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AirFalcon
08-29-2002, 05:08 PM
i just started with akuma and I want to know if any of u know any stratigies combos etc.

thanks

KKCapcom2
08-29-2002, 05:30 PM
bread and butter combo?: dash in, (c.lk, s.hp)or(c.lk, c.mk, s.hp) hp firballxx the beam fire that i forgot walkts it called, then mash as hell. Pretty good damage if you tell me.

launch, sj.lp the hk hurrican kick, 3 hits, the super air fireball. doesn't usually work well on small characters.

Um his dash is fast, but he takes hit like a "girl"

His teleport is instint at the start but not at the end. unlike skrarua.

I believe his dive kick is safe, because it hits multiply times, I might be wrong though.

I think he got 2 set of infinite, ones only work on servbot i believe, and the other work on anyone.

servbot:qcf+kk, land s.lk, [s.mp, s.hk, s.lp]

anyone:opponet in the air:[ j.lp, j.mp, qcb+k] (if i remember correctly)

there you have it, I was also bored, so i decided to post.

AirFalcon
08-29-2002, 05:35 PM
well thanks any way

dplayer7777
08-29-2002, 08:52 PM
does anyone know how to chain the raging demon from a combo???

SSJ Hibiki
08-30-2002, 05:01 AM
You can't combo it. For the RD to hit, your opponent can't be in hitstun. This explains why Akuma just kinda glides into the opponent when you DHC to a Raging Demon. Besides, it only does 70 damage, and his air Hurricane Kick glitch does can meet or beat that easily.

Shin-RoTeNdO
08-30-2002, 07:02 AM
You can combo into it. I can anyway through a jump in combo, Jump in with lp, land+lp, then the followingf+lk, hp. :D

WiLD_DaIGo
08-30-2002, 09:48 AM
dont bother with the raging demon, the hurricane kick glitch, does almost same amount of damage, by cancellling that glitch into a air super, you might get more, and besides its literally impossible getting the raging demon into a super

Th3 0N3
08-30-2002, 10:48 AM
Originally posted by WiLD_DaIGo
dont bother with the raging demon, the hurricane kick glitch, does almost same amount of damage, by cancellling that glitch into a air super, you might get more, and besides its literally impossible getting the raging demon into a super

yea, RD is a waste if ya ask meeh.. the best time to use it is on a bad recovery move.

Bonesaw
08-30-2002, 12:45 PM
raging demon is sort of useful..if you super cancel into it...it's guaranteed in very few cases....example...if opponent is blocking a super in the air (not very high) and you cancel into a RD at close range. Like maybe..wolverine's beserker barrage...
or if you play marrow do a bone super at close range and they attempt to jump and block it..cancel into a RD..

It just costs too many supers....otherwise it would be worthwhile..

Chen Juice Duce
08-30-2002, 02:04 PM
akuma doesnt take damage well fool dont use him if you ask me they should have put cyber akuma in the game and made him a flier :D use somone that doesnt die as fast kid.

AirFalcon
08-30-2002, 04:16 PM
can't you connect RD with some capture assist

WiLD_DaIGo
08-30-2002, 08:40 PM
how many capture assist are there? mag's wont work, because his assist leaves the guy off the ground, so the RD wont work, ruby's assist, tell you the truth, i dont know, but ....akuma's RD, could be too slow after her assist, by that time the opp. wouldve probably escaped the chain thing, but hey give it a try, its not really worth the 3 super bars, but if you want to do it, no ones stopping you, and bonesaw is right...i think, about cancelling an air super when its blocked, example: doom's air photon beam, while the opp. is blocking that, you can cancel into ragin demon, but really.....only do this when you think you pretty much, have the game...cuz i know you can use those 3 supers for a better way, i know its temptin to use it, hell if psylocke had a triple super that'd get her naked, i'd use it when i could.....fuck the match

Lakitu
08-30-2002, 09:19 PM
correct me if i'm wrong but i don't think the raging demon will hit anyone if they're in stun from either a capture move or normal hit stun. i believe shuma's chaos dimension is the only super grab that can do that.

shinalkuma
08-31-2002, 02:44 AM
bonesaw: nice colossus marvel masterpiece pic. i almost have every marvel card in existance in mint condition. and that pic just hit me. back in the early 90's. that card set was the shit.

Shin-RoTeNdO
09-07-2002, 09:55 AM
You can connect the RD after Capt. America's Final Justice. Too fucking good! Use only on the last opponent, otherwise it's a waste of 4 meters, literally.

wipeout2049
09-07-2002, 10:35 AM
Akuma is too good. Many people will tell you not to use him because he takes too much damage. But that isn't stoping experts from using Strider Hiryuu(his defence sucks just as much), right? Akuma has so many strenghs including his speed, instant startup of his shoryu super(forgot how to spell it), his teleport, his hurricane air combo glitch, and his ability to punish even a tiny lag with a dash in combo. His beam super also hurts like h*** especially if you are a good masher.

Trykstr
09-07-2002, 10:47 AM
Although it is kinda fun to be notorious for the raging demon. A guy I played would use Ken, akuma, ryu. And he was good enough to be able to abuse the RD. When he got 4 meters he'd pull out Ken's triple upper super (name?), and while that has you pinned, xx into RD. However...it is escapable...if you can figure out how...

