You're not logged in | Login / Register | News Filter | Submit News

VsDenjin's Akuma writeup wins February guide contest

Posted by DreamKing23
February 18, 2012 at 2:45 p.m. PST
VsDenjin's Akuma writeup wins February guide contest The latest winner of the Eventhubs forums guide contest is vsDenjin. He will be awarded this month's $50 for his Street Fighter 3 Third Strike Akuma guide.

VsDenjin covers normals, special moves, supers, combos, general strategy and plenty more in incredible depth. This guide is neat and organized complete with sprites and pictures displaying each move which proves perfect for anyone looking to main Akuma in Third Strike.

If you are interested in writing a guide for next month's contest or you're just looking for a place to level up and gather information, visit the forums section here on the site.

All games, including non-Capcom games are eligible for this prize and this contest is held monthly.

Here's a piece from vsDenjin's guide.

Air Fireballs

Air fireballs are a great way to pressure your opponent. You can force them to try to preemptively beat them out by zoning with them, or you can use this on your opponents wake up. When zoning with an air fireball, it's best to understand that this tactic is not to be relied on, and that it should be used when your opponent feels they can begin advancing on you. When this happens, a jump-back or neutral jump air fireball can stop their progress, and if they were in the air, you also score a knockdown. Don't become obvious with this tactic though because a parried air fireball could mean trouble, and remember to throw one out as late as possible to maximize safety. Air fireballs can also be used on your opponents wake up, which does a number of things for your pressure game. One, it prevents your opponent from anti-airing. Once you scare them away from this tactic, pressuring with other methods will become much easier. Remember that this can be parried, so going for a fake air fireball is also effective. If you do it low enough to the ground, Akuma will start the animation and make a voice cue, but the fireball won't come out. This is pretty tricky to deal with and can set up a low attack, a throw, or even a Raging Demon. Also, if an air fireball connects, you can combo after, and if it's blocked, you can continue pressuring with a Demon Flip cancel, a hit confirm, or a tick throw. Remember to mix these strategies up to keep your opponent confused as to what you will do next.

Comments

Nader886's avatar
Nader886 said on February 18, 2012 at 3:49 p.m.

i am lovin this! he should make one for ken also haha =p

#1
Ninjanuity's avatar
Ninjanuity said on February 18, 2012 at 3:56 p.m.

YAY FOR DENJIN! But I haven't seen him around the forums in quite a while..... :(

#2
Default avatar
THE_GODDAMN_MASTER said on February 18, 2012 at 4:12 p.m.

Huh. Apparently people still play this, despite the fact all the fanboys kinda shut up about it a week after release.

#3
WinstonChurchill's avatar
WinstonChurchill said on February 18, 2012 at 4:12 p.m.

Congrats :D

#4
Default avatar
Raven said on February 19, 2012 at 5:22 a.m.

Superb guide.....documents every facet of Akuma. I wish we could have a guide like this for every character in SF4 (not sure if you guys actually do, sorry). I love it.

#5
anon1010's avatar
anon1010 said on February 19, 2012 at 8:45 a.m.

@3
Maybe it's cause they're all busy playing it. I'm waiting for my turn in a lobby as I'm typing.

#6


Post a comment

You're not logged in, you must Login to your account to post a comment.

If you do not have an account, you need to Register to comment. It's a free and quick process.


Follow & Search EventHubs
RSS Twitter Facebook
Live Streams
Name  Viewers 
CafeID Korea 260
PJS Winning 206
8WayRun 63
TBT Gang 35
Bifuteki 34
Game-Specific News
Submit News | Advertise | About | Links | Privacy Policy | EventHubs.com v.70