Dominate Every Match: Akuma Setup Guide for Street Fighter 6
Summary
TLDRThis video offers an in-depth guide on Akuma's setup strategies in fighting games. It covers various moves, including light and heavy Tatsumaki options, sweeps, and special attacks, detailing the frame advantage and mix-up opportunities each provides. The guide also explores combo routes, wake-up options, and corner carry tactics, emphasizing the importance of adapting setups to different situations and opponent behaviors. Aimed at enhancing viewers' understanding of Akuma's potential and improving their gameplay.
Takeaways
- 🎮 Akuma setup video covering light Tatsumaki options and various setups for week one.
- 💥 Light Tatsumaki into sweep and double dash results in plus four frames and mix opportunities.
- 🌀 Safe jump setup after light Tatsumaki and sweep if executed immediately.
- 🔥 Light Tatsumaki into DP opens new combo routes, countering non-invincible wake-up options.
- 🔄 Sweep into dash followed by overhead or standing light kick for various frame advantages.
- 🚀 Heavy DP setups including overhead, command throw, and frame traps for plus frames.
- 💡 Medium Tatsumaki setup options leading to loops and consistent mix-ups.
- 🌐 Situational setups for light, medium, and heavy DP, including drive rush and demon flip variations.
- 🔄 Safe throw loops and back heavy kick setups after forward throws for pressure.
- ⚙️ EX Hadouken and teleport combinations for maintaining pressure and maximizing frame advantages.
Q & A
What is the primary focus of the Akuma setup video?
-The primary focus of the Akuma setup video is to cover all the setups found for Akuma in week one, including options for light tatsumaki, DP, and sweep setups both mid-screen and in the corner.
What are the options after hitting a light tatsumaki mid-screen?
-After hitting a light tatsumaki mid-screen, you can either go for a sweep and double dash for a plus four advantage and a mix-up opportunity, or jump immediately after the sweep for a safe jump.
What is a significant advantage of using the light tatsumaki into DP setup?
-Using the light tatsumaki into DP setup can open up new combo routes if executed well, as it allows for options like a drive rush into an immediate overhead or low, stuffing the opponent's wake-up options unless they have invincibility.
How does the safe jump setup work in the corner after a sweep?
-In the corner after a sweep, you can dash up and either go for a safe jump or set up other things on the opponent's wake-up, such as an overhead which is plus one on block and plus five on hit.
What setup can be used against characters without a reversal on wake-up?
-Against characters without a reversal on wake-up, you can use a dash-up light haduken for a plus two advantage, or a crouching light kick into either standing medium punch or crouching medium punch for a plus three or plus one advantage, respectively.
What is the key setup after hitting a heavy DP?
-After hitting a heavy DP, you can go for a slightly delayed overhead, which is plus four on hit and zero on block. You can also use setups like crouching medium punch into standing medium punch for a plus four advantage, allowing for trade combos.
What is a recommended setup after hitting a light DP?
-After hitting a light DP, a recommended setup is to whiff a standing light punch and go for a haduken, which will whiff if the DP is hit immediately, or to delay the light DP for a plus one overhead setup.
How can you use the medium tatsumaki setup effectively?
-The medium tatsumaki setup can be used effectively by dashing up after the medium tatsu and either going for an overhead or a crouching light punch into standing medium punch, which will leave you at plus four.
What is the purpose of using Akuma's target combo in setups?
-The purpose of using Akuma's target combo in setups is to force an overhead that beats jabs and allows for trade combos, providing plus frames on hit and combo opportunities.
What is a viable setup after a forward throw?
-After a forward throw, you can dash up and either go for a delayed medium punch for a meaty attack or a delayed throw for a throw loop. You can also use the EX haduken for plus frames on block and confirm if the opponent blocks it.
Outlines
🎮 Akuma Setups Overview
This paragraph introduces the video as an Akuma setup guide, covering various techniques found so far in the game. It emphasizes the light Tatsumaki options, midscreen and off-corner setups, and the potential for mixed opportunities after certain moves. The speaker also mentions the possibility of safe jumps and the use of DP (Dragon Punch) for combo extensions. The paragraph sets the stage for a detailed exploration of Akuma's fighting game mechanics.