WiLD_DaIGo
09-07-2002, 12:11 PM
see but strider is used with doom to be effective, im not saying he's not effective w/o doom, its just that he has a better chance of winning, also note that most, if not all his supers have an immense lag if missed,where as in strider the only super you'd use is his ouro super which doesnt have any lag time at all, i use strider teleport assist/doom aaa / akuma hurricane kick, been fighting my friends cable/sent/bh, so far so good, been winning, akuma can bitchslap any assist if not protected, with his hurricane kick glitch

Sai
09-07-2002, 06:20 PM
~ * s n i p * ~

WiLD_DaIGo
09-07-2002, 07:51 PM
ive landed it on different occasions, after killing cable, capcom came out, while he was still coming in, i did it immediately, another was when my frend tried a jump in with cable, i smacked him with a lp, then before he landed i activated the rd and got him

AirFalcon
09-08-2002, 08:59 AM
is strider doom akuma a good team?

WiLD_DaIGo
09-08-2002, 09:28 AM
umm... for fun, yeah sure, strider and doom are always a good team, akuma may drag them down though, its not like i lose every game, i have decent wins with this team

FATTIE
09-08-2002, 10:34 AM
akuma would seem like a very good character to play with at first. hes cool looking, on of the first sf characters, and he has an ok assist. however, if you play with him against guys a hundred times sukier than justin wong your screwed. not to be mean or anything, i used to like him too. the reason you shouldnt use him is because his attacks are weak, his defence is weak, he's small, cant air-dash, cant jump more than once, etc. so if your playing with friends akuma is a very fun guy to use and you could use him but against good guys dont use him. hes screwed by ahvb

TS
09-08-2002, 03:09 PM
-To super cancel into the fireball super you generally have to use a Jab fireball for it to connect.

-Messatsu Gou Shoryuu (qcf+PP) is 1 frame and has invincibility on startup. Good super to have (DHC, garbage time, etc)

-Divekick is safe, afaik.

-Air fireballs are pretty good.

-Air hurricane glitch usually works best if you do (quickly) sj Jab -> Strong, Roundouse hurricane after launch, instead of just the jab.

-Akuma-G is a free combo/super/DHC for whatever character you have on point, and a really, really easy one.

that's all...

WiLD_DaIGo
09-08-2002, 04:06 PM
yeah, the one jab into hurricane kick, barely works , only in practice mode anyways

Dark Strider
09-09-2002, 12:50 PM
Regarding Akuma's Raging Demon....I just feel that it is not even worth it anymore. I think it might be tech hittable and it's easy to sj out of the way if they don't "combo" it (if he does a ground chain that puts them in hit-stun before hand, then the RD will "combo") Also, I think I pushblocked the super once. I have no idea how, it was a while ago. All in all, the RD is not worth it unless it will finish the match, will kill a character, or your sure it will hit during a DHC. There are much better ways to use your meter with this guy

WiLD_DaIGo
09-09-2002, 02:01 PM
got a question for you guys..... in his hurricane kick , when your opp. is glowing blue.. does that mean he cant move?

Son-Goku-Satsu
09-09-2002, 02:58 PM
The best team to pair up with akuma IMO would be the other shotokans. I dont remember who it was but someones really good with them. Forget all those fancy cancel to RD combos.(unless your playing some scrub and hes talking a lot of shit) The only combo youll need is your basic c.LK>C.MK>launch>lp>lk>Mp>mk>XX>Huricane kick, hit it twice>Fireball Super. Akuma has a great assist with his expansion assist. Jump over your opponent and assist akuma. Most guys are too busy following you and blocking your way that they live their back ungarded.

Master-Rouge
02-06-2003, 05:10 PM
Its best to use him last and use his hurricane kick assist. I combo I found with Sent and his is. LP,LP,Rocket punch while calling Akuma assist, then Lazer breath rocket punch go into Sent kick super. There are tons of combos you can do with Akuma assist.

I think this is his best combo. LP.LP.D+fp. LP. LK. hurricane kick then fireball super.

A team I like to use is Sent Cable Akuma . I like this team I think Akuma assist can work with anyone though.

Use cross ups with him and do combos, its not that easy to trap him also because he can teleport. If they try to super jump with you then uppercut so you get above them.

And always use him last.

MrWizard
07-11-2004, 02:00 PM
...

AKA Soz
09-29-2004, 11:32 PM
:( Poor scrubs.

DanThrasher
02-18-2005, 01:19 PM
who gives a fuck about raging demon, it only works on idiots who have never seen the move before. If you see Akuma about to do the Raging Homo attack what is the first thing you do...hmmm. Block? Hell no, you punish it, you may not be able to block it but it is so slow and has so much lag that you can do anything you want to him. I like to just throw out an LP. Him wasting 3 meters on this lame ass moves is usually punishment enough.
Akumas great, RD sucks

ph!Lop!a
02-19-2005, 11:14 AM
stuff on the SGS (Ragin Demon)

-you cant combo it in, since its a grab attack and you cant grab characters in hitstun/blockstun. however, there are certain ways to set it up if you feel like going for it. IMHO, i go for it if im looking for style points and flash. if you're doing the SGS for damage, then its not worth it, save that meter.

a few ways i like to set up the SGS:

-vs. an opponents jump in: do the SGS or walk back SGS. it'll grab as soon as they land. make sure they have called an assist/cant all an assist before they land. [NJ mode]

-akuma backed into corner: c.lp, c.fp, sj.lp, lk, lp, lk, fp throw [akuma throws the opponent into the corner], land, SGS. the opponent bounces and lands on their feet (no stun). akuma is right next to them so its an easy grab.
*opponent can escape by tapping up at the last second and when going for the SGS its lp, lp, Back, lk, fp*

about capture assist, it wont work because they're in a hit stun animation, however ruby has a tiny exception. if you capture someone with ruby's capture assist, the opponent isnt grounded. (try hitting somoene with a c.lk or a c.fk) so, heres a way to set up the SGS with rubys assist.

-c.lk, c.fp, call in ruby, sj.lp, fk hurricane kicks, assist hits, land, SGS.

