Akuma moves tree

akuma

#1

This is a flow-chart style listing for move options broken down into categories of:
OPENING MOVES
BUILDING SUPER METER
STRINGS
COMBOS
HANDLING PROJECTILES
REVERSALS
ANTI-AIRS
CROSSUPS

lets get this together like the streetfighterdojo.com


#2

Would have been a bit helpful if you filled in these a little bit to give me an idea of what this thread is going for, but I’ll just list what I do:

Opening Moves

Backdash
Back Teleport
Fireball
Demonflip (varying distances/options)
TK Air Tatsu
HK Ground Tatsu
Neutral Jump Normal Attack (for air-to-air)

Building Super Meter

Low-Risk Demonflips
Low-Risk Fireballs
LK Tatsu
Block Strings

Strings

cr.LP, st.HP© (must cancel fierce into special)
cr. MP, cr.MP (nice slow hit-confirm into whatever)
cr.LP, cr.LP, cr.LP (all-purpose low-risk confirm)
cr.LK, cr.LP, cr.MP (nice string for jump-in mix-ups)
cr. LP, cr.LP, cr.LP, cr.MK (to create space in block situation, cancel into fireball)

Combos

This is a pretty huge proposition, I’ll edit the post to fill this in.

Handling Projectiles

Neutral Jump
Focus Dash Forward (into move/throw/neutral jump if you’re close)
Norm/EX Demonflip (predicting)
Block

Reversals

Teleport
Shoryuken

Anti-Airs

HP Shoryuken (hit deep, use shortcut)
cr.HP (usable at various ranges, relatively safe)
st.HP(f) (for longer range jumps where SRK may whiff, safer)

Cross-ups

j.LK (ambiguous)
j.MK (standard)
Demonflip Divekick (difficult to do, happens by accident)
Cross-up Tatsu (HK Version, safe against mashed uppercuts, beware auto-correct)
Demonflip Palm (Whiff behind opponent, sets up mixup)

I’d recommend a Air-to-Air section, since I feel that’s one of the less discussed aspects of Akuma, and he needs all the help he can get.
j


#3

http://www.super-turbo.net/data/ybh/ryu.html


#4

Ah, the goodness! Yes! YES!!! Lololol. Thanks man. You make such kick-ass articles. ;D


#5

You can use trag’s combo thread. But I guess posting some here won’t hurt. For starters:

Combos

HP© -> QCB+LK, DP+HP (for quick, easy and damaging punish)
cr.mp, HP© -> QCB+LK, DP+HP (add some damage to your punish)
cr.LP, cr.LP, cr.LP -> QCB+LK, DP+HP (most useful combo, use it for hit confirms)
HP© -> QCB+LK, cr.RH (to start vortex, doesn’t work on certain characters)
cr.LK, cr.LP, cr.MP -> QCB+LK, DP+HP
cr.LP, HP© -> QCB+LK, DP+HP (hit confirm into a high damaging combo)

Against crouching opponents
cr.LK, cr.LP, cr.MP -> QCF+P§ (ex is useful for demon flip setups, use normal hadouken to distance opponent)
cr.LK, cr.LP, cr.MP -> QCB+KK (one of the more damaging combos you can use on crouching opponents)

Use cr.HP to stand your opponent up.


#6

I think that Akuma’s neutral jumping Roundhouse kick doesn’t get enough attention. I use it to constantly stuff Vega and M.Bison’s special air game. Timed wrong, you’re trade or lose to the Bison Headstomp, but it beats out Vega’s Claw dive game but loses to the sky claw. But once you stop the Claw Dives they’ll be more wary of using it. Anybody ever try the Neutral Jump Fierce punch?


#7

Also teleports vs. projectiles. I often just teleport backwards when someone fireballs me at full screen.