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STA Ranbat Season 4 Standings

1) LPN – 27 pts
2) Hoodaman – 13 pts
3) SBA.Harrison – 12 pts
4) Hargi – 11 pts
5) Kineda – 8 pts
6) UyuuPop – 5 pts
7) SFGIEF – 3 pts
7) iLLiterate – 3 pts
8) n0thingman – 2 pts
8) JerryBad – 2 pts
8) One Time Hero – 2 pts
8) Cool Karl – 2 pts
9) Jsze – 1 pt
9) Haunts – 1 pt
9) Alex T. – 1 pt


1) IGL.HonzoGonzo – 27 pts
2) [STA]WindZero – 24 pts
3) CrispyTacoz – 10 pts
4) Jeffy – 5 pts
4) RHF Druid – 5 pts
5) Robert – 4 pts
5) Cesar – 4 pts
6) Shorty – 3 pts
6) Cowmooh – 3 pts
6) ThaGuy – 3 pts
7) EMP.Haunts – 1 pt
7) SBA.Harrison – 1 pt
7) [STA]Alex – 1 pt
7) Fubarduck – 1 pt
7) Heroic – 1 pt


1) LPN – 23 pts
2) [STA]Willpower – 10 pts
2) iLLiterate – 10 pts
3) BadIntent – 8 pts
4) Jsze – 7 pts
5) JudoTrip – 5 pts
6) Haunts – 4 pts
7) JD – 3 pt
8) UyuuPop – 2 pts
8) fubarduck – 2 pts
8) MynameisJeff – 2 pts
8) Jeff Uppercut – 2 pts
9) Jeffy – 1 pt
9) KuroKiba – 1 pt 


1) BBZ – 30 pts
2) Fixel – 17 pts
3) Hellpocketz – 11 pt
4) El Gallo Negro – 7 pts
5) Charizard – 5 pts
6) N4US – 4 pt
7) LPN – 3 pts
7) Kinetix – 3 pts
7) Jack Burton – 3 pts
8) Chris-tan – 2 pts
8) Haunts – 2 pts
8) CJ Soulstar – 2 pts
8) J’ (Reiki) – 2 pts
9) TastyLumpia – 1 pt
9) RogerDodger – 1 pt


1) Leezy – 30 pts
2) Phil – 19 pts
3) LionX – 12 pts
4) Dave Tran – 7 pts
5) Crackfiend – 5 pts
6) GH – 4 pts
6) ChocoThunda – 4 pts
7) Tyram – 3 pts
8) David – 2 pts
8) Mr. Warzard – 2 pts
8) CJ Soulstar – 2 pts
9) Matt V. – 1 pt
9) Onikage – 1 pt
9) Dean – 1 pt

SSFIV GUIDES
Tuesday
Feb082011

NORMAL MOVES

Standing C

Damage #'s are (Standing/Crouching/Air)

L - LIGHT (53k/48k/53k)

Both Crouching and Standing L chain into themselves. 

M - MEDIUM (72k/75k/70k)

Not a lot of utility for the move. Use it primarily to chain after L. 

H - HARD (88k/85k/88k)

Crouching H is a standard Shoto sweep that combos into a number of attacks such as Exchange.

S - EXCHANGE (90k/na/90k)

COMMAND NORMALS

Forward + C

FORWARD + M (81k)

Akuma's overhead attack which can be comboed into any of his Specials and also his Exchange launcher. 

FORWARD + H (100k)

Akuma performs a hop kick and puts the opponent into a juggle state. Essential for many extended ground combos. 

(IN AIR) DOWN + M (80k)

Akuma's staple dive kick which is useful for keeping the pressure on the opponent. 

Tuesday
Feb082011

SPECIAL MOVES

Tatsumaki / Hurricane Kick

GOHADOUKEN - QCF+ATK (90k)

Standard Shoto Fireball. Useful for zoning. 

ZANKU HADOUKEN - WHILE IN AIR QCF+ATK (90k)

Air Fireball that is useful for keeping the opponent locked down when jumping in.

GOSHORYUKEN - F/D/DF+ATK (90k/118k/132k)

Akuma's Shoryuken, though in this game you may not use it as much, as assists can typically take care of any anti-air situations.