*what happens is as soon as the sgs starts up, the character will "drop" down (out of stun) into akuma. again a tap up at the last second will avoid it, but ive noticed most people are trying mash on lp and akuma is just to close for that to do anything.*

-[blocked] s.lp, s.lp, s.fp + storm proj XX hurricane kick, land, storm assist hits, wave dash right behind storm, SGS as soon as the first half of the typhoon passes though opponent.

*bit of a timing thing here. storms typhoon does its 3 hits at the beginning. the rest of the move will just pass though and end the opponents block stun, so just time the SGS to hit at the right time.*

-c.lk, c.fk [opponent rolls] PP teleport back, SGS.

*bleh...*

anyway..not a scrub post, im just a big fan of using low tiers..so enjoy or dont.

(THE) Geese
02-20-2005, 05:48 PM
How the fuck did this shitty thread degenerate into discussion about RD...the worst super in the game.

Sol_Assassin
02-22-2005, 04:36 PM
In MVC 1 and Alpha I would just sweep combo and then RD while they're gettin' up...no way out without rollin'...I'd just wait til the sprite layed flat so I could be sure there's no roll...no SJ, guard, attack, or combo can allow one ta escape the greatness and power of the move...thats I why I wanna learn it for MVC 2 so I can abuse people wit' it...especially on arcade. I can combo it sometimes though...it involves a corner trap and I forget the rest...when I get another workin' copy of MVC 1 and practice it again I'll come up this wit' the combo. Doubt it'll eva work on MVC 2 though.

Sol_Assassin
02-22-2005, 04:40 PM
You can't combo it. For the RD to hit, your opponent can't be in hitstun. This explains why Akuma just kinda glides into the opponent when you DHC to a Raging Demon. Besides, it only does 70 damage, and his air Hurricane Kick glitch does can meet or beat that easily.

If I'm not mistaken...70% damage is pretty DAMN good damage! Thats roughly 2/3 power at LEAST!

New Era Outlaw
03-13-2005, 09:34 AM
akuma doesnt take damage well fool dont use him if you ask me they should have put cyber akuma in the game and made him a flier :D use somone that doesnt die as fast kid.

That was uncalled for. :tdown:

Anyway, to be honest, I think Raging Demon in this game is a monumental waste of time. Not only does his Aerial Rave ending in his Hurricane Kick XX Tenma Gou Zankuu do more damage, but your opponent has to be pretty much comatose, or DEAD to fall for it. Not that it's really wise to blow three SC meters on a complete gambit, by the way. If possible, save those meters to keep some distance between yourself and your opponent (unless he's Cable), cause, as you know, Akuma gets tenderised pretty easily.

And Sol, they don't mean 70 percent damage.
They mean 70 points of damage.
Every fighter's meter is 200 points long. So, 70 points in this case would be 35%, even more if you're wailing on a heavy damage taker. Still decent, regardless. :tup:

TS
03-13-2005, 03:11 PM
This thread is pissing me off.

Characters have 143 points of health, 70 points is about 50% Raging Demon (SGS) does something like 80 points anyway, IIRC.

Knockdown -> SGS has never worked on most characters. I'll say maybe in Alpha 1 (though I doubt it) because I know so little about that horrible game. Shin Akuma (who is neither in SFA1 or MvC1) as an occasional exception. In the Alpha games, if you do a Ground Recovery vs SGS, you will be grabbed IIRC.

You can't combo into the fricking SGS with very few exceptions, one being super armor characters.

ph!Lop!a's post is good except that the teleport has too much recovery time in MvC2. To add one, you can go for it after juggling with a hopkick...ie after the hurricane kick super (which is almost worse than SGS, btw), you can do Jab, Strong, hopkick (towards+RK), and then go for it as soon as they land. This, like all uses of the SGS, generally is neither practical, nor good.

Trying to counter the SGS with a regular attack is often retarded and will get you grabbed. Not as much in MvC2 because the move is slower, but still. Jump > attack.

To answer Wild Daigo's question, yeah the opponent can't do anything while glowing until they hit the ground. Exception if the hits are interrupted by an assist or something. That's for the ground version. For the air version, and I suspect you were having trouble getting hurricane xx super to connct, it's different. Opponent is vulnerable fr MOST of the time they're glowing, but they glow during their first two or so recovery frames, also. Canceling into super late works well, oddly, since you sacrifice a itle time for a better position (sometimes...depends on circumstances of launch).

To correct my fucking SELF, best air combo vs grounded opponent is SJ SHORT into RK hurricane kick, optional super.

SGS is decent when you need to do damage in a hurry, and if you think you can actually land it. If you're outnumbered it's free 50% damage, though DP super xx DHC or just other super for 30->40% damage for one level are generally preferable.

New Era Outlaw
03-13-2005, 05:12 PM
Hm. Could have sworn it was 200 last time I checked.
Guess that was a mistake on my part.

Yeesh....take a chill pill, will ya, man?
I don't see any reason to get so flustered since you're giving them the heads up anyway....unless they're dissing you or something, just RELAX.
It's still just a game, you know.

Omega Evilx
04-11-2005, 08:35 AM
akuma doesnt take damage well fool dont use him if you ask me they should have put cyber akuma in the game and made him a flier :D use somone that doesnt die as fast kid.

Is you ask me they need to make shin Akuma like Cyber Akuma...In capcom vs snk 2 Shin Akuma really does not take damage well.

Higher-Jin
04-21-2005, 06:21 PM
This thread is pissing me off.

Characters have 143 points of health, 70 points is about 50% Raging Demon (SGS) does something like 80 points anyway, IIRC.

