@@Unit_00 Think it has something to do with how many ways Akuma can approach you and lock you down...well that, and because he has 3 Super Arts that he can use at any given time (Your selected super art + Kongou Kokuretsu Zan and Shun Goku Satsu) during a match.
@@Unit_00 doesnt have shit to do with lore smfh.....Gouki generally has been op since ST....to tame him they gave him a handicap...lowest health...lowest stun bar...no ex...hits the hardest in the entire roster....has 3 supers available and some of the greatest juggle potential in the game....the only way to make a boss character viable....if the handicap wasnt there the tier list would be....Gouki/Yun/Chun/Makoto/Ken in that order....
After playing akuma in this game for a couple years this is pretty much all you'll ever need to know. You can loop demon flips for resets and go a long way.
I think this is the best Akuma ever made and its really not even close the supers the fact you can use raging demon and the other super to the what feels like never ending combo set ups the air fbs the dp motion demon flip the speed of the air tatsu. Everything is A+ in my opinion
@@Unit_00 I was doing it as late as it can be done to come out but it still wasn't working, then I noticed you were further away from the enemy than I was. When I spaced it a little more, figured it out after the second try
@@Ayyem93 I'm not talking about doing the divekick late into the jump. I mean doing the hit late into the divekick animation (relative to whenever the divekick started). Basically the same idea as spacing it to hit just the tip of the hurtbox of the enemy
@@Unit_00 I'm pretty sure I tried that and it wasn't working for me, backing up a bit so the dive hit their leg(tested on Ryu) made it work well, but I'll give what you said a try when I get a chance later Idk why Akuma isn't looked at highly in this game, he has a ton of options and can do some really kool stuff
Nothing carries me as hard as this guys mix but to be fair if you get hit by 5 UOH in a row you deserve it🙏 Also isn't L.DP better for super cancels? Vaguely remember it having less scaling
I haven't labbed akuma in a long ass time so I maybe misremembering but, LP does the most damage for a single hit so that's usually the one you wanna do. In some combos I think that MP is the most consistent one
*_Combos shown_* Close MP,HP Close MP,L FB Close MK,L FB C.MK,L FB C.MP, L FB C.HP, L FB Close MP,L Tastu Close MK,L Tatsu C.MK,L Tatsu C.HP, L Tatsu Close MP, L Tatsu, H DP Close MP, L Tatsu, H Tatsu Close MP, L Tatsu, Close HP, H Tatsu, Taunt Close MP, H DP Close MK, H DP Close MK, H DP Close MP, H Tatsu Close MK, H Tatsu C.MP, Close MK, H Tatsu C.LK,C.LP, Close MK, H Tatsu Close HP, M Tatsu, M DP C.MK, SA1 Close MP, SA1 Close MK,SA1 C.MK, L FB, SA1 C.MK, M/H DP, SA1 Close HP, L Tatsu, H DP, SA1 C.LK, C.LP, C.LK, SA1 C.LK, C.LK, SA1 DK, Close HP, H Tatsu DK, Close HP, H DP, SA1 DK, Close MK, H DP DF DK, Close HP, L Tatsu, H DP, SA1 DF DK, Close MK, H DP DF DK, Close HP, Close MK, H Tatsu DF DK, Close HP, H DP Air FB, Close MK, L Tatsu, H DP Air FB, Air SA1 Close HP, L Tatsu, Close LP, KKZ Far HK, RD *_50/50_* Air M Tatsu, Close HP, DF DK, Close HP, L Tatsu, H DP, SA1 Air M Tatsu, Close HP, DF N Air M Tatsu, Close HP, DF xx P, LP+LK Air M Tatsu, SA1 Air M Tatsu, M/H DP, SA1 Air M Tatsu, Close LP, H Tatsu Taunt *_Corner_* Close HP, L Tatsu, H DP, SA1, L DP Close HP, L Tatsu, H DP, SA1, L DP, SA1, H Tatsu, Taunt Close HP, L Tatsu, H DP, SA1, L DP, SA1, M DP *_Corner 50/50_* Close HP, DF Throw Close HP, DF DK, Close HP, Close MK, H Tatsu *_Corner Anti-Air_* Air HK, SA1, SA1 Close LP, KKZ Air M Tatsu, M/H DP, SA1 M/H DP, SA1, M DP
How do you deal with people who crouch the whole game? Even if i land an overhead and combo it into c MK I can NEVER land a light tatsu for resets or proper combos against real people And if i jump to do aerials i get anti aired.
