akuma could execute 2 :lp:s in the same time frame. Nearly 2x as much range as :lp: though. Direction of attack: :df:
:mp: - 7pts dmg. Akuma uses his background fist to do an upwards jab. Direction of attack: :r:, :uf:
:mk: - 11pts dmg (7pts for 1st hit, 4pts for 2nd hit). Akuma uses his foreground leg to hit you with his heel and then swing his foot into your face. Direction of attack: :uf: for 1st and :r: for 2nd
:hp: - 13pts dmg. 5fr start up. Akuma punches with his foreground fist. Requires about 18 whiffs to fill 1 bar. Can be SJCed. Recovery is about same as :lk:, so mild. Extends further than :lp: but slightly shorter than :lk:. Direction of attack: :r:
:hk: - 13pts dmg. 8fr start up. Akuma kicks with his foreground kick. Can be SJCed. Builds same meter as :hp:, and recovers about the same as well. Though it covers a different hit area, it extends about as far as his :lp:. Direction of attack: :uf:
Crouching
:lp: - 4pts dmg. 3fr start up. Akuma punches with background fist. Builds as much meter as its standing equivalent, and can be repeated just as quickly. Fast recovery. Can be used to OTG, but also to juggle in a fashion similar to Magneto's c.:lk:. Can be blocked standing. Extends about as far as his s.:lp:. Direction of attack: :r:, :df:
:lk: - 4pts dmg. 4fr start up. Akuma kicks with his foreground foot. Builds as much meter as its standing equivalent. Can be used to OTG. Can be repeated almost if not as rapidly as :lp:, but has a stricter timing. Good recovery. Direction of attack: :r:, :df:
:mp: - 7pts dmg. 4fr start up. Think of s.:hp: but lower. :rofl:
:mk: - 7pts dmg. 5fr start up. Think of j.:mk:/:hk: but on the ground. :rofl:
:hp: - 13pts dmg. 4fr start up. Akuma uses his foreground fist to strike upwards. Builds as much meter as his standing equivalent. Decent recovery and can be repeated rather quickly. Direction of attack: slightly :r:, :uf:, :u:
:hk: - 13pts dmg. 6fr start up. Gouki uses his foreground foot to perform a sweep. Can be SJCed. Builds as much meter as its standing equivalent and recovery is identical. Direction of attack: :r:, :df:
Jumping
:lp: - 4pts dmg. 5fr start up. Gouki uses his background fist to punch down and forward. Builds about as much meter as its standing equivalent. Recovery is decent. Slightly less range than his s.:lp:. Akuma can execute 4 whiffs on sj. Direction of attack: :df:
:lk: - 4pts dmg. 6fr start up. Gouki uses his background fist to punch at a deeper angled down and forward. Builds as much meter as its standing equivalent. Half the range of his s.:lp:. Decent recovery. Akuma can execute 4 whiffs on sj. Direction of attack: :df:, slightly :d:
:mp: - 7pts dmg. 5fr start up. Visually identical to j.:hp:.
:mk: - 7pts dmg. 8fr start up. Visually identical to j.:hk:
:hp: - 13pts dmg. 7fr start up. Gouki uses his foreground fist to punch. Builds as much meter as its standing equivalent. Akuma can execute 4 whiffs on sj. Direction of attack: :df:
:hk: - 13pts dmg. 6fr start up. Gouki kicks with his background leg. Builds as much meter as its standing equivalent. Akuma can execute 4 whiffs on sj. Direction of attack: :r:
Extra Moves
:r::hp: - 10pts dmg (4pts 1st hit, 6pts 2nd hit). 22fr start up. Gouki uses his foreground arm to perform a downwards chop. Both hits must be blocked while standing. Builds about as much meter on whiff as s.:hp: Direction of attack: :r: for 1st hit, and :df: for 2nd hit
:r::hk: - 13pts dmg. 15fr start up. Gouki does a forward hop and swings his foreground foot to kick. Akuma can perform 2 from full-screen to stand in front of his opponent. Direction of attack: :r:
Air-Only
:u::mk: - 7pts dmg. Gouki uses his foreground leg to kick you with his heel. Direction of attack: :uf:
:u::hk: - 13pts dmg. 11fr start up. Near identical to his :r::hk: w/o the forward hop. Slightly less range than j.:hk: Builds almost as much meter as s.:hp: Direction of attack: :r:
Specials
Ground
:qcf::p: (Gou Hadoken) - 14pts dmg. Akuma throws a fireball using both of his hands. The :lp: version is slower and Akuma is able to walk behind it for a very brief amount of time after shooting it from full-screen. Slow recovery as he is not able to move until it travels about 3/4 of the screen. Direction of attack: :r:
:dp::p: (Gou Shouryuken) - 19pts for :lp: ; 24pts for :hp: (3hits for 16, 4, 4). Known invincibility on start up. :hp: knocks the opponent higher than :lp: (to the very top of the screen). Direction of attack: :r:, :uf:, :u:
:qcb::k: (Tatsumaki Zanku Kyaku) - 6pts per hit for :lk: (for about 3hits) ; 5pts per hit for :hk: (for about 5hits). Akuma can perform this move to go over low attacks clean. Knocks you to the ground after its end. Direction of attack: :r:
Air-Only
:qcf::p: (Zankuu Hadouken) - 13pts dmg. Gouki uses his foreground to toss a fireball. The :lp: version is slower than :hp:. Direction of attack: :df:
:qcf::k: (Tenma Kuujin Kyaku) - 4pts per hit. :hk: travels down at a steeper angle than :lk:
:qcb::k: (Tatsumaki Zanku Kyaku) - ?!? Why is this listed twice? 17pts per hit. That's why. :looney:
Supers
Ground
:qcf::2p: (Messatsu Gou Shouryu) - 41pts dmg. Akuma uses his foreground fist to dig into you with 3 series of multi-hitting uppercuts that send you flying into the air afterwards. Known invincibility on start-up. Uses 1 super lvl.
:qcf::2k: (Messatsu Gou Rasen) - 45pts dmg. Akuma does a rising barrage of TZKs, knocking the opponent all the way to corner of the stage at its end (if from 1 corner to the next if that is where you connect it). Uses 1 super lvl.