Knockdown -> SGS has never worked on most characters. I'll say maybe in Alpha 1 (though I doubt it) because I know so little about that horrible game. Shin Akuma (who is neither in SFA1 or MvC1) as an occasional exception. In the Alpha games, if you do a Ground Recovery vs SGS, you will be grabbed IIRC.

You can't combo into the fricking SGS with very few exceptions, one being super armor characters.

ph!Lop!a's post is good except that the teleport has too much recovery time in MvC2. To add one, you can go for it after juggling with a hopkick...ie after the hurricane kick super (which is almost worse than SGS, btw), you can do Jab, Strong, hopkick (towards+RK), and then go for it as soon as they land. This, like all uses of the SGS, generally is neither practical, nor good.

Trying to counter the SGS with a regular attack is often retarded and will get you grabbed. Not as much in MvC2 because the move is slower, but still. Jump > attack.

To answer Wild Daigo's question, yeah the opponent can't do anything while glowing until they hit the ground. Exception if the hits are interrupted by an assist or something. That's for the ground version. For the air version, and I suspect you were having trouble getting hurricane xx super to connct, it's different. Opponent is vulnerable fr MOST of the time they're glowing, but they glow during their first two or so recovery frames, also. Canceling into super late works well, oddly, since you sacrifice a itle time for a better position (sometimes...depends on circumstances of launch).

To correct my fucking SELF, best air combo vs grounded opponent is SJ SHORT into RK hurricane kick, optional super.

SGS is decent when you need to do damage in a hurry, and if you think you can actually land it. If you're outnumbered it's free 50% damage, though DP super xx DHC or just other super for 30->40% damage for one level are generally preferable.


nice post ts

I find the hop kick to be a pretty good tick for the SGS (plenty of time to put in the input) but yea it sucks dont' use it often and make sure it's random when you do use it.


I just want to say that a good BNB for akuma on the ground is:

c. lk, c. mk, standing Hp, Hadouken xxx shinkuu gou hadouken

does around 70+ points of damage (i think maybe 77?)

and is safe against most non cable characters on block and does decent chip

Think of it kind of like cyclops bnb

yes i know he can do the hurricane kick in air comboes but i still think it's a useful combo to know since it has more range and is overall pretty safe and chips well.

itslog1
05-03-2005, 07:44 PM
7.1

A. Mandatory testing for drivers older than 65 who wish to keep their drivers licenses. This policy would be
implemented by the New York State Department of Motor Vehicles.

B.
1. To ensure that drivers older than 65 will not cause harm to themselves and other while driving.
2. Eliminate negative stereotypes that claim that all elderly drivers are bad.
3. Help to make other drivers feel safer on the road.

C.
1. (3) This is the most important benefit because making sure that drivers over 65 still have the neccessary
skills to be good drivers could save lives and reduce the number of crashes.
2. (2) This benefit is very important because by guaranteeing that all drivers over 65 are just as safe drivers
as drivers of any other age will eliminate harmful stereotypes, even ones not associated with driving.
3. (1) This is the least important benefit because peace of mind can be a false and dangerous thing. Risks
of crashes involving elderly drivers would still exist, and peace of mind cannot help the driving public avoid
reality.

7.2

A. The three most important costs involved in implementing this policy would be costs involving updating the
databases of the DMV, hiring more driving test administrators and adding more work hours to an administrators
day to accommadate for the amount of elderly drivers taking driving tests, and costs involving updating lawbooks
and DMV manuals.

B.
(2) Hiring more driving test administrators are important to make sure drivers over 65 and those drivers who
are trying to update their learner permits to junior/senior licenses both can be tested reasonably fast
and accurately.
(2) Updating DMV manuals is neccessary because elderly drivers and those who depend on them for transport should
know all the rules involved with being a driver over 65.
(1) Updating the DMV databases is important because we need to be able to assure drivers over 65 who passed their
most recent driving test that it was reflected on their records.

7.3

Total Benefits = 6
Total Costs = 5

Benefit:Cost Ratio = 6:5

This means that the benefits are greater than the cost, when things are put into relative terms. That means these
policies are worth implementing.

7.4

Private Security Services

Benefits

(3) Keeping dangerous criminals behind bars
(2) Keeping gated communities and private companies secure
(2) Securing electronic databases

Costs

(2) Hiring security officers
(1) Job training, advertising jobs
(2) Guns, handcuffs, computers and all the equipment a security officer needs to do his or her job

Benefit:Cost Ratio = 7:5

8.1

A. Drivers over 65 may not drive as well as they did in their younger years. To make sure they still have the
qulatities needed to be safe drivers, they must take driving tests every 10 years starting after they turn 65.

B.The amount of crashes involving drivers over 65 years old is a variable that measures the effectiveness of already
existing policies and can help predict the effectiveness of the policies I would like to implement.

Percentage of Traffic Fatalities Involving Drivers Older Than 65
Time Percentage Source

1995

13% http://www.nysgtsc.state.ny.us/senr-ndx.htm
1998 14% Estimation*
2001 16% Estimation
2005 18% Estimation

*Estimations based on the fact that more Americans are living longer, therefore senior citizens have been
increasing in population in recent years. According to the Census Bureau, in 1994 1 out of 8 Americans
was age 65 or older. It is projected that by 2050, 1 out of 5 Americans will be age 65 or older.

8.2

A. Since the data was originally presented in percentages, it is easy to tell the difference is 1%.

B.
1995 & 1998 = 1%
1998 & 2001 = 2%
2001 & 2005 = 2%
1995 & 2005 = 5%

8.3

A. The data shows that more seniors are involved in fatal crashes. Policies, that make sure that our senior drivers
are just as safe as they used to be, are helpful in saving lives.

