Akuma Street Fighter 4 Moves, Combos, Strategy Guide
Last updated on Oct. 12, 2009

Challenge Trials Costume Colors Story Artwork
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
60
60
60
120
![]()
• 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.
40
40
40
80
(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.
50
100
150
180
![]()
• 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.
110
70
100
150
![]()
• 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.
70
120
160
200
![]()
• 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.
60
140
160
80
(In the air)
• Air Hurricane Kick (Tatsumaki Zankuu Kyaku) •
130
160
190
190
![]()
• 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.
or ![]()
• 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.
(In the air)
• Dive Kick •
You must be jumping forward and near the peak of your jump to execute this move.
EX Moves
60
60
60
120
![]()
• 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.
40
40
40
80
![]()
• 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.
50
100
150
180
![]()
• 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.
110
70
100
150
![]()
• 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.
70
120
160
200
![]()
• 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.
60
140
160
80
(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.
130
160
190
190
![]()
• 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
330
456-600
![]()
• 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.
![]()
• 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.
![]()
• 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.
![]()
• 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.
Contributions to this guide by Andy Liu, Forgenjuro, Reno, SaBrE, FuguTabetai, Bokchoy, YFlow and Hellfromabove.

Posted by M-80 on September 20, 2008 at 12:13 p.m. #1
Akuma's ultra doesn't go through fireballs I was highly disappointed
Posted by Jr. on October 1, 2008 at 2:49 a.m. #2
another thing about his ultra, i just came from james games in upland and i wasnt able to hit the ultra. like when i pull it off it'll dash and literally PUSH the opponent across the screen so WTH is up with that?
Posted by A Kuma on November 8, 2008 at 12:04 a.m. #3
The Ultra raging demon will go through fireball before the levitating animation. Once he begins the Ashura Senkuu toward the opponent, he's vulnerable. Raging Demon is a high priority tackle.
Posted by Zeider on November 24, 2008 at 2:12 a.m. #4
Man, miss his versions of the shin hadoken/shoryu reppa. Seriously, his super/ultra is weak...anyone awake and unstunned will not get caught by it...unless...hmm, anyone tried say a knockdown shoryuken in the corner then doing this as they wakeup?
Posted by brolijc on November 27, 2008 at 6:22 a.m. #5
You can actually do a croching medium kick then do either the super or ultra Raging Demon, it will link. However when you kick the person must be hit standing up and not croching down otherwise he can jump up when you do the Raging Demon. I will post a video of me doing it sometime this or next week
Posted by William F Guile on December 7, 2008 at 5:29 p.m. #6
Note that Akuma's Heavy or medium red fireballs will go through single hitting projectiles. I sometimes fell asleep after firing a sonic boom and getting hit twice by the heavy version of this projectile.
To avoid block damage, some people will jump over akuma's fireball after launching theirs
Posted by Ryan on December 20, 2008 at 5:21 a.m. #7
well expert akuma player do the raging demon when there close to there opponent (that way they cant escape, or fireball)
you wont see many expert akuma players doing the raging demon from a long distance on any street fighter game (unless there opponent is stuned)
Posted by kimbo on December 27, 2008 at 5:08 p.m. #8
he isnt the new ken, his low stamina makes u have to think with a defensive point of play rather than offensive. id compare him more to a dhalsim player from sf2turbo, i like to play a range game using his air fireballs to keep the other player at bay.
Posted by Bubbles on December 28, 2008 at 5:06 p.m. #9
ultra goes through fireballs on startup. it doesnt have the invincibility of the sf2 sgs. the ultra is most useful if u know ur opponent is gonna be trying to get out of pressure if they dont have an uppercut, such as u tick throwing them 2x+ in a row and u know they will be mashing something on wakeup. the super sgs is 0 frame activation so if u are close to them, u will grab them unless they tried to jump the exact moment u input sgs. ultra has slower activation but more invincibility, so it works better for wakeup and anti air.
Posted by Andy Liu on December 30, 2008 at 11:35 a.m. #10
Guys
I'm an Akuma player at the Chinatown Family Arcade
Believe it or not, Akuma is best as an offensive character because of his speed, his many options into combos and of couse, his super and ultra is something to be feared. With all these attributes, he would be ranked on the top tier easily - but - obviously the designers of the game felt that he would almost be unfair, so there is a trade-off.
He takes in more damage than most characters, meaning you won't last as long in a fight, especially against what I call "big damage" characters such as Zangief, Sagat, Balrog, E. Honda etc. The way I see it, this dilemma can be turned into a blessing; it will make you a better defensive player.
Still, with all this said, Akuma should be used as an "planned-random attacker". His focus countering has great speed and range. His combos are ridiculously flexible, and his demon flip... need I go on?
Here's an example of my combo:
Focus hit - dash - hp - light hurricane - fierce dp - Cancel dash (after the 3rd hit of previous dp) and ex hurricane as the opponent falls - if you do this correctly, it's easily a 9-hit combo
His demon flip gives you 4 options: if you don't do anythings after executing the flip, it's a slide. If you press (any) punch, it becomes a smashing fist which would knock down your opponent. If you press (any) kick, it turns into a variant of the dive kick. And if you are right on top of your character (during flip) and you could flip-throw him... I mean, at any given time when you do a flip, your opponent has to worry about 4 different possibilities of attack - you can't top that! Depending on which of the 3 kicks you use to execute demon flip, it covers different distances - and the ex flip he flies, and I mean FLY across the whole screen.
Something that I neglected to mention so far is his standing Hard Kick (a 2 hit roundhouse) this move owns bigger characters such as Sagat, Seth, Abel, Zangief etc. because if you have the right distance (being close after the 2nd kick) the opponent is vulnerable for a continued attack.
Now as to his super and ultra:
The super is quite fast, if the opponent is not already jumping in the same time the super is executed (when close) it is an automatic 17-hit. Now as for the ultra - it is best used as an counter attack. Like when you're being cornered and you know your opponent is trying to hit you as you get up, such as a punch or kick or even a grab... if you do it right, it's what... 60% damage when charged?
Any questions?
Posted by Andy Liu on December 30, 2008 at 12:02 p.m. #11
By the way, there seems to be some confusion about the ultra:
The ultra does not go through any projectiles after execution. Meaning, if there is a fireball coming at you and you try to go through it with the Ultra - you will be hit. I mean, come on guys, of course the game is set up this way. BUT fear not my friends, if you do it (and I mean finishing the last button of the ultra sequence) at the exact moment as the projectile is passing you (like right on top of your head, not before) IT WILL go through. This is especially useful when you have a drop of health left and you're also cornered and you know that your opponent is gonna time the fireball as you're getting up - let's just say, it is such a HIGH when you land it. Believe me, your opponent will be so frustrated because even if he/she has about 50% health, you'd get to watch that health drain and it will be the best comeback ever.
Yes and we all know that after a level 2 or 3 focus attack you could dash into the ultra. It's the safest way to land the ultra, but the downside to this is that the damage is ratio(ed) it won't be as much damage after the focus. Nothing really is.
Another way to catch the opponent with the ultra is countering an overhead attack. Most players will try to do the cross-up with say, a medium kick? If you're crouching and see that leg of your opponent out, this is your chance to do it. Caution: You have to know the buttons like you know your abc's because there isn't much time for you to do this while the kick is falling on your head. So practice your lp - lp - back - lk - fp like it's your job. You could do the short cut by combining the last 3 buttons (meaning back, lk, fp can be done simultaneously) but a word of caution: make sure that while pressing the 3 in the same time you're not accidentally pressing the fierce punch slightly earlier than the other 2... because if your do... then it won't come out. And I've seen people getting upset at the short cut, shouting angrily that it doesn't work while not noticing that he himself was the one to blame.
I'm stopping here, wouldn't want to give all my secrets away; the thing is, you'd just have to know what works and what doesn't from experiences. What works against this character might not work the same way against a different character. So you'd just have to learn from experience. Although, be smart about it as Akuma is weak on defense!
Posted by Goukiman on January 2, 2009 at 11:26 p.m. #12
Hey all, i want to know if he still has his shin kick from sf3(crouch+mid kick) from there you can basically combo into everything and the move is kinda hard to anticipate even against parry gods...shouldn't do it all the time though but i just wonder if still has this one or did they exchange it with a sweep from the alpha series, which would suck...i hate jump in combos except for the demon flip but even so akuma has a nice ground game which needs to be abused. by the way nice post on the kara demon shortcut.