🤺 Light Tatsumaki and Combo Extensions
The speaker delves into the specifics of using the light Tatsumaki, including follow-ups like sweeps, dashes, and jumps that can lead to safe positions or further combo opportunities. They discuss the use of DP and the potential for trade combos after a successful DP, as well as low attacks and medium kick Tatsumaki for different outcomes. The paragraph also touches on corner setups, safe jumps, and overhead attacks as part of Akuma's strategic options.
🏆 Advanced Akuma Combos and Mix-ups
This section discusses more advanced combo techniques and mix-ups for Akuma, including the use of standing light kick and heavy punch for different frame advantages. The speaker provides examples of trade combos and how to bait opponents into making mistakes. They also cover the use of medium and heavy Tatsumaki in various situations, emphasizing the importance of timing and positioning for effective combo extensions.
🔄 Akuma's Recovery and Loop Strategies
The paragraph focuses on Akuma's recovery options after knockdowns, particularly the use of charged Hadoukens and loops to maintain pressure on the opponent. It explains how to use medium Tatsumaki to initiate loops and how to follow up with overhead attacks and medium punches for consistent damage. The speaker also mentions the importance of corner carry and how to use startup moves to Akuma's advantage.
📉 Akuma's Throw and Midscreen Setups
This section covers Akuma's throw setups and what to do after throws in different screen positions. The speaker discusses the limitations and opportunities of follow-ups after throws, such as using fireballs for anti-airs or medium demon flips for surprise attacks. They also touch on the use of dry frush overheads and the potential for safe jumps after certain Tatsumaki moves.
🔄 Akuma's Corner Carry and Endgame Strategies
The speaker wraps up the video by discussing Akuma's corner carry potential and endgame strategies, such as finishing combos with heavy Adam and Tide punches for optimal setups. They explain how to use the results of these moves to maintain pressure, set up instant overheads, and manage the 50/50 situations that can arise. The paragraph concludes with a reminder of the versatility of Akuma's moveset and the importance of adapting strategies based on the opponent's actions.
👋 Closing Remarks and Future Content Tease
In the final paragraph, the speaker thanks the viewers for watching and expresses appreciation for their engagement. They hint at more content to come, including additional guides and videos on anti-conversion and Akuma strategies, promising to keep the audience updated on the latest techniques and insights.
Mindmap
Keywords
💡Akuma
💡Setup
💡Tatsumaki
💡DP
💡Knockdown Frames
💡Combo
💡Plus Frames
💡Sweep
💡Dash
💡Counter Hit
💡Wake Up Options
💡Mix-Up
💡Super
💡Hadoken
Highlights
Akuma setup video covering various techniques and strategies for the character.
Light Tatsumaki options for midscreen and off-corner setups, including mixed opportunities and safe jumps.
Using DP (Dragon Punch) after light Tatsumaki and sweep to open up new combo routes.
Executing a jump immediately after a sweep for a safe option.
Going low after a light Tatsumaki into DP or sweep for different follow-up opportunities.
Setting up opponents' wake-up with an overhead attack after a sweep for potential counter hits.
Demonstrating the use of meter for enhanced setups and combos.
Using standing light kick after dash for a plus-five situation, leading to a throw loop.
Forward medium kick and standing heavy punch combo for a plus-six on counter situation.
Advantages of using Akuma's projectile against characters without wake-up reversals.
Heavy DP setups with various follow-ups, including overhead attacks and trade combos.
The use of command grab as a Mei to maintain pressure after a DP.
Drive Rush in the corner after a heavy DP to bait opponent's reversal actions.
Medium Tatsumaki setups for loop opportunities and overhead attacks.
Heavy Tatsumaki follow-ups with standing medium punch and standing heavy punch for plus-one situations.
Akuma's Target combo and its potential follow-ups for mix-up strategies.
Light DP ender strategies for quick damage after perfect parry and stun situations.
Forward throw follow-ups with delayed medium punch or throw loop for maintaining pressure.