TLDR: grab them and don't jump First, what you have to understand about jumps is that they aren't going to work if your opponent is expecting them. You have to get their mind busy trying to play the ground game/footsies in order for your jumps to be more effective. If your opponent isn't doing this, simply do not jump. If they are literally just crouch blocking, nothing is stopping you from approaching on the ground or poking them to slowly push them to the corner. For approaching on the ground, dashes can work but they have more risk than just walking forward. Once you are close you can start grabbing them. For poking them, use blockstrings that end in cr MK x hadoken. Even if it gets blocked, the point is to push them to the corner. If they aren't just crouch blocking, but doing stuff like quick pokes to interrupt your approach (like cr LK or cr MK), then they are opening themselves to getting hit by your pokes. Far HP, far MK, cr MK, cr HK (but at max range otherwise it's pretty punishable), or if you are closer, any version of MP, these are great for safely landing hits. I recommend watching HiFigh'ts video, "footsies trilemma" to understand this better. Once they are cornered it's much easier to approach, you can just do jump forward > air fireball. In they corner they can't back up to avoid the air fireball, and it generally eats most anti airs. And whether they block, get hit or parry the air fireball, akuma is plus here. Once you are plus you can start running your shit (pressure, hit confirms, overheads, grabs) Once you knock them down, grab them a lot if you see they block a lot. If you notice they start to defend from your grabs, you have to identify how they are doing it. -Are they crouch teching? (cr lk + cr lp while crouching. Comes out as cr lp but techs grabs). If they are, do low parry > HK tatsu, or low parry > shoryuken x super. -Are they stand teching? (cr lk + cr lp standing, usually with a parry before trying to tech in order to beat normals). Do walk back > cr MK. The walk back makes akuma exit throw range, so their stand tech will come out as a throw whiff, and the cr MK punishes the throw whiff. If you see the throw whiff, then consider it a hitconfirm (aka, cancel to something. Either HK tatsu or super, or even your very desired LK tatsu). -Are they jumping? do close HP just a bit after they wake up (cuz generally when ppl jump on wakeup they will block for a few frames to also beat meaties, this is called guard jump). Or just react to it and anti air.
@@Unit_00 thanks heaps for the reply. You described what has been happening to me perfectly. They are crouch blocking and spamming crouch kicks. We are trading pokes until i get inpatient and jump in. Grabs were hardly an option because of the kick spamming. IIl check out that video you suggested. I love your explanation of the throw tech and how it would appear as a normal crouch LK. I never thought of it that way... Ill grow some balls and go for some parries too
@@TheBleackone I don't think that we use the same terminology. Combo (as a verb) -> to connect an attack before it can be blocked Link -> to wait for the current animation to end, and then do another attack that still has enough time to *combo* (not link) Cancel -> to do certain action before the current animation has ended. Akuma's demon deals 15 hits. That's why I left the full clip, you can see the combo counter says 16. What's happening here is this: Akuma can cancel any frame of any normal into raging demon. Akuma's st.HK has so much hitstun that it causes an special animation were the back of the opponent is turned towards you (aka back turned). There's a weird property of grabs in 3s: normally you can't grab opponents while they are in hitstun. However, for some reason this rule is ignored if both characters are facing the same direction (which will almost never happen since characters look at each other). You can see this in some of Alex's combos, where you do MP/HP chop into command grab or SA1. Basically akuma is connecting his demon vs a back turned opponent, thus ignoring the fact that they are in hitstun. Oddly enough, this combo was probably not intended, since Akuma's st.HK doesn't back turn every character (for example Urien doesn't get back turned). So HK's back turn was probably meant to be some visual enhancement, but it ended up giving Akuma a combo.