:qcb::2p: (Messatsu Gou Hadou) - 45-55pts dmg. Gouki gathers his hands together and fires a beam of energy. This can be mashed for added damage, but doesn't really need to be mashed at all when done in a combo. Uses 1 super lvl. Direction of attack: :r:
:lp:,:lp:,:r:,:lk:,:hp: (Shun Goku Satsu) - 70pts dmg. Aka, the "Raging Demon." Akuma grabs you and does stuff to you that people can only speculate about...seriously. All we know is that after he is done, you will be laid prostate and unable to move until he finishes flashing his Ten symbol. Uses 3 super lvls.
Air-Only
:qcf::2p: (Tenma Zankuu Hadou) - 4 hits per fireball (have seen 19hits connect for about 46pts due to damage scaling). Akuma uses both palms to shoot fireballs for this attack. Direction of attack: :df:
Throws
Ground
:r::hp: - 16pts dmg. Akuma grabs you, and tosses you to the ground.
:r::hk: - 16pts dmg. Akuma grabs you, rolls backwards, and, with the aid of his background foot, flings you into the air.
Air
:r::hp: - 16pts. Akuma grabs you and does a series of flips with your body as he spirals downwards to slam your head into the ground (Marvel is rated T, right? :rofl: ).
Partner Assists
Alpha: Projectile - Akuma will perform his :qcf::hp: when you summon/counter with him.
Beta: Anti-Air - Akuma wil perform his :dp::hp: when you summon/counter with him.
Gamma: Expansion - Akuma will perform his :qcb::hk: when you summon/counter with him.
judge_rl
07-08-2008, 11:16 AM
(in progress)
FULL-CHARACTER COMPATIBILITY W/ AKUMA
*meant to detail current compatibilty b/w Akuma and ? by checking DHC options (damage, safety on block), assists (combos into, throws into), paired stamina, overall gameplan(s)
**will also briefly notate how Akuma benefits each character
***DHCs are performed on cpu character where Autoguard and Roll Recovery are activated
(In Progress...)
Key:
Akuma's DHC OUT options
Ground
(1) = s.:lp:, s.:mp:, s.:hp: xx qcf+:lp: xx qcb+:2p: (don't mash)...will usually be DHCing near 20hits for ~72pts base dmg
(2) = s.:lp:, s.:mp:, s.:hp: xx qcb+:hk: (cancel at 6hits) xx qcf+:2p:...will usually be DHCing around 20hits for ~66pts base dmg
(3) = s.:lp:, s.:mp:, s.:hp: xx qcf+:hp: xx qcf+:2p:...will either be DHCing just before the last rising uppercut (~41pts base dmg), on the 1st (~49pts base dmg), 2nd (~56pts base dmg), or 3rd hit (~69pts base dmg) of the rising uppercut
(*) = qcf+:2k:...just for documentation purposes; DHCing out of this super allows the opponent to recover before touching the ground and other reasons :/
(**) = :lp:,:lp:,:r:,:lk:,:hp: ...also for documentation purposes; it could lead to infinite with some characters, but it would cost 4bars
Air
(4) = s.:lp:, s.:mp:, c.:hp:, sj.:lp: xx qcb+:hk: xx qcf+:2p:...DHC near 15hits for ~92pts base dmg
--------------------------------------------------------------------------------
Amingo :
DHC IN :
(2) xx qcb+:2p: for 95pts
(3) xx qcb+:2p: before 1st hit for 75pts
(3) xx qcf+:2k: on 3rd hit for 95pts
Anakaris :
Blackheart :
DHC IN :
(1) xx qcf+:2k: 100-110pts
(2) xx qcb+:2p: 98pts
(2) xx qcf+:2k: 106pts
(3) xx qcb+:2p: on 2nd hit for 93pts
(3) xx qcf+:2p: on 2nd/3rd hit for 77-111pts
(3) xx qcf+:2k: before 1st hit for 80pts
(4) xx qcb+:2p: 116pts
B.B.Hood :
DHC IN :
(2) xx qcf+:2p: 91pts
(2) xx hcf+:2k: 103pts
(3) xx hcf+:2k: before 1st hit for 82pts
(3) xx qcf+:2p: before 1st hit for 95pts
(4) xx qcf+:2p: 110-143pts
Cable :
DHC IN :
(2) xx qcf+:2p: 86pts
(3) xx qcf+:2p: on 1st/2nd for 90-100pts
(4) xx qcf+:2p: 131pts
Cammy :
DHC IN :
(1) xx qcb+:2p: 104pts
(2) xx qcb+:2p: 100pts
(3) xx qcb+:2p: on 3rd for 105pts
(3) xx qcf+:2k: before 1st for 71pts
(3) xx qcb+:2k: on 3rd for 98pts
(4) xx qcb+:2p: 123pts
Capt. America :
DHC IN :
(2) xx qcf+:2k: 95pts
(3) xx qcf+:2p: on 2nd for 106pts
(3) xx qcf+:2k: on 1st for 82pts
(3) xx dp+:2k: before 1st for 79pts
(4) xx qcf+:2k: 113pts
Capt. Commando :
DHC IN :
(1) xx qcf+:2k: 95pts
(2) xx qcf+:2k: 87pts
(3) xx qcf+:2k: on 2nd hit for 90pts
(4) xx qcf+:2k: 120pts
(2) xx qcf+:2p: 86pts
(3) xx qcf+:2p: 83pts
(4) xx qcf+:2p: 120pts
Charlie :
DHC IN :
(2) xx qcf+:2k: 91pts
(3) xx qcf+:2p: before 1st for 70-85pts
(3) xx qcf+:2k: on 1st for 77pts
(3) xx qcb+:2k: on 3rd for 96pts
(4) xx qcb+:2k: 111pts
Chun Li :
DHC IN :
(2) xx qcf+:2p: 91pts
(2) xx qcf+:2k: 90pts
(3) xx qcf+:2p: on 2nd for 86pts
(3) xx qcf+:2k: on 1st for 79pts
(3) xx dp+:2k: on 3rd for 100pts
(4) xx qcf+:2k: 112pts
Colossus :
DHC IN :
(2) 98pts
(3) on 2nd for 86pts
(4) 120pts
Cyclops :
DHC IN :
(1) xx qcf+:2p: 98pts
(2) xx qcf+:2p: 96pts
(3) xx qcf+:2p: on 1st hit for 80pts
(4) xx qcf+:2p: 114pts
(1) xx qcf+:2k: 87pts
(2) xx qcf+:2k: 81pts
(3) xx qcf+:2k: on 3rd hit for 78pts
(4) xx qcf+:2k: 103pts
Dan :
Dhalsim :
DHC IN :
(2) xx qcf+:2p: 98pts
(3) xx qcf+:2p: on 2nd for 90pts
(4) xx qcf+:2p: 121pts
Doctor Doom :
DHC IN :
(2) xx qcf+:2p: 92pts
(2) xx hcb+:2p: 106pts
(3) xx qcf+:2k: on 3rd for 97pts
(3) xx qcf+:2p: on 1st for 75pts
(3) xx hcb+:2p: on 3rd for 81pts
(4) xx qcf+:2p: 112pts
(4) xx qcf+:2k: 114pts
(4) xx hcb+:2p: 105pts...