Back throw limitations and the best options available after its execution.
Adamant Tide Punch follow-ups in the corner and midscreen for optimal damage.
Medium Demon Flip as a safe option with no anti-able window.
Using EX moves for pressure and follow-up opportunities, including teleports and slide attacks.
Closing thoughts and appreciation for watching the Akuma guide video.
Transcripts
hey everyone hble here so this is going
to be an Akuma setup video uh I'm going
to cover all the setups I found so far
uh there's probably a bunch of that I
didn't find um but for now for week one
this should be fine if you enjoy the
video please leave a like And subscribe
and thank you so much for watching let's
start all right so I'm going to cover
first the light tatsumaki options
midscreen and uh off uh corner but if
you hit the light Tatu and sweep and
Double Dash your plus four front of the
opponent and have a mixed
opportunity what you also can do if
you're close enough is just jump
immediately after the light after the
sweep and it's a safe
jump another option instead of doing the
light tatsumaki into the sweep is going
for the DP if you dry frush immediately
afterwards and block your plus four this
opens up new combo routes if work if you
execute it well because even if the
opponent wakes up with a button if you
go and do Dy frush into immedi
overhead you will stuff the opponent's
wake up options unless it has
invincibility like uh super or an
extp you can also go
low and if disconnects you can go
straight into medium kick light tatsuo
and again your choice to go for either
DP or for
sweep so let's go what you can do after
a light Tatsu into DP or light T into
sweep and the corner we already
discussed that if you do a uh sweep and
you dash in you have a safe jump which
is very strong but you can also set up
other things on the opponent's wake up
like an uh mey overhead here's an
example sweep Dash up overhead this is
plus one on block on hit it's plus five
and if the opponent presses something
you he get a counter it and it's going
to be plus seven I'm going to
demonstrate that what kind of combos you
can do if it hits on counter hit or
not if you want to spend
meter now encounter it
if you do not want to go for the me over
setup what you could also do is with a
standing light kick after the dash this
will leave you at plus
four sorry plus five that means you have
a mey throw Loop you have a safe throw
even if the opponent back dashes it's
safe and you can still go for the shimmy
if you back walk here's a demonstration
K me and now if the opponent back
Das minus three not
punishable another me situation would be
doing a The Sweep setup and then going
into forward medium kick and pressing
standing heavy punch immediately this
will leave you at plus
six on counter it you can combo into a
standing medium kick and if it just hits
like that you can go into crouching
medium punch and do a follow-up combo
for if you're playing against players
that use characters that do not have a
reversal on wake up for example JP's OD
Amnesia gets beaten by projectiles you
can use this following
setup you dash up light had is plus two
and if time
correctly up to plus
four another followup if if you want to
go for mey medium punch is Dashing up
crouching light kick into either
standing medium punch which will leave
you at plus free or Crouch the medium
punch which will leave you at plus
one now let's move on to the heavy DP
setups you hit a heavy DP regardless if
you're having it from a
light or
Tatsu both knockdown frames are
30 so all the setups that work on the
regular DP they will work as well on
light Tatsu
DP the first one I want to show you is a
little bit tricky but in my perspective
worth it Akuma can overhead you me from
a DP if you slightly delay it before the
opponent wakes up to indicate that I
would suggest you doing a little Notch
like this and then go for the overhead I
might not be able to do it on the first
try and I'm going to keep this video a
little bit raw you guys see how the
successful how successful the uh hit
rate is for
DP I wasn't quite
it and there we go that's plus four on
hit zero on block sometimes even plus
one on block and you can still go for
the same routes I showed you from the
earlier setup
if you want to go for me a plus four
medium punch is when you do a heavy DP
like this with crouching medium and go
immediately into standing medium punch
this will leave leave you at plus four
which is great if the opponent press the
uh button afterwards like a light button
and you go into crouching heavy punch
you can get a trade combo I'm going to
show you an example right now
just an example for a trade combo
but also works after you do DP and you
want to land a command frow is
immediately doing the command frow
teleport after the DP this will hit your
grab as a Mei even if they reversal with