Hola juego con el teclado en emulador, por más a trato de hacer los combos de doble SA1 siempre fallo, nunca consigo dar el segundo gancho antes q caiga al suelo
It's down + MK, and btw in street fighter jargon people will usually call it divekick. The main thing to consider is how the divekick hits. If it hits early in it's animation (aka, the hitbox touched the opponent's head) then you can't combo out of it. If it hits late in it's animation (aka, the hitbox touched the opponent's legs), then you have more plus frames than in the previous scenario, since at the moment the attack connects and deals hitstun there's less frames you have to wait until touching the ground (and thus being able to follow up with another attack). So basically, focus on landing the divekick late in it's animation (with akuma close to the ground when the hit happens) and try to link the follow up attack precisely
input the three lk (or lk lp lk) as fast as you can. As it's a chain, the game registers them very early. That leaves you some time to input double quarter circle forward and punch
@@Up18forvids "as fast as you can" is really misleading. Humans can technically input two button presses in two adjacent frames, and this timing is waaay too fast for the light to light chains. Light into light is very lenient in 3s (at least for shotos). Try working on a really fast double qcf. Also try to learn/find the earliest possible frame that the game allows you to start the double qcf, as to maximize the amount of time you have to do the motion
@@diegogatjens1728 I agree. That and the idea of akuma being easy to learn aren't mutually exclusive. I think that C rank akumas aren't really C rank. They absolutely fucking suck, it's just that at that skill level people don't know how to deal with akuma. Basically those players arent invested in learning the game, they are fine with being tatsu mashers
@@tanishdesai7652 not only is the game not good at scoring performance, it would not make sense to rank players like that since ranks are given per match. I was talking about fightcade C rank akumas
@@Unit_00 I try that but then akuma does it on the ground, like a superjump cancel move but hes still in pre jump frames so it activates on ground, sometimes it works when i wait til he jumps then do it but, people can do it after a light tatsu, jab reset fast as hell
I think that this video used ggpofba, which is a modification of fba used for online play. Some videos on this channel are recorded on regular fba tho.
@@milpycafe6528 what is demon kick? Down + mk mid air or srk + kick? Either way, you have to hit it deep, aka late in the animation, aka with akuma close to the ground
@@slmnsd6186 these combos are quite easy, specially when compared to some of the harder combos in the game. I bet that you can do a lot of them, it's just that part of the difficulty is knowing how are you actually supposed to input the thing. I didn't expect so many people to watch this video (it was posted mostly to help randos I found on fightcade), so I should have added at least an input display and some explanations for each combo. I will try to do that when my hand health isn't fucked up lol. Keep trying! Eventually you will nail these combos down.
They have a lot of similar tools. Ken doesn't die if you touch him once with a combo. He has a way better mixup, much more likely to hitconfirm SA or shoryu. His air presence is kind of fucked up as well thanks to EX air tatsu. You rarely see these max damage Akuma combos, they require both bars and a punish. By the time that happens Ken has already mixed you up and killed you. The only big thing Akuma has over Ken is the air fireball, really nice tool for many purposes. It can zone, provide some pressure and provide a fairly safe approach. The way I see it, Ken just doesn't have any major weaknesses. Against most chars you can exploit some of their weaknesses. For example, not every char has a decent punish from far away (say, Urien or Ibuki who only get like a poke if they have to punish from far away), so you can attack more safely from some ranges. Not vs Ken though, he can cr mk > SA. This was just an example, but you can find more of these in different aspects, like anti air, okizeme, footsies, etc. Watch Kuroda (Akuma/Gouki) vs Ino (Ken), a set with very high level from both players.
Keep in mind, this guy didn't get EX moves because the combo and mix-up game using the moves he has is THAT good.
I mean IDK, Makoto has better mixup and combos and she got EX moves lmaoo
@@Unit_00 Think it has something to do with how many ways Akuma can approach you and lock you down...well that, and because he has 3 Super Arts that he can use at any given time (Your selected super art + Kongou Kokuretsu Zan and Shun Goku Satsu) during a match.
@@nowanimportant8887 I honestly think that it just has to do with lore. Like he doesn't need do an extra effort to enhance his specials.
@@Unit_00 True. Or because he's holding back...