Felicia :
DHC IN :
(3) xx qcf+:2k: before 1st hit for 71pts
(3) xx qcf+:2p: before 1st hit for 70pts
Gambit :
DHC IN :
(1) xx qcf+:2p: 98pts
(2) xx qcf+:2p: 97pts
(2) xx qcb/qcf+:2k: 90pts
(3) xx qcf+:2p: on 1st for 90pts
(3) xx qcb+:2k: on 3rd for 98pts
(3) xx qcf+:2k: before 1st for 61pts
(4) xx qcb+:2k: 117pts
(4) xx qcf+:2p: 114pts
Guile :
DHC IN :
(2) xx qcf+:2p: 92pts
(3) xx qcf+:2p: on 1st hit for 75pts
(3) xx qcb+:2k: on 2nd hit for 80pts
(4) xx qcb+:2k: 94pts
Hayato :
DHC IN :
(2) xx qcb+:2p: 80pts
(2) xx lp hp b lk hk 11pts
(3) xx qcf+:2k: on 2nd for 90pts
(3) xx lp hp b lk hk before 1st for 90pts
(3) xx qcb+:2k: on 2nd for 68pts
Hulk :
DHC IN :
(2) xx qcf+:2p: 95pts
(2) xx qcf+:2k: 88pts
(3) xx qcf+:2k: on 3rd for 81pts
(3) xx qcb+:2p: on 3rd for 121pts
(3) xx qcf+:2p: on 2nd for 91pts
(4) xx qcf+:2p: 117pts
(4) xx qcb+:2p: 143pts
Iceman :
DHC IN :
(2) 86pts
(3) before or on 1st hit for 70-77pts
Ironman :
DHC IN :
(1) 107pts
(2) 107pts
(3) on 3rd for 103pts
(4) 124pts
Jill V. :
DHC IN :
(2) xx qcf+:2p: 92pts
(2) xx qcf+:2k: 87pts
(2) xx hcb+:2k: 92pts
(3) xx qcf+:2p: on 1st for 80pts
(3) xx qcf+:2k: on 2nd for 80pts
(3) xx hcb+:2k: before 1st for 77pts
(4) xx qcf+:2p: 111pts
(4) xx qcf+:2k: 110pts
Jin S. :
DHC IN :
(1) xx qcb+:2p: 102pts
(2) xx qcf+:2p: 95pts
(2) xx qcb+:2p: 98pts
(2) xx qcf+:2k: 104pts
(3) xx qcf+:2p: on 2nd for 78pts
(3) xx qcb+:2p: on 2nd for 91pts
(3) xx qcf+:2k: on 3rd for 110pts
(4) xx qcf+:2p: 112pts
(4) xx qcb+:2p: 122pts
Juggernaut :
DHC IN :
(2) 116pts
(3) on 2nd for 105pts
Ken :
DHC IN :
(2) xx qcf+:2k: on 2nd hit for 80pts
(2) xx qcb+:2k: before 1st hit for 71pts
(2) xx qcf+:2p: before 1st hit for 71pts
M. Bison :
DHC IN :
(2) xx qcf+:2p: 90pts
(2) xx hcb+:2p: 88pts
(3) xx qcf+:2p: on 1st for 75pts
(3) xx hcb+:2p: on 1st for 73pts
(3) xx qcf+:2k: before 1st for 72pts
(4) xx qcf+:2p: 112pts
(4) xx hcb+:2p: 112pts
Magneto :
DHC IN :
(2) xx qcf+:2p: 102pts
(3) xx qcf+:2p: on 2nd for 95pts
(4) xx qcf+:2p: 103pts
Marrow :
DHC IN :
(2) xx qcf+:2p: 91pts
(2) xx qcb+:2p: 88pts
(3) xx qcf+:2p: on 1st hit for 78pts
(3) xx qcb+:2p: on 2nd hit for 86pts
(4) xx qcf+:2p: 108pts
(4) xx qcb+:2p: 105-118pts
Megaman :
DHC IN :
(3) xx qcf+:2p: before 1st hit for 71pts
Morrigan :
DHC IN :
(1) xx qcf+:2p: 107pts
(2) xx qcf+:2p: 102pts
(2) xx dp+:2p: 96pts
(3) xx qcf+:2p: on 1st/2nd/3rd for 85pts
(3) xx dp+:2p: on 2nd for 84pts
(3) xx qcf+:2k: on 1st for 95pts
(4) xx qcf+:2p: 105pts
(4) xx qcf+:2k: 131pts
Omega Red :
DHC IN :
(2) 90pts
(3) on 1st for 78pts
(4) 107pts
Psylocke :
DHC IN :
(2) xx qcf+:2p: 88pts
(2) xx qcb+:2k: 85pts
(3) xx qcf+:2p: on 3rd hit for 84pts
(3) xx qcb+:2k: on 3rd hit for 92pts
(3) xx qcf+:2k: on 3rd hit for 83pts
(4) xx qcf+:2p: 108pts
Rogue :
DHC IN :
(3) on 1st for 76pts
Roll :
Ruby Heart :
Ryu :
DHC IN :
(1) xx qcf+:2p: 85pts
(2) xx qcf+:2p: 86pts
(2) xx qcb+:2k: 93pts
(3) xx qcf+:2p: on 1st hit for 70pts
(3) xx qcb+:2k: before 1st hit for 72pts
(3) xx dp+:2p: on 1st hit for 108pts
(4) xx qcf+:2p: 110pts
Sabretooth :
DHC IN :
(1) xx qcf+:2p: 106pts
(2) xx qcf+:2p: 98pts
(3) xx qcf+:2p: before 1st hit for 76pts
(3) xx dp+:2p: on 2nd hit for 94pts
(4) xx dp+:2p: 120pts
Sakura :
Sentinel :
DHC IN :
(2) xx qcf+:2p: 100pts
(2) xx qcf+:2k: 98pts...