B. I would like to set benchmarks for 2007, 2013, 2019. This will ensure that we can collect the appropriate
data after the first "generation" of seniors taking the driving test again are safe drivers. Then 2013 is
a midpoint to make sure policies are running smoothly. The 2019 date will help us collect data concerning the
"generation" of the seniors who have taken the driving test twice after turning 65 are still safe drivers.

8.4

A.
For the 2007 date my policy aims to have the percentage of traffic fatalities involving senior drivers at 18%
2013: 17-16%
2019: 15-13%

These figures should be lower but the policy must accommadate for the fact that there will be more seniors
living in America from 2007-2019 than there were living in 1995-2005. The main reason for the percentage changes
would be the fact that this policy aims to get the bad senior drivers off the road. This mean less seniors involved
in crashes, and less crashes overall.

B.
The Census Bureau data that shows that the number of seniors living in America will be increasing affected my data
and how I estimated my percentages. Because there will more seniors in American from 2007-2019 than there were
from 1995-2005, I had to increase my estimated percentages simply because there will be more seniors and more of
a chance they will be in crashes.

C.
I set my final benchmark at such a low rate because I figured by that time the policies would be in full swing
and near their peaks of effectiveness. Also some negative stereotypes would have been eliminated by then because
people will see these policies are working, and sometimes stereotypes do affect the reality of the situation.

8.5

To convince a player to help in implementing these policies I would point out how the final benchmark is much lower
than the estimated percentage by 2019, had no policies been put in place. Also, I would make the player notice how
under my policies, the percentages of senior crashes have not only been kept as reasonable levels, but they are also
on a steady decline. That means less crashes overall. To a player in the AARP, DOT, or an insurance company, this would
be great information.

itslog1
05-04-2005, 05:58 PM
this too please!!

4/21/05. U.S. DOT. <http://www.nysgtsc.state.ny.us/senr-ndx.htm>

Long Island Library. "MLA Citation Style." 4/27/2004. 4/21/2005.
<http://www.liu.edu/cwis/cwp/library/workshop/citmla.htm>

demulix
05-14-2005, 06:21 PM
hahhahahahahaha

Asccort
09-11-2005, 01:24 PM
Akuma can be nice with Sentinel or IronMan...
With Sentinel Proyectile... c.lk+Sent Proyectile,c.lk > Dash > c.hp > SJ > sj.hk.tatsumaki xx Tenma gou Sanku (xx DHC.HSF)
with the DHC you have a 100% combo
c.lk+IronMan AAA,s.mp,s.hp xx Hadouken > C.hp > Sj > sj.hk.tatsumaki xx Tenma Gou Zanku (xx DHC.Proton Canon)
there is another 100%

IronMan with Akuma(y)have a easy set-up for his infinite
c.lk+Akuma(y),c.mp > jump > j.lk,j.lp,j.hp > inf.

Also his Teleport can be very useful when the oponent blocks your combos.. and is useful for evading hypercombos and save from some chip damage

Sbarron83
09-14-2005, 06:56 PM
I seem to havr figured out a NEW infinite with AkumA!!!!

try this...do it slowly.......


Launch with (jumping in)lp.mp-c.lp-c.mp-launch(d.hp)-lp-mp-mk-hp fireball(qcf fwd)..pick up fromgrounf ..(otg)..c.lk-*repeAT*

iT'S SOOOOOO awersome if you can slowly execute the patter bpm/!!!

waesome!

piece_

j99
09-15-2005, 08:17 PM
This has got to be a joke...

I seem to havr figured out a NEW infinite with AkumA!!!!

try this...do it slowly.......


Launch with (jumping in)lp.mp-c.lp-c.mp-launch(d.hp)-lp-mp-mk-hp fireball(qcf fwd)..pick up fromgrounf ..(otg)..c.lk-*repeAT*

iT'S SOOOOOO awersome if you can slowly execute the patter bpm/!!!

waesome!

piece_

:( Poor scrubs.

Indeed.

chico-t02
12-17-2005, 12:18 AM
Was the Hurrican Kick Glitch fixed for XBOX?

RWK311
03-20-2006, 03:04 PM
I have a tatoo of the ten(heaven) sign on my back left shoulder

rYo_sakaZaki
03-27-2007, 09:38 AM
dhc problems...

everytime i do shinku hadou(ryu) or reppa(ken) dhc to shin goku satsu, it won't dhc... i have 5 HCs...

Shin-Chan
03-27-2007, 09:01 PM
just do launch, lk, hurricane.hk, xx fireball super.. and bee happy

roces9
06-21-2007, 03:37 PM
I've seen a few people comment on Akuma's qcf+k in the air... you know the down kick thingy.

Yes it does great chipping, yes if it hits the HK version can do 5 or 6 hits (dont quote me on that)

BUT

It is pretty easy to see comming and if blocked leaves you wide open to a launcer. Whenever I play Akuma against this one Magneto player if I jump up the chip with his hadoken and try to finish by comming down with the qcf+k, the animation takes a little while to start and gives him a chance to block leaving me wide open to a launcher from the blocking Magneto and putting me in a big fat air combo. And thanks to Akuma's shitty defense (he takes 137% of normal damage iirc) you can easily die from that.

Moral of this story, the qcf+k is a good move, but is by no means safe if youre just using it for some cheap chipping damage. better off to stick with the hadoken or use it to end an air combo or something.

