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Samstag, 3. April 2010

Street Fighter 4 Akuma Combos






Character Overview

The Demon is back and he's powerful. Akuma is most similar to his Street Fighter 3 Third Strike version. He does a lot of damage with his moves and some big time combos he can throw out there during the match.

But he takes more damage when he's hit than any character in the game besides Seth, so eating a few large combos will wipe you out.

Akuma has three handy projectiles in which he can use to help control the match, and his damage potential is still very, very good.

He's versatile in that he can apply a lot of offensive pressure or kick back and use his excellent Fireballs to frustrate some opponents.

• Strengths •
+ Powerful character, takes off a lot of damage when he hits.
+ Excellent offensive options. Lots of ways to mix up his attack plan.
+ Medium and Hard Red Fireballs act like an EX-Projectile.
+ Air Fireball can set up some great pressure situations.
+ You can easily combo after landing a Demon Flip Dive Kick.

• Weaknesses •
- Horrible defensive (stamina) ranking. Can die very quickly.
- Gets dizzied easily.
- Red Fireballs have a terrible recovery time, can leave you wide open.
Setting up your Light Hurricane Kick

Landing Akuma's Light Hurricane Kick sets up a Hard Punch Shoryuken to finish off your opponent, and this sequence does fairly good damage.

You can Cancel into your Light Hurricane Kick after a couple of Crouching Light Punches or Kicks — this gives you time to confirm you've hit your opponent and launch into a devastating combo. This set up lets Akuma apply a lot of offensive pressure.

But the timing may throw some people off initially. For example, when you do a Crouching Light Punch, Crouching Light Kick and Cancel into a Hurricane Kick, if you do the Crouching Light Kick too quickly, you won't be able to Cancel.

Instead you'll want to time the Crouching Light Kick in this sequence so it's more like a Link. Delayed enough that you can Cancel, but also still combo into your moves.

The timing on this can be tricky at first, but being able to land a huge combo because your opponent does not block a Crouching Light Kick is HUGE. Your best bet is to go into practice mode to learn how to combo this consistently.

It will make you a much better Akuma player.
Cross up and cheese tactics

Akuma has a really good cross up move with Jumping Medium Kick. The range is nice, it does solid damage, plus it's easy to combo into other attacks after landing it.

A common tactic for Akuma is to cross up the other player as he gets up off the ground. If they block the resulting attack, throw out either one or two Crouching Light Punches and go for a throw.

If they don't block the cross up, follow up with two Crouching Light Punches, Link into Crouching Medium Kick and do a Fireball, EX-Fireball if you have Super meter, for a 5-hit combo.

Bouncing back and forth between these two tactics after you cross the other fighter up will make most good players attempt to Tech your throws, or try and hit you back with a few Light Punches or Kicks. When this starts happening, after your first Crouching Light Punch pause for a split-second and then go into your Crouching Medium Kick, then Cancel into Fireball.

If the other fighter is attempting to tech or throw out a move, you should hit them, and if they block, you've taken a small amount of chip (block) damage off.

The tactics above work wonders because you're putting yourself in a real good position to consistently cause damage whenever you cross the other fighter up.
Special Moves
Light
60
Medium
60
Hard
60
EX
120

Joystick Joystick Joystick Joystick Joystick
• Fireball (Gou Hadouken) •
This is very similar to Ryu and Ken's fireball. You'll use this to control spacing and pester opponents who have a difficult time dealing with projectiles.

Do not avoid this move in favor of Akuma's other projectiles. It's quick and there's many times in a match where this will work better than his Red or Air Fireballs.
Light
40
Medium
40
Hard
40
EX
80

Joystick Joystick Joystick Joystick Joystick (In the air)
• Air Fireball (Zankuu Hadouken) •
The punch button pressed determines the angle and speed of your Air Fireball. Light Punch flies the most vertical and goes slowest, while Hard flies forward the most and is the fastest. Medium is a mix of the two.

Because of the speed and angle of the Light Punch Fireball, many Akuma players will use it at the peak of their jump against opponents in the corner as they stand up. Then they'll land and follow up with a low attack, or his overhead hit as the fireball is coming in making it difficult to block correctly.

Because Akuma briefly stops moving when he throws this in the air, you can also use this to alter the trajectory of your jump to avoid landing on projectiles or limbs.
Light
50
Medium
100
Hard
150
EX
180

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
• Red Fireball (Shakunetsu Hadoken) •
This comes out much faster than the version seen in Street Fighter 3 Third Strike. Akuma briefly powers up, and then unleashes a fireball. Hard Punch hits three times, Medium hits twice and Light hits once.

This works much like an EX-Fireball in that the Medium Punch version it will absorb another projectile and keep going through to hit your opponent. The Hard Punch Fireball will absorb both hits of an EX-projectile and continue through to hit the other fighter.

The drawback is it has almost double the start up time and a bit more recovery than Akuma's regular Fireball, so you have to time your execution on this or you'll be setting yourself up for a big jump in combo.

