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Akuma: Street Fighter 3 Third Strike Strategy Guide and Moves

Last updated on June 13, 2008

59 Comments

Akuma: Street Fighter 3 Third Strike Character Guide

Video: Street Fighter 3 Third Strike Guide: Akuma Overview

Watch for Akuma's common set ups, juggles and combos in this video. Watch ►

Movie courtesy of Adryanv

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 is the worst defensive character in the game.

Akuma's moves have good priority, he's strong and he's reasonably quick. But when you start taking a lot of hits, it's easy to get stunned and killed.

Despite these shortcomings, he's still one of the best characters in the game.

Strengths
+ Akuma is one of the most damaging characters and his moves have good priority
+ His foot and move speed is good, which helps make him quite formidable offensively
+ Exceptional at applying offensive pressure to his opponents
+ Great at, "zoning," which means keeping your opponent where you want them
+ Terrific mix up game offensively, a lot of different viable options when he's attacking
+ The True Kara Demon is a great super art, with a lot of set ups
+ Good juggling opportunities with many of his moves

Weaknesses
- Akuma takes the most damage of any character when he's hit
- He's tied with Remy for the shortest stun bar
- He has no EX special moves
- His super arts besides the Kara Demon aren't anything special

Basic strategy

Akuma's base strategy is to play offensively and avoid long drawn out battles. Because of his terrible defensive ability, most players choose to focus on a high-powered offensive approach.

He's also a superior character at, "zoning." Essentially you can play a positioning game against your enemies to keep them in the spots you're strongest at.

The video to the right shows some of Akuma's more common setups and combos.

Kara Demon (Canceling into the Raging Demon)

Video: Street Fighter 3 Third Strike Guide: Akuma Kara Demon

This video shows the Kara Demon being performed in slow motion, with a full view of the joystick and the results. The second part shows many of the set ups and uses for the Kara Demon technique. Watch ►

Movie courtesy of Rakurai, Harmonaz and RX50cent

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
The Kara Demon is a very strong super art technique with Akuma. It involves kara canceling out of an overhead hit (pressing forward + medium punch) and going into the super art.

What makes it so good? The Kara Demon gets you closer to your opponent allowing them less time to jump away.

Also sometimes the overhead hit fakes your opponent out into thinking they have to block or parry high, costing them valuable time in trying to escape your Kara Demon.

True Kara Demon

A True Kara Demon gives your opponent no chance to react and escape if pulled off at point-blank range. The reason for the addition of the word, "True," is simply pulling the move off at point-blank range instead of further back.

The overhead medium punch gets you a step closer and the Raging Demon super art comes out so quickly it's impossible for your opponent to escape unless they tried to jump away or attack you BEFORE you started the Raging Demon super art.

The video to the right shows you how to do the Kara Demon and the True Kara Demon techniques.

Video: Street Fighter 3 Third Strike Guide: Akuma Overview

Uraken shows off his Akuma offensive pressure tactics in this video. Note how he mixes up his attacks to constantly keep the other players guessing what's coming next. Watch ►

Movie courtesy of Pherai

Staying offensive — The 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. See the next section for more on this.

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 the video for this section to watch a very skilled player launch an offensive barrage.

Demon Flip techniques

Video: Street Fighter 3 Third Strike Guide: Akuma Demon Flip Techniques

Discover how to assault your opponent with numerous Demon Flips as J. R. Rodriguez uses Akuma to harass another player. Watch ►

Movie courtesy of Mariodoot

Joystick Joystick Joystick Joystick Joystick
Hyakki Shuu (Demon Flip)

The Demon Flip gives you a lot of options. The kick version should be your main tool — since its the safest. Using the kick, you can late cancel to try to combo, early cancel to stuff potential counters, or go for the cross up.

If you are close enough, you have the throw option (light punch + light kick), which works really well against tall characters. To keep the kicks unexpected, you have either the slide kick, or an empty demon flip, which you can follow up with a throw, or sometimes just go straight into another demon flip.

It's also possible to cancel Akuma's normal moves into the Demon Flip which is a great way to pull off the Demon Flip throw, and keep your opponent off guard.

Plus canceling into the Demon Flip from normal moves is another great way to apply pressure.

How to counter different reactions to Demon Flips

  • Opponent is using anti-air attacks - Cancel into an early flip kick
  • Opponent is standing blocking - Slide kick, empty flip throw or flip throw
  • Opponent is crouching blocking - Flip punch, empty flip throw or flip throw
  • Opponent is parrying - Vary flip strengths/kick timing (super late cancel works well), empty flip throw or flip throw
  • Opponent trying to go under flip - Cancel into an early flip kick

Section by Pherai and Martin S.

