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SF Advice: Akuma

  • 07-05-2009 12:48PM
    #1
    Registered Users, Registered Users 2 Posts: 8,067 ✭✭✭


    Few questions, probably not all specific to Akuma.

    What is the best action after a blocked dragon punch? I'm usually wide open for a throw. Is there a quick way to recover from this?

    Also, if someone lands a jumping kick, is it possible to block the follow up low kick? I can never seem to do this.

    I've also found my LK hurricane followed by a HP dragon punch hardly ever makes contact, even if the hurricane landed?


«1

Comments

  • Registered Users, Registered Users 2 Posts: 19,001 ✭✭✭✭K.O.Kiki


    1. Blocked DP == pray. You're at -28 (LP), -34 (MP) or -37 (HP/EX), which means the opponent has half a second to decide how to make you his b*tch.
    2. Landed jump kicks (MK?) usually give enough frame advantage to the opponent to allow a follow-up combo (e.g. Abel j.MK, c.MP-> Rekka). You could try a Shoryu, though; or maybe teleport. Or Ultra :p
    3. This one weirds me out too. Dunno how to help on that one.


  • Registered Users, Registered Users 2 Posts: 8,067 ✭✭✭L31mr0d


    K.O.Kiki wrote: »
    1. Blocked DP == pray.

    balls :( yeah my biggest source of damage taken is from blocked dragon punches. I don't even attempt them if I'm playing against Ken. It's really hard not to constantly turtle as Akuma as he takes so much damage, even just block damage alone. He's my favourite character but, being that he takes more damage than any other character (besides Seth) it makes it a pain trying to pull off combos. One failed attempt could mean I lose more than 30% of my healthbar, and if I dizzy even once it's game over.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    You shouldn't have random dragon punches as your gameplan vs any character anyway (unless your name is Daigo). :P


  • Registered Users, Registered Users 2 Posts: 8,067 ✭✭✭L31mr0d


    Dreddybajs wrote: »
    You shouldn't have random dragon punches as your gameplan vs any character anyway (unless your name is Daigo). :P

    thing is a lot shoryu's land from wakeup (I guess they are trying to get a throw in)

    That being said, if I block someone elses shoryu, when I'm Akuma, what is the best followup to take advantage of this?


  • Moderators, Music Moderators Posts: 25,872 Mod ✭✭✭✭Doctor DooM


    if you absolutely want to use a shoryu on wake up then perhaps use a weak one. You might even get lucky if It's blocked and manage a ducking short on your advancing opponent.


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  • Registered Users, Registered Users 2 Posts: 19,001 ✭✭✭✭K.O.Kiki


    Big combos.
    Or, if you can input it during blockstun (or maybe even if they get hit by a jab?), Super/Ultra.

    So the lesson is: whoever you are, don't abuse Shoryus on-the-ground.


  • Registered Users, Registered Users 2 Posts: 8,067 ✭✭✭L31mr0d


    K.O.Kiki wrote: »
    Big combos.

    lol... if only, I'll need some more practice to get any form of juggling down :P

    For a 1 hit move what is best? An EX-hurricane as they are coming down? Or a lvl2 focus?


  • Moderators, Music Moderators Posts: 25,872 Mod ✭✭✭✭Doctor DooM


    L31mr0d wrote: »
    lol... if only, I'll need some more practice to get any form of juggling down :P

    For a 1 hit move what is best? An EX-hurricane as they are coming down? Or a lvl2 focus?

    if You're having trouble with timing combos i'd start with ducking fierce cancel into a fireball. The ducking fierce hurts even if you mess up. When you get that working, move onto the standing fierce into a shoryu. Meat and veg of shotoclone fighting, those two.


  • Registered Users, Registered Users 2 Posts: 8,067 ✭✭✭L31mr0d


    SDooM wrote: »
    ducking fierce

    what do you mean by "ducking fierce"... is this c.HP or c.HK? Sorry not fully up on the terminology yet.


  • Moderators, Music Moderators Posts: 25,872 Mod ✭✭✭✭Doctor DooM


    C hp.



    sorry It's a term from the old days :)


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  • Registered Users, Registered Users 2 Posts: 2,315 ✭✭✭A-Trak


    SDooM wrote: »
    The ducking fierce hurts even if you mess up. When you get that working, move onto the standing fierce into a shoryu. Meat and veg of shotoclone fighting, those two.

    Yup,

    Easy to pull off and punish shoryu happy folk.

    Using the fierce shoryu is only an option in a combo for me. Akuma takes too much of a beating so you need to be sure you're shryu will hit, otherwise you're gonna take big damage.

