Akuma: Street Fighter 3 Third Strike Strategy Guide and Moves
Last updated on Aug. 24, 2011
61 Comments
Character Overview
Akuma players live by a basic philosophy, "Win quickly, die quickly." He's an offensive juggernaut, but the price you pay for this is that he has the worst stamina and stun ranking in the game.
Akuma's moves have good priority, he hits hard and has quick ground and air options. But when you start taking a lot of hits, it's easy to get stunned and killed.
Despite these shortcomings, he holds an upper mid-tier position, which is natural considering some of his dominating tactics.
• Strengths •
+ Above average damage on combos.
+ Fast ground movement to get in on the opponent.
+ Can really lock someone down once he gets momentum going.
+ Has a solid and reliable Super Art game with Messatsu Gohadou and the Raging Demon.
+ Can keep juggling the opponent from a lot of attacks.
• Weaknesses •
- Dies the fastest when pressured.
- Against several prominent characters it is entirely possible to get 100% stunned from one mistake.
- No EX moves to strengthen his special attacks.
Notable Normal Moves and Unique Attacks
Great range on this overhead attack. It also moves you forward enough to work as the starter for a kara throw. It's also unthrowable for the entire duration of the move, making it an even more deadly attack.
A fantastic angled dive kick that can only be activated at the very beginning of the descent of an angled jump. It throws off parry attempts and lets you get in the opponent's face very quickly. A speedy and dangerous attack and you can combo from it if you land it at the right angle.
These two crouching normals are the lead starters to cancel into Akuma's SA1, Messatsu Gohadou.
Far Standing Hard Punch
A great long range whiff punisher for Akuma.
You can link into Super Arts if you land this at a far enough distance, though this is incredibly difficult to do. It's best to just use this move for its standard purpose of hopping over low attacks.
Increases damage for the next hit/combo by 43.8% and increases stun damage for the next hit/combo by 28.1%. Akuma can only store one of these increases at a time before it is used.
Special Moves
Damage
Light
??
Medium
??
Hard
??
Akuma's ground fireball has very limited uses. Since he doesn't have an EX version he cannot challenge parry users at mid range.
You can use it as an extra hit confirm into your Super Arts if you need more time to visually confirm a normal hit has landed. You can also use the Hard version as a quick long range poke to throw people off to your offensive timing.
Damage
Light
??
Medium
??
Hard
??
Properties
Akuma's air fireball is good for applying pressure or trying to stop the opponent from moving. All air fireballs come out at the same angle.
Mix up your air fireballs enough, and you'll trick the opponent into thinking one is coming after your next jump-in, which will mess up their parry timing.
Because of the dangers of having this move parried, most Akuma players don't use this move unless they are jumping neutrally or backwards. It's also a good idea to wait until you are about to hit the ground before using this move so you can recover on the ground before your opponent can start a punish lest they parry it.
Damage
Light
??
Medium
??
Hard
??
Akuma's red fireball has the fastest recovery on the Light version. There's really only one use for this fireball though, and it is to use the three-hit version against an opponent's wakeup to chip them at the right distance.
Even if they parry all three hits of the Hard Shakunetsu, you'll recover before they do allowing you to set up an attack.
The chip setup described above is much more powerful with a cancel into SA1. Obviously, you'll only want to do this as a final setup to KO the opponent.
Damage
Light
??
Medium
??
Hard
??
Akuma's dragon punch is great in certain juggles, and it's three-hit property makes it a very risky (due to parries) but rewarding anti-air or reversal.
Akuma's Hurricane Kick is better for a lot of Akuma's combos though.
Damage
Light
??
Medium
??
??
180
Properties
Akuma's Hurricane Kick is a fantastic combo extender. The juggles you can get off the move are strong and powerful no matter where it lands. It starts up quickly and does a lot of chip damage against the opponent, with the Hard version being the toughest to punish on block.
The Light Hurricane Kick juggles the opponent right in front of you where you can follow up with an air reset using a normal move, a second (Hard) Hurricane Kick or a Shoryuken. This move whiffs on crouching characters though, so you must confirm that they are standing first.
Aerial hurricane kicks juggle into ground hurricane kicks, Super Arts or Goshoryukens easily. It's also a strong air-to-air option due to the long active frames and range of the move.
Damage
Punch
??
Kick
??
Slide
??
Throw
??
When Akuma flips forward to attack, the Kick button pressed determines how far he travels before you can choose an option.
The great thing about this move is that you can wait for an extremely long time before you choose an attack option, allowing you to throw off parry attempts and other counters.