@@Unit_00 doesnt have shit to do with lore smfh.....Gouki generally has been op since ST....to tame him they gave him a handicap...lowest health...lowest stun bar...no ex...hits the hardest in the entire roster....has 3 supers available and some of the greatest juggle potential in the game....the only way to make a boss character viable....if the handicap wasnt there the tier list would be....Gouki/Yun/Chun/Makoto/Ken in that order....
2:09 looks elegant asf
That setup is a bit wack tho
The most badass akuma out of all the street fighter games
I literally searched for this, love how sick akuma looks
Alpha 3 akuma looks the best in the series.
@@frankgabriel5068 false
@@gemini4lyfe3001 I mean I prefer alpha 3 akuma. Sorry to make a statement.
@@frankgabriel5068 I agree tho it's just an opinion, not a fact
@@frankgabriel5068 thank you for being a rational human being
Ending the video with a Shun-goku-satsu...👌🏻👌🏻👌🏻
After playing akuma in this game for a couple years this is pretty much all you'll ever need to know. You can loop demon flips for resets and go a long way.
I think this is the best Akuma ever made and its really not even close the supers the fact you can use raging demon and the other super to the what feels like never ending combo set ups the air fbs the dp motion demon flip the speed of the air tatsu. Everything is A+ in my opinion
Sf2 turbo
Alpha 3 he was the top tier for many years.
Bro glazed too hard
Thanks for this, I always wanted to learn how to play, the way sf5 taught us, this makes it easier to make your own or at least choose what works
A fighter so strong they didn’t give him EX moves💪🏾
Just commented about help with the divekick links, and I figured it out myself a few minutes later.
Spacing, spacing, spacing.
hit the divekick late into the animation aka deep aka near the ground
@@Unit_00 I was doing it as late as it can be done to come out but it still wasn't working, then I noticed you were further away from the enemy than I was. When I spaced it a little more, figured it out after the second try
@@Ayyem93 I'm not talking about doing the divekick late into the jump. I mean doing the hit late into the divekick animation (relative to whenever the divekick started). Basically the same idea as spacing it to hit just the tip of the hurtbox of the enemy
@@Unit_00 I'm pretty sure I tried that and it wasn't working for me, backing up a bit so the dive hit their leg(tested on Ryu) made it work well, but I'll give what you said a try when I get a chance later
Idk why Akuma isn't looked at highly in this game, he has a ton of options and can do some really kool stuff
@@Ayyem93 I'm literally talking about the same thing you're talking
had this game for years and ive only beaten akuma, at most 3 times
Nothing carries me as hard as this guys mix but to be fair if you get hit by 5 UOH in a row you deserve it🙏
Also isn't L.DP better for super cancels? Vaguely remember it having less scaling
I haven't labbed akuma in a long ass time so I maybe misremembering but, LP does the most damage for a single hit so that's usually the one you wanna do. In some combos I think that MP is the most consistent one
*_Combos shown_*
Close MP,HP
Close MP,L FB
Close MK,L FB
C.MK,L FB
C.MP, L FB
C.HP, L FB
Close MP,L Tastu
Close MK,L Tatsu
C.MK,L Tatsu
C.HP, L Tatsu
Close MP, L Tatsu, H DP
Close MP, L Tatsu, H Tatsu
Close MP, L Tatsu, Close HP, H Tatsu, Taunt
Close MP, H DP
Close MK, H DP
Close MK, H DP
Close MP, H Tatsu
Close MK, H Tatsu
C.MP, Close MK, H Tatsu
C.LK,C.LP, Close MK, H Tatsu
Close HP, M Tatsu, M DP
C.MK, SA1
Close MP, SA1
Close MK,SA1
C.MK, L FB, SA1
C.MK, M/H DP, SA1
Close HP, L Tatsu, H DP, SA1
C.LK, C.LP, C.LK, SA1
C.LK, C.LK, SA1
DK, Close HP, H Tatsu
DK, Close HP, H DP, SA1
DK, Close MK, H DP
DF DK, Close HP, L Tatsu, H DP, SA1
DF DK, Close MK, H DP
DF DK, Close HP, Close MK, H Tatsu
DF DK, Close HP, H DP
Air FB, Close MK, L Tatsu, H DP
Air FB, Air SA1
Close HP, L Tatsu, Close LP, KKZ
Far HK, RD
*_50/50_*
Air M Tatsu, Close HP, DF DK, Close HP, L Tatsu, H DP, SA1
Air M Tatsu, Close HP, DF N