Special Moves

Video: Street Fighter 3 Third Strike Guide: Akuma Fireball Poke

An Akuma player uses his hard punch fireball as a poke against RX's Urien. Watch ►

Movie courtesy of Mariodood

Joystick Joystick Joystick Joystick Joystick
Gou Hadouken (Fireball)
This move is thought by many to be almost worthless outside of combos, because of parrying. And in most cases this is a correct assumption...

But a few expert players will use a hard punch fireball as a poke against opponents that like to stick out random normal moves to get a few extra hits in. This discourages them from sticking out random limbs. It does about 6% damage when it hits. Look over to the right to see a video example of this.

Do not fall in love with using this fireball too often though. The hard punch version comes out quickly and can be an effective poke, but outside of that, its use is quite limited.

Section edited by Mariodood

Joystick Joystick Joystick Joystick Joystick
Zankuu Hadouken (Air fireball) • (In the air)
The air fireball can be a very good zoning move to keep your opponent where you want them to be. It can be canceled with both of Akuma's air super arts. You don't want to overuse the air fireball though, as it's not difficult to parry. The punch button pressed will determine the speed of the fireball.

Sometimes jumping in and not throwing an air fireball will lead you to connecting a different move or landing a throw on your opponent because they'll be looking to parry your commonly used air fireball.

Section edited by Martin S.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Shakunetsu Hadoken (Powerful fireball)
This should only be used on your opponent when they're getting up, because of the long delay before it comes out. Use the hard punch version as it hits 3 times, which is nice for doing block damage. If the opponent parries this, dash up and attempt to throw or combo them for their trouble.

Joystick Joystick Joystick Joystick Joystick
Tatsumaki Zankuu Kyaku (Hurricane kick, can be used in the air)
This move is damaging and not easy to parry. It's also a great set up move so you can juggle your opponent. When used in the air, it has good priority and will beat out a lot of other normal moves. The stronger the kick button, the more range and damage the hurricane kick has.

Joystick Joystick Joystick Joystick Joystick
Shoryu-Ken (Dragon Punch)
Punch button determines the height, power and amount of hits the dragon punch does. The dragon punch does solid damage, stuns a bit and helps to charge up your super meter. Never do this every time someone jumps in because, they'll pick up the pattern and begin to parry it. The recovery time for this is really bad, meaning you will be easily punished if you miss.

Joystick Joystick Joystick
Tenma Kuujin Kyaku (Dive Kick, must be in the air to use)
You must be jumping forward and near the peak of your jump to execute this move. This is a nice jump in attack because the speed is good and the damage is decent. It's also a good mix up move to keep your opponent off guard as it changes the timing of a normal jump in. If this connects your opponent will be stunned long enough for you to combo them.

Joystick Joystick Joystick Joystick Joystick or Joystick
Ashura Senkuu (Teleport)
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.

The teleport has very few situations where it's smart to use, because the recovery time when you're coming out of it will leave you wide open to an attack.

Here's some of the situations where it works well:

  • When you're trapped in a corner
  • Against Urien's Aegis Reflector set ups (if timed correctly)
  • To escape Yun's Genei-Jin as he approaches
  • Avoiding Ryu's Denjin-Hadou-Ken super art

Joystick Joystick Joystick
Personal Action (Taunt)
Akuma slams his back foot into the ground and flexes his muscles. You're wide open to an attack when you taunt. This increases the damage for your next hit by 43.8%, and increases stun damage for that next hit by 28.1%.

This comes out pretty quickly, and the damage increase can actually really help in a match. It's a bit surprising more Akuma players don't use this to their advantage, because it's a great taunt.

Super Arts

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
SA1: Messatsu Gou Hado (Super Fireball, can be done in the air)
The super art of choice for most Akuma players. It's his best super for hit confirming, has lots of options for combos, does good damage, can be used in the air, can juggle with it and is handy for block damage. In short, pick this super.

If you find you're getting parried frequently when trying to cause block damage, throw a medium fireball and then cancel it into this. The speed at which the medium fireball comes out usually throws off the parrier's timing.

Note that the air version of this does slightly more damage than the one on the ground.

To get his air super to come out very quickly, players will incorporate the first part of the super motion into their jump, for example starting from down they'll roll the the stick to the diagonally up-forward position and then do another fireball and press punch to make the super come out very shortly after jumping.

Section by Catalyst and Martin S.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
SA2: Messatsu Gou Shoryuu (Super Dragon Punch)
While this super has some uses and it does good damage, you're best off using his Super Fireball super art.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
SA3: Messatsu Gou Rasen (Super Hurricane Kick, can be done in the air)
The least popular of the three Super Arts for Akuma, and generally regarded as the worst. The damage is good and you can perform this super in the air, giving you some OK anti-air set ups. The problem is the situations you can use this Super Art against high level competition aren't as viable as the Super Fireball (SA1).