- Kick (Dive Kick): A nasty dive kick that does a ton of hitstun and must be blocked high. It's safe if blocked and you can wait until you're almost halfway towards the ground before you activate it.
- Punch (Palm): A palm attack that has to be blocked high and knocks down. It has slow startup and it's not hard to parry. However, it whiff-recovers on the ground quickly enough for you to block most attacks.
- Throw (Flip Grab): This throw is a lot easier to land on large characters and is a deadly attack because it beats anti-air parries of your other Demon Flip options. A great option if you've managed to freeze your opponent's reactions temporarily.
- No Input (Slide): Pressing nothing will cause Akuma to perform a slide kick that hits low. Very unsafe if blocked, and not at all hard to punish. It's only really good use is a desperation counter against a high parry.
Setting up the demon flip usually involves canceling into it from a normal attack. This locks the opponent in blockstun briefly which gives them less time to react. Beware of invincible anti-airs and invincible supers that work as anti-airs.
Doing this causes Akuma to slip through opponents and move around the screen. Akuma is completely invincible from the very first frame onward of this move. The movement is dictated as follows;
- Punches, Forward DP: Almost full-screen towards the opponent.
- Punches, Backwards DP: Almost full-screen away from the opponent.
- Kicks, Forward DP: Half-screen towards the opponent.
- Kicks, Reverse DP: Half-screen away from the opponent.
The startup of this move is slow, and so is the recovery. It's not hard at all for anyone to punish this move, so it is used very rarely.
Super Arts
Notes
Damage
345 / 380
Stocks
2
EX Moves
??
Properties
This giant fireball is the best Super Art to pick for Akuma. It has great utility either on the ground or in the air for punishing moves. It's also the most reliable in hit confirms.
It also functions well when you need to chip the opponent for a KO. Even if a player parries every hit of SA1 on the ground or air, Akuma will recover before they do which allows him even more time for chip attacks.
Notes
Damage
500
Stocks
2
EX Moves
??
This Super starts up in one frame (very fast) but is limited by the range on the first attack. It's almost as good as SA1 in hit confirms, but the fireball tends to be better at range punishes, juggles and chip KOs.
Overall the utility factor of SA1 trumps the cool factor of SA2.
Notes
Damage
560
Stocks
2
EX Moves
??
Properties
Like the preceding Super Art, SA3 doesn't have as many reliable hit confirms as SA1 and it also cannot be relied on for chip KOs.
Notes
Damage
490
Stocks Required
Maximum
You can perform the Raging Demon regardless of which Super Art you picked, as long as you have maxed out your Super bar.
The Raging Demon is an instant grab, meaning that if you activate it within range of the opponent they will always be grabbed as long as they aren't in hitstun or blockstun (or trying to escape).
Because of the damage and knockdown it offers, landing this move is a natural part of Akuma gameplay. Not having any EX moves means that it's quite possible to max out your Super bar from time to time within a match.
Notes
Damage
720/790
Stocks Required
Maximum
An incredibly powerful super. Unfortunately, there are very few ways to combo into it, and the ways that do usually don't involve landing the KKZ fully.
Notable features of the KKZ include its massive amount of invincibility frames and the fact that the initial wave of energy cannot be parried. You can use it as a specific counter because of this.
It's not a bad option for chip, but two SA1s locked and loaded should be enough to put anyone down rather than using two bars for KKZ chip.
There are really extremely few uses for this move, and the Raging Demon tends to act as a much better use of two super bars.
Target Combos
Target Combo 1
The standing Medium Punch must be close. Rarely used because the second part is not special or super cancelable.
Combos
Important note: Not every possible combo is listed here, just the ones that are noteworthy.
cl.HP xx LK Tatsu, HP Goshoryu
cl.MK xx LK Tatsu, st.LP xx HK Tatsu
cr.MK xx HP Fireball
cr.MK xx HK Tatsu
jf.MK, cr.MK xx MK Tatsu
jf.HP, cl.HP xx LK Tatsu, HP Goshoryu
cr.LK, cr.LK xx SA1
cr.MK xx SA1
cr.MK xx LK Tatsu, SA1
st.HP xx LK Tatsu, HP Goshoryu xx SA1
Staying on Offense / Rushdown
One of the biggest elements to playing a good Akuma is being able to stay on the offensive to apply pressure to your opponent. Because he's is a terrible defensive character, you're at your best when you're attacking.
Some players like to go for knock downs and keep pressure on the opponent as they're getting up. They'll use jabs and shorts and if these hit go right into a super art. If these are blocked, Akuma can dash up and attempt to throw.