Air M Tatsu, Close HP, DF xx P, LP+LK
Air M Tatsu, SA1
Air M Tatsu, M/H DP, SA1
Air M Tatsu, Close LP, H Tatsu Taunt
*_Corner_*
Close HP, L Tatsu, H DP, SA1, L DP
Close HP, L Tatsu, H DP, SA1, L DP, SA1, H Tatsu, Taunt
Close HP, L Tatsu, H DP, SA1, L DP, SA1, M DP
*_Corner 50/50_*
Close HP, DF Throw
Close HP, DF DK, Close HP, Close MK, H Tatsu
*_Corner Anti-Air_*
Air HK, SA1, SA1
Close LP, KKZ
Air M Tatsu, M/H DP, SA1 M/H DP, SA1, M DP
Dp = Dragon Punch/Shoryuken
FB = Fire Ball/Hadouken
DF = Demon Flip
DK = Dive Kick
SA1 = Super Hadouken
Taunt = HP+HK
KKZ = DDD+xx punch
RD = Raging Demon
*_Anything that is wrong Please correct me.Thank you!_*
Literally any normal > QCFP
Very creative combos me boyo. Let's go.
How do you deal with people who crouch the whole game?
Even if i land an overhead and combo it into c MK
I can NEVER land a light tatsu for resets or proper combos against real people
And if i jump to do aerials i get anti aired.
TLDR: grab them and don't jump
First, what you have to understand about jumps is that they aren't going to work if your opponent is expecting them. You have to get their mind busy trying to play the ground game/footsies in order for your jumps to be more effective. If your opponent isn't doing this, simply do not jump.
If they are literally just crouch blocking, nothing is stopping you from approaching on the ground or poking them to slowly push them to the corner. For approaching on the ground, dashes can work but they have more risk than just walking forward. Once you are close you can start grabbing them. For poking them, use blockstrings that end in cr MK x hadoken. Even if it gets blocked, the point is to push them to the corner.
If they aren't just crouch blocking, but doing stuff like quick pokes to interrupt your approach (like cr LK or cr MK), then they are opening themselves to getting hit by your pokes. Far HP, far MK, cr MK, cr HK (but at max range otherwise it's pretty punishable), or if you are closer, any version of MP, these are great for safely landing hits. I recommend watching HiFigh'ts video, "footsies trilemma" to understand this better.
Once they are cornered it's much easier to approach, you can just do jump forward > air fireball. In they corner they can't back up to avoid the air fireball, and it generally eats most anti airs. And whether they block, get hit or parry the air fireball, akuma is plus here. Once you are plus you can start running your shit (pressure, hit confirms, overheads, grabs)
Once you knock them down, grab them a lot if you see they block a lot. If you notice they start to defend from your grabs, you have to identify how they are doing it.
-Are they crouch teching? (cr lk + cr lp while crouching. Comes out as cr lp but techs grabs). If they are, do low parry > HK tatsu, or low parry > shoryuken x super.
-Are they stand teching? (cr lk + cr lp standing, usually with a parry before trying to tech in order to beat normals). Do walk back > cr MK. The walk back makes akuma exit throw range, so their stand tech will come out as a throw whiff, and the cr MK punishes the throw whiff. If you see the throw whiff, then consider it a hitconfirm (aka, cancel to something. Either HK tatsu or super, or even your very desired LK tatsu).
-Are they jumping? do close HP just a bit after they wake up (cuz generally when ppl jump on wakeup they will block for a few frames to also beat meaties, this is called guard jump). Or just react to it and anti air.
@@Unit_00 thanks heaps for the reply. You described what has been happening to me perfectly. They are crouch blocking and spamming crouch kicks. We are trading pokes until i get inpatient and jump in. Grabs were hardly an option because of the kick spamming. IIl check out that video you suggested. I love your explanation of the throw tech and how it would appear as a normal crouch LK. I never thought of it that way... Ill grow some balls and go for some parries too
Thanks bro,Now I will shine at FightCade
If you are just starting out get ready to get wrecked for a while lmaoo
D;
For this, did you use dpad, stick or control?