---
Shin-Chan: just do launch, lk, hurricane.hk, xx fireball super.. and bee happy

you don't have to launch to do that. Just start of with a c.lk, qcb.hk and finish with qcf+pp. the c.lk is a lot quicker than the launcer and its easy to land if you catch some one not low blocking. just my 2cents.

xxphilopiaxx
07-20-2007, 08:50 PM
qcb + hk xx qcf + PP is rollable at time.

c.lk, s.fk, qcf + fp, xx hcb + pp does a ton of damage and its simple.

b1gazn
12-28-2007, 02:45 PM
A good team that I use is Akuma, Sent, Tron. I like to charge my Akuma with meter by running away and mashing fierce. You can hit fierce about 5 times for every SJ. Two SJ of mashing fierce will give you a bar of meter. I can explain some more strats later.

Here is a highlight match featuring my Akuma, Sent, Tron.

http://youtube.com/watch?v=yboZLO3o4t4

RisunoMeijin
01-22-2008, 08:34 PM
Couple of things, just wandering through thought i drop a bit of akuma exp.

On PS2 you CAN tech the Raging Demon ive done it more than once, im not sure if this applies to arcade as well, as no one good has ever really tried to hit me with that shit.

I have mad, mad faith in phil, and i know you cant grab with the raging demon when the opponent is in blockstun, but if you cant grab them from hitstun, why does guile's sonic hurricaneXXraging demon work so well?
(the reason i eventually tried to tech it)

I know that this is pretty much useless to anyone looking for good shit with akuma, but im just curious about it myself now.

judge_rl
02-06-2008, 04:37 AM
just a little tidbit: after performing his goushoryu upperXXfbspecial, gouki can call an assist on descent...similar to how psylocke can summon an assist after her aircomboXXbttrfly special. doesn't seem to do much other than add to gouki's chip potential and possible fake-out for a launch set-up (e.g. psylocke aaa). also, the rd can be comboed(??). you have to catch the opponent with a fierce goushoryu upper and super cancel into the rd on 1st hit of 3. mind you it is pretty hard to pull off and not really 'worth' the trouble, but darn cool to see. i've done it like 2x in pmode on reg size chrctrs . it's that hard

judge_rl
03-08-2008, 09:21 AM
http://www.youtube.com/view_play_list?p=387957825C2512F7

judge_rl
03-27-2008, 11:17 AM
Akuma:
Dumping air fireballs at specific angles will prevent MOST jump-ins and FEW sj.s if you throw a fierce fireball fast enough after taking to the air, but paired with horizontal assist coverage can also prevent jump-ins/dash-ins; and with far, vertical assist coverage can prevent sj.s (basic, but annoying).
-----------------------------------------------------------
Assists that help to make this really annoying:
(I will note the more unconventional assists)

Can prevent dash-ins:
-Any character that has a projectile/ground/dash-type assist
-Some anti-airs apply
*Anakaris' cobra arm extend
*Blackheart's dark lightning & inferno (vs larger, slower characters)
*Cable's grenade toss
*Cammy's hooligan combo
*Cpt. Commando's cpt. fire & cpt. kick
*Chun's overhead special
*Cyclops' 2x kick
*Iceman's ice avalanche


Can help to prevent jump-ins:
-Some projectile/dash-type assists apply
*Anakaris tomb-drop assist
*Blackheart's dark lightning & inferno
*Cable's grenade toss
*Cpt. Commando's cpt. fire (?) & cpt. kick
*Chun's overhead special
*Iceman's ice avalanche

Can help to prevent sj.s:
-Any character with a FS, diagonal anti-air
*Anakaris tomb-drop assist
*Blackheart's inferno



well...you get the point. The most important thing to remember to cover is the opponent's ability to:

1) sj. towards you when you land...don't worry too much about dash-ins as you are landing because if you are angling your air fireballs correctly, you should have a slow one VERY close to their head

2) sj. at you and air HC you

3) tag and plant their next point under you

It's a silly strat, but hella fun, good battery, and can be soooo annoying :) Also, w/ Blackheart-aa, this silly little Gouki strat is a natural counter to the more popular Spiral trap. :O
(e.g., Gouki-aa/Sent-G/Blackheart-aa)


Figured I would repost it here, since it is Gouki specific.

judge_rl
03-27-2008, 11:59 AM
Gouki's Rushdown Nature:

1.) Getting In

a) slow ground/air fireball presents minimal forward cover on dash in

b) weak dragon punch allows forward movement and offers quick recovery

c) hurricane kick allows forward movement

d) dive kick is very handy at moving in and the attack comes at an awkward enough angle to stunt or trade with some attacks...try sjxxdive kick performing the dive kick as quickly as possible (this is quite flashy and offers fast diagonal motion

e) ashura warp...ideal for passing through physical attacks and other characters

2.) Mix-up

a) mighty chop: f+hp (standing overhead that can be cancelled from any light or medium normal)

b) j.lp (very low hit box that allows it to act as an instant overhead)

Tech Romancer
05-23-2008, 05:05 AM
Gouki's Rushdown Nature:

1.) Getting In

a) slow ground/air fireball presents minimal forward cover on dash in

b) weak dragon punch allows forward movement and offers quick recovery

c) hurricane kick allows forward movement

d) dive kick is very handy at moving in and the attack comes at an awkward enough angle to stunt or trade with some attacks...try sjxxdive kick performing the dive kick as quickly as possible (this is quite flashy and offers fast diagonal motion

e) ashura warp...ideal for passing through physical attacks and other characters

2.) Mix-up

a) mighty chop: f+hp (standing overhead that can be cancelled from any light or medium normal)

b) j.lp (very low hit box that allows it to act as an instant overhead)

So Gouki is a pixie, right? Does this mean my strategy should revolve around rushdown? Or should I play keep away and use assists to make opportunities when the opponent is distracted/vulnerable? I need a strategy with this guy, because my zoning is horrible. My current nemesis is a team of Jill, Tron and Sakura. The player has a solid defense, does good damage even without taking gouki's ridiculous damage handicap into effect and the Jill in paticular is fast, does insane damage with air combo and takes up the screen with zombies, crows, etc.

judge_rl
05-23-2008, 03:02 PM
^Gouki shouldn't be doing too much keep-away if possible. Given his lame defense+his insane damage output, you should be pressuring for screw ups. Your nemesis' greatest threat to you would likely be his Tron assist (if he uses projectile-type). This is when you would want to get in, bait Tron assist and block, and either punish them both after he calls her, get in for a double snap, or simply snap in Tron asap. If you're having trouble getting in and want to do more than just block, feel free to sj up back and dump some fireballs (Jill has no air dash so you have plenty of time to respond if she gets annoyed and sjs after you).