(3) xx qcf+:2p: on 2nd for 90pts
(3) xx qcf+:2k: on 1st for 67pts...
(4) xx qcf+:2k: 107pts...
Servbot :
Shuma-Gorath :
DHC IN :
(2) xx qcf+:2k: 92pts
(3) xx qcf+:2k: on 1st hit for 76pts
Silver Samurai :
DHC IN :
(2) xx qcf+:2k: 82-109pts
(3) xx qcf+:2p: on 2nd hit for 85pts
(3) xx qcf+:2k: on 3rd hit for 95-105pts
(4) xx qcf+:2k: 113-128pts
Sonson :
DHC IN :
(3) xx qcf+:2p: on 2nd hit for 85pts
(3) xx qcf+:2k: on 2nd hit for 94pts
Spiderman :
DHC IN :
(1) xx qcf+:2p: 101pts
(2) xx qcf+:2p: 100pts
(2) xx qcf+:2k: 100pts
(2) xx qcb+:2p: 102pts
(3) xx qcf+:2p: on 3rd for 105pts
(3) xx qcb+:2p: on 2nd for 85pts
(3) xx qcf+:2k: before 1st for 74pts
(4) xx qcf+:2p: 121pts
Spiral :
DHC IN :
None.
Storm :
DHC IN :
(1) xx qcb+:2p: 101pts
(2) xx qcb+:2p: 89pts
(2) xx hcf+:2p: 90pts
(3) xx qcb+:2p: on 3rd for 102pts
(3) xx hcf+:2p: on 3rd for 100pts
(4) xx qcb+:2p: 118pts
(4) xx hcf+:2p: 114pts
Strider H. :
DHC IN :
(2) xx dp+:2p: 96pts
(3) xx qcf+:2p: before 1st for 57pts
(3) xx dp+:2p: on 1st for 84pts
(4) xx dp+:2p: 120pts
Thanos :
DHC IN :
(2) xx qcf+:2p: 99pts
(3) xx qcf+:2p: on 2nd hit for 90pts
(4) xx qcf+:2p: 120pts
(1) xx qcb+:2p: 92pts
(3) xx qcb+:2p: on 2nd hit for 77pts
(4) xx qcb+:2p: 114pts
(1) xx qcb+:2k: 87pts
(2) xx qcb+:2k: 88pts
(3) xx qcb+:2k: on 3rd hit for 93pts
(4) xx qcb+:2k: 115pts
Tron B. :
DHC IN :
(3) xx qcf+:2p: on 1st for 90pts
Venom :
DHC IN :
(1) xx qcf+:2p: 98pts
(2) xx qcf+:2p: 92pts
(2) xx qcf+:2k: 102pts
(3) xx qcf+:2p: on 3rd for 101pts
(3) xx qcf+:2k: on 2nd for 88pts
(4) xx qcf+:2k: 118pts
War M. :
DHC IN :
(1) xx qcf+:2p: 103pts
(2) xx qcf+:2p: 85pts
(3) xx qcf+:2p: on 1st hit for 93pts
(4) xx qcf+:2p: 107pts
(3) xx qcf+:2k: on 3rd hit for 101pts
Wolverine :
DHC IN :
(2) xx qcf+:2p: 100pts
(3) xx qcf+:2p: on 1st hit for 87pts
(4) xx qcf+:2p: 118pts
(1) xx dp+:2p: 109pts
(3) xx dp+:2p: on 1st hit for 89pts
(2) xx dp+:2k: 88pts
(3) xx dp+:2k: on 1st hit for 83pts
Wolverine B. :
DHC IN :
(2) xx qcf+:2p: 105pts
(3) xx qcf+:2p: on 1st hit for 87pts
(4) xx qcf+:2p: 117pts
(1) xx dp+:2p: 109pts
(3) xx dp+:2p: on 1st hit for 89pts
Zangief :
-----------------------
Brief notes:
*It is usually not wise to pair characters together with bad stamina--granted there are degrees of bad-- (e.g., Anakaris/Strider/Akuma on the same team)...there can be exceptions if the characters greatly benefit eachother (e.g., Magneto/Storm/Psylocke)
** It is usually not wise to pair characters that both capitalize by burning meter fairly quickly w/o making a decent amount while fighting on their own
Tech Romancer
07-13-2008, 12:31 PM
Great thread, Judge. Its awesome we have a clean, more focused thread with strats as opposed to the last General Akuma thread which became a mess (No doubt to all the useless discussion about people and their obsession with the Raging Demon.). All five of us :)
I was going to add match-up strats and point information but I wasn't aware you had edited your posts to include that as well. I guess the least I can do is add BnB combos, infinite set-ups and blockstrings, if that's okay.
judge_rl
07-13-2008, 02:14 PM
Sounds good. I'm going to come back and add more stuff later on today. Last night, I was messing with some roll baits and according punishes, overhead into assist set-ups, Akuma's (and Ken's) Nj inf off of Psylocke-AA/Ironman,War Machine-AA/Rogue-Throw, launch into cross-up assist resets and into inf (vs large characters), and FSDs in the corner. I also discovered 2 ways to 100% connect the RD: 1 involves a scenario where the opponent can roll after knockdown (into an assist trap where you can stop RD if they do), but if they don't roll...the 2nd combos the RD (yep, combos...19hits instead of the usual 16hits) from NJ height. That's just trivial though, but it was interesting messing with the RD, period. Also, Akuma's c.lp can juggle similarly to Mag's c.lk even though it's not necessary (s.lp, c.hp does the job); it does make RD set-up #1 work very well.
Tech Romancer
07-13-2008, 04:22 PM
--- Bread and Butter combos ---
When starting BnB combos, I find its better to start off with a crouching lp (close), Crouching lk (distance, better hit-confirm) and use RK for jump-ins (I believe jumping FP has more priority but its shorter hit box means its easy to place too many hits after landing and mess up your combo; it also crosses up better); jumping lp is okay, but tends to need to be executed very late and whiffs a lot on smaller characters. Perfect for people like Thanos or Sabretooth, though. I will post damage information later, I left my dreamcast over my mom's house. Dammit.