The Demon Flip opens up so many options, if you use it properly it becomes easier to keep the other player guessing. The delay tactics and timing of the Demon Flip Dive Kick and Demon Flip Throw are very powerful and crush defensive options such as guessing parries.
By using Akuma's natural speed and air fireball, plus the threat of constant attacks, and the fact your combos and moves hurt a lot, you should be able to keep your opponents off balance and not knowing what's coming next.
Need a visual? Check out this video linked
here.
Other Resources and Credit
Guide by Catalyst and Pherai, edited by Nyoro.
Posted by Rlaur on October 23, 2007 at 8:36 a.m. #1
Amazing guide. I decided to play Akuma a bit more after reading this.
Posted by Nu Jin on October 23, 2007 at 12:27 p.m. #2
This is a really good guide. I personally enjoy playing with Akuma. I'm looking forward to seeing other character guides like this soon.
Posted by The Dude on October 24, 2007 at 9:57 a.m. #3
I can't seem to get any of the outfits that involve hitting start + something to work...... does this maybe not work on ps2?
Posted by daigo jr on October 24, 2007 at 3:37 p.m. #4
'The Dude'
you need to have completed the game with akuma atleast once to get extra colours.
Posted by Amp on October 27, 2007 at 10:52 p.m. #5
During the True Kara Demon tut vid, I noticed during your "fast input" that the index finger only actually hits Jab (Light Punch) once, despite the input seemingly requiring 2 Jabs.
Is this an example of Negative Edge? Or is there something else going on?
Posted by Catalyst on October 28, 2007 at 1:46 a.m. #6
I just took a look at Harmonaz performing the True Kara Demon, and sure enough even by examining each frame of the video it looks like sometimes he's performing it by only pressing jab once, but sometimes you can see him hitting it twice.
There's really two explanations here.
1) Harmonaz is really freaking fast. Even though sometimes you can't see it, he's actually hitting jab twice.
2) YouTube's video quality isn't spectacular and extremely quick and small movements are sometimes lost in the encoding process.
To date I don't know anyone who's been able to use the Negative Edge technique to perform a Raging Demon or True Kara Demon. I've checked with a number of Akuma players, and they've had no luck with it.
Which leads me to believe it's not possible, since Harmonaz himself hasn't said a peep about being able to do this.
Good eye though, I never noticed it before. Looks like YouTube videos sometimes lose more stuff than I thought.
Posted by Amp on October 28, 2007 at 5:51 p.m. #7
Catalyst, I did mention index finger specifically for a reason, which is a potential third explanation, and after watching the video multiple times I'm more and more inclined to believe this to be what's going on.
3) Watch the MIDDLE finger. It's hitting almost BETWEEN Strong (Middle Punch) and Jab, perhaps what he's doing is rolling his middle finger across both Strong and Jab in succession, then bringing his index down for the second Jab.
And yeah, I kinda pride myself on noticing small things like that, as I've gotten into fighting scene kinda late but learned quickly that muscle memory and repeated motions are a HUGE key in mastering complicated techniques and combos, not unlike my previous game's (Quake) movement system.
Posted by SONRUBEN on November 9, 2007 at 11:42 a.m. #8
Exelent guide.
Were I can find a similar guide of other character?
Posted by Harmonaz on November 9, 2007 at 6:59 p.m. #9
Amp is pretty much on the ball. However this is only for the part of the video where the technique is displayed close up. Thats the double tap technique where I 'drum' my RING finger on the medium punch, then the MIDDLE finger on jab then INDEX (first) finger for the second jab. When the video zooms out, I perform one TKD in that method but the next two are performed using a 'ghetto' technique where I literally bounce my first (index) finger on the jab very fast to get two jabs. If you watch my first video (button press tutorial) on my youtube account, I explain that technique a bit further.
So yes - negative edge doesnt work with the jabs when executing the raging demon. It does work on other inputs though ;-)
And muscle memory is what makes these fast things easy. Practice slow then build up.
Posted by Catalyst on November 9, 2007 at 9:04 p.m. #10
To Sonruben,
I'm going to start work on the other character guides very soon. I'm working on a basics guide right now, and as soon as that's complete I'm going to finish off all the characters.