Posted by Ju Lee O on January 5, 2009 at 10:03 p.m. #13
I saw a very good combo used by momochi its the double roundhouse kick (or whatever its called not mentioned here) crouching light punch, light hurricane kick then juggle with hard punch shoryuken i just thought i'd let you know
Posted by berwyn on January 6, 2009 at 9:09 p.m. #14
i can't seem to cancel c.lp into lk hurricane kick. is it supposed to be some sorta link? also, how about standing hk (2 hit), c.lp, c.mk cancel into lk hurricane, hp shoryuken, dash cancel shakunetsu fireball?
Posted by berwyn on January 14, 2009 at 3:12 a.m. #15
well but now he has some very useful EXs which he previously used to lack. his ultra shun goku satsu deals massive damage but it's pretty difficult to utilise in a proper match. the BEST way i can think of to get it in is through a very very well timed anti-air or as a counter against the enemy's focus attack. oh, he has some pretty good ground combos as well.
Posted by berwyn on January 29, 2009 at 4:23 p.m. #16
there is NO kara demon in SF4, it can only be done in SF3:3s. his ultra will not go through fireball once he is in his warp stance. however, upon start up (when the screen freezes) and before he starts to "warp" towards the opponent, he CAN go through fireballs. the problem is that the number of frames you have to do so are really pathetic.
Posted by Coup d'état on February 3, 2009 at 11:21 p.m. #17
The good news about his Ultra is that the speed at which he travels across screen is slow enough so that if you have an opponent jumping in at you to do an air to ground combination, it can like, suck them down a little bit.
Posted by ace on February 8, 2009 at 8:17 p.m. #18
the kara demon is actually possible just follow this link
http://www.youtube.com/watch?v=c-DFWs...
at 1:32 he performs the kara demon
Posted by ayla on February 9, 2009 at 8:38 p.m. #19
I've tried kara demon multiple times at the arcade. Its possible to do but it fails to connect most of the times. From my experience demon comes out mid chop and akuma pushes the other character and they slide across the screen till the move expires. Pretty lame bug.
Posted by Maester Angelo on February 19, 2009 at 6:30 a.m. #20
I'd have to say a veteran akuma player, i'm thrilled at his ex moves but more so disappointed with his lack of super specials. I had to curve my ENTIRE stategy as far as linking specials to super specials, so on and so forth... there is no chain combo's like in sf3 EX: lp,mp, down mk, hp, shoryken etc. akuma's and pretty much everyone else's fighting is really plain compared to the earlier series. its more about timing with him because he gets hit so much harder than before as well. he has turned into a shin akuma from capcom vs snk as far as his stamina is concerned. but as noted before his super specials like messatsu gou-hadou (both air and ground) would've been perfect and he would've been more acceptable to play with. Ken has is shimpuu & Shinryuken added in one!!!! why cant akuma have two awesome specials in one? the shun gokusatsu is powerful enough for one version, not wasting it in two specials. they did the same with ryu with his shinku-hadoken giving him two versions which is pointless. they actually made ken far deadlier than both ryu and akuma.
Posted by Macreel on February 19, 2009 at 8:20 a.m. #21
"Posted by lost on February 17, 2009 at 10:04 p.m. #58
cant get past level 3 of challenge mode. it says Hpunch then fireball. cant get it to work? any help here?"
Same problem here.. Does anybody know the trick behind this?
Posted by Macreel on February 20, 2009 at 5:50 p.m. #22
Just finished hard. It was a pain in the ass! But it really pays off. When completed, your skill definitely gets a boost. Not all the combo's learned in the challenge mode are to be used in a battle, but a few are definitely worth to remember and you get used to the input speed of the cancels. :)
Posted by Allysa on February 20, 2009 at 9:51 p.m. #23
Akumas ultra and super cannot go through haudoken's but they can however go through any punch and or kick.
Posted by Seriously on February 22, 2009 at 1:49 p.m. #24
Ultra goes through projectiles during start-up; not during travel.
Posted by LordofUltima on February 22, 2009 at 7:16 p.m. #25
Also, you can indeed cancel after the third hit of a SRK, just focus right after the third hit. Easy as pie.
Posted by robotank on February 22, 2009 at 9:52 p.m. #26
I'm no expert on Akuma, but I do find it amusing how many players on the PS3 network want to rely on his Raging Demon moves to win. They throw them out at the most ridiculous times, hoping that the opponent will try to block; or they pull it out after a sweep--an old trick and very easy to counter or avoid. Ah well, Akuma has some huge abilities, but I've yet to see very many players do him justice.
Posted by MS on February 22, 2009 at 11:17 p.m. #27
Everything that follows is my opinion based on about a week's experience with Gouki in SF4. Take it for what it's worth and try **** out yourself.
Gouki is fairly solid. A lot of people are going to attempt to use him as a pressure character, but his low life, combined with some of the other elements in SF4, prohibits that to a certain extent. Turtling / keep away is another style that is appealing at first, but ole Gouki really has to get close to put out real damage. Balanced attack and defense is probably preferable.
His super and ultra are designed to be **counter attacks**. They are not meant to be used from all the way across the screen. Despite the various rumors floating around, I personally have not seen either of them combo with anything other than a crumpling FA. You can catch enemies out of the air with them if you execute the move at the last second. What happens is this:
1) the enemy is low enough that they will either hit you or begin their land animation
2) if you execute the move at that moment, you aren't "there" to be hit, and they land
3) the move connects before they recover from landing
If you hit the enemy before executing one of these moves (even with a LP while doing the command), they will be able to escape. The ultra provides the enemy with additional time to escape (ie, they can jump straight out if they have not whiffed an attack).
Random forward / back jitter steps and dashes are great with Gouki, because you can bait a lot of people into making mistakes punishable by super / ultra. Mix up jab, strong, and fierce ground and air fireballs to keep the enemy at bay, and teleport to the other side if they try to corner you quickly. Frustrate them while you build your meter and do chip damage, and make them pay when they screw up. To really mess with them, come at them normally at times; if they are in "chase mode," you can land some easy combos or a throw.
All that said, Balrog and Cammy really **** me up. They have good priority and recovery, and they can close ground quickly.
My roommate is a solid Cammy player, and I pretty much can't beat him unless I land both a super and an ultra in the same round; the main reason for this is that a cannon drill / cannon spike combo takes off almost as much life off of Akuma when blocked as Akuma's counterattack will take off of Cammy after the Cannon Spike. The Spike pushes her back far enough that a quick kick or two is about the best Gouki can do without giving her time to recover.
Standing MK can snuff the Drill... but only if you guess the timing perfectly (not worth the risk). Short of using dash fakes (risky as hell given the drill's range), I'm more or less at a loss on this fight. Anyone have good anti-hotbuns tactics?
I have no idea what the tiers will say about it, but it feels like a 7-3 in favor of Cammy to me. If anyone knows how to handle her then... please.
HALP11!1
Posted by MS on February 23, 2009 at 12:31 a.m. #28
One note, when I say his Ultra and Super are counterattacks, I mean in the general sense of you don't execute them unprovoked. I just realized that could be misconstrued. A lot of people refer to it as punishing. The point is, don't try it from halfway across the screen with the enemy standing on the ground- catch em when they whiff something. Although, they can be used as counters in some situations (such as the air attacks mentioned above).
Cheers.
Posted by Stylistic on February 23, 2009 at 10:42 a.m. #29
I've countered a raging demon with a well timed dragon punch. From being knocked to the floor, the oponent did the raging demon. A well timed Hp + HP dragon punch pulled off as soon as i stood up and before he grabbed me, did about 30% damage. The demon can be beaten other than just jumping over it
Posted by MS on February 24, 2009 at 2:16 a.m. #30
If your opponent is jumping over Akuma's Ultra, you aren't using it right. Use it when they miss an attack and are in a recovery frame. You can practice this by having a friend intentionally miss a dragon punch against you and inputting the Ultra right before he touches down. After you master that, get him to jump at you with a kick, and input the move right before it hits you. A third technique is to practice blocking DP-style Ultras and punishing with Akuma's Ultra as they land.
Posted by Spawn on February 27, 2009 at 1:02 p.m. #31
I confirm the link of Raging Demon after medium crouching Kick, very hard to pull off, because you must do the raging demon very very fast.
Even so, it doesn't work even if you hit and the Opponnent jumps right after.
I confirm the link again with overhead chop, but you must do it while the 2nd hit touches, otherwise the opponent will be stun while Akuma dashes to catch him. So IT WILL NOT WORK if you do it too soon. It also doesn't work if the opponnent guards and jump right after.
I sadly confirm that after the overhead chop, even if you hit, the opponent can still jump to avoid Raging Demon...