And that's just considering Gouki alone. I wonder who your other 2 characters tend to be?

Tech Romancer
05-23-2008, 04:17 PM
^Gouki shouldn't be doing too much keep-away if possible. Given his lame defense+his insane damage output, you should be pressuring for screw ups. Your nemesis' greatest threat to you would likely be his Tron assist (if he uses projectile-type). This is when you would want to get in, bait Tron assist and block, and either punish them both after he calls her, get in for a double snap, or simply snap in Tron asap. If you're having trouble getting in and want to do more than just block, feel free to sj up back and dump some fireballs (Jill has no air dash so you have plenty of time to respond if she gets annoyed and sjs after you).

And that's just considering Gouki alone. I wonder who your other 2 characters tend to be?

Your absolutely right; the player abuses the tron assist when he can, and if she hits its game over. I'll try to take what you said into effect but he's a fairly careful, yet aggressive player. What gets me is Jill's basic aerial raves do so much damage.

Okay, here's what I do:

My team is Ruby Heart AAA assist, Gouki AAA assist (sometimes use gamma) and Morrigan (balance assist). Ruby Heart is on point first; use timed use of subliminations with mix-ups of block strings and combos. Gouki's AAA is used to relieve pressure when Ruby gets in over her head, Morrigans is to control the area in front and to cross-up/combo. But often Ruby is rushed and Gouki is put on main.

I don't like to play keep away; my Gouki is CC styled, I use the FP or wp for jump ins and go for basic strings, ussually in tandem with Morrigan assist and Ruby for zoning (if Jill hasn't killed her already). Fireballs are used to end blockstrings; air fireballs are to regain advantage, chip, or access the playing field. The dive kick is used to retouch the ground so I'm not left vulnerable in midair or as a surprise. I believe it is safe on block, but not advantageous. I'm trying to master super jump canceling so I can use this move more pressure-wise.

Also I have a problem with his Tron when she is on point, if she catches me in a drill combo, he'll super cancel into that damn lunch rush, which kills just about anyone or at least does ridiculous block damage. She also covers area quickly.

His Sakura is not that dangerous, as she is out speeded and prioritized by my entire team. But she is very powerful; he likes to use her Dark Sakura transformation and use aerial raves and a string combo that supercancels into a Shinkuu Hadoken. Very painful. If Tron is still alive, well you know the deal. If Jill is, he uses her dash assist on occassion. A very frustrating opponent.

judge_rl
05-23-2008, 09:15 PM
He 'rushes' your Ruby with Jill? You have to look carefully at how exactly he gets in on you and learn from there, but...

Dude,

you have Ruby...
-learn to control space better with her
-learn which assist types of your other 2 characters add to her space control game
-decide whether you want to build meter with her or burn meter with her
(do you just want to control space or do you also want to get in and put in some damage)

you have Gouki...
-all of your combos should be doing at least 50-70% damage (50 on Sent, maybe)
-whenever you jump in make a habit of connecting an air tatsumaki after a fp hit or even on block...after that connect a launcher and sj.lp, sj. mp, hk tatsumakixxdf+pp super (Crazy damage)...OR just go for his simple, yet damaging messatsu hadou super for near same damage
-if you want to play Gouki on point, decide which Ruby/Morrigan assist would help you best in mix-up
-block well...hurricane kicks finish with you having frame advantage...use them well...crouching JAB afterwards quickly or block and call an appropriate assist that you know would counter whatever assist he has to call (Morrigan's aa)
*when you get comfy enough, Ruby capture resets are fun

you have Morrigan...
-airdash? mix-up...learn to make effective use of her airdash
-she has a command grab that you won't be making too much use of but ups your close-up threat somewhat
-she has an infinite that is fairly easy to set-up off of launch...3 reps are cake...after that, go for a reset by dashing under and hitting low or staying same side and hitting low or jumping/sj.ing and ad df to hit high or snapping out to go for a guard break into launch, infinite for a few reps and whatever
-learn how to use your assists to combo her df+PP super (I know Gouki-expansion works...also useful for block strings--to allow you the time to make use of your mix-ups--and dash under cross-ups)

To tell you the truth...I think your most valuable assist lies between your Morrigan and your Gouki.

Morrigan's anti-air assist is very quick and has decent priority and she won't take near as much damage as Gouki would if she were to get beaten...even though she should be beating Tron on counter-call.

Gouki's expansion assist is perfect for setting up combos and performing block strings...you really shouldn't abuse it unless you have a plan of attack in which you know how to cover him after he has finished (e.g., Ruby Heart schwartzelle shenanigans).

If I had to play a team with only Ruby Heart, Gouki, and Morrigan, I would play it in either of the following ways:

1) Ruby Heart-capture/Gouki-exp/Morrigan-aa
2) Morrigan-aa/Ruby Heart-capture/Gouki-exp
3) Gouki-exp/Ruby Heart-capture/Morrigan-aa
4) Morrigan-aa/Gouki-exp/Ruby-capt

You get the point. What's funny is that you can just switch your team order at pre-match screen to derive a few of these from just 1)

Why?