Posted by sufur on December 12, 2007 at 11:09 a.m. #11
its a very good guide.internet needs more guys like you.thanks for all ;)
Posted by SFFAN_M1K3 on December 15, 2007 at 3:05 a.m. #12
I always loved this game when i was growing up. Now that im grown i still dont know how to do certain move. But this helps alot. Very specific and detailed. Love the site and your work. Looking forward to see the other stuff with other characters
Peace
Posted by Solon on December 23, 2007 at 2:38 p.m. #13
I just got the game a few days ago, and your guides helped explain a lot of stuff.
Thanks, and keep up the good work!
Posted by s2ryu on January 10, 2008 at 12:56 a.m. #14
guide for ryu plz?
Posted by James on January 14, 2008 at 7:39 a.m. #15
Some of the "hit confirms" are not correct, you cant hit confirm c.mk or c.mp, second cl.mk is not canceled into SA1, but it's linked... a major difference
Posted by Catalyst on January 15, 2008 at 5:51 p.m. #16
I just did some tests to confirm this again, and it's possible to hit-confirm both ducking medium punch and kick with Akuma into SA1.
The timing on this is even more strict than Chun Li's ducking medium kick into her SA2, but it's still possible.
Also, Akuma's ducking medium kick into SA1 is a cancel, not a link, as the move's animation can be interrupted.
Posted by REZ on February 1, 2008 at 10:39 a.m. #17
CAN U PLZ DO ONE 4 RYU?
Posted by mochachino on February 5, 2008 at 1:32 a.m. #18
dude, hit confirms can be buffers or links, and c.LK x 2 is a great hit confirm.
Posted by martin s. on February 16, 2008 at 12:21 p.m. #19
A three day sf 3rd strike london meet is taking place on friday the 29/02/08.
I shall be present on the sunday 2nd of march.
Mainly at trocadero and casino.
Please email for details etc,
Friendly ppl so check it out if u can!
Posted by pherai on February 28, 2008 at 12:03 a.m. #20
You need like .1 second reaction time to hit confirm c.mk, and I don't think anyone has that fast reaction time.
Posted by Timothy Moore a.k.a Shin Takuma on March 10, 2008 at 10:17 a.m. #21
The kara demon can be done, even online!..the trick is speed and timing moving from -->mp, lp, lp to dnfwd lk, hp. I can do it from the HK close, demon flip and most of the set-ups. I even did it from Close Hp, Hp(Dragon Punch) into a raging demon and got people with it. It's sometimes so hard to do a kara demon but not impossible.
Posted by AKumaBito on April 4, 2008 at 7:29 p.m. #22
the kara demon is amazing however people shouldn't forget the basic combos there is more then what he wrote here, example cr md kick, weak, tatsumaki and the matsu hadoken,
just simple example.
i think akuma is variable throughout the whole game his mix up game is amazing, still the best akuma is in alpha 3 in my opinion, his tatsumaki combos are just insane in alpha 3.
Posted by martin on April 5, 2008 at 1:06 p.m. #23
Yo!
there's going to be multiple 3rd strike meets in london over the next two months, anyone interested or in the scene please contact me, they are all on sundays.
msmith_1845@hotmail.com
I'm an akuma player
Posted by FuryUS on April 24, 2008 at 5:23 a.m. #24
Awesome guide I think I've learned a lot. You cover a ton of ground here and it's really useful and great for new players to check this out. I'm especially glad you chose akuma/gouki this early on because a lot of people in my area have decided him to be their first character(despite me recommending other characters). One thing though is I notice the KKZ reset isn't on here. Is it the kkz reset not as I think it is? Let me know. Also, I hear this Crouching middle kick hit confirm debate a lot can we get that settled once and for all? Thanks cool site :) smileys ;) ^_^ O.oY
Posted by ESN on May 5, 2008 at 11:22 a.m. #25
I wouldn't say that KKZ is useless: it's the best punishment of Akuma (and maybe of the entire game) when used with "something" xx LK Tatsu, st. LP (reset) xxx KKZ
More powerful than any demon punishment...
Also, (regular) kara demon is LP, LP, forward + MP, LK, HP.
Its usefulness comes from the range gain, so you have not to be at point blank (just a little bit before) to catch your opponent.
Downside is that you need to hide the two LPs in something (or your demon will not catch anything), like a dash, a normal move, dive kick, etc..., so opponent can feel it coming with experience...
True kara demon is:
forward + MP, LP, LP, forward, LK, HP
It's called "True" because the entire motion of the demon is done during the startup of the forward MP, which means that you do NOT need any setup to launch it: you walk --> True kara demon
Last thing i notice: "Crouching Medium Kick, cancel into a Fireball" is not safe at all against a majority of the cast if opponent got some power bar and maybe if not for some ones. (blocked fireball is -24, -30, -34 frames advantages)
Anyway, good guide!