    An easy big damage combo with both the fiecre shoryu and light hurricane kick is :
    Jumping Fierce Kick, Standing Fierce Punch, Cancel into Light Kick Hurricane Kick, juggle with fierce Punch Shoryuken.
    That'll hurt anyone.


  • Registered Users, Registered Users 2 Posts: 8,067 ✭✭✭L31mr0d


    A-Trak wrote: »
    juggle with fierce Punch Shoryuken.

    Yeah I've got most of that down, but I've found the HP shoryu hardly ever lands, even in practice, which leaves me wide open. I usually don't even attempt it now after the LK hurricane.


  • Registered Users, Registered Users 2 Posts: 2,985 ✭✭✭animaX


    L31mr0d wrote: »
    What is the best action after a blocked dragon punch? I'm usually wide open for a throw. Is there a quick way to recover from this?

    There is a way to avoid this but its tricky to do and not always possible. The trick is focus cancel. As soon as you realise that it has been blocked you have a few miliseconds in which to focus cancel and dash back away from danger. Its great when it works but of course it uses up 2 super bars.


  • Registered Users, Registered Users 2 Posts: 836 ✭✭✭Leprekaun


    An important thing to remember when using an Ansatsuken fighter is that you should never randomly use the shoryu. I still do myself from time to time out of habit but its a really bad idea.

    Its best used as an anti air or combo. Even using it as a get up attack is risky because if the other guy is expecting it, he can block it and punish you for it. I only use it as a get up attack when I see that he's trying to poke me away (lots of c.lp) then I can be sure that I'll get him or if he's right up next to me going for a throw.

    In terms of combos, after watching some tournament vids with players like Daigo, Poongko and Fudo, I learnt that a great safety system that you can use, although hard to execute is to do c.lpX2 then c.hp then whatever special move (with Akuma, obvious best option would be light tatsu). Although with Akuma, you can't connect his c.hp after his c.lp so you'd have to revert to using c.mp and might also be a safer option to do the same if using Ken because its hard to link and in comparison to the both of them, this is where Ryu excels as its so much easier to link that combo. Shame Gouken can't do the same although in fairness, he'd be way too strong then :). I also found that these poke combos are brilliant to use for charging characters like Guile, Chun-Li or Bison as it gives you time to charge while not looking an idiot crouching in the corner charging.

    And about linking his shoryu after the tatsu, I found that if you do the shoryu as soon as you can, it'll link every time.


  • Registered Users, Registered Users 2 Posts: 2,748 ✭✭✭Cunny-Funt


    L31mr0d wrote: »
    What is the best action after a blocked dragon punch? I'm usually wide open for a throw.

    Just be thankful all they're doing is a throw hehe
    L31mr0d wrote: »
    Also, if someone lands a jumping kick, is it possible to block the follow up low kick? I can never seem to do this.

    No cause this is the 1st hit of a combo, the whole point of a combo is you can't block it once the 1st hit connects.
    L31mr0d wrote: »

    I've also found my LK hurricane followed by a HP dragon punch hardly ever makes contact, even if the hurricane landed?

    One thing you could try I guess, is spamming the flying FOOK out of the dragon punch motion while akumas landing that spin kick. If your playing as akuma you really need to be able to do this move.
    L31mr0d wrote: »
    That being said, if I block someone elses shoryu, when I'm Akuma, what is the best followup to take advantage of this?

    HP into light spin kick into heavy dragon punch. If you still find that hard, the auld HP into HP dragon punch will do. OR medium kick into H dragon punch.


  • Moderators, Computer Games Moderators Posts: 15,255 Mod ✭✭✭✭FutureGuy


    L31mr0d wrote: »
    Few questions, probably not all specific to Akuma.

    What is the best action after a blocked dragon punch? I'm usually wide open for a throw. Is there a quick way to recover from this?

    Also, if someone lands a jumping kick, is it possible to block the follow up low kick? I can never seem to do this.

    I've also found my LK hurricane followed by a HP dragon punch hardly ever makes contact, even if the hurricane landed?

    1) The best piece of advice I can give you is stop using them only when you know they are going to connect. If you are getting thrown, you are lucky as you could be punished alot more severley. When using DP as anti-air, use the LP version as you will have more time to follow up the attack.

    2) It's all about timing and the stength of your kick. Go into training mode and put the computer on blocking and practice. Once you have this down, its very had to block the CK once the JK connects.

    3) You can connect with very precise timing, but if you miss, you are going to get punished severly.


  • Registered Users, Registered Users 2 Posts: 836 ✭✭✭Leprekaun


    Also, when it comes to combos, try to wait just a bit after the fly kick before going into the c.mk. Something that I learnt of myself that whenever I used to not get it before, it was because I rushed the whole process.