Posted by Akuma player on March 4, 2009 at 4:10 a.m. #32
At first, Cammy is a bitch to fight against, but once you figure out her moves shes a peice of cake. Use ur crouching feirce punch to knock her out of the air, and bait her to use cannon drill, then either grab or feirce punch shoryuken combo, though i use grab b/c im able to pull it off more often. Also, bait her to use her cannon spike, and combo her ass.
Shes an extremely predictiable charcater, the only reason why she gives akuma trouble is b/c of her priority and how much damage she deals. But once you realise how predictable she is, u can realy punish her.
I find i have the most trouble fighting kens and Sagats more than anyone. Ken is way too fast, and his jumping kick shoryuken combo is pretty cheezy considering it does rediculous damage to akuma. And sagat, is just rediculous if someone is using him correctly.
Posted by Bubbles on March 5, 2009 at 11:08 p.m. #33
Oh I figured out what you guys are doing wrong now. You are doing far hp. Get up close to them then do the hp into qcf p. There are 2 different kinds of hp. Only the close one can be special canceled. People always counterpick sagat when i use akuma. anyway, its easy to fight sagat. cancel one of his fireballs with an air fireball and the moment u land, do the 63214hp fireball. that is a 3 hit fireball that will beat out any of his fireballs. teleport if he jumps away and use air fireballs to pressure him. just keep staying back and if he jumps in, land a shoryuken.
Texas
u are hitting ppl before demon comes out. that puts them in blockstun which lets them jump before demon hits. if u just do demon without touching them, then they cant jump. ultra demon has 2 frames of startup though, so they can jump from that even if u dont touch them. in that case, u must anti air with it by getting demon out before they hit the ground.
Posted by Voice of Texas on March 6, 2009 at 10:57 a.m. #34
Okay I understand that, but bro, and to all Akuma players. There is something buggy about his Ultra. The fact that his ultra literally can push a player across the screen, instead of doing the move is frustrating. Yesterday me and my friend were playing, he was standing still I did the Raging Demon and then it pushes him or drags, and then he can jump. I mean literally standing still, it happens to me online and offline. I also have timing with the wakeup; each character must come up after being knocked down. So if they do it fast or slow depend, well if you get them in the right time you can get them. But if you do it early, Akuma would clearly just warp over them, no problem there that’s how it's supposed to be. But if he literally drags them along the warp wtf is that. All I want to know is why the hell and my literally pushing them and he doesn't grab. But truth is truth best option is to get them from the air, or combo them into it. Damn Akuma...
Posted by Hitsugaya Toushiro on March 10, 2009 at 7:55 a.m. #35
I guys....quick question......isn't there a way to combo his Raging Demon (super version that has 1+0 frames startup) except for FA lvl 2-3? neither his Dive Kick (from normal jump or from Hyakkishu (demon flip))???? opponent can always jump away?
Posted by skd1337uk on March 10, 2009 at 7:20 p.m. #36
In terms of Demon Set Ups I have only had a little bit of success with the following:
Crumpling focus attack - Dash - RD - Guarenteed hit and easy to do assuming you hit the Focus.
(Against opponent jumping in) Dash Back > RD - Hard to get the distancing right but pretty successful. Can also work whilst standing next to a downed opponent on wake up.
Or if you are desperate then against a downed opponent - Cross over jump>Demon , not very successful but against newer players it seems to work lots.
I seriously think there could be some nasty FADC demons possible but a bit beyond my capabilities at the minute!
Other than that his UA/SA is pretty hard to hit and far too punishable, It sorta becomes a get out of jail free card where you throw it in desperation in the off chance of catching opponent off guard.
Posted by anon on March 14, 2009 at 6:14 p.m. #37
Kara demon is easy in SFIV compared to 3rd Strike but it only works with the super demon, not the ultra demon, due to the ultra demon's hair tearingly frustrating startup.
When karaing, it really helps to press the last 3 commands at the same time, like ->/MP LP LP [-> LK HP]
Posted by pipebomb on March 18, 2009 at 2:54 p.m. #38
can anyone tell me how i can make a flying hurricane kick thats flying upwards and not downwards like the normal air hurricane. i've seen this kick online against ryu and akuma. both fly a bit upwards and go over the opponent.
in this video ryu uses this kick http://zoome.jp/itsumobasho/diary/3 it looks a bit like a normal hurricane kick but mine is much shorter so that it can't fly over the opponent.
Posted by shadowofdeath on March 20, 2009 at 12:45 a.m. #39
^^ time the kick as u jump i do it all the time hk takes far as hell
a good way to deal damage with akuma is to stay like 15 feet away and counter but u cant turtle...at lest i cant lol
a good combo to keep them where u want is standing HK combo into a low MK to a fireball and even if they block the HK the MK and fireball hit most times
and heres a really good corner mixup(they have to be in the corner for this to work) standing or crouching HP~LKspinkick HP~LKdemonflip(kick or grab) use the kick and do his BnB HP~LKspinkick HPuppercut :D hope this helps
Posted by aku mmma on March 21, 2009 at 1:41 p.m. #40
im not a very experienced akuma player but even when i choose more skilled ranked matches i win like 80% of the time without much trouble.
Keep-away games is the tactic for me, very easy because of akumas jump fireballs. You dont have to be a veteran street fighter player to own with akuma, all you need is ALOT of practice with him in training, and online. Once jump hadokens and some of the simpler combos become natural for you akuma will fk people up.
Plus the jump hurricane kick is an easy way to get away from your oppenent and to the other side of the map. If you dont fudge up its possible to even get perfect on good players.
Posted by Akk mmma on March 21, 2009 at 1:44 p.m. #41
Also Sagat and cammy are probably the most deadly against a keep-away akuma since sagat can match akumas fireballs with his super quick fire shots and cammys canon swipe(idk if thats wat its called, the one where it htis your legs and she can do it from the other side of the map) can close the distance immediatly. I suggest againt cammy you jus go all out offensive since u cant turtle or keep-away against her. against sagat however you just simply have to block majority of his knee's and uppercuts and then counter.
Posted by Bubbles on March 23, 2009 at 4:36 p.m. #42
Sagat shouldn't be a problem for akuma since you have access to 3hit red fireballs. if he is spamming fireballs, jump in air and time an air fireball to cancel out one of his, then the moment you land shoot a red fireball. This will eat up any of his next attempts are fireballing and give you time to punish his jump ins.
Posted by benjibean on March 24, 2009 at 2:39 a.m. #43
newish akuma player here, i havnt played that many akumas in the low bp ranks mostly kens and ryus, yesterday i played my mate who plays ken and after i knocked him down i went for ULTRA to finish, as he was getting back up he launched into hp shouryken and beat out the demon! Also having trouble with my mate from work who plays as fei long.
Posted by Roboydo on March 24, 2009 at 8:46 a.m. #44
Is it me, or does Akuma's super and ultra have priority over pretty much nothing? Anyone think there is a chance in hell they will update this game (online)and change some of the more broken elements of it?
Posted by benjibean on March 24, 2009 at 9:56 a.m. #45
and is it me, or does ken hp shoryken have priority over everything?! lol.
Posted by BYAKYU20 on March 26, 2009 at 10:19 p.m. #46
Hey do you guys think it's kind of lame that Akuma has the same super and ultra?
Posted by treble on March 28, 2009 at 8:13 p.m. #47
i'm really in a pickle here, Akuma's my favorate character and I really wanted to use him. But it looks like ryu is pretty much better overall. He can take a hit and actually has an ultra that can be actually comboed into in many ways. Could someone please give me some decent reasons why Akuma is still great cuz i really need an excuse to use him.
Posted by Roboydo on March 29, 2009 at 7:38 a.m. #48
He's fun to play because you can play an overwhelming offense with him. The problem is, if you screw up, you'll pay badly for it.
He is just a faster pace than Ryu, a little more dynamic. Thing is, if I start losing with him I switch to Ryu - usually the reason why is I am getting hit a little too often. Needless to say, his glass jaw makes that not good.
Posted by treble on March 29, 2009 at 12:45 p.m. #49
yeah but ryu also has a great offensive game, but can afford to be hit now and then. He actually has a bunch of ways to land his super and ultra consistently, pretty much the same move list. Only main difference favoring akuma is that he can land a heavy shoryulken after a light hurricane kick..but is that enough to pick him over ryu. Help me out here, there's gotta be something. Or are the tiers just absolute..I hope not.