Posted by Hobbes on May 14, 2008 at 5:54 p.m. #26
Actually, the regular raging demon is LP LP forward LK HP, not forward+MP, and also, standing HP cancels into his Shoryuken which can cancel into SA 1.
Posted by Hobbes on May 17, 2008 at 7:50 p.m. #27
Correction: it's crouching HP that cancels into his shoryuken.
Posted by Matt89 on May 22, 2008 at 12:36 p.m. #28
Haha, cool, now I'll have to add the kara Demon into my repertoir! Thanks man! I was in a tourney not too long ago, aliased Carnage. I got assraped by Kuroda's Q though....*sad face* Thanks for the additional colors too, never knew that!
Posted by davy on August 28, 2008 at 10:01 p.m. #29
All right that's cool. Thanks for this guide it is very complete. Exceptly you can also after dragon punch do the SA1. After that do the dragon punch with hard punch.
Posted by Gouki5000 on October 5, 2008 at 8:12 a.m. #30
Wicked guide man, excellent job!
Although I've found I can't select any of the extra colours that involve pressing 'start', just like the third post mentions above.
I have beat the game with Akuma and strangely enough, I can get the LP+MK+HP colour combo to work, no problems. Only the ones that involve the 'start' button don't work, weird...
Also, I'm using the Xbox version of the game on an Xbox360.
Posted by guge on October 24, 2008 at 4:31 p.m. #31
the is srey the school also,l"m using the xbox version the khing of fhigters
Posted by bf on October 28, 2008 at 6:20 p.m. #32
does any one do the kara demon on the ps2 controller cause its really difficult
Posted by axmanjr on November 12, 2008 at 8:06 p.m. #33
to bf: Yes, I'm able to do it on PS2 and yes, it appears to be more difficult to pull off compared to SFA3.
Posted by Akuma player on November 25, 2008 at 10:25 p.m. #34
I actually have found the "Kongou Kokuretsu Zan" (ground slam super art) to be extremely useful. If you time it for after you get knocked down when your opponent is trying to attack you as ur getting up, you can do massive damage.
You can also time it for when an opponent is trying to trip you or when they are jumping to you. All you have to push is donw, down, down, and two punch buttons, and you can set it up while ur kocked down as well as while ur in the air, for fast execution.
Posted by manwhoneedshelponstreetfighter on January 2, 2009 at 7:13 p.m. #35
anyone who can do the kara ragind demon on ps2 controller, could you please give me some tips. its really hard.
Posted by TJ369 on January 3, 2009 at 1:26 p.m. #36
Honestly the best thing to do is practice. It may not be the response you want but it's what usually works. I had trouble with it as well. You're probably having problems when you start hitting the low punch going into the low kick. It requires fast timing though if you don't have control you'll just mess up the button scheme. Best thing I can say is trying performing the sequence slowly and speed up every time you think you got it down. Eventually you should get it, sorry if I couldn't help.
Posted by alaska on January 19, 2009 at 6:14 a.m. #37
Hi. Amazing guide.
When i started play third strike choosed akuma (gouki) as my main.. Very strong character.
I would ask you if i can translate this guide e post it in my web site
http://www.overalaska.altervista.org/
with a mention of the source (you) and a link.
contact me at (takk2 at libero.it)
Posted by mlk on January 24, 2009 at 5:28 p.m. #38
@manwhoneedshelpwithstreetfighter:
true kara demon is really hard to perform with a ps2 pad, raging demon though requires just practice.
My setup on a logitech dual-action (pc): X=LP O=MP R1=HP, []=LK /\=MK R2=HK
(thanks for the guide, i am improving each day ;) )
Posted by MinTin on January 28, 2009 at 7:02 a.m. #39
Really good guide, i cant wait to see more guides for other characters!!
Posted by jpshake on February 9, 2009 at 5:50 p.m. #40
how do u do rising demon special
Posted by jpshake on February 9, 2009 at 6:18 p.m. #41
sry the kara demon its to hard 4 the ps2
Posted by ITACHI on February 24, 2009 at 11:56 a.m. #42
AKUMA VS SHIN AKUMA THE BEST MATCH EVER
Posted by Danny on April 1, 2009 at 10:20 p.m. #43
I need help on the extra colors.
