Well…might as well bring this thread back to life again (I hope.)
I know that this thread is old but with gems slowly being allowed to be used in tournament play, I thought it would be a good idea to at least try to bring the thread back to life again.
Currently I run a mixture of gem setups.
Been using Power Gems especially the ones which give Akuma a damage boost if his partner scores a launcher for the most part with a bit of fortitude. (Always carry one spare defense just in case.)
That said I have been using other gem setups including speed and proficiency as well.
When it comes to running gems for Akuma, it’s pretty open ended in my opinion.
Power gems aren’t actually a bad choice for Akuma in my opinion as his typical standing punishes are pretty strong in comparison to the other Street Fighter cast members (especially without meter) and putting a power gem on him just makes them stronger.
10% may not sound like much but it does make the difference so say for instance you corner someone, have 3 bars, land a jump in and do the following combo:
J.:hk: > Far St. :hk: > Close St.:hp: xxx EX Tatsu > Far St. :hk: > Cr. :mp: (CHAIN) > Cr. :hp: xxx Misogi.
Does 608 damage without any gems equipped however with a level 1 power gem, this thing does 729 damage!
If someone is first starting to use Akuma or wants to play a little bit more safe, defensive style, then defense gems are the way to go.
With average combos doing 300 damage off of simple hit confirms, running a defense gem can save your life if you are on the ropes.
A commonly used series of gems mainly because they last the amount of time they’re activated unlike their close brother called Fortitude.
A 10% reduction in damage is something you have to factor in especially if you wish to KO a specific character or finish them off. This is a good example of where Iron Wall doesn’t fare so well.
Aside from that, the benefits outweigh the cons especially if you have a level 1 power gem equipped to balance out the weakness.
Iron Walls’ close brother. These gems are REALLY good should someone decide to hit you with a really heavy hitting move such as a Super/Cross Art.
However activating these gems is a little finnicky in my opninon especially if your activation conditions are ‘get hit by ‘X’ amount of normal attacks.’
Whilst Fortitude Gems can last until the specific time runs out, any hit after the activation of the fortitude gem deactivates its effect. Which can suck especially if your opponent is an ABC Launch fanatic.
Healing gems are pretty much a universal asset to any character. Akuma does benefit from one due to his low health but I just think the defense gems tend to do a better job.
Life force gems aren’t that bad to put on Akuma especially because this is a game where the Super/Cross Art animations take around a good 8 real life seconds to fully complete.
If you are hit by one of these long cinematic moves, whilst having a Life Force gem, then your health will still heal throughout the cinematic, which can save your life should you be low on health.
Harmonize gems are like Life Force gems only they restore health instantly when activated. Although personally I prefer Life Force over these gems because of the gradual health restoration effect.
SOOOO UNDER-UTILISED in my opinion.
Speed gems are really good kind of like what vsDenjin said (a good couple months ago.) Akuma is already a faster walker and these gems augment that strength.
Speed gems effects are not limited to walkspeed, they also increase the speed at which your character runs across the screen whilst they are tagging in or out.
This allows you get some stronger combo setups such as one hit xxx Cross Art.
On top of this Speed gems increase jump speeds and my GOD this is useful. Especially in a game where heavy anti-air characters such as Juri and Lili can get 300+ off of a simple anti-air.
Simply put, the increase in jump speeds can really screw over the anti-air timings of some characters allowing you to start offense a lot quicker as well as scare the hell out of them because there is guy jumping around like a housefly.
Be careful though as because your jump speed is faster, the timings of your jump in attacks also change as well.
Meter gems are another under-used resource in my opinion, not so much as the speed gems but still under used in comparison to the amount of people who think POWER is the way forwards.
Meter gems for Akuma are good especially for those who run him as a point/battery character. Especially those meter gems which activate after connecting with 3 or so special moves which can be pretty simple to do especially because you can shoot out those specials at a long range compared to other characters who need to be up close for any of their special moves to be worthwhile.
Onslaught gems can be the bread and butter with some people’s gameplans with Akuma, Akuma without meter is alright but with it he becomes pretty dangerous.
I mentioned the effectiveness of Akuma and meter in a similar post I made here:
http://forums.shoryuken.com/t/the-akuma-thread/141952page-10 it’s on post #462.
Pretty under used gem selection mainly because the affects of it are really hard to see in the long run.
Level 1 Gems don’t make too much of a difference as they give back 20% meter (assuming you use EX Moves or Switch Cancels).
Burning 3 bars will only leave you with about just over half of your meter left.
On the other hand with a Level 3 gems burning 3 bars will leave you with about just over half of your meter in tact albeit you face a shorter activation period of 10 seconds as opposed to 20.
Street Fighter X Tekken is a very meter heavy game and a reduction in meter costs is always helpful especially when making comebacks.