Against top quality opponents, you're not going to have a lot of chances to throw this out there unless they're projectile happy, or getting up off the ground so you can score some chip damage.
Punch
110
Kick
70
Slide
100
Throw
150

Joystick Joystick Joystick Joystick Joystick
• Demon Flip (Hyakki Shuu) •
The button pressed determines how far Akuma flips forward. Light flies the shortest distance, while Hard travels the farthest.

While you're in the air during the Demon Flip animation, you can do the following:

* Kick button: Dive Kick — A GREAT move, because no matter when you initiate the Dive Kick, whenever you land it, you should always have enough time to go into a combo. This even works against tall characters like Sagat and Zangief. You can hit them in the top of the head and still combo. Nasty.
* Punch button: Hammer Fist An armor breaking move that knocks down when it lands. Can he handy to set up a cross situation.
* Light Punch and Light Kick: Throw — You'll need to pretty close to your opponent to throw them. Does a bit more damage than a normal grab, and it's a good mix up move to add in there when they may be expecting a Dive Kick instead.
* Slide Kick: Pressing nothing at all will make Akuma do a fast slide kick when he lands. Hits low, and will score a knock down.

Light
70
Medium
120
Hard
160
EX
200

Joystick Joystick Joystick Joystick Joystick
• Hurricane Kick (Tatsumaki Zankuu Kyaku) •
Knocks down if it hits, and the Medium and Hard versions of this move can hit multiple times.

The Light version can be used to juggle the other fighter if your next move has a short recovery time. For example, you can hit them with a Light Kick Hurricane Kick and go into a Hard Punch Shoryuken for a 4 hit combo.
Light
60
Medium
140
Hard
160
EX
80

Joystick Joystick Joystick Joystick Joystick (In the air)
• Air Hurricane Kick (Tatsumaki Zankuu Kyaku) •
Light
130
Medium
160
Hard
190
EX
190

Joystick Joystick Joystick Joystick Joystick
• Shoryuken (Dragon Punch) •
A high priority attack. The Punch button pressed determines the strength, range and number of hits for this move.

Light Punch has the smallest range, only hits once and does the least damage, but if you miss with it you're not as open to counter attacks as the heavier versions. This is good for countering pokes and tick throws.

Hard Punch has the longest range, hits 3 times and does the most damage. It's good for finishing off juggles and combos, and as an anti air move. If you miss with it though prepare to take a lot of damage.

Medium Punch is a mix of both Light and Hard version. It hits twice.

Joystick Joystick Joystick Joystick Joystick or Joystick
• Teleport (Ashura Senkuu) •
The joystick motion may be reversed with either 3x punch or kick to teleport backwards.

The punch version of this move will take you forward a full-screen's distance away, and the kick takes you about halfway.

This move has a much faster recovery time than in SF3 Third Strike, making it more difficult to counter-attack Akuma as he's coming out of it.

Joystick Joystick Joystick (In the air)
• Dive Kick •
You must be jumping forward and near the peak of your jump to execute this move.
EX Moves
Light
60
Medium
60
Hard
60
EX
120

Joystick Joystick Joystick Joystick Joystick
• EX-Fireball (Gou Hadouken) •
This attack will absorb one normal projectile and keep flying through to hit your opponent. It hits twice, and it's mainly useful for combos and the like. Sometimes handy for pressure situations and in projectile battles, because it comes out pretty quickly.

Each hit of Akuma's EX Fireball does 60 damage, which is the same amount a regular Fireball does.

If you land this with your opponent in the corner, you can juggle with a Hard Punch Shoryuken after wards if you're close.
Light
40
Medium
40
Hard
40
EX
80

Joystick Joystick Joystick Joystick Joystick
• EX-Air fireball (Zankuu Hadouken) • (In the air)
This throws out two fireballs, somewhat like Shin Akuma in previous Street Fighter games. It's not a fireball that hits twice like other character's EX moves.

These come out at the same angle as the Medium and Hard Punch Air Fireballs, and start up and recovery are faster than Akuma's regular Air Fireball.

The damage if both land is... OK, but it is an excellent offensive pressure tool. Throws these at a downed opponent as they're standing and then get in close to them. If these hit, go right into a combo and if they block the Air Fireballs attempt a throw.

A simple strategy, but an excellent one regardless.
Light
50
Medium
100
Hard
150
EX
180

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
• EX-Red Fireball (Shakunetsu Hadoken) •
Hits three times like the Hard Punch version, but it has slightly faster recovery time. Recovers in 50 frames instead of 63. It also does 180 damage instead of 150 for the Hard Punch version. This attack is only really useful when you need the extra damage.
Punch
110
Kick
70
Slide
100
Throw
150

Joystick Joystick Joystick Joystick Joystick
• EX-Demon Flip (Hyakki Shuu) •
This move "tracks" based on wherever your opponent is. You can use it from full-screen's distance to punish Fireball throwers. Works from pretty much any distance, although from point blank range it can be difficult to land your Dive Kick.

Also Akuma travels faster than a normal Demon Flip, so he can get into his next attack a bit quicker.