Posted by II KiiNeTiiC II on March 29, 2009 at 1:29 p.m. #50
Im having a hard time combo-ing his Light Hurricane to Heavy Shoryuken, to a fadc Burning Hadoken. I see people doing it, in vids, but on a 360 controller, after the 2nd hit of the H. Shoryuken, I know i FADC to early, and after the third hit, when I FC, I usually cant dash cancel. Can someone help with this, Its really bugging me..
Any all all tips will be appreciated.
Posted by Minicree on April 1, 2009 at 6:19 p.m. #51
Its not that noone posts its that your asking people how to do akuma's hardest combo.
its hard and all i can say is practice practice practirce and if you cant dash cancel you are either a) not holding to focus attack long enough. B) your not dashing fast enough
Posted by fatbastard on April 1, 2009 at 7:25 p.m. #52
cancel and focus attack dash cancel are two different things... geezus #21, just do the light hurricane kick right after the crouching low punch.
Posted by Calefiction on April 2, 2009 at 8:06 a.m. #53
Alright well ive seen people say its not possible to do in SF4 but after which this video and seeing for my self, Kara Demon is still possible to do.
its at 1:32
http://www.youtube.com/watch?v=c-DFWs...
question is, How the hell?
Posted by Roboydo on April 3, 2009 at 3:34 a.m. #54
@Calefiction
No one said its impossible to do, its rather easy to do, what people complain about is its crappy priority and that a lot of the time it doesn't connect, alot of times it just pushes the person across the screen instead of grabbing them.
I'm not sure if its buggy or if its by design, but it sucks and cripples him to a degree, having an Ultra and super that does that.
His super should have been his S-fireball or a super air fireball.
Posted by II KiiNeTiiC II on April 3, 2009 at 4:11 p.m. #55
Ok, so after a whole lot of practice, Im awesome, and can do it on either side. yay!!
Now, one thing ive noticed, is that depending on which hit of the shoryuken ive canceled, the burning hadoken does a different number of hits. i cant FADC on the first hit, but videos show it hits 3 times. If you Focus Cancel on the second hit, The fireball hits twice, and on the 3 hit, it only hits once.
Why is that??
And about the Kara Demon, I think it doesnt work intentionally. Neither his super or ultra hit while your opponent is in blockstun, and i think they did that on purpose.
Posted by maple on April 4, 2009 at 1:54 p.m. #56
actually when i cancel after the third hit, the fire ball hits twice. Its only if u light hurricane kick first and then do the shoryuken that the fireball will only hit once.
Posted by maple on April 4, 2009 at 7:18 p.m. #57
actually i only do the ehavy shoryuken, then just cancel it after the 3rd hit into the red fireball. I dont see why someone would ever do the light shoryuken instead in this situation.
Posted by II KiiNeTiiC II on April 4, 2009 at 9:21 p.m. #58
Sorry, Poor choice of words.
Ok, what I meant to say was you start with a light hurricane kick, then do the heavy shoryken.
After that, Focus cancelling into a Burning hadoken during any one of the folloing produces one of the following:
1st hit of shoryuken: 3 hits of burning hadoken
2nd hit of shoryuken: 2 hits of burning hadoken
3rd hit of shoryuken: 1 hits of burning hadoken
Now, apparently, the optimal hit would be on the 1st shoryuken, as the burning takes off more damage, but is very hard to combo consistently. It takes alot of practice.
Hitting on the second hit is easier, and still takes off a good chunk of damage.
Posted by yode on April 5, 2009 at 6:13 a.m. #59
@Roboydo
He is talking about KARA raging demoning, not just normal raging demon. Obviously a normal raging demon is easy to do... kara raging demon I do not know how to do. Can someone explain how?
Posted by maple on April 5, 2009 at 3:05 p.m. #60
thats interesting, i didnt know that. Are you sure that doing it after the first hit would do the most damage though? And if that is the case, wouldn't a light shoryuken after the light hurricane be more efficient, since that single hit does more damage than the first hit of the heavy shoryuken?
Posted by II KiiNeTiiC II on April 5, 2009 at 3:21 p.m. #61
Hmm. Theories to test out. In the video section, theres the video of ryu against akuma, and he does it about halfway, comboing after the first hit. I think, and im not entirely sure, that damage while you are juggling a character gets less and less the longer the combo strain continues. what that means as pertaining to heavy shoryuken fadc endings, I have no clue. =/
Posted by maple on April 5, 2009 at 3:59 p.m. #62
well i no that doing a heavy punch into heavy shoryuken, then canceling after the 3rd hit into his red fireball will do more damage than doin a heavy punch into light hurricane kick into heavy shoryuken, then canceling after the 3rd hit into red fire ball. For some reason the latter method only has the red fire ball hit once instead of with the 1st method where it hits twice.
Posted by AkumaNewb on April 6, 2009 at 5:38 a.m. #63
I am confused about the 1st hard trial, which i can't get past. It is listed here that is simply a "Focus Attack Dash Cancel", but in the actual trial i thought it is a EX focus cancel. Does this mean you have to do a EX shoryuken or EX fireball and then focus cancel, then dash before the Standing Hard Punch, Cancel into Shoryuken? any clarifification would be great! I also see akuma start to glow in the video, suggesting he is doing an EX attack into a FADC.
Posted by II KiiNeTiiC II on April 6, 2009 at 8:10 a.m. #64
Nah, EX Focus Cancel is the same as saying FADC. What it means is you are doing your focus cancel, which takes uo 2 ex bars, hence the EX notation. you have to link the kick into the hadoken, then FADC and while hard punching do the notation for a shoryuken and then hard punch again.
Posted by LoyalSoldier on April 6, 2009 at 6 p.m. #65
Akuma's special is harder to land than many, but it is still perfectly possible to land it even against good opponents. You just have pick you times a lot better. Once it hits the foe loses a ton of life.
Posted by II KiiNeTiiC II on April 7, 2009 at 4:48 a.m. #66
Yea, but againts mid to top level players, its extremely hard to land. I see two punches come out, Im stioping whatever I'm doing and jumping/warping/teleporting/backflipping. thats why kara demon is so useful. Thats why any Akuma player should devote at least some time learning how to at least buffer it from an overhead chop, or at least a Lv. 2 Focus Attack.
Posted by yogi on April 7, 2009 at 9:55 a.m. #67
@ koy
you are right, if i was decent, i can get around it, and i can defeat shoto's but its hard and its annoying. very time consuming and takes too much of my time to read those players, a shoryuken upon wake up. sometimes two Light SHORYUKEN's in a row. shoryuken to an ultra, i mean its predictable majority of the time. i use akuma too and i hate how on this guide, they reveal tactics so other people who play other players read it so they give me a hard time.
i dont have too difficult of a time cause i'd say 75% of the time, i win, but its just getting around the hadou's and reading the player.
i was akuma last night and got handed to me by guile. seriously, im used to playing against ryu, ken, akuma, gouken, and sagat. but when i faced this guile, he wasn't ordinary, very rare he would throw sonic booms, majority of his attacks were normal attacks, and for some reason they were getting through, i couldn't read him, any tips against guile?
Posted by yogi on April 7, 2009 at 1:30 p.m. #68
@koy
no scrubs here, i can play, i can get around projectiles. i dont have a problem with spammers, but even if i win, it doesn't feel like a win. im not using MY technique, im using the ANTI-SPAM technique, which is FOCUS CANCEL, DASH, JUMP+HK, JAB JAB THROW. I hate playing like that, im just as cheesy as the person spamming. you mean to tell me that you enjoy playing spammers? when you play a spammer like that, there's only one way to win and that's be just as cheap.
Posted by 3sSupreme on April 7, 2009 at 2:32 p.m. #69
Akuma is beastly in this one. His rushdown is great but his stamina is even worse than 3s. I wish they'd add 3s characters with a DLC. Add in the precision frame catching in 3s and i don't think anyone would see my Makoto!
Posted by koy on April 7, 2009 at 4:15 p.m. #70
@yogi
alright i'll agree with you that its not really a satisfying win, im sure no decent player enjoys those kinds of matches. But the game only recently came out so most people probably don't know any better yet, i'm sure eventually we'll see less and less of that. A plus though is that the more battle points we earn the better the people we play so there probably won't be alot of that higher up the ladder either. I may have been overly haisty when I said u were a scrub, u seem like u know wat ur talking about, Im just used to actual scrubs rambling on about things they think are cheap when they don't no wat they're talking about. Besides, its not like im that great a player or anything, i recall losing to a few E. Hondas. :P
Posted by yogi on April 7, 2009 at 4:31 p.m. #71
@koy
dont worry about it man. i know it gets frustrating when "true" scrubs complain. but i know some high level players that hate that. i say i'd lose to an E HONDA cause i've had hard times against honda's all the time. they are pretty good and know what they are doing. you are right about the battle points, spammin projectiles can only get you so far, and then higher level players know what to expect. i've encountered a 6000+ BP spammer, and i'll admit defeat. do you play on PSN?