Keyboard
Thanks you,this will help me a lot.
excellent video dude!
Akuma is the best 👌 👍
thank you for making this tutorial😍
now my laptop keyboard broke af ...T_T
Does Roundhouse really link with raging demon. That was dope!
It's a cancel, not a link
@@Unit_00 yeah but is there enough stun to link? Or can they reply with something with zero start frames
@@TheBleackone I don't think that we use the same terminology.
Combo (as a verb) -> to connect an attack before it can be blocked
Link -> to wait for the current animation to end, and then do another attack that still has enough time to *combo* (not link)
Cancel -> to do certain action before the current animation has ended.
Akuma's demon deals 15 hits. That's why I left the full clip, you can see the combo counter says 16. What's happening here is this:
Akuma can cancel any frame of any normal into raging demon. Akuma's st.HK has so much hitstun that it causes an special animation were the back of the opponent is turned towards you (aka back turned). There's a weird property of grabs in 3s: normally you can't grab opponents while they are in hitstun. However, for some reason this rule is ignored if both characters are facing the same direction (which will almost never happen since characters look at each other). You can see this in some of Alex's combos, where you do MP/HP chop into command grab or SA1. Basically akuma is connecting his demon vs a back turned opponent, thus ignoring the fact that they are in hitstun. Oddly enough, this combo was probably not intended, since Akuma's st.HK doesn't back turn every character (for example Urien doesn't get back turned). So HK's back turn was probably meant to be some visual enhancement, but it ended up giving Akuma a combo.
@@Unit_00 Hey thanks for the breakdown, hope to see you on fightcade.
@@Unit_00 it should be noted, for people reading this thread for learning, that Alex is designed to make extensive use of the backturn mechanic.
Damn, Akuma got hands
Hola juego con el teclado en emulador, por más a trato de hacer los combos de doble SA1 siempre fallo, nunca consigo dar el segundo gancho antes q caiga al suelo
Este vídeo lo grabé con teclado. El teclado es más fácil de usar que otros controles. El timing no es tan preciso, es cuestión de entrenar más
I’m just havin a hard time trying to master combos using the analog
Analogs are not well suited for fighting games in my opinion. Try using the dpad or a keyboard to see if it's easier
Very neat. Thanks
Any tips for combos off of air d+Mp I'm having trouble Landing them
It's down + MK, and btw in street fighter jargon people will usually call it divekick.
The main thing to consider is how the divekick hits. If it hits early in it's animation (aka, the hitbox touched the opponent's head) then you can't combo out of it.
If it hits late in it's animation (aka, the hitbox touched the opponent's legs), then you have more plus frames than in the previous scenario, since at the moment the attack connects and deals hitstun there's less frames you have to wait until touching the ground (and thus being able to follow up with another attack).
So basically, focus on landing the divekick late in it's animation (with akuma close to the ground when the hit happens) and try to link the follow up attack precisely
This video is about 15 years too late
Magnífico
Is there a trick to the motion input of c.Lk, c.Lk super, or c.Lk, c.Lp, c.Lk, super? Working on my comfirms.
input the three lk (or lk lp lk) as fast as you can. As it's a chain, the game registers them very early. That leaves you some time to input double quarter circle forward and punch
@@Up18forvids "as fast as you can" is really misleading. Humans can technically input two button presses in two adjacent frames, and this timing is waaay too fast for the light to light chains.
Light into light is very lenient in 3s (at least for shotos). Try working on a really fast double qcf. Also try to learn/find the earliest possible frame that the game allows you to start the double qcf, as to maximize the amount of time you have to do the motion
A good akuma in sf3 is scary af. But its not that easy to get good with akuma
actually I think he's one of the easiest characters to be decent at
@@Unit_00 most akumas I've seen are basically the "scrub sweeper" type, and hit a wall at C rank because they don't really play honest.