    My biggest bit of advice would be to play through the Hard trials for Ryu, Akuma and especially Ken because his combos are the hardest to execute but are brilliant for sorting out your mental timing for combos. They're crazy hard, I know (I spent 3 days (round 6 hours in total) trying to do Ken's 4th trial :)) but once you get into the groove, you should be able to fly through them


  • Registered Users, Registered Users 2 Posts: 8,067 ✭✭✭L31mr0d


    Quick question, how do you work out when you will have priority in a flying kick?

    When you jump in and they jump to meet you, how do you know when you have priority or not? 9 times out of 10 I'll find my opponent lands their kick and I don't. How is it judged?

    Also, during a demon flip, I've found a lot of players will jump to meet me mid air and kick me, what is a good defence against this?


  • Registered Users, Registered Users 2 Posts: 14 thelinked


    Just looked at akumas frame data and his air kicks have very low active frames. j.MK and j.HK are only active for 3 frames compared to ryu where its 6 frames for j.MK and 7 for j.HK. I think whats happening to you is that the other player is hitting you just as your moves active part is finishing up. Just don't try to trade in the air as your at a disadvanage most of the time.


  • Registered Users, Registered Users 2 Posts: 8,067 ✭✭✭L31mr0d


    thelinked wrote: »
    Just looked at akumas frame data and his air kicks have very low active frames. j.MK and j.HK are only active for 3 frames compared to ryu where its 6 frames for j.MK and 7 for j.HK. I think whats happening to you is that the other player is hitting you just as your moves active part is finishing up. Just don't try to trade in the air as your at a disadvanage most of the time.

    I'm starting to think Akuma is a bit of a turkey. Aside from airfireballs and red fireballs I'd be better off playing with Ryu or Gouken :(

    Also, thelinked, where did you get that frame info on the kicks?


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  • Moderators, Music Moderators Posts: 25,872 Mod ✭✭✭✭Doctor DooM


    L31mr0d wrote: »
    I'm starting to think Akuma is a bit of a turkey. Aside from airfireballs and red fireballs I'd be better off playing with Ryu or Gouken :(

    Also, thelinked, where did you get that frame info on the kicks?

    I'd agree. Akuma is like a hot lookking car with a 1 litre engine.


  • Registered Users, Registered Users 2 Posts: 8,678 ✭✭✭D4RK ONION


    And so the overpowered had become the underpowered... Oh fate you cruel wench!


  • Moderators Posts: 5,594 ✭✭✭Azza


    You can only really learn the priority of moves by having having first hand experience. The more games you play the greater your understanding will be.

    Akuma isn't either underpowered or overpowered, hes decent overall. You just need to know how to play him better.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    He was only ever overpowered in ST anyway


  • Moderators Posts: 5,594 ✭✭✭Azza


    And by the looks of it HD Remix as well.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Yeah, I was counting HDR there, he's most definitely still broken in it.


  • Moderators, Music Moderators Posts: 25,872 Mod ✭✭✭✭Doctor DooM


    He's not really over or underpowered. It's just that if you're a risk taker- and less experienced people take risks/ make more mistakes- you get nailed with akuma. Just the nature of the character.


  • Registered Users, Registered Users 2 Posts: 14 thelinked


    L31mr0d wrote: »
    I'm starting to think Akuma is a bit of a turkey. Aside from airfireballs and red fireballs I'd be better off playing with Ryu or Gouken :(

    Also, thelinked, where did you get that frame info on the kicks?

    Here you are, http://shoryuken.com/wiki/index.php/Street_Fighter_IV. That page has about everything you'll ever need. Go down to the character section for links to each characters page. The akuma page is HUGE.


  • Registered Users, Registered Users 2 Posts: 8,067 ✭✭✭L31mr0d


    SDooM wrote: »
    It's just that if you're a risk taker- and less experienced people take risks/ make more mistakes- you get nailed with akuma. Just the nature of the character.

    I think that's it. I play against people who are probably around the same experience as me, and they take risks and make mistakes in equal amounts as me, but of course as my health is lower I'm dying first.

    What's irritating is that I can usually win with Ryu or Sagat lately, but I just don't like them as characters.

    What I've found though is that 9 times out of 10 I'll beat someone else whos playing as an Akuma. Although I think that's probably only because n00bs play with Akuma when they unlock him, end up hating him and move on to playing with Ken or Ryu :p


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  • Moderators, Computer Games Moderators Posts: 4,569 Mod ✭✭✭✭Ivan


    I personally found that I had issues playing Akuma successfully at all. Then I unlocked Seth and started playing him, got into the habit of zoning somewhat effectively and knowing when to jump in and when to stay out. Then going back to Akuma I've found that my playstyle with him has improved greatly though Seth will always be my one and only :p


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