AKUMA / GOUKI - MOVES COMBOS & STRATEGY
CHARACTER INTRO
To Select Akuma, go to E. Honda and press UP. Press and button when his character box is highlighted.
Akuma used to be a secret, highly over-powered novelty character that was on such a powerful scale, he was banned in tournament play. Now, in HD Remix, he is toned down so he can compete fairly with the rest of the cast.
His air fireballs don't cover a stupendous amount of the screen any more, but can still be used to trap your opponent up close. There is a bit of recovery when doing the air fireball, although it often beats any moves your opponent throw in the air, as well as on the ground. This move can be done with the original Tiger Knee motion (Down, down-towards, towards, up-towards) so the fireball comes out right after leaving the ground.
Akuma has plenty of trickyness with his air fireball after a knockdown. Once your opponent is knocked down, you can immediately do a cross up air fireball then land into different mix ups, like a cr. MK xx MK Hurricane Kick which leads to another knockdown.
Juggling: After landing from a Hurricane Kick, he can juggle into a Dragon Punch for a total of three hits. This can work with an air/cross up Hurricane Kick as well. Sometimes, if you anti-air with a Dragon Punch and it only hits once or twice, you can Dragon Punch again for a total of three hits.
His Super Move also does not do a tremendous amount of damage like other games he is in, but can set up the opponent after a knockdown, during block stun, or can bait even sweeps or fireballs. It is invulnerable and can not be thrown. The best way to avoid it is by simply jumping straight up. Last thing to remember: He takes A LOT of damage!
SPECIAL MOVES
GOU HADOUKEN (FIREBALL)
QUARTER CIRCLE FORWARD + PUNCH
- Can be done in air.
SHAKUNETSU HADOUKEN (MULTI-HIT FIREBALL)
HALF CIRCLE BACK + PUNCH
GOU SHORYUKEN (DRAGON PUNCH)
FORWARD, DOWN, DOWN-FORWARD + PUNCH
TATSUMAKI ZANKUKYAKU (HURRICANE KICK)
QUARTER CIRCLE BACK + KICK
- Can be done in air.
AHURA SENKU (TELEPORT)
APPROACH (FAR)
FORWARD, DOWN, DOWN-FORWARD + 2 PUNCHES
APPROACH (SHORT)
FORWARD, DOWN, DOWN-FORWARD + 2 KICKS
RETREAT (FAR)
BACK, DOWN, DOWN-BACK + 2 PUNCHES
RETREAT (SHORT)
BACK, DOWN, DOWN-BACK + 2 KICKS
SUPER
SHUN GOKU SATSU (RAGING DEMON)





LIGHT PUNCH, LIGHT PUNCH, TOWARD, LIGHT KICK, HARD PUNCH
- The Raging Demon is INVULNERABLE the whole time Akuma is floating through the air. The only way to avoid this move is to jump. Akuma can not grab you out of the first few frames of jumping.
COMBOS
Air Hurricane Kick, HP Dragon Punch
Crossup HP Air Fireball, (land) cr. MK, MK Hurricane Kick, FP Dragon Punch (35-40% damage)
Crossup HP Air Fireball, (land) Raging Demon Super (If you block the air fireball, the super is still difficult to avoid. You need to jump right after blocking the fireball.)


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