Posted by Shun Goku Satsu on April 8, 2009 at 10:07 p.m. #72
Glad the author took out the initial bias in this guide. He's a really good character with some great tools, but he's not overpowered or too good at all. He's up there, but I'm sceptical of the 'S tier' place he got a while back.
If you look where Momochi is at, you'll see Akuma is simply a really solid character like Chun Li... unless folks think Momochi is not successfully tapping Akuma's real potential.
I have to say he's a very rewarding, interesting and enjoyable character to play. Amazing links and normals on top of his Specials.
Posted by fortified on April 8, 2009 at 10:47 p.m. #73
Could someone give me some tips on doing akuma's super and ultra without the 1st punch coming out? I see people doing it on youtube and I can't seem to do it that quick. If there is some kind of trick that can make it easier it would really help my game, advice would be much appreciated.
Posted by yogi on April 9, 2009 at 7:35 a.m. #74
@fortified
Jump towards opponent and hit the LP LP => LK while in the air and hit HP when you land. If you time the jump right while inputting the commands you'll be in sync when you hit HP.
Posted by yogi on April 10, 2009 at 9:47 a.m. #75
@ kartman
in trial mode, you'll see dan's health bar, everytime you hit dan, you will see a yellow border around the bar that moves from the time to dan's picture. right when that yellow bar reaches the end of the life gauge, hit the next command. this is called the HEALTH BAR trick, which can be found on GAMEFAQS.COM - i hope this helps.
Posted by rankedBPonline=stupid on April 15, 2009 at 8:23 p.m. #76
play player matches... ranked is the way to go if you want to play ppl that spam/lag to win games 90% of the time (you have to luck out to get the "real" players online as most can't stand online because of lag)... its like this with most games. If you really want to be playing "good" ppl that "don't spam" than find your nearest arcade... or luck out you find someoen with a perfect connection who is good ...lol.."personally NEVER seen a green bar...sad...I know."
That being said, playing "spam" players is irritating.. none more so than Lariat spam geif. Its not that he's that hard to beat. Its just his lariat has priority over all of your jump-ins/cross-ups. He can spam out grabs in the middle of your block stings (unless you have a green bar every once ina a while you ARE going to miss on a block string and the SRK/command throw spammers WILL hit you). This all leads to playing a game of jump back wait for lariat n sweep. Wait for jump-in SRK. Shoot EX fireball, jump near and HK(far). If it hits, go into a combo (HK(far), c.lp, c.mp, lk tatsu, HP SRK works well if you don't feel like using meter). And if it doesn't hit you just simply jump back out. Point is I DO understand the annoyance at fireball spammers/other type of spammers. It makes you play a certain way that just feels...stupid. Even if you win all you say is "well... I guess I didn't get beaten by a horrible player that spams the same move." Its a lose-lose. You win...and you wasted your time. You lose, and you feel like trash for a little while...lol.
Posted by rankedBPonline=stupid on April 15, 2009 at 8:42 p.m. #77
@ fortified.
For jump ins into demon (not used THAT often... only if you expect a sweep the MOMENT you land or you just jumped a fireball with enough time for demon to be guaranteed or your jumping an ultra..etc etc) jump and press LP repeatedly while in air. Then the MOMENT you land... press (back or forward dependign on the version of the demon you want to use) AND lk hp AT THE SAME TIME. This should get you to use the move EVERY time the instant you land. Whomever it was that posted something above MIGHT be right on how it works (I honestly don't know...) but this DOES work and its better pratcie for getting the move out in other situations as lp, lp, back+lk+hp is the fastest way to get the demon to come out.
Another way to get it to come out without hitting them is to do a "dashing demon" which would be inputting a forward or backward dash and during the animation press lp repeatedly (as you did when jumping) and press back+lk+hp the moment you stop the dash motion. This will give you the demon and make sure you don't accidently hit them. This same pounding of lp and then pressing back+lk+hp works while on the ground as well. (but only do it if you anticipate a sweep).
As an anti-air move the best choices are to A. press db (downback) c.lp,c.lp (pound these out until you are ready to execute the move) and then press ub (upback)+lk+hp when you are ready to use the move. This does three things for you. It gives you a lower hitbox, so they are more likely to throw out a kick/punch early allowing you for a VERY easy demon...it lets you be lower so your jabs don't accidentally hit them...and it allows you more time to see what they are doing from their jump-in (beware though... if you DON't land your demon since you are low crouching you will be hit because jump-ins hit as over-head... and make sure to time it so they are JUST about to hit you with thier attack to use the demon. That way your demon's invincible frames will make it so you don't get hit by the jump in. Time it too early or too late and you will be hit). B. you can do a BACK-dashing demon. Forward dash is possible but it can end up mak-ing you dash INTO their kick if timed wrong...not fun..So do the "dashing demon" backwards and you will be dodging their foot and countering with the demon upon landing. C. you can just do a normal Kara-demon. This is, in my opinion, the hardest and move timing required of the three options (as well as very very annoying to try and do on a xbox controller...so if you don't have a stick you might not wanna try to worry about using his kara-demon TOO much.
Posted by rankedBPonline=stupid on April 15, 2009 at 9:03 p.m. #78
The kara-demon (probably mentioned earlier somewhere..but I'll repeat either way).. is to do his forward mp and during the frames BEFORE his first hit of this you press lp, lp, back+lk+hp. Its just a matter of learning to press the buttons fast enough to get the demon to come out BEFORE it starts to hit them... Because the MOMENT you hit someone they can jump out of the way of your demon 100% of the time (aka...you CANNOT combo into the demon without a FA crumple...anyone who says otherwise is just plain WRONG....).
@kartman.. what yogi said (except generally you should avoid sites like gamefaqs gamespot etc when trying to learn information about fighting games..lol..). Its all timing and spacing. Only his HP(close) will hit after the a lp/lk...the HP(far) is NOT what you want... and sadly for you this is one of his hardest links to do. But the damage between hitting this and c.lp, c.mp instead is worth the effort in my opinion. With akuma's low health you need to make sure when you perform a combo you are getting the most out of it you can. Another way to time it is to watch the arm.. when he punches out and then brings his arm back in..time it so as he bring his arm back in you are hitting HP. If you are close enough he will do the HP(c) as you want for the trial.
@yogi... if you are hitting a FA/dash I assume you SHOULD be getting a crumple (or are u just saying you are doing it RANDOMLY or you FA-ing through a fireball???).. anyway... if you are getting a crumple you should NOT be throwing. You are losing a LOT of guaranteed damage if you are throwing. If you are saying you are dashing through a fireball though try mixing up a sweep so they start blocking low. Once they block low on GUESS-reaction then you can start getting j.HK to land and combo out of it from there.
And about guile... Guile can be pretty annoying at times. But there are a few thins to remember.... first, you WILL win a defensive battle. SB is FAST, but you can use a HP red FB which will beat ALL of his charge options. So if you are at LONG range... FORCE him to come to you. DO NOT go to him. Akuma's low health makes it hard for him to take random hits from anti-air's ect. That being said, bait his flash-kicks. A missed flash-kick means free BnB for you. Bait his double low sweep. Block the first one and if he attempts the second part of the sweep then Demon/FA him. After you do this once or twice he will NOT try it again. CLOSE range cross-ups. His flashkick is a deadly anti-air, especially against weak def. akuma, so random jump-ins are a no-no. But if you can find times that you KNOW he doesn't have a charge...such as staying RIGHT outside his sweep range and waiting for a SB to FA through... you can cross him up without much issues.
Posted by same poster..lol.. on April 15, 2009 at 9:12 p.m. #79
Start mixing baiting of Flashkick with actual cross-ups so he starts throwing out Flashkicks in an attempt to hit your ASSUMED jump-in. Also remember if he is MOVING forward (not jumping...while jumping he CAN get a charge mid-jump by holding db) he does NOT have a charge. It will take him 1-2 seconds of having STOPPED moving to get that flashkick charged. this is a good time to go for a cross-up as well. His normal moves are actually not that bad, but most of them can be FA into a crumple or at least have you FA back-dash away. And don't be afraid to just sit there blocking. His overhead isn't something to be feared honestly...its VERY similar to Akuma's overhead..and is a WEAK option compared to hitting you with a low. (remember also... that all of his moves that can chip-damage you require a charge...so blocking is your friend).
