Akuma Mechanics Thread

akuma

#1

Hello everyone.

I am (un)sure that most know me. If not I might be the biggest hate mailer online but other than that I would really like to help out the Akuma community.

Akuma has been my main since I started playing competitively from Vanilla SF4.In any case I am pretty sure that we Akuma players feel at some disadvantage playing some characters in SFxT and have some newer advantages that Akuma hasn’t had in the previous SF developments.

In any case I would like to talk to everyone who plays Akuma about his juggle mechanics.

As we all know Akuma has a limit from 2-4 Juggle states depending on certain counters or OTG’s. Not talking in Marvel mechanics either.

I will be posting potential combos but I may not be as creative as everyone else. Due to some physical handicaps I cannot perform everything.

Akuma now has a seriously good vortex in this game. All his Tatsumaki Zankukyaku’s can be followed to a sweep and Misogi is a new move we need to work on to combo on instead of the corner. Great reads mean great punishment to the entire cast because of Akuma’s high damage potential. Yes there are few characters that have answers to him in Tekken but hey they are all safe attacking with their normals so could we call that fair? Its a personal opinion but hey I think its unfair to throw normals or specials and be safe in return after someone successfully guarded an onslaught of your best mixups. Am I correct?(IDC its IMO)

We did lose most of our links from SF4 which hurts us because we can maximize our damage with links. I have more to discuss but I will hope everyone interested in playing Akuma leaves a comment underneath.

Cr = Crouch

St = Standing

F=Far

F+ = Forward plus

X = Cross up

J = Jumping

N= Neutral

L= Light (30 Damage) (Jump-ins do 10+ more damage)

M=Medium (60 Damage)(Jump-ins do 10+ more damage)

H= Heavy (90 Damage)(Jump-ins do 10+ more damage)

P= Punch

K=Kick

Ex= Ex (Troll face)

SCDC= Super Charge Dash Cancel

Ex.SCDC = EX Super Charge Dash Cancel

Charge = CH (But on thread will be referred to EX since its variable)

Counter = Ctr.

Ground Bounce = GB

xx = Chain

Let us start:

*Note: MP Shoryuken does more damage than HP( 140/130) EX(180)

*Note Parenthesis will be described as following (Damage/Hits/% of Damage Scaling on Final Hit)

Let us start:

*Note: :mp: Shoryuken does more damage than :hp: ( 140/130) EX(180)

*Note Parenthesis will be described as following (Damage/Hits/% of Damage Scaling on Final Hit)

Kara Grabs:

[Quote]

:hp: ~:lp: +:lk: (Only works when No Bar SF4 Kara Grab)

:hk: ~:lp: +:lk: (Only works when No Bar SF4 Kara Grab)

:mp: ~:lp: +:lk: (Doesn’t Work close range but use it to bait the person thinking ur gonna Kara grab)

[/Quote]

BnB:

[Quote]

:d: +:mp: /:mk: >:lk: .Tatsumaki Zankukyaku>:d: +:mp: /:mk: >:d: + :hk: (221/ 4/ 70%)

:d: +:mp: /:mk: >:lk: .Tatsumaki Zankukyaku>:d: +:mp: /:mk: >:hk: .Tatsumaki Zankukyaku (200/ 5/ 70%)

X.up :hk: .Tatsumaki Zankukyaku>Far :hk: > :d: +:hk: (212/ 4/ 80%)

Far :hk: >st.:hp: >:lk: .Tatsumaki Zankukyaku>:d: +:mp: >:hp: .Goshoryuken (322/ 7/ 60%)

[/Quote]

Opponent in Corner Only:

[Quote]

:d: +:mp: > :d: +:hp: x :lk: .Tatsumaki Zankukyaku > :d: +:mp: > s.:hp: > :hp: .Goshoryuken (329/ 8/ 60%)

X. Tatsumaki Zankukyaku > :d: +:mk: > :hk: .Tatsumaki Zankukyaku. (142~158/ 4/ 80%)

[/Quote]

Single Bar:

[Quote]

EX. Demon Flip >Palm ( :p: ) > (Ground Bounce)> :d: +:mp: > s.:hp: >:hp: .Goshoryuken (310/ 6/ 70%)