Be aware all combos work with a jump-in attack.
-- Without Meter --
* d.s.Jab > s.Strong > s.Fierce XX Fierce Gou Hadou Ken
Basic one-two combo (well, okay, 4). Of course lp, mp can be replaced with lk, mk but it may push back too far if you attempt the s. Fierce and we don't want that. I also believe its better to use lp because when you switch to the Fierce and Gou Hadou Ken its easier to Confirm your super cancel. Also if you choose to do a AC, the mp keeps this option open as opposed to the mk which will push most opponents out of range of the launcher.
* ds. jab / ds. lk > c.Fierce /\ sj.Jab > sj.Short > sj. Strong > sj. Foward >whatever (Normal AC). Obviously, if you have meter you'll do the infamous hurricane glitch combo, but this if you don't have meter. Gouki has a magic series of 6 hits like most people and HP,HK, Senpuu Kyaku, Zankuu Hadou Ken are all good combo finishers. Finishing with RK Hurricane Kick will net more damage then usual but might not be best if you want to go for distance and/or place the opponent in the corner. I usually end with Senpuu Kyaku because it hit confirms easy especially if Gouki hits with a switch in attack. Also, using RK hurricane kick in the corner can net bad positioning and the hurricane glitch won't work anyway.
* d.s.Jab > s.Fierce XX Roundhouse Tatsumaki Zankuu Kyaku,
d.c.Short (otg) c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Fierce
The Fierce can be replaced with a mp or RK, which is probably easier for most people. This is a flashy combo, really and actually is possible to roll out of, but difficult. The otg lk should not be buffered too soon, it won't come out. Wait till Akuma is almost done spinning and quickly input the c. lk and then launch. The timing comes with practice. The otg should also be tried when one randomly hits with a hurricane kick, going for the follow-up launch is safe, so why not? BTW, its best not to do the hurricane glitch after this combo because the damage is cut down by almost 20 points as opposed if you just launched regularly and did it without the otg. In case anyone was curious you cannot do this combo with the lk version of the hurricane kick.
-- With Meter --
* d.s.Short > s.Roundhouse XX Roundhouse Tatsumaki Zankuu
Kyaku |4 hit| XX Tenma Gou Zankuu
The short and roundhouse can be replaced with a lp, mp if needed. The point of either of these options is to make the Tenma Gou Zankuu unrollable (tested in training mode). Honestly, this is a quick damage thing though and is fairly noobish in my opinion. It barely does more damage than a normal air combo; if you don't use mp or RK (may be other options) its rollabe shortly after the super starts and some faster characters can retaliate behind your back. Besides if you can connect a lk, lp or jump in, there are far better options to use your meter. Still, worth listing.
* d.c.Short > dc. Foward > Messatsu Gou Shou Ryuu
Basic as they come. The combo is very easy to confirm and great for distance, moderate damage and a variety of DHCs. People more combo-oriented and experienced can stick more options in the combo, from super-canceling a fireball first (my personal favorite) to adding a S. Fierce. Very lenient, although the damage potential is lowest out of Gouki's supers and I personally grew bored of seeing it and its variations after awhile.
* d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj. strong > Sj. Foward XX Roundhouse Tatsumaki Zankuu Kyaku |2 hit| XX Tenma Gou Zankuu
The famed hurricane glitch. Remember, the short at the beginning can be replaced with a lp and sometimes a mp added depending on distance and character size. Its basically an air combo ending with a hurricane glitch and super canceled into a qcf +PP. The damage is very, very good. Just remember to not wait too long before super canceling or the opponent will fall and/or be able to block.
* d.s.Jab > s.Strong > s.Fierce XX Fierce Gou Hadou Ken XX Messatsu Gou Hadou
An alternative to the above combo and a good blockstring to boot. Pretty much the basic four-hitter supercanceled into the beam super. Damn good damage (more potential than the hurricane glitch because its mashable) and looks damn cool. The main problem with this is that it may be easy to mess up after a jump in and it was very difficult at first (IMO) to remember to return the joystick to neutral for the standing FP and avoid doing a launcher. A good alternative to this is:
* ds. short > S. Fierce XX Fierce Gou Hadou Ken XX Messatsu Gou Hadou
Helps in practicing to keep the stick neutral for the FP and helps get the timing down for the supercancel. Also works better from a dash.
As for super canceling the Goh Hadou Ken, its best not to think of it buffered all one after another and to either a) wait to see the fireball hit and quickly do qcb + PP or b) do a quick, almost half-circle motion after hit confirming the S.FP. Takes practice. Personally I like FP even though something like mp could be used because the stun is longer and allows you time to get the super cancel right.
* As for the Messatsu Gou Rasen, there is no way to combo it from Gouki's normals (no, Launcher ~ Messatsu Gou Rasen does not work) but can be comboed from a variety of assists. Personally in my team Ruby has a number of ways to assist Gouki in this, as it is impossible to pull this off normally unless your opponent is stuck above you in a super (like Doom Photon Beam). The only point to doing this is in the before mentioned situation or because you would desire to set up Akuma's third infinite (only in the corner). The super has little priority and no invincibility, unlike the Third Strike version and can not even be used for Wake-up like the Shinrukyuken or otg like Ryu's Hurricane super.
--- Blockstrings ---
--- Good Assists ---
judge_rl
07-13-2008, 06:49 PM
Thanks for the contribution. Some of the BnBs you mentioned I wouldn't suggest for use, but it's still good to have them documented. I'm going to update and add some stuff to the main page now. Hope you get your IM working soon. I plan on getting a little recording device soon as well so that I can record and post some stuff.
judge_rl
07-14-2008, 05:11 AM
So, I was playing Team Sacrilege (lol) last night, and must say that if I were to ever don the team in a match, I would definitely pick the team as:
Morrigan (anti-air) / Akuma (expansion) / Ruby Heart (capture)
Akuma likes Ruby...a lot. Ruby likes Akuma...a lot. They are quite a compatible pair. I'm not too sure about Morrigan and Akuma or Morrigan and Ruby just yet. They can do stuff, but it's very raw. Akuma helps Morrigan get the blockstun she needs to employ mix-up and connect supers. To be a bit more specific,
-I pick the team in the above order b/c it allows me to do the following:
>switch glitch Akuma to handle favorable match-ups
>switch Ruby to handle favorable and not so favorable match-ups, but build meter and work on controlling the pace of the match
I'm not going to go too much into detail here--as I will in the main post--but Ruby gets good block stun off of Gouki-exp assist. She can pretty much do a blockstring into Akuma assist, drop a ghost, dash up blockstring into water special, ghost emerges, dash up, repeat. Ruby also does well with Akuma (anti-air) due to the fact that Akuma hits more than once on block, plus he has invincibility frames. Akuma benefits from Ruby capture the most out of all of her assists as it allows him to play basic spatial traps, as well as the painful link of:
launch +Ruby capture, sj.lp xx lk tatsumaki, capture hits at end...