To set up landing a Super Hurricane Kick, some players will parry and then go into a combo ending with it for pretty solid damage. Despite these techniques, this Super Art doesn't have as many hit confirms as the SA1 and it's a disaster if your opponent blocks this or you miss.

While it's not a terrible super in the grand scheme of things, your best bet is going with the Super Fireball as it's a much better option for hit confirming and link combos.

Section edited by Daniel Smith and Futch

Joystick Joystick Joystick Joystick Joystick
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.

Joystick Joystick Joystick Joystick Joystick
Shun Goku Satsu (Raging Demon, requires max super bar)
Please see the part of this guide on using the True Kara Demon for more information on this super art.

Combos

In this section you're not going to find every possible combo for Akuma, but what you will find are the typical bread and butter combos that you should know.

Crouching Medium Kick, Hurricane Kick with Light Kick, Dragon Punch with Hard Punch
It's possible to use a jump in attack, Dive Kick and several other things before starting this combo.

Crouching Medium Kick, cancel into a Fireball
It's possible to use a jump in attack, Dive Kick and several other things before starting this combo. This is an effective and safe combo — unless your opponent is in the corner — although the damage is only O.K.

Standing Hard Punch, Hurricane Kick with Light Kick, Dragon Punch with Hard Punch
Again it's possible to use a jump in attack, Dive Kick and several other things before starting this combo.

Medium Punch, Hard Punch
A basic combo that actually does OK damage. It's not highly useful, but sometimes nice in tight situations.

Hit confirms

"Hit confirming," means confirming that you've hit your opponent before comboing into another move, usually a super art.

For example, with Akuma I'll get in close and try to hit my opponent with a crouching light kick, if this hits him I'll combo with a crouching light punch and crouching light kick and cancel into a Super Fireball super art.

If they block, I'll do something else because trying a combo at that point is risky at best. This is a basic description of hit confirming.

The timing is very tricky, but with patience and effort you can learn how to do it.

Here are some of Akuma's common hit confirming moves and set ups.

  • Crouching light kick, crouching light kick, cancel into Super Fireball super art
  • Crouching light kick, crouching light punch, crouching light kick, cancel into Super Fireball super art (Only works on some characters)
  • (Close) Standing medium kick, cancel into Super Fireball super art
  • Dive Kick, Dragon Punch with hard punch
  • Crouching medium punch, link into Super Fireball super art

Color guide

Colors requiring more than one button can be unlocked by beating the game with this character.

Akuma's color guide

Posted by jberlinghoff on October 15, 2007 at 2:39 a.m. #1

This is another test comment.

 

Posted by Rlaur on October 23, 2007 at 8:36 a.m. #2

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. #3

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. #4

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. #5

'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. #6

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. #7

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. #8

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. #9

Exelent guide.

Were I can find a similar guide of other character?

 

Posted by Harmonaz on November 9, 2007 at 6:59 p.m. #10

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. #11

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. #12

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. #13

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. #14

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. #15

guide for ryu plz?

 

Posted by James on January 14, 2008 at 7:39 a.m. #16

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. #17

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. #18

CAN U PLZ DO ONE 4 RYU?

 

Posted by mochachino on February 5, 2008 at 1:32 a.m. #19

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. #20

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. #21

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. #22

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. #23

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. #24

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. #25

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. #26

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. #27

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. #28

Correction: it's crouching HP that cancels into his shoryuken.

 

Posted by Matt89 on May 22, 2008 at 12:36 p.m. #29

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. #30

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. #31

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. #32

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. #33

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. #34

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. #35

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. #36

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. #37

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. #38

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. #39

@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. #40

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. #41

how do u do rising demon special

 

Posted by jpshake on February 9, 2009 at 6:18 p.m. #42

sry the kara demon its to hard 4 the ps2

 

Posted by ITACHI on February 24, 2009 at 11:56 a.m. #43

AKUMA VS SHIN AKUMA THE BEST MATCH EVER

 

Posted by Danny on April 1, 2009 at 10:20 p.m. #44

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. #45

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. #46

Mk ----> Lk tatsumaki ---> LP reset to KKZ.

 

Posted by :) on May 23, 2009 at 2:33 p.m. #47

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. #48

Street Fighter 3 Third Strike Character Guide

 

Posted by Help a beginner!! on November 10, 2009 at 3:54 a.m. #49

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. #50

down,forward,down,forward + hard kick

 

Posted by Tekkenfb368 on December 9, 2009 at 12:27 a.m. #51

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. #52

lol! thats enough time to whoop him

 

Posted by misogi on January 1, 2010 at 7:12 p.m. #53

@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. #54

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. #55

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. #56

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. #57

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. #58

@#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. #59

haha ur right smh

 

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