And if you EVER EVER EVER get cornered... just teleport out. Akuma was given the move to get out of the corner..that and to get away from someone without a fireball/ultra/super that is standing on top of you after knocking you down. Guile can do some crazy damage in the corner if they are using his FADC correctly..so don't get stuck.
and if guile trys to follow his SB with dashes... just teleport behind him once he gets close. Its a risk to attempt a red-fireball (as if they expect it they will jump and punish) but its also an option.
Posted by one final comment on April 15, 2009 at 9:20 p.m. #80
just like to add that its a GOOD thing that other ppl learn about how to play as/against akuma. without this information you will always know that you are winning simply because of lack of knowledge and NOT because you are necessarily more skilled than the other person. Yes, knowledge is power, but also realize how often you'd probably get your ass handed to you if you never knew to bait balrog with a fireball and the moment he uses his dash punch or headbutt to throw out your raging demon to catch him. Or how hard it would be to play vega if you didn't understand how his wall-jumps worked. Or how EVERYTHING blanka has can be punished by the demon once you have it. You PROBABLY didn't learn this on your own. You learned it because you saw someone do it, you read about it, or you lucked out and found it SOMEHOW. IF people didn't share information than you'd just be sitting there unhappy that you "can't do anything" against a certain character rather than being annoyed that someone else learned how to counter a cheese tactic..lol (if it weren't a cheese tactic it would be a mix-up...like a cross up...where its still a 50/50 as to them guessing how to counter it correctly).
Some things I've learned on my own...some I've even taught others, and yet others I've learned FROM others. That is the way a good community works. Not hiding tactics (although if you plan on winning a big tourney for huge cash I guess its okay to maybe keep a few tricks up your sleeve :P)
Posted by repeatsin on April 22, 2009 at 4:58 p.m. #81
add that his medium and heavy versions of his spin kick go through fireballs except during startup and ending frames
Posted by PSN:x20centx on April 23, 2009 at 9:59 p.m. #82
Akuma ULTRA ranging demon can go through all dmg if it is timed perfectly but it is really hard to pull, i mainly play Akuma and i dont use ultra much unless im sure to hit or do a critical focus hit like this guide is explaining because it is really hard to grab someone with but it can also counter attack easly some attacks, example ryu do a Metsu Hadouken just infront of you, and you manage to time Ultra Ranging demon right after the metsu animation it will dodge the Metsu and grab Ryu GG. PS only ULTRA goes through stuff
Posted by akuma sux on April 29, 2009 at 6:08 p.m. #83
because blanka and fei long dont throw cheap ass projectiles.
no but seriously, blanka is a very good character in the right hands. fei long is very quick and agile, i've seen a video where a hadou didn't even touch him.
to defeat blanka, you have to anticipate when he will be doing a roll. you can fake him out with LP AIR HADOU's which will make the fireball guard you closer as it SLOWLY touches the ground which gives you enough time for a cheap ass cross-up. immediately when you see blanka do an ultra or a super, teleport to the opposite side. make use of hurricane kicks linked to a shoryuken. you wont have to worry about electricity unless you get crossed up. other than that, keep your distance and watch out for the beast slide.
fei long is fast. i use him and i haven't been beaten with akuma so i really wouldn't know how to lose with him.
Posted by blablah on May 1, 2009 at 7:14 a.m. #84
for blanka learn to punish his ball with your ultra. Its key to the match-up. If you can't your gonna have some troubles. Also.. his normal ball is easy to hit him out of... its the EX version that can be a problem. But again... you can punish the hell our of his ex ball with super/ultra. Not only watch OUT for the beast slide... but bait it and FA it for a free huge combo. Bait...such as if you see he's using it to lside under your fb's... throw a fireball see him slide.. walk a little close.. do a little duck.. then start your FA charge. A lot of the time he will slide towards you during this time and you'll get a huge combo. Playing blanka with akuma is all about reading his options. And while crossing him up is great, you have to worry about him doing his electricity on wake-up. So I'd say a better choice is to just Red fireball him on wake-up instead of any cross-up attempts. Also.. if he tried to electrify you and you were a little too far away. Depending on range you can and should sweep or SRK him. Both will get you to not be harmed by the electricity.
Fei long i don't know as much about because he's not an arcade character. As well as from what I've played on consoles..seems nobody uses him almost..lol.
and if someone is using a metsu hado right in front of you in wake or something.. they are your typical scrub trash ryu and shouldn't be an issue. You can even SRK them on wake if you felt like it. seriously must be stupid or just plain bad o use ryu's ultra anywhere but in a combo/anti-air.
Posted by akuma 101 plz on May 3, 2009 at 12:43 a.m. #85
k i love playing the game but ive never been a real tech type of player i just know how to do the basic move sets, teleport, fireball, hurricane kick and the supers and ultras so i wud really appreciate it if somebody cud tell me how to dash into a move or cancel so i cud stand some what of a chance online since ive been nothing but get owned all over. please what is the dash or the cancel or the dash cancel i dont really know what its called or how to do it.
Posted by ragingkano on May 3, 2009 at 6:04 a.m. #86
!! - to fight akuma in arcade mode, u need to unlock everybody besides akuma, seth and gouken, once that is done u can complete arcade mode with any character but u must get atleast 1 perfect and not loose a single round
Posted by ragingkano on May 3, 2009 at 6:07 a.m. #87
Ultra needs to be used wisely, try fireballing ur opponent to cause him to jump towards u, once he is in the air unleash the Raging demon
Posted by ragingkano on May 3, 2009 at 6:08 a.m. #88
akuma 101 - to cancel u need to either over lap ur move with another or simply press back back while in the middle of ur move
Posted by akuma 101 on May 3, 2009 at 7:27 p.m. #89
thnx ill try the back back but how do i over lap a move, do i just simply memorize the look of a move and try to start the second one during it? o and does the short cut for akumas ultra work. im good at doing it normaly i always hit with it, ive just heard about the short cut the other day the lp lp then press <-- lk hp at the same time.
Posted by AKUMA_ASK-PSN on May 8, 2009 at 1:03 p.m. #90
Does any one know a bloody way to go into a good combo after a crossup. A combo that does a decent amount of damage. The light spin kick and hard dragon punch do not connect unless they are standing. Any suggestion for when they are crouching.
Thanks
(Don't repeat the cross up combo showed above)
Posted by ??? on May 8, 2009 at 2:47 p.m. #91
just a Q, y do pros like momochi do light kik light punch medium punch, y dont they just do 3 lite punches wile crouching near the opponnt. just wandering lol.
does it help in any way, any1 kno?
Posted by Juanking99 on May 8, 2009 at 7:52 p.m. #92
a nice surprise attack can nbe jump crossup medium kick and while the kick hits input de ultra or super if done correctly can be linked when akuma hit the ground and bam nice attack combo
Posted by II KiiNeTiiC II on May 9, 2009 at 7:22 p.m. #93
JuanKing, are you sure that works? I would assume the kick would put them into blockstun, and you would push them across the screen. Then they could just Jump.. :(
Man. Being an Akuma player is hard work.
ごうきはだめでわありません。。。
Posted by Juanking99 on May 9, 2009 at 11:07 p.m. #94
well kinetic from my experience the super dragon rage somehow grabs easily than ultra so u basically can do the following----Jump towards the opponent so when u hit the ground ur next to ur opponent if u input the super move and when u hit the ground it will hit....try it and tell me ur opinion
Posted by II KiiNeTiiC II on May 11, 2009 at 10:57 a.m. #95
Ah. I see. As long as there's enough time as to where the opponent isn't in blockstun, It's cool. =]
Posted by II KiiNeTiiC II on May 11, 2009 at 10:34 p.m. #96
Gah. I'm on XBL. =[
Posted by LoyalSol on May 13, 2009 at 9:42 p.m. #97
Best way to stop Balanka from ball attacking you is to c.LP him out of it. ;) (If it isn't an EX-Ball that is)
Posted by Juanking99 on May 14, 2009 at 11:06 a.m. #98
the same can be used to stop chun li`s multiple kicks or dictator`s psycho thingy
Posted by Gibbon on May 14, 2009 at 2:37 p.m. #99
Just wanted to ask everyone about an observation I've recently had. I never really played SF3 before, but I'd gotten a bit burned on SF4 and needed a change so I figured I'd try messing around w/3rd strike on GGPO. As I main akuma, I obviously started with him on 3rd strike and noticed some execution differences. Any 3rd strike players out there notice that any of his combos that end with hurricane kick into DP are absurdly easy to pull off in 3s compared to SF4. I've finished all the trials and can do most those combos pretty much on command, but it just seems like the timing is more strict in SF4. Admittidly I'll occasionally miss the hurricane DP juggle in SF4, but never in SF3. I'm def not a SF3 fanboy so don't flame me as I just started messing with it. Just wanted some feedback as I thought capcom was trying to make the execution easier in SF4 than SF3.