*hk tatsumaki is character-specific
from here Akuma can:
>link a tag out (which means infinite for some characters) or Snap
>re-launch for another tatsumaki, then into qcf+PP super xx DHC for near 100%
>combo into his qcb+PP super xx DHC for near 100%
etc...
Also the following set-up works off of Ruby capture:
s.lp, s.mp, s.hk (+ Ruby assist call) xx hk tatsumaki
Akuma gets more stun off of his s.hk and it also spaces him further away from his opponent on connect as compared to s.hp. The space coupled with the stun allows Akuma to connect a shortened hk tatsumaki. This is necessary in order to connect Ruby's capture.
In Team Sacrilege, I like Morrigan after Akuma for nasty DHC purposes (and invincible DHC options for certain scenarios):
dash in c.lk, c.mk, c.hp (+Ruby capture), sj.lp xx lk tatsu, land...
...tag in Morrigan to infinite
...s.lp, s.mp, s.hp xx qcf + PP (cancel on 1st/2nd hit of last series of uppercuts) xx qcf +KK DHC
...s.lp, s.mp, c.hp, sj.lp xx hk tatsu xx qcf + PP xx qcf +KK DHC
Also, Ruby's capture assist is hella useful in respect to GBs.
edit: If Morrigan's anti-air assist had any invincibility on start-up, that would really help her assist game. Akuma's anti-air assist does ftw.
edit: IMO, Morrigan doesn't contribute too much to the Ruby/Akuma duo...I much prefer Ruby(aa/cap)/Akuma(aa)/Doom(aa). They're kinda rad. :)
eczangief
07-14-2008, 07:40 AM
my lil brother has a higher akuma, i'll see if he'll let me film some matches next time we play, he plays second slot mostly, but can beast on point. not flashy he just plays careful and bnb
judge_rl
07-14-2008, 08:14 AM
Akuma likes to get flashy less and dish ass whoopings more. Haha yeah man, post that up if you get a chance.
lol @ 'Higher Akuma'
judge_rl
07-14-2008, 10:13 PM
So tonight I'm going to comprise a little list of the DHCs from Akuma to etc just to note the damage vs Cable and then vs Sentinel (for moves that hurt taller characters more such as Bulleta's qcf+PP). There is more to the DHC arena (one example being DHCing to beat Storm's Hail, Sent's HSF, Cable's AHVB, to counter DHCs, etc...), but that will come later.
I think I might also develop a little flow-chart/graph for the progression of Akuma's blockstrings. Likely won't finish it, but will start it and add it tomorrow night.
Messatsu!
Tech Romancer
07-15-2008, 08:06 AM
So tonight I'm going to comprise a little list of the DHCs from Akuma to etc just to note the damage vs Cable and then vs Sentinel (for moves that hurt taller characters more such as Bulleta's qcf+PP). There is more to the DHC arena (one example being DHCing to beat Storm's Hail, Sent's HSF, Cable's AHVB, to counter DHCs, etc...), but that will come later.
I think I might also develop a little flow-chart/graph for the progression of Akuma's blockstrings. Likely won't finish it, but will start it and add it tomorrow night.
Messatsu!
Don't overdo it,man. It might be better to let people ask questions first before this becomes some huge project we may never finish. ;)
Tech Romancer
07-15-2008, 08:19 AM
So, I was playing Team Sacrilege (lol) last night, and must say that if I were to ever don the team in a match, I would definitely pick the team as:
Morrigan (anti-air) / Akuma (expansion) / Ruby Heart (capture)
Akuma likes Ruby...a lot. Ruby likes Akuma...a lot. They are quite a compatible pair. I'm not too sure about Morrigan and Akuma or Morrigan and Ruby just yet. They can do stuff, but it's very raw. Akuma helps Morrigan get the blockstun she needs to employ mix-up and connect supers. To be a bit more specific,
-I pick the team in the above order b/c it allows me to do the following:
>switch glitch Akuma to handle favorable match-ups
>switch Ruby to handle favorable and not so favorable match-ups, but build meter and work on controlling the pace of the match
I'm not going to go too much into detail here--as I will in the main post--but Ruby gets good block stun off of Gouki-exp assist. She can pretty much do a blockstring into Akuma assist, drop a ghost, dash up blockstring into water special, ghost emerges, dash up, repeat. Ruby also does well with Akuma (anti-air) due to the fact that Akuma hits more than once on block, plus he has invincibility frames. Akuma benefits from Ruby capture the most out of all of her assists as it allows him to play basic spatial traps, as well as the painful link of:
launch +Ruby capture, sj.lp xx lk tatsumaki, capture hits at end...
*hk tatsumaki is character-specific
from here Akuma can:
>link a tag out (which means infinite for some characters) or Snap
>re-launch for another tatsumaki, then into qcf+PP super xx DHC for near 100%
>combo into his qcb+PP super xx DHC for near 100%
etc...
Also the following set-up works off of Ruby capture:
s.lp, s.mp, s.hk (+ Ruby assist call) xx hk tatsumaki
Akuma gets more stun off of his s.hk and it also spaces him further away from his opponent on connect as compared to s.hp. The space coupled with the stun allows Akuma to connect a shortened hk tatsumaki. This is necessary in order to connect Ruby's capture.
In Team Sacrilege, I like Morrigan after Akuma for nasty DHC purposes (and invincible DHC options for certain scenarios):
dash in c.lk, c.mk, c.hp (+Ruby capture), sj.lp xx lk tatsu, land...