a normal on wake up they will still get
hit
another mey setup do is doing a heavy
punch with sorry another mey setup would
be instead of a dash after the heavy DP
withing a standing light kick into
immediate standing heavy punch will you
leave you at plus
one if this hits you can immediately
combo into standing medium
kick and and any followup you desire
here's an example
don't forget that if you drive Rush even
in the corner after a heavy DP you're
still plus when you block so if you want
to bait the opponent in doing something
on reversal either Drive reversal or a
wake up extp or super you can still use
that to your
advantage plus four unfortunately if you
commit to not pressing anything you
won't be able to walk back if they wake
up with a
Thro so just keep that in
mind unfortunately I didn't have much
time to look after what you could do if
you just hit a regular sweep like
this but the sweep itself doesn't have
much range so if you should hit it in
the
corner you can wh a standing light kick
and go for a forward heavy punch which
will leave you plus six on hit and
you'll be able to combo into a standing
light kick or a crouching medium punch
on counter you can also combo into a
crouching medium kick now let's move on
to a little bit of a different option
let's say we are going to hit with a uh
medium K
tatsumaki this will leave us at 41
knockdown frames which
immediately can Dash after go for
overhead which will be leaving you at
zero on block and plus four hits
and this will also allow you to combo
same as from The Sweep set
up similar setup like after the sweep
you dash up after the medium Tatsu with
a crouching light punch and go into
standing medium punch this will leave
you at plus
four you can also go for M haduken by
just whiffing a standing light kick
after the medium Tatsu
this will leave you at
plus4 now you're thinking when would I
use the medium Tatsu and here's
something really interesting uh you can
go into a loop so if Akuma gets a
knockdown after a heavy DP you can go
for charged haduken every
[Music]
time like this even if the opponent
wakes up with a button you will be able
to to uh hit him and now he comes apart
which is really interesting if the
opponent gets hit and wake up with this
you can either decide to go a little bit
for more damage or you can say hey I
want to go into a loop and this is where
the loop starts we're going to pretend
that the opponent will wake up with a
button after we decided to go for a mey
charge to
doin if this hits and you time it
correctly this will not trade
and this is where it's interesting now
we can follow up again with a medium
Tatsu and we can repeat all the [ __ ] in
again for overhead
right fire this
again for me medium punch etc etc and
every time you uh put an opponent into
the corner and you want to get his Drive
gauge or you want to like mix it up a
little bit you can go for the startup
with the Char shukin this works with DP
Tatsu and sweep but for sweep I wouldn't
really go for it cuz then you have the
safe jump set up you have everything you
already
want now let's go for the other followup
if you go and follow up with the heavy
Tatsu heavy Tatsu leaves you at a
similar knockdown frames like heavy DP
just with two frames differ so you can
either go for mey over at two again just
with a slightly more
delay or you can do the following what
you could do if you want to get a mey
set setup is with a standing medium
punch and go into standing heavy punch
after you hit the
Tatsu this will leave you at plus
one what you also could do is after you
do the heavy Tatsu you with a crouching
medium punch and go to standing medium
kick this will leave you at plus one on
hit you can combo medium kick into
medium kick itself this doesn't sound
too great but this gives us uh a new
Option I want to show you and this is
akuma's Target combo first of all the
setup now akuma's Target
combo it's plus one on hit unfortunately
it doesn't it's not a block string and
people can interrupt it with a Crouch
jab as you can see
here but with the mey setup what we can
do is force the overhead to beat the jab
because the medium kick hits meaty
here's an
example not only that but also we get a
trade after the trade happens it's plus
n and we can combo easily standing heavy
punch into devastating damage
here's an
example and this just looks like if you
want to really mess with the opponent
now let's say we hitting a light DP now
when we would ever hit a light DP combo
so there are different ways let's say
you hit the opponent and he's close to
stun you don't want to extend your combo
too much and you want to go for quick
damage after perfect Parry for example
and you would go for the light DP Ender
so the light DP
Ender if you whiff a standing light
punch right and go for a haduken it will
whiff but it depends when you hit the
light