Posted by Juanking99 on May 17, 2009 at 7:49 a.m. #100
the timing for combos in sf4 is the most strict of all games ive played, fractions of a second can cause you to miss with akuma or the hurricane kick juggle or if u ean tto cancel a low dragon punch after a hurricane kick for a red fireball, in my case time to time i miss the fireball and that just piss me off =P, and ur right ins 3rd strike the timing is easier to catch but combos in sf4 have more hits thats for sure
Posted by Moryce on May 18, 2009 at 7:48 a.m. #101
last time I play with a friend, we used both Akuma, and we had some strange bug during a single match :
we made Ultra both, and it was the first Shun Goku Satsu which throw up the second !! WTF ?!!
(to explain cleary, he made Ultra first, and then I made reversal Ultra, and he throw me !!)
and next round we made the same experience 0_o
but back to another match, the bug disapearring and the game back to normal (as usual, the second Ultra throw the first)
can someone understand what's append ?
Posted by Jej on May 19, 2009 at 12:08 a.m. #102
yeah I think that's a casual bug too
yesterday I was telling that to an another friend, and he tell me an other story of an other bug with this same ultra !! (seems this Shun Goku Satsu is full of different bug lol)
he was playing Gouki, made the Ultra against an Abel player, this one back jump and air kick with the good timing and... surprise !! the Shun Goku Satsu absorb the kick like a focus ! (with the absorb light effect etc)
he should take the kick damage or if this one have a bad timing, he should throw as usual, but here, it was like a FADC (but he haven't made a FADC)
too bad that this kind of bug screw and reverse a match.
Posted by Ultra on May 27, 2009 at 7:08 a.m. #103
Akumas ultra has a bug when you cancel a move into it, they just slide across the ground.
Its stupid, you should be able to link into his Ultra!!!
Posted by benjibean on May 27, 2009 at 3:01 p.m. #104
if you jump in hard punch, light punch then ultra you get 590pts of damage on ryu in training mode, is this classed as 1 combo? i dint think you could combo into his ultra without lv3 focus attack, forgive me im noob.
Posted by II KiiNeTiiC II on May 27, 2009 at 9:08 p.m. #105
Well, by a combo, they mean that the attack is linked in, so that it can't be blocked. Akuma's Ultra does 27 hits. If you Lv3 Focus Attack, then Buffer the combo into the dash, it shows 28. That means that the opponent couldn't block it. The opponent would be put into blockstun and pushed a few frames before he would be able to jump and evade the Ultra.
Posted by LoyalSol on May 27, 2009 at 11:51 p.m. #106
@ Benjibean
No that is not a combo. Only known way to combo into it is to use a Focus attack.
Posted by benjibean on May 28, 2009 at 12:36 a.m. #107
ok so does that mean that it can be blocked/jumped or reversed any other way unless lvl3 focus attack?
Posted by AMUKA on May 28, 2009 at 9:57 p.m. #108
I hate facing blanka. I havnt been playing long, and when I see they are going to use blanka I know they are going to be sliding all over the place. What is a good way to counter this when you dont have super/ultra saved up?
Also fei long is fast, just keep him at bay, that seems to work with me. When he gets close, teleport away then spam some more :P
i used to hate Zangeif. But an easy way is to do red fireballs, he usualy spins through them, then do a heavy spinning kick, then teleport away. They usually dont fall for it again. The do the demon jump,hp,l.spiningkick,hdp
Posted by LoyalSol on May 29, 2009 at 8:19 p.m. #109
@Benjibean
Yep. Exactly what it means.
The Ultra Demon is only inescapable when the other player has a delay from a previous action. The super demon can catch people if you use it point blank (and I mean you can't get any closer) though it takes a lot of work to get that close.
Posted by Medium Sexy, the Nash Killer on May 31, 2009 at 4:48 p.m. #110
I once pulled off an Ultra SGS against a standing Ryu who was too close and thought his Ultra Hadoken would hit me as a reaction...by the time he threw it, I was past his hands and got the KO.
Posted by sapphi on June 13, 2009 at 10:48 a.m. #111
Had a match a couple minutes ago where I (accidentally) cancelled a hp dragon punch into a Super Demon. I dont know if it would have linked because the first dragon punch hit got blocked. Any ideas?
Posted by gunnah on June 15, 2009 at 8:46 p.m. #112
its easier just to do focus attack then ultra raging demon but the best combo is jumping hard kick, crouching medium kick, light hurricane kick, hard goshoryuken, ex focus attack cancel, hard hadoken, ex focus attack cancel, ultra raging demon
note down takes 4 slots of super meter
also the hard hadoken will kinda make the enemy pause so he cant move when u do ultra raging demon this is also best used on people who block to much or charge characters.
Posted by benjibean on June 25, 2009 at 10:22 a.m. #113
recently i have been using the super alot more, just because its seems to be so much faster than the ultra and it can surprise people used to jumping after the delay from the ultra.
going to get a my first stick tomorrow, finally start practicing the proper combos and kara demon!
Posted by Falxon on June 28, 2009 at 2:12 p.m. #114
By metsu I'm guessing you mean Ryu's ultra, if you're close enough you can counter ultra Ryu's and as you grab him you'll see the Metsu-Hadoken trail off the screen behind Akuma.
If you're too late or too far away however it will hit you, Akumas ultra is better used defensively in my experience as it can only be pulled off successfully (to actually hit) during a frame where your opponent cannot jump out or priority hit you out of it.
Posted by Ez on July 30, 2009 at 1:47 a.m. #115
You can utilise the raging demon very successfully after teleporting behind the opponent using the fdf 'triple K' (as opposed to triple P). I find this is best when the opponent uses an Ultra.
When slow motion comes on during the opponent's ultra, keep doing the teleport commands and you will save your ass at the last moment whether it is a super fireball or bash combo, then raging demon as soon as you are behind the person.
Easy.
Posted by Bushin22 on August 15, 2009 at 7:30 a.m. #116
Well... Akuma was good on the Alpha series,but he was very nerfed in this game IMO.
Something i can say about his Ultra, is that it's a favorite of great players that can use it well and Noobs that want to be cool...
You just go all the way directly to your opponent somewhat fast ,but you're defenseless when you use it,anyone that gives value to his ability can find a easy all of dodging that.
Jumping,fireballs,hitting him,or even cancelig your Own Ultra(my personal favorite).
Most of the people that use him,do it because he's a Demon and looks strong,without having the ability to use it corectly.
Posted by cuttyb 87 on August 28, 2009 at 9:43 a.m. #117
anyone having probs against RYU here how to dictate the match.
1. don't spam fireballs cuz he will win
2. demon flip only when nesscasrry
3. don't make mistakes combos take major damage but u have to teleport away at times
Posted by Wahcha! on September 2, 2009 at 11:11 a.m. #118
You know what I learned when I played Akuma?
You HAVE to play offensively, because turtling causes you to get destroyed.
I knew a guy who thought he could turtle.
It was funny. :)
Posted by TheJokerHAAHA on September 16, 2009 at 3:12 p.m. #119
This comment is for yes4me. You should use your air fireball as a setup for combos. What your describing is what most rookie Akuma players do. It can be a decent weapon to jump back and fireball, but your not taking full advantage of Akumas strengths. After launching an air fireball, follow up with a demon flip attack. This follow up gives you the most options. You can do the regular trip, hit with a punch that has guard breaking properties, kick that can lead into some devastating combos, or grab if you notice your opponent is just going to block. The best option is the kick though, since there are more options open to you when the kick lands, or even if it's blocked. Comment back and let me know what you think or if you have any more questions.
Posted by TheJokerHAAHA on September 18, 2009 at 2:20 p.m. #120
Don't worry about it. Akuma is a difficult character for everyone to master. It can be a little difficult to overcome the fact he has almost no health and his best strategies involve putting him right in the fight quickly and often. You probably play a more balanced style that is more to the liking of characters like Ryu, Ken, and Sagat. Personally I've always been of the opinion that if you can master just one character and win consistently you are a good player. Just keep pushing yourself and I'm sure you'll do great in the end.
Posted by Don on September 18, 2009 at 11:12 p.m. #121
Don't forget the Kara-Demon.