...tag in Morrigan to infinite
...s.lp, s.mp, s.hp xx qcf + PP (cancel on 1st/2nd hit of last series of uppercuts) xx qcf +KK DHC
...s.lp, s.mp, c.hp, sj.lp xx hk tatsu xx qcf + PP xx qcf +KK DHC
Also, Ruby's capture assist is hella useful in respect to GBs.
edit: If Morrigan's anti-air assist had any invincibility on start-up, that would really help her assist game. Akuma's anti-air assist does ftw.
edit: IMO, Morrigan doesn't contribute too much to the Ruby/Akuma duo...I much prefer Ruby(aa/cap)/Akuma(aa)/Doom(aa). They're kinda rad. :)
I've just been spoiled rotten by Ruby AAA and I'm not going back to capture. Its too limited in the grand scheme of things, unless I'm fighting a noob or something who would actually allow me to get away with that. Outside of combos, its useless to me, it doesn't control space, doesn't chip, the timing is harder (IMO) to combo, leaves Ruby more vulnerable, the THC is worse (yes, I use THCs :)).
AAA can do everything Capture can IMO and more. In Team Sacrilege using capture in my battles has proved to be untapped potential in my team.
I don't like Doom, he can't utilize Ruby and Akuma's assists for my playing style as Morrigan would, and besides I believe this team does wonders with a rush-down character in its ranks. His AAA helps Ruby but not the way I want to play her. Akuma EXP suits just fine, as well as Morrigan AAA to relieve pressure. But I pretty mush already covered all my points and yours in the low-tier thread. Interesting take, nonetheless. I'm curious if anyone would use Ruby's third assist, though.
judge_rl
07-15-2008, 11:57 AM
Hahahahahahaha! I understand your points Tech, but as I told you on IM, I would loooooooove to play you b/c you would learn to not sleep on Ruby-capture assist as far as damage potential as a linker and trap move. :evil grin:
I am curious though, how does your Akuma make use of Ruby-antiair (which is an unconventional anti-air IMO). I haven't truly discovered it's value yet besides using it as an FSD to super (which weakens his AC), as a way to give me time to wavedash back in for pressure after blockstrings, and I think it can be worked into Akuma's overhead game in respect to f+HP (although the timing to sj and catch the opponent with a link is slim and at an awkward angle).
edit: I think Ruby-antiair might make this safe:
c.lk, c.mk c.hk (+Ruby), fireball, dash back in...
(I'll read up on the suggested uses in the Ruby thread at a later time, but so far I see it as a holding move for opposing point or assists or a limited combo linker)
edit2: I think it's a counter to Doom rocks if it is already on-screen when Doom assist appears. Akuma could then use that cover to SJC fireballs (I would say to qcb+PP punish, but he wouldn't need Ruby assist to allow him to safely do that). Just thinking.
Tech Romancer
07-15-2008, 12:08 PM
Hahahahahahaha! I understand your points Tech, but as I told you on IM, I would loooooooove to play you b/c you would learn to not sleep on Ruby-capture assist as far as damage potential as a linker and trap move. :evil grin:
I am curious though, how does your Akuma make use of Ruby-antiair (which is an unconventional anti-air IMO). I haven't truly discovered it's value yet besides using it as an FSD to super (which weakens his AC), as a way to give me time to wavedash back in for pressure after blockstrings, and I think it can be worked into Akuma's overhead game in respect to f+HP (although the timing to sj and catch the opponent with a link is slim and at an awkward angle).
In using Ruby's AAA, I think of it in the same way Doom's AAA is not "Truly AA". It helps control space outside of blockstrings and combos and does (very minor amount) chip. In my opinion, this is something Gouki needs a lot of assistance with; something hurricane kicks and fireballs cannot achieve alone. As I mentioned before I read, "Basic MvC2 101 dictates the more crap you have on the screen and more space you control and cover the better." Ruby Asssist B does not achieve this.
Also, Ruby AAA helps Akuma combo, both in AC's (made a funky "double jump" AC with it awhile ago) and combo the Hurricane Kick super. And again, it helps in blockstrings immensely. Plus, it helps Morrigan do her things. Finally, there were some points I agreed with that Ten (basically our own Ruby Heart god on SRK) discussed on her thread.
BTW, Ruby Assist B probably works for you, as opposed to me who has less experience in the game, lesser zoning cabalities, etc. Perhaps when I find myself at a really comfortable level I will switch; but now AAA is just too good for me.
eczangief
07-15-2008, 07:05 PM
yo judge watch Justin vs. Darkprince ft10 for 3k matches.
Thats how you use Ruby AA, lol. All about that assist kill. Low tier does it best too, no bullshit.
btw Tech i can completely relate to relying on zoning assists coming up in the game bc i could only play the trap teams for about a year. I just needed that space to breath. You'll eventually learn to make your offensive strings as safe on block as defensive ones, although its sounds like youre wwell on your way
Tech Romancer
07-15-2008, 07:16 PM
yo judge watch Justin vs. Darkprince ft10 for 3k matches.
Thats how you use Ruby AA, lol. All about that assist kill. Low tier does it best too, no bullshit.
btw Tech i can completely relate to relying on zoning assists coming up in the game bc i could only play the trap teams for about a year. I just needed that space to breath. You'll eventually learn to make your offensive strings as safe on block as defensive ones, although its sounds like youre wwell on your way
Oh yeah, I forgot to mention that - Ruby Assist stops many assists clean if used correctly. Thanos bubbles bothering you? Call Ruby. Can't stop that Juggernaut punch assist? Ruby eats him for breakfast. Thanks for that, eczangief; I'd forgotten about that application myself....
judge_rl
07-16-2008, 02:01 AM
Hmmm...I have to check those out again to see what Justin does in those matches.
Yeah, I figured that it could nullify certain things Tech, but it almost has to already have been on screen or you would have had to have anticipated their assist call a little earlier than most assists require. Actually, it may not be as difficult as I make it out to be...
It tracks horizontally as well doesn't it (as far as where it springs up)? I believe it does...
judge_rl
07-16-2008, 09:51 PM
I'm going to watch some vids tonight from Prep's site that include Akuma on the team. If I feel he is played well on point, I will note the vid. If I feel he is used rather well as an assist, I will note the vid.
Prep's Vids:
http://zachd.com/mvc2/matches/California/SHGL/Jan%2027%202001/scott_akuma%20Snorlaxx%20%28W%20IronManStormAkuma% 29%20vs%20Eroc%20%28MagCableCyke%29.asf
Decent Ironman who uses Akuma to set up infinite and blockstun for mix-up.
http://zachd.com/mvc2/combos/Comboadictos.com%20-%20Vicks/Vicksakuma.wmv
A compilation of some Akuma combos. Not all are practical, but there are some neat ones.
http://zachd.com/mvc2/combos/Infinite%20Vids/Akuma%20Infinite%202.mpg
http://zachd.com/mvc2/combos/Infinite%20Vids/Akuma%20Infinite%201.mpg
http://zachd.com/mvc2/combos/Infinite%20Vids/akuma_infcombo_002.mpg
Some infinites.