EX. Demon Flip>Palm ( :p: ) > (Ground Bounce) > :d: +:mp: > s.:hp: >:mp: .Goshoryuken (254/ 4/ 70%)

EX. Demon Flip>Palm ( :p: ) > (Ground Bounce) > :d: +:mp: >:d: +:mp: > s.:hp: >:hp: .Goshoryuken (310/ 6/ 70%)

s.:hp: > EX Tatsu > c.:mp: > c.:mp: > s.:hp: > :hp:.SRK (419)

s.:hk: > s.:hp: > EX Tatsu > c.:mp: > c.:mp: > s.:hp: > :hp:.SRK (495)

[/Quote]

Double Bar:

[Quote]

EX. Demon Flip>Palm ( :p: ) > (Ground Bounce) > :d: +:mp: > s.:hp: >Ex. Goshoryuken (310/ 6/ 70%)

s.:hp: > EX Tatsu > c.:mp: > c.:mp: > s.:hp: > EX.SRK (474)

s.:hk: > s.:hp: > EX Tatsu > c.:mp: > c.:mp: > s.:hp: > EX.SRK (495)

[/Quote]

Full Bar:

[Quote]

EX. Demon Flip>Palm ( :p: ) > (Ground Bounce) > Ex.Tatsumaki Zankukyaku (when hits floor) > Ex. Goshoryuken (351/ 8/ 80%)

EX. Demon Flip>Palm ( :p: ) >:d: +:hp: > Ex.Red Fireball (Shakunetsu) (when hits floor) > Ex. Goshoryuken (351/ 8/ 80%)

EX. Demon Flip>Palm ( :p: ) >:d: +:hp: > Ex.Red Fireball (Shakunetsu) (when hits floor) > :d: +:hp: > Ex.Red Fireball (Shakunetsu) >:d: +:hp: > :hp: Goshoryuken (511/ 12/ 40%)

:lp: ~:mp: ~:hp: >Ex.Tatsumaki Zankukyaku> :d: +:hp: > Ex.Red Fireball ( Red Fireball (Shakunetsu) )>:d: +:hp: > Ex.Red Fireball (Shakunetsu)>:d: +:hp: >:hp: .Goshoryuken (456/ 19/ 10%)

s.:hp: > EX Tatsu > c.:mp: > c.:mp: xx c.:hp: > EX.Shaku > EX.SRK (512)

s.:hk: > s.:hp: > EX Tatsu > c.:mp: > c.:mp: xx c.:hp: > EX.Shaku > EX.SRK (521)

[/Quote]

Super Charge: (Demon Flip + Palm ( :p: ))

*Note (Damage/ Hits/ Bar Usage)

Misogi Corner Combo set ups:

*Misogi only works when u chain with two hits ending it with a cl. Heavy attack. Otherwise it wont work.

[Quote]

:d: +:mp: >:lk: .Tatsumaki Zankukyaku>:d: +:mp: ~:d: +:hp: /st.:hp: > Misogi (408/ 7/ 59%)

:d: +:mp: >:lk: .Tatsumaki Zankukyaku>:d: +:lp: ~:d: +:hp: > Misogi (384/ 7/ 59%)

:d: +:mp: >:lk: .Tatsumaki Zankukyaku>:d: +:mk: ~st.:hk: > Misogi (388/ 7/ 59%)

:d: +:mp: >:lk: .Tatsumaki Zankukyaku>:d: +:lp: ~:d: +:hk: > Misogi (364/ 7/ 59%)

Far :hk: >st.:hp: >Ex.Tatsumaki Zankukyaku>(walk slightly forward)>:d: +:mp: ~:d: +:hp: >Misogi (Misogi) (571/ 14/ 40%)

Far :hk: >:d: +/st. :mp: ~st.:hp: >Ex.Tatsumaki Zankukyaku>(walk slightly forward)>:d: +:mp: > :d: +:mp: ~:d: +:hp: >Misogi (528/ 15/ 30%)

Far :hk: >:d: +/st. :mp: ~st.:hp: >Ex.Tatsumaki Zankukyaku>(walk slightly forward)>:d: +:mp: > :d: +:mp: ~st.:hk: >Misogi (517/ 15/ 30%)

[/Quote]

Demon set ups:

*Note: Demon only has slight invincibility. Not a great choice for an anti-air unless you are certain the character attacking in the air does not have a lot of active frames.