This is a pretty solid move, especially for the element of surprise from long distances when your opponent wouldn't otherwise be afraid of being hit.
Light
70
Medium
120
Hard
160
EX
200

Joystick Joystick Joystick Joystick Joystick
• EX-Hurricane Kick (Tatsumaki Zankuu Kyaku) •
The EX-Hurricane kick makes you spin in place and will vacuum in the other fighter if they're close enough, hitting multiple times.

This is Akuma's most damaging EX-move, so it's an ideal combo ender, although it only does 10 more points of damage than a Hard Punch Shoryuken.

It's also safe from counter attacks if blocked.
Light
60
Medium
140
Hard
160
EX
80

Joystick Joystick Joystick Joystick Joystick (In the air)
• EX-Air Hurricane Kick (Tatsumaki Zankuu Kyaku) •
Can be a decent anti air because of the damage, but you basically have to predict the jump in because Akuma stops all movement and spins in place. Not too many uses for this move in a match unless you're great at predicting jump ins.
Light
130
Medium
160
Hard
190
EX
190

Joystick Joystick Joystick Joystick Joystick
• EX-Shoryuken (Dragon Punch) •
This does the same amount of damage as a Hard Punch Shoryuken, but it offers frames of invulnerability, so it makes it more desirable for some Reversal and Anti Air situations.

You probably won't be using this too much, but it is a handy move in some situations.
Super and Ultra Moves
Super
330
Ultra
456-600

Joystick Joystick Joystick Joystick Joystick
• Super Raging Demon (Shun Goku Satsu) • *Armor Breaking*
This move comes out FAST. Faster than in previous games. It does about 30% damage (character dependent), beats out most normal attacks and goes about a full screen's distance, but it does not go through fireballs.

Without doing a level 2 or 3 Focus Attack, there's no known way to combo into this move.

Some say this Super shouldn't be used pratically ever because the damage is weak and you're better off using Akuma's EX moves, but because of its speed some players find it handy.

Joystick Joystick Joystick Joystick Joystick
• Ultra Raging Demon (Shun Goku Satsu) • *Armor Breaking*
Akuma's Ultra travels further than full screen's distance, does about 60% damage when fully charged, it's very powerful.

Like his Super, there isn't a known way to combo into this without doing a crumpling Focus Attack.

This can be a difficult move to land if you're playing against a good player, because in many cases they can just jump away. So you'll want to use this in instances where your opponent cannot recover in time from whatever they're doing. The other fighter attempting a throw, or trying to cross you up can give you good opportunities to land this move, because you can time your Raging Demon to grab them the moment they land or attempt to toss you.

Sometimes as you're getting up off the ground, the other fighter may be trying to stick out a meaty move or throw a Fireball. Time this to go right through it and make them pay a heavy price for being foolish.

Also works good after a missed Shoryuken or any attack that leaves them wide open.

If you're having trouble executing the Raging Demon, make sure you're doing the movements in the correct order. It seems obvious, but many players will press the Light Kick button before they press Back on the controller.

You don't have to be lightning quick to pull off this move, simply tapping out the motion in a reasonably fast matter will get it out there — the most important part is not doing things out of order.
Combos

• Jumping Hard Kick, Standing Hard Punch, Cancel into Light Kick Hurricane Kick, juggle with Hard Punch Shoryuken •
Akuma's bread and butter combo. Great damage and not too difficult to pull off.

• Jumping Hard Kick, Crouching Light Punch 2x, Link into Crouching Medium Kick, Cancel into Hard Punch Fireball •
You can drop the two Crouching Light Punches from this combo if you have difficulty pulling it off.

• Crouching Light Kick, Crouching Light Punch 2x, Cancel into Light Punch Shoryuken •
You can skip the Crouching Light Kick and use a Hard Punch Shoryuken instead after the Crouching Light Punches.

• EX-Air Fireball, Crouching Light Kick, Link into Crouching Light Punch, Cancel into Light Kick Hurricane Kick, juggle with Hard Punch Shoryuken •
Another way to land the core part of Akuma's bread and butter combo.

• Standing Hard Kick, Link into Crouching Light Kick, Cancel into Light Hurricane Kick, juggle with Hard Punch Shoryuken •

• (Opponent in corner, close range) EX-Fireball, juggle with Hard Punch Shoryuken •
You can also add in a few moves before the EX-Fireball, the key here is being close enough to hit with your Shoryuken as your opponent is falling back.
Normal Moves

Note this is not a complete list of all of Akuma's normal moves, just the ones we think are noteworthy.

Joystick
• Standing Hard Kick •
One of Akuma's best normal moves because of the combo potential and speed. Link into a Crouching Light or Medium Kick after wards which sets up some good combos.

Also following up with this move after an Air Fireball is a good tactic to put pressure on your opponent.

Joystick Joystick Joystick
• Overhead Chop •
Akuma's classic Overhead Chop is back. Hits twice.
Unlocking and Selecting Akuma in the arcade version

To unlock Akuma there are two codes arcade machine owners can enter in the settings.

CPU Akuma: C5HSP3GN
Playable Akuma: CHNB9FGC

After the playable Akuma code has been entered, go to any character on the bottom row and press down or any character on the top row and press up. The cursor will disappear and Akuma will be the selected person.

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