Saturday, December 10, 2011

Akuma-Intro and Normals

I will be making a little Akuma "tutorial" based on my own knowledge. If you find something I wrote incorrect, I'm missing something, or have a question, feel free to leave a comment below! Otherwise let's get started!

INTRO:
Name- Akuma/Gouki
Life- 850
Stun- 850
Pro's- INSANE mix-up game, able to rush you down and zone you out, has air fireballs, power house when it comes to damage, 3-frame uppercut.
Con's- Low life and stun, spacing needs to be top notch to play Akuma, execution must be spot on.

NORMALS:
Standing Normals:
Jab- Like almost any other jab out there. Comes out it 4 frames, not bad.
Strong- Same as the other shoto's practically. Not to bad of a hit box, I guess at times it can be used as an AA but I'm not to sure about that.
Fierce- This is when I need to specify on the range of it. This move is quite nice to use in certain circumstances. For example, your sitting on your lead or zoning out an opponent with air fireballs. So your just sitting back throwing fireballs and air fireballs and every time you throw a normal grounded fireball he jumps over it and hits you. Well, with proper spacing, when he jumps over a fireball, you can press that fierce button and WHAM! Anti-air him. The range that the far fierce has is actually really nice. Now there will only be certain times when you can combo off of this normal since it's REALLY hard to hit confirm this safely. Best time to combo(into the usual Tatsu combo that is) is when you know FOR SURE that this will hit. If you just throw this out there and do Fierce>short Tatsu, then you will be punished for it. Also, since you can cancel a fireball off this move, it works well for pressure with FADC. I'm pretty sure you guys have seen the usual Fierce>Fireball>FADC combo, but one thing that really caught my attention was when I saw Infiltration(a GREAT Akuma player) burn his entire super meter on Fierce>Fireball>FADC twice just to frame trap his opponent. Now that will cause legitimate pressure. Now I'm not sure if you want to burn your whole super meter just to do that but when you need that pressure, Fierce>Fireball>FADC will catch you opponent if they are mashing. If you do not cancel this move however, then you will be open for a free punish since it is -10 on block.
Short- Just like Ryu's. Can also be used as a "fake fireball".
Forward- Honestly, I can't find any good uses for this move. It's kinda just...there.
Round house- At close range, it's alright, but when you use Forward+Round house, it's a GREAT move! It forces stand so you can do stand specific combos, it applies enormous pressure, it moves you forward(like Ken's step kick but on steroids), and it hits twice so focusing it isn't such a smart idea. This is one of his best normals and has a nice hit box too. I guess you could say this is one of his best "pokes"-ish.


Crouching Normals:

Jab- Normal jab. Use this to hit confirm in your combos.
Strong- Used after a couple hit confirmed jabs for more damage in your combo. Can also be used as a frame trap.
Fierce- Best use is to AA opponents. Other than that...not too many uses.
Short- Probably used primarily as a low to catch opponents off guard when they are blocking high. Example: Demon flip-Palm(whiffs on opponent who is guarding high)>Crouching short.
Forward- Can be used as footsies some what. It's pretty similar to the other shoto's .
Round house- In my opinion, Akuma has the best sweep out of all the cast in street fighter. Comes out in 6 frames and has a nice hit box on it.

Jumping Normals:

Jab- Who's gonna jump in with this button? Really...
Strong- Since it's got some what of a different hit box than Fierce, then it can be used in certain situations(which I don't know yet).
Fierce- Probably the best jumping "punch" button you want to jump in with, but no necessarily the best jump in attack Akuma has.
Short- This is one of Akuma's best ambiguous cross-up normals he has. It can be quite hard to guess when blocking this, but when in the corner, USE THIS! It sets up for a fake cross-up. So when you get the knockdown in the corner, jump in with a cross-up short. What happens is that the opponent thinks that this will COMPLETELY cross-up, but it won't. As he is holding back(or technically forward), when the short connects and as you fall to the ground, you will end up landing in front of them thus being a fake cross up. This is a DANGEROUS tool for Akuma.
Forward- Another one of his good cross-ups. This just gives you more hit stun so it is easier to combo with.
Round house- Not such a great cross up but still usable at points.

Unique Normals:

Forward+Strong- This is his overhead. It's not too bad. You can probably use this when you jump in with air fireballs and catch you opponent crouching. The best use for this is to kara cancel your demon.
Down+Forward(Medium Kick)- Akuma's dive kick, it's not the best though. If only it didn't have height requirements. To perform this move you need to be at the top of you jump arc which means the angle of this kick can't really be changed. However, this moves still has it's pros. If you can space this correctly then you do a fake cross-up, which is really hard to block. Although the spacing will have to be VERY precise.

Next up will be Special Moves!

-Dive Kick Edition

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