(300 Damage Regardless)

Kara Demon’s:

[Quote]

:f: +:mp: ~:lp: >:lp: +:lk: >:hp:

st.:hk: ~:lp: > :lp: +:lk: >:hp:

:d: +:hk: ~:lp: > :lp: > :lk: +:hk:

:d: +:mk: ~:lp: > :lp: > :lk: +:hk:

[/Quote]


Akuma Combos
#2

You should start this into a combo and setups thread and you should reserve another post or two. I’ll delete this comment when/if you reserve.

I’m with Ryu x Akuma right now cause I just got the game. When people don’t forward roll, akuma has alot of easy pressure.


#3

Yeah, combo thread would be awesome so that you didnt have to search thru the Akuma thread.


#4

Ok I will update this. But it must be strictly Akuma combos because Tag combos all vary. If thats the case we must make another thread for tag combos. Anyways. Lets start with this. If everyone contributes I will edit my 1st post. All I need is different data on combos including EX bar consummation, Hit count, Damage. This will help me organize the comobs from 0-3 bar usage.


#5

No meter (corner only)

c.mp > c.hp x lk.tatsu > c.mp > cs.hp x hp.SRK/mp.SRK. Does around ~320 last time I remember doing it in the lab.
Cross-up tatsu > c.mk x hk.tatsu. Does around ~200
CH DF.palm > (groundbounce) > c.mp > cs.hp x hp.SRK/mp.SRK.

For the previous combo, you can burn the meter and EX DF for the guaranteed groundbounce.

Akuma literally needs no meter to do around 300 dmg combos. Just save the meter for a tag in on a hit-confirmed SRK. Leads into a partner j.hp or j.hk into whatever your other character can do, depending on who it is.


#6

Updated read on the damage and get better at it. :smiley:


#7

My heavy punish BnB. Using it with success

s.HK > s.HP > LK.Tatsu > s.HP > MP.SRK = 361

In the corner

s.HP > s.HP > LK.Tatsu > c.MP > s.HP > HP.SRK = 381

The s.HK gives you enough time to confirm the spacing and if you aren’t close enough do c.MP instead. 30 less damage, but still more than your normal BnB.


#8

to people complaining about not being able to do LP+HK for demon buffers, just roll the input for HK into LP. Problem solved.


#9

1 Meter Corner Combo: j. hk, s. hp, ex tatsu, s. hk, s. mp, s. mp, s. hp, hp red fireball. = 505 damage

I’ll get a vid up later


#10

Requesting a stick on this thread for later usage.


#11

You can still get it by accident by rolling if you get a plink.


#12

Please watch this vid i put out if your new at learning akuma combos, this is just a place to start:

[media=youtube]E2RVPr8L4QM[/media]


#13

If you want to pretend its SF4, you can also cr. jab xx st. fp to force a stand. Also, you can chain cr. mp into cr. fp. Were you linking it there? It doesn’t look chained to me. Cool vid.


#14

cr. jab linked to cr.fierce is actually harder to do for some odd reason. yea i was linking strong to fierce, its the only way, you can’t chain into specials unless its an EX special.


#15

It isn’t harder, rather it is much slower than SF4. It feels more like the timing for c.MP > s.HP in Sf4


#16

cr.MP to cr.HP is a 1 frame link btw. For now I’m just doing cr.MP, cr.MP, cr.HK. Or I may chain the second cr.MP to get a launcher.
Does close stand HP force stand now?


#17

it doesnt.


#18

Cr.MP= 4 Frame startup. +6 on hit. +2 on block
Cr.HP= 6 Frame Startup. -4 hit.-10 on block.

0 Frame link?


#19

Does akuma have any lp/lk hitconfirms into lk tatsu? preferably a confirm with two light attacks.


#20

LP LP LP > tatsu