Standing Hard Kick or Overhead chop can be karaed into either Super or Ultra.
</oldnews>
Posted by Flarf on October 1, 2009 at 4:01 p.m. #122
How much would you Anooba users suck without those super-easy supers?
Posted by Cuttyb87 on October 2, 2009 at 2:48 p.m. #123
He can't kara anymore man damn
Posted by cowboy_soultaker on October 3, 2009 at 11:13 p.m. #124
@flarf
If you are getting sucked into a super on the ground, i feel bad for you.
Posted by @124 on October 3, 2009 at 11:33 p.m. #125
Not really. It's got a one frame start up so if you're playing an aggressive akuma up close and personal, you can get it to land pretty much everytime.
Posted by Don on October 5, 2009 at 2:58 p.m. #126
I'm telling you, he can Kara.
Youtube it.
Posted by cowboy_soultaker on October 8, 2009 at 2:44 p.m. #127
yes, raging demon can be kara'd out of hp and hk. doesn't mean it links. It's just a fake out, kinda like empty jump into raging demon (which works now and then heh).
yeah, if you are guarding, and he, at point blank, gets the super off i believe thats unavoidable. so? it's not like akuma is the only one with traps (if you can call that a trap).
Posted by Akuma on October 31, 2009 at 2:02 a.m. #128
Eventhubs should also note that the EX Red Fireball (Shakunetsu Hadoken) can be linked with a Hard Punch Shoryuken (and it doesn't have to be in a corner). A good 5 hit combo for good Akuma players is....
Level 2 or 3 or Ex Focus Attack (to crumple opponent)
Ex Red Fireball
Hard Punch Shoryuken
(Requires 1/4 or 3/4 of Super Gauge.)
This combo can be expaned further. Once you've got the timing down for this combo, learn how to focus cancel after the Hard Punch Shoryuken. Input the controls for a focus cancel as soon as the Shoryuken connects. If you are quick enough with the controller, you can link another red fireball after the hard punch shoryuken. The combo would be....
Level 2 or 3 Focus Attack (to crumple opponent)
EX Red Fireball
Hard Punch Shoryuken
EX Focus Cancel
Red Fireball
(Requires 3/4 of Super Guage.)
Moreover, these two combos can be combined some of Akuma's bread and butter combos, easily making an 11 or 12 hit combo possible with Akuma. If you have an opponent in the corner, an ex hadoken can be linked with a hard punch shyryuken too, like eventhubs already said. This sets up some crazy combos when combined with the two combos above. One good combo is....
Jumping Hard Kick
Crouching Medium Kick
Ex Hadoken
Hard Punch Shoryuken
Ex Focus Cancel
Red Fireball
Few points of note...
You don't have to land the focus attack. I do because it give me time to use the combos. If you can land that slow ass red fireball without it, then don't use the focus attack.
Also, you can use any of the versions of the red fireball (light, medium or heavy).
Will post more soon.
See ya.
:D
Posted by Akuma on October 31, 2009 at 2:08 a.m. #129
I forgot to add in one thing. You might want to buffer the shoryuken in the combos above. Use the shortcut to do the shoryukens, which is tapping diagnal forward twice (rather than the normal shoryuken motion). Also, when I said you can use any of the three versions of the red fireball, I meant AFTER the ex focus cancel. I didn't mean to contradict myself.
See ya.
:D
Posted by mansoor on October 31, 2009 at 8:30 a.m. #130
i see that u guys have trouble gettin the ultra done....as an advice from practice the ultra in a way in which u could do it as if u were pressin one button....after acheiving that....whenever u sence the opponent wats to give u a meduim kick or so do the ultra in a flash and ull find ur slef gettin him with a 27 hit combo!!!
good luck and ejoy the demon within u!!
Posted by el cbron on November 1, 2009 at 10:01 a.m. #131
putos
Posted by Megatonbeef on November 2, 2009 at 1:48 a.m. #132
I miss the demon's Kongou Kokuretsu Zan that was a damn kick ass move, even though It wasn't easy to land consistently.
Posted by destroyer akuma on November 4, 2009 at 11:30 p.m. #133
please i am new guy,can someone tell me what did they ment with those 3x punches,should a click all 3 butons at the same time or what?I am using Akuma because his ultra is only ultra i can perform.And i love nim more than other characters af course
Posted by Megatonbeef on November 5, 2009 at 7:27 a.m. #134
Akuma doesn't need to use the 3x punch or kick buttons. Other characters can use them to preform thier ultra's, Ryu has a down, forward, down, forward 3x punch. You can do it by either pressing all 3 punch buttons similtaniously or by setting a simgle button to 3x punch if you prefer.
Posted by caribbean gamer on November 6, 2009 at 8:11 a.m. #135
i don't get the HK cLP low hrricane kick into hard dragon punch combo. i wiff the cLP all the time. can someone tell me what i can do to help me get it down pls. i only get the dragon punch after the HK for 5 hits.
Posted by @ caribbean gamer on November 8, 2009 at 7:57 p.m. #136
Crouching light kick not light puch. MAke sure your as close as possible while still far enough away to preform the 2-hit spinning hard kick.
Posted by n0-Ha'doh' on November 8, 2009 at 7:58 p.m. #137
LOL Akuma's new alternate costume should be a Morrigan Aensland outfit. They have the same fireballs the same uppercut and the same comand for thier super attacks.
Posted by shangriLOL on November 12, 2009 at 6:52 p.m. #138
In 3rd Strike, Akuma has a ground-pound super art, needs both super bars. It was Down, Down, Down, Px3 (all punch). I'm able to pull it off in SF4 with a bit of warmup. You have to push down,down,down ridiculously fast for it to come out. Not sure if you need full super and ultra, or just one of them full (though I'd imagine its both).
Didn't see this on the move list, and its clearly a hidden move. Whoever the admins are need to add this - I haven't found a mention of it anywhere on the internets.
Posted by hyperbomb on November 12, 2009 at 11:23 p.m. #139
@ Shangrilol ur full of $hit
Posted by alecsone on November 13, 2009 at 4:56 p.m. #140
hey guys you should try my trick,during a fire ball war which i love, you can use lk demon flip to jump over and dive kick the floor, many players will try to jump in on you,but im already rolling the joystick if they jump you can shoryuken them quick as soon as you land just hit punch as sson as the dive kick hits the ground. You can also store lp's as fast as you can while the dive kick is on its way down and hit back and the other two buttons as soon as you hit the floor, this is great if you notice your opponent has atendency to jump back and away from demon flip spam, they jump away from the flip but the ultra launches before they can jump again
Posted by Alecsone on November 13, 2009 at 8:26 p.m. #141
Also don't let forget I thaught about it even more when I plaTed tonight the way I use it the most is with my demon flip mix up, I don't always look for dive kicks into the face u also target the demon flip dive kick as a fast close combat cross up and land shoryukens right after just Like a reflex,but there's nothin better than and I seem to do this alot, than to saprise your foe at the end of a close game off head hunting with that demon flip dive straigt to face and teleport to safety or huricane into well you know but anyway suprise them by targeting the dive as a close cross up at the floor just behind them, and trust me a couple a frames is all you need as long as you bust it right next to your opponent. You'll catch en doin slow ass hard low kicks with the eyes popin out out or if you been trading hits all game it's funny to see there so called safe lp shoryukens fall right into a dive kick cross up right into demon
Posted by alecsone on November 14, 2009 at 4:08 p.m. #142
right into a dive kick cross up with me hitting lp rapidly and as soon as it hits the dirt right behind that wiffing shoryuken or whate3ver they try. push away and lk fp and if you aim true and bust the ultra raging demon as a precision cross up you will beat out lots of stuff you just have to time it andland it right next to them,its so much safer than trying to catch on a landing or on wakeup, way to risky my way is vicous and fast with an ex flip, or light gets all the time, i use it alot you dont realy always need ex flip, from right in front of there face to right behind them,aim and spam there face even eat a dragon punch just all of the suuden target for behind them keep spamiing flips untill you get that perfect floor shot, if you hit them teleport out or combo if safe and flip it till you hit the floor just behind em and then I lmfao
Posted by cuttyb87 on November 16, 2009 at 7:08 p.m. #143
does the dive kick have cross-up potention and if it does which one? I have do the demon flip with the meduim kick I will land in front but I f I do it with the hard I land at an odd angle?
Posted by Houki Gouki on November 19, 2009 at 9:06 a.m. #144
EX Aerial Tornado Kick destroys Vega, although many characters destroy Vega, so the point is somewhat moot. Still an awesome counter against jumpy characters.
Post a comment