TATSUMAKI ZANKUKYAKU - QCB+ATK (110k/132k/166k)

Akuma's Hurricane Kick which can be canceled into his Messatsu-Gohado Hyper Combo (Fireball). Can also be done in the air.

HYAKKISHU - B/D/DB+ATK

Akuma's Demon Flip attack. In itself it doesn't do anything, but it has three follow ups, which you can check out below.

Hyakki Gosho / Palm

HYAKKI GOSHO - L DURING HYAKKISHU (100k)

A quick hitting palm attack that can be used to juggle the opponent after a Forward + C attack.

HYAKKI GOJIN - M DURING HYAKKISHU (90k)

Dive kick that is not only useful for pressure, but much like the palm, can juggle the opponent After ending an air combo with Exchange. Once the  the opponent hits the ground, perform  Heavy Demon Flip and press B to initiate the juggle. 

HYAKKI GOHO - H DURING HYAKKISHU (90k)

Fireball attack that is useful to keep the opponent locked down if they are blocking. 

ASHURA SENKU - F/D/DF+S or B/D/DB+S

Teleport that is useful for getting out of certain pressure situations, or creating mix-up opportunities with the help of an assist. 

Tuesday
Feb082011

ASSISTS

GOHADOUKEN (90k)

Shot - Front

Shoots a H fireball directly in front. 

TATSUMAKI ZANKUKYAKU (116k)

Direct - Front

The H version of Akuma's Tatsumaki, this is the go-to assist as it creates a lot of opportunities to extend and begin a combo. 

HYAKKI GOJIN (90k)

Direct - Tilt Down

This can potentially juggle someone while they are in a hard knockdown status. 

Tuesday
Jan252011

HYPER COMBOS

MESSATSU-GOHADO - QCF+2ATK (285k/260k if holding H)

Messatsu-Gohado (Hold C)This is Akuma's go-to Hyper Combo in that it allows him to dish out big damage in a number of situations. Cancel into it after a Hurricane Kick or during an Air Combo.

There are two different versions of this Hyper Combo. By simply inputting the command, Akuma will send out an array of fireballs. By holding H, he will fire off a powerful beam. The beam version does more damage, though the regular version covers more space. 

MESSATSU-GOSHORYU - F/D/DF+2ATK (292k)

Akuma's Uppercut Hyper Combo isn't nearly as versatile as the Messatsu-Gohado and does less damage in most cases so it's better to save your meter.

RAGING DEMON (LEVEL 3) - L, L, FORWARD, M, H (465,000)

Raging DemonAkuma's Classic Raging Demon returns in Marvel vs Capcom 3, though for a Level 3 Hyper only does average damage. It's typically better to save meter for his Messatsu-Gohado. However, it has an incredible amount of invincibility and can be used situationally to punish opponents on the ground.

Tuesday
Jan252011

COMBOS

Back Throw, Jump Messatsu-Gohadu (Hold H)
Damage: 328,200

Crouching L, Crouching M, Crouching H, Hard Tatsumaki (Hurricane Kick), Cancel into Messatsu Gohado (Hold H)
Damage: 450, 200 

Crouching L, Crouching M, Forward + H, Cancel into Light Demon Flip, L, Land, M (One Hit), H, Cancel into Hard Tatsumaki (Hurricane Kick), Messatsu Gohado (Hold H)
Damage: 547, 300 

Crouching L, Crouching M, Crouching H, S, Jump, M, M, H, S, Land, Heavy Demon Flip, M (Dive Kick), Forward + H, S, Jump Forward, M, H, Messatsu Gohado (Hold H)
Damage: 623, 300 

(Corner Only) Crouching L, Crouching M, Crouching H, S, Jump M, M, H, S, L Demon Flip, M (Dive Kick), Crouching M, Crouching H, S, Jump M, M, H, L Tatsu, Messatsu-Gohadu (Don't Hold H), S, Jump Back Messatsu Gohado (Hold H)
Damage: 807,000 

Crouching L, Crouching M, Crouching H, X-Factor, Dash, Crouching M, Crouching H, S, Jump, M, M, H, S, Land, Heavy Demon Flip, M (Dive Kick), Forward + H, S, Jump Forward, M, H, Messatsu Gohado (Hold H)
Damage: 1,165, 300 

Tuesday
Jan252011

TEAMING GUIDE