Now, I'll check Youtube:
http://youtube.com/watch?v=PoRNEwljCpc
Not so much the Akuma gameplay, but note how Akuma has frame advantage after his tatsu xx qcf+PP on block. Here p1 baits a move from p2, but Akuma beats it out. Akuma could also just block low and call an assist for the link. Bait.
http://youtube.com/watch?v=dit8j_rd55c
RD priority example.
http://youtube.com/watch?v=4d5FhTUKR-c
Just to show 2 good qcb+PP applications: full-screen chip and beating out HSF.
http://youtube.com/watch?v=h9-KOieJ7r4
Top-tier Akuma dance.
http://youtube.com/watch?v=T0Z3onF0bKE
Note Gou Shouryu through HVB.
http://youtube.com/watch?v=DwfZQGtvznU
Note Asura Senku through Captain Sword.
http://youtube.com/watch?v=CPtXNMsyE0M
Note 'Kenfinite' set up from Akuma-expansion.
http://youtube.com/watch?v=pdwj4WewiTg
Sad to put viewers through this--I almost quit myself--but note mid-screen GB ~2:24:
sj. qcf+k xx qcf+PP (guard is broken before 1st air hadou connects)
http://youtube.com/watch?v=HpGOkZzUOig
Sorry guys. I had to take a break after the shitty quality of that last video. :) Ok, back to Marvel.
http://youtube.com/watch?v=nEGfPg4zIyo
Shows some links off of standing f+HP throw, and what links after his f+HP overhead.
http://youtube.com/watch?v=BV-mZ5bhRec
Shows some Akuma DHC OUT options w/ different characters.
http://youtube.com/watch?v=8Ssj-Wh7K4o
Basic display of Akuma's moveset.
http://www.youtube.com/watch?v=yboZLO3o4t4
Vidness using Akuma-a/Sent-y/Tron-y. Has a few tokens.
Well, this concludes my vid search for MvC2 Akuma for this evening.
http://youtube.com/watch?v=PwdCfIieOn0
...
Tech Romancer
07-17-2008, 08:04 AM
Wow.
eczangief
07-17-2008, 11:01 AM
hahah. yo judge. it turns out i goofed bc JWONG indeed uses Anchor assist. ITs ruby on POINT that i was thinking of beasting on assists. oops
judge_rl
07-17-2008, 11:19 AM
Oh yeah. He was facing Sent, so he knew what was up. :)
Ok, I'm going to watch those now and stop putting it off.
edit: Oh yea, Ruby on point with waterfall :tup: no problem
Tech Romancer
07-17-2008, 11:26 AM
Oh yeah. He was facing Sent, so he knew what was up. :)
Ok, I'm going to watch those now and stop putting it off.
edit: Oh yea, Ruby on point with waterfall :tup: no problem
Provide links when you find them. The only I can find with Justin playing Ruby on point is that MM where he went against some other big name at EVO.
judge_rl
07-17-2008, 11:40 AM
I'm thinking of JustinW vs DP. Are we on the same page?
Tech Romancer
07-17-2008, 11:58 AM
Hmmm. Gimme a sec. I'll give the match name....
EDIT: matches/Evolution/evo2k7/vegas/moneymatches/JWong Ruby MM Full No Crowd.wmv
judge_rl
07-17-2008, 03:46 PM
No apology necessary eczangief. JustinW did use Ruby-antiair, but he started his matches using capture first. Around the 33min mark, he changes to antiair and also begins to start Ruby first. Maybe he wants her to be on anti-air in this case, since he expects her to take more damage being on point first and don't want to have her assist where she pops up so close to you? I dunno. Also, I dunno whether he keeps it or not. Just noting it while I see it. I don't see any real advantages to him having it in these matches though.
Tech Romancer
07-20-2008, 09:05 AM
I'm over my mom's house and I hence have my sweet DC back. ;) I'm going to add damage to my BnB combos and finish up my posts later today.
judge_rl
07-20-2008, 07:02 PM
Cool man. I just added a butt-load of damage specs for DHC Out options, and have a bit more to add later. Almost done wrapping that aspect up. I might be back on later tonight to add some more stuff for ol' boy Gouki as far as his move list details as well.
I was playing Ironman/Akuma-antiair last night and was glad to see Ironman can use Akuma's anti-air to set up his infinite and not just Akuma-expansion. Adds to the priority aspect of the duo as Akuma is very compatible with buckethead.
judge_rl
07-22-2008, 05:02 PM
Dropping by to jot some notes:
-added some more DHC info b/w Akuma and other characters (some 100% kills, although tricky timing)
-had the chance to get a fresher outlook on the game after doing a bit in the A3 threads...Kao Megura is all over the place as far as GameFaqs lol
-someone said something (I think in the 3S threads, an Akuma player) that really changed my look on things. I'll find it and quote it here and will think about that as I do some stuff
Something I try sometimes (even now) is arrograntly trying to land a move on someone repeatedly even though they won't let me. For example, lets say I want to walk up to someone with Ken and just do a light dragon. The learning curve is getting around all the counters and stuff that the opponent is doing to stop me from doing that dragon. Like maybe they'll start out with max range sweep. So first I have to learn to bait or parry that. Once thats done, they might start throwing out high pokes once I get past their max sweep range. So then I might try and high parry or counter poke to stop them. And so on and so on. Granted - if your opponent is good you'll most probably NEVER get that dragon, but you've learnt A LOT about the system mechanics while trying to land it.
This sort of thing mainly followed on from my endless attempts to land Raging Demons on people. I've learnt so many OTHER things while trying to get that, I hardly bother with the actual demons anymore - I just use the fear of it to bait out all the counter pokes or jump away attempts.
Will speak more on the application of this later
:tup:
judge_rl
07-29-2008, 12:47 AM
I'm never doing something to this extent again for 1 character in a video game. Damn this is too much work for MvC2 Akuma lol I have a more interesting project that I am working on for all characters of this game and will release it when I finish it up.
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