11/19/2022 0 Comments Street fighter 5 akumaAlso note that you will be doing more damage if you connect any SA twice than with Shun Goku Satsu.Īkuma's new special art, channels his energy into a shockwave, requires 2 full meters again. The throw range its completely ridiculous, and you will be only able to connect it in random situation like when the opponent is trying some hit-confirm something or some other thing. And a final word, if you cannot kara-demon, buffer this move from a dash (and landing at point blank) or to counter an air attack, or combo into far Hk.png, the Shun Goku Satsu will be useless for you, and you will waste all your gauge. Techniques such as kara-ing it with towardMp.png or hiding the jabs by dashing eliminate these problems and make it a much more lethal super, however. Probably his worst super.Īkuma's signature special art, requires 2 full meters (all of his super arts are the same length.) Does loads of damage and is a grab super (therefore, unblockable), but is ordinarily hard to connect with since the jabs usually give the super away, and it's fairly easy to jump after the super flash if it's not kara'ed. Also lacks range and lead-in combos, making it hard to easily integrate into his ground pressure/offensive. Does the most damage out of all of his supers, but has the worst recovery and chip damage by far. Not a bad super, but SAI is preferrable.Īkuma's hurricane kick super, goes straight up. Also has less chip potential, since the last 3 hits are easily parried. On the other hand, this super is much more than SAI unsafe if missed, and basically gives the opponent a free combo. Does better damage than SAI, and has many of the same confirms and cancels as SAI. The main thing going against it is its fairly low damage, but it's still respectable, especially against the weaker characters.Īkuma's uppercut super, similar to Ken's SAI. It also does good chip damage, especially when preceded by a fireball or red fireball. It can be confirmed or cancelled out of a variety of moves, including cr. It's easily the safest of his supers, which makes it hard to punish unless it's blocked at close range. All this was done to counter balance his incredible offense and mixups.Īkuma's fireball super, and his super art of choice, for a variety of reasons. One should also note that Akuma's supers are all the same length, and that he has no EX moves. It is very important to note that Akuma has the absolute worst defense rating of all the characters in 3S, and is tied with Remy for having the smallest stun bar. When playing Akuma, the basic goal is either to use his zoning ability to control your opponent’s options, minimizing the risk of getting hit yourself, or to simply go on total offense and decimate the opponent as quickly as possible, as they can take him out just about as quickly. His first appearance was in Super Street Fighter II Turbo as a secret boss. He believes only another practitioner of the Satsui no Hado will ever be able to contest his power. Akuma(or Gouki) is an extremely powerful warrior obsessed with mastery of the Satsui no Hado, a dark energy-based force, the antithesis of the Kyosui no Hado(Power of Nothingness) that Ryu employs.
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