I beat the game with akuma and yet I dont get the other colors more specifically I want the Start+HK whats the deal btw I play it on the 360
Posted by Aaron. on April 8, 2009 at 7:47 p.m. #44
Garcías excelentes consejos, es lo que estuve buscando. No se si tengan mas tips para los otros personajes, pero me gustaría saber si los demás personajes tienen poderes súper especiales como: el Kara Demon de AKUMA :- )
Posted by Lane on May 19, 2009 at 2:02 p.m. #45
Mk ----> Lk tatsumaki ---> LP reset to KKZ.
Posted by :) on May 23, 2009 at 2:33 p.m. #46
okay I just got this game and i just want to know how, with page 10 in system direction, you are supposed to be able to do all 3 super specials
thanks..
Posted by Street Fighter 3 Third Strike Character Guide on June 11, 2009 at 7:16 p.m. #47
Street Fighter 3 Third Strike Character Guide
Posted by Help a beginner!! on November 10, 2009 at 3:54 a.m. #48
Hello, can someone advise, how do you do the hurricane kick with ken ryu and akuma which goes to the top of the screen and right to the opposite corner? I've looked everywhere?
Cheers for any help
Posted by GraymonD0 on November 13, 2009 at 11:29 a.m. #49
down,forward,down,forward + hard kick
Posted by Tekkenfb368 on December 9, 2009 at 12:27 a.m. #50
They should feture the Shin Akuma superart. Akuma transforms into Shin Akuma and does more damage than his regular counterpart but has even lower stamina to make up for his cheating skills
Transformation lasts 20 seconds
Posted by Ryu Apprentice on December 29, 2009 at 12:01 p.m. #51
lol! thats enough time to whoop him
Posted by misogi on January 1, 2010 at 7:12 p.m. #52
@Ryu apprentice I seen u troll on other sites cool 3s is the best out of the series honestly and Akuma is the man
Posted by x360 Pad User on January 3, 2010 at 7:51 a.m. #53
There is no hope whatsoever I will ever be able to pull off the Kara Demon.
Posted by Ryu Apprentice on January 4, 2010 at 1:07 p.m. #54
You cant pull of a Kara Demon with a controller, its not possible because of the time gap that your finger has to move betweenn keys and it is impossible to drum tap with a pad.
Instead of trying the Kara Demon try using a block stun raging demon, do a knock down sweep the go forward then backward then press towards medium punch and cancel into a raging demon.
The demon should come out after the second hit which if blocked with cause a guard stun
Posted by Anon on January 25, 2010 at 11:40 p.m. #55
It IS possible to kara demon on a controller.
It's all about muscle memory.
If you have to think about each separate button press, you're not gonna make it.
If you can karathrow on a controller, you can kara demon.
Posted by lmfao on January 29, 2010 at 7:25 a.m. #56
rofl shiity fcking guide for shiity ass scrubs. Eventhubs: made for scrubs by scrubs.
Posted by SMH on February 14, 2010 at 9:49 p.m. #57
@#57
and yet u are here reading the shiity fcking guide for shiity ass scrubs
Posted by Sfighter on February 15, 2010 at 8:19 a.m. #58
haha ur right smh
Posted by ABJitz on November 22, 2010 at 10:44 p.m. #59
man that kara demon throw is really hard to do.....im really having trouble doing it.
also, @ #57
you must be a virtua fighter player...
do us a favor and kill urself
Posted by Shareware on November 29, 2010 at 1:55 p.m. #60
@57
Because pros don't LEARN.
They're BORN KNOWING.
Get a brain.
Posted by F8 on January 3, 2011 at 12:57 p.m. #61
"Kongou Kokuretsu Zan (Slams the ground and energy comes out, requires max super bar) •
Do you like to be thrown out of a super art that takes your entire bar away? If so, use this.
While you can find a few ways to use this deceptively, you'd be much better off spending your time learning to Kara Demon."
Are you kidding me? Who is the moron that wrote this?
First of all, you can't get thrown out of KKZ. You have a retarded amount of invincibility frames. Second, its nowhere near useless. The initial energy bolt is unparryable, and can guarantee you a Chip victory if they block it with low health. You can also COMBO into it. Technically it's a reset combo (short tatsu>jab reset>kkz) but being in the air and since the bolt is unparryable, you can't escape it. If you think a gimmicky (yet still very useful) move like the Kara Demon is better than the KKZ, you have no idea what you're talking about. A guaranteed combo which happens to take >50% of every character's health is a lot better than a grab super. Don't write guides on things you have no knowledge of, please.
Also, @ #55, I can kara demon on a ps2 pad with 95% efficiency so it is possible. And I'm not even good at this game LOL.
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