1)
-Gouki db+PP DHC
-Morrigan aa
-Ruby builds meter for Gouki's sick combos into supers for stupid damage
-Morrigan gets to rush on a point with, hopefully, fewer interfering assists

2) Morrigan gets to employ her rush game off of Gouki's expansion assist, allowing you to take offensive advantage...Ruby offers a safe DHC with her cancelled df+PP super (take her to the ground instantly for a clean entrance)...then play 1)'s strat

3) Play as you would 2), but focus on damage and using Morrigan's aa to make opportunities for Gouki...then play a mix of 1)'s strat

4) Your most offensive option, where you are pretty much rushing your opponent non-stop to just get in hits for whatever you want to do...after exhausting your options...if you have exhausted your options...Ruby is there to buy time for turtling and red health building or what have you

Whatever you do, be natural and comfortable doing it.

Tech Romancer
05-24-2008, 11:19 AM
He 'rushes' your Ruby with Jill? You have to look carefully at how exactly he gets in on you and learn from there, but...

Dude,

you have Ruby...
-learn to control space better with her
-learn which assist types of your other 2 characters add to her space control game
-decide whether you want to build meter with her or burn meter with her
(do you just want to control space or do you also want to get in and put in some damage)

you have Gouki...
-all of your combos should be doing at least 50-70% damage (50 on Sent, maybe)
-whenever you jump in make a habit of connecting an air tatsumaki after a fp hit or even on block...after that connect a launcher and sj.lp, sj. mp, hk tatsumakixxdf+pp super (Crazy damage)...OR just go for his simple, yet damaging messatsu hadou super for near same damage
-if you want to play Gouki on point, decide which Ruby/Morrigan assist would help you best in mix-up
-block well...hurricane kicks finish with you having frame advantage...use them well...crouching JAB afterwards quickly or block and call an appropriate assist that you know would counter whatever assist he has to call (Morrigan's aa)
*when you get comfy enough, Ruby capture resets are fun

you have Morrigan...
-airdash? mix-up...learn to make effective use of her airdash
-she has a command grab that you won't be making too much use of but ups your close-up threat somewhat
-she has an infinite that is fairly easy to set-up off of launch...3 reps are cake...after that, go for a reset by dashing under and hitting low or staying same side and hitting low or jumping/sj.ing and ad df to hit high or snapping out to go for a guard break into launch, infinite for a few reps and whatever
-learn how to use your assists to combo her df+PP super (I know Gouki-expansion works...also useful for block strings--to allow you the time to make use of your mix-ups--and dash under cross-ups)

To tell you the truth...I think your most valuable assist lies between your Morrigan and your Gouki.

Morrigan's anti-air assist is very quick and has decent priority and she won't take near as much damage as Gouki would if she were to get beaten...even though she should be beating Tron on counter-call.

Gouki's expansion assist is perfect for setting up combos and performing block strings...you really shouldn't abuse it unless you have a plan of attack in which you know how to cover him after he has finished (e.g., Ruby Heart schwartzelle shenanigans).

If I had to play a team with only Ruby Heart, Gouki, and Morrigan, I would play it in either of the following ways:

1) Ruby Heart-capture/Gouki-exp/Morrigan-aa
2) Morrigan-aa/Ruby Heart-capture/Gouki-exp
3) Gouki-exp/Ruby Heart-capture/Morrigan-aa
4) Morrigan-aa/Gouki-exp/Ruby-capt

You get the point. What's funny is that you can just switch your team order at pre-match screen to derive a few of these from just 1)

Why?

1)
-Gouki db+PP DHC
-Morrigan aa
-Ruby builds meter for Gouki's sick combos into supers for stupid damage
-Morrigan gets to rush on a point with, hopefully, fewer interfering assists

2) Morrigan gets to employ her rush game off of Gouki's expansion assist, allowing you to take offensive advantage...Ruby offers a safe DHC with her cancelled df+PP super (take her to the ground instantly for a clean entrance)...then play 1)'s strat

3) Play as you would 2), but focus on damage and using Morrigan's aa to make opportunities for Gouki...then play a mix of 1)'s strat

4) Your most offensive option, where you are pretty much rushing your opponent non-stop to just get in hits for whatever you want to do...after exhausting your options...if you have exhausted your options...Ruby is there to buy time for turtling and red health building or what have you

Whatever you do, be natural and comfortable doing it.

So you're saying Jill Shouldn't be rushing me down? That to alleviate it, I simply need to improve zoning with Ruby? But if she does get up close? And I have no AAA's availiable? Can I go toe to toe with her CC abilities? This goes for Gouki, as well.

Tech Romancer
05-24-2008, 09:37 PM
Also, in response to your above post in regards to Ruby, I would prefer to use her to lockdown and bring the pain. I don't really need to use her as a battery since Gouki and especially Morrigan do that with ease. I am an offense based player, but try to be cautious. I do not fare well as a turtler or as a picker; I need to reagin the advantage to stay ahead. Is that what you meant when you asked?

madeinca
05-25-2008, 02:46 PM
to catch people in the RD.

you need an assist to put your opponent in block stun.
(lets say your using tron )

let the first his start.
tap P, P.
if you see the push block, STOP.
if not. do the -> lk, hp.

this will let tron hit three times and the fourth 'hit' will instead be the RD.
but since you cant RD while your assist is in block stun. thats fine. cause your RD counts as "just" after its done.

i've been caught by it. but dont use akuma much anyways.
he's bad ass.. so much, i'ma bout take back my previous statement and instead start using him as of today :D