@@diegogatjens1728 I agree. That and the idea of akuma being easy to learn aren't mutually exclusive. I think that C rank akumas aren't really C rank. They absolutely fucking suck, it's just that at that skill level people don't know how to deal with akuma. Basically those players arent invested in learning the game, they are fine with being tatsu mashers
@@Unit_00 wait...c rank in what? in the single player game or fightcade?? Because c-rank in game is pretty trash
@@tanishdesai7652 not only is the game not good at scoring performance, it would not make sense to rank players like that since ranks are given per match. I was talking about fightcade C rank akumas
How did you do nothing during a demon flip and landed?
very late kick followup. The attack gets cancelled when akuma touches the ground.
@@Unit_00 you're a saint mate, cheers.
Can someone tell me how to do instant air sa1 shits hard asf its not like sf6
2362369 + P
2369 236 + P also works
@@Unit_00 I try that but then akuma does it on the ground, like a superjump cancel move but hes still in pre jump frames so it activates on ground, sometimes it works when i wait til he jumps then do it but, people can do it after a light tatsu, jab reset fast as hell
@@lxvxiex to avoid superjump maybe you can hold down for a little before doing the motion, idk hehe
@@Unit_00 what 😂
Cool
Which emulator are you using?
I think that this video used ggpofba, which is a modification of fba used for online play. Some videos on this channel are recorded on regular fba tho.
Which emulator do you use?
ggpofba for this video
Just Figured out the Raging Demon (and i can do it 50/50 consistentcy) and the other Max super (NOT SUPER ART SELECTABLE!)
You can just search his movelist lmao
you forgotten messattsu goshoryu
Nobody picks that super and there aren't new combo routes that require it that I'm aware of.
How does the one at 2:17 go?
do the kick followup just before touching the ground.
Im having trouble linking the demon kick into close standing hp. Any tips?
I havent gotten it once
@@milpycafe6528 what is demon kick? Down + mk mid air or srk + kick? Either way, you have to hit it deep, aka late in the animation, aka with akuma close to the ground
Can u explain how to do the kkz reset shortcut?
I don't do any shortcuts. The inputs are done straightforward:
hp, qcb lk, lp, down tap (x3), ppp
You just have to be hella fast
Tap down right before the light punch so you will only have to press down 2 times before you activate kkz
Tap down ,lp,down,down +2p
@@freebando I've tried that shortcut and KKZ never comes out (at least for me)
@@Unit_00 it should ,try to lab it ,ive been doing it that was for some years now
Notations?
Sorry bro forgot to show them
@@Unit_00 it be good 😔
is that even humanly possible?
wym
@@Unit_00 you're crazy man i tried to do some of the combos i didn't expect it to be that hard, I'll keep practicing using your video thank you.
@@slmnsd6186 these combos are quite easy, specially when compared to some of the harder combos in the game. I bet that you can do a lot of them, it's just that part of the difficulty is knowing how are you actually supposed to input the thing.
I didn't expect so many people to watch this video (it was posted mostly to help randos I found on fightcade), so I should have added at least an input display and some explanations for each combo.
I will try to do that when my hand health isn't fucked up lol.
Keep trying! Eventually you will nail these combos down.
@@Unit_00 i'll keep practicing, thank you for uploading it, i'm looking forward for the video with inputs, i'll turn on the notifications.
@@slmnsd6186 thank you but be patient tho, my hands are fucked up.
Why Ken is better than this thing ??!!!
They have a lot of similar tools.
Ken doesn't die if you touch him once with a combo. He has a way better mixup, much more likely to hitconfirm SA or shoryu.
His air presence is kind of fucked up as well thanks to EX air tatsu.
You rarely see these max damage Akuma combos, they require both bars and a punish. By the time that happens Ken has already mixed you up and killed you.
The only big thing Akuma has over Ken is the air fireball, really nice tool for many purposes. It can zone, provide some pressure and provide a fairly safe approach.
The way I see it, Ken just doesn't have any major weaknesses. Against most chars you can exploit some of their weaknesses. For example, not every char has a decent punish from far away (say, Urien or Ibuki who only get like a poke if they have to punish from far away), so you can attack more safely from some ranges. Not vs Ken though, he can cr mk > SA. This was just an example, but you can find more of these in different aspects, like anti air, okizeme, footsies, etc.
Watch Kuroda (Akuma/Gouki) vs Ino (Ken), a set with very high level from both players.