DP if you hit it later on the Tatsu it's
37
knockdown if you hit it immediately it's
39 that's why I recommend to do the
light DP a little bit delayed so you get
the 37 knock down frames this is what
you can do if you hit
it plus one overhead setup
if you want to mix it up you can do
this again me
haduken but if you want to go for a
plus4 medium punch you hit the light DP
as early as you can you do that by
whiffing a standing heavy punch after
you hit the light DP early and you get a
plus4 stand medium
punch I didn't research enough if I can
get more situations where the target
combo with the over will trade but I
will definitely keep you up to date on
dead a similar situation where we can
get an instant overhead is when we for
example hit the target combo we go for
the full Ender with a Target combo we
with a standing light punch and go for
the
overhead that's will leave us at zero we
can also switch this up with a light
haduken if you decide to try to go for a
meaty fro or shimmy you can end this
with a forward medium kick which will Le
you at plus five
so it's safe and also walk backwards
afterwards or shimy if you go for a
different
Ender for example the light DP just as
we remembered you can also Mix us up if
you don't want to do the full Ender and
you're close to the corner you can go
for a light
DP which will leave you at 37 frames
if you go for the medium DP this is the
same knockdown frames as you would have
the tsumaki setup like this
one so please refer to those setups
after you hit the medium DP in the
corner let's go for the forward
throw after the forward throw
unfortunately there's not as much
potential as I would love
to but Akuma has still for Loop so
there's a couple things you can do first
this forward throw Dash up leaves you at
plus n so you can either do a delayed
medium punch for mey or you can do a
delayed throw or throw
Loop what you also could do is if you
know that your opponent always loves to
press buttons on wake up you can Dash up
and do a back heavy kick the back heavy
kick has 12 frame startup so if you dash
forward and you plus nine and the
opponent presses something with four
frames on wake up you will beat this
four frame
[Music]
move you have to make the safe though
with the ex haduken you can confirm if
the if you hit or Not by dashing up and
if the opponent does block it you just
release the ex haduken immediately which
will leave you again at plus frames do
not charge it on his block because there
is a gap in between and you will eat a
combo if the opponent Jabs
here's an
example I want to highlight one more
thing we already discussed that if you
hit the tatsumaki after light
Tatsu you are plus 32 now there's
another way to set up an instant an
overhead me set up by comboing first
into the back heavy kick like
this if you do it this way and you do it
early the knockdown frames actually
change to 36 this opens up a little bit
of a new possibility where you can go
into an overhead setup like
[Music]
this it's zero on block but you're still
plus four so if you have if you go for a
jump in just try to remember that this
is what you could do after you the Tatsu
one more thing you can do after a
forward throw is throw in heavy haduken
which will be plus n on
block this opens up one thing if you do
this and you immediately do forward
heavy punch you will stuff the opponents
wake up if they press something if they
get hit by the haduken you will be able
to combo too and forward heavy punch is
confirmable here's an example
now we're coming to back throw
unfortunately there's not much you can
do after back throw the best thing you
could do is just doing a forward heavy
punch it hits mey It's but still minus
one now let's go with the adaman tide
punch I hope I pronounce that correct on
a light version there is no knockdown
but you plus three so every time you
combo into it in the corner you can
throw immediately afterwards this does
not apply mid screen unfortunately so no
matter how close you combo
it you're never in throw range so keep
that in
mind after the medium version of
it you are plus 32 so I just want to
confirm again everything that worked
with plus 32 referred please to the
heavy kick tatsuaki setup after the
Tatsu now we come to the fun part what
happens if I go for the heavy version of
the Adam and five punch so in the corner
most of the time you will want to do the
combo so you follow up with the heavy DP
remember 30 frames refer to the 30 frame
setups from the heavy DP everything that
works afterwards you go for it there's
not much to do you can do the same
followup with the Tatu as well but it
has 31 frames so if you want to go for
either of the setups you do that now we
go for the midscreen setups let's start
with the fro the fro unfortunately is a
little bit like juries but not as good
that means you can follow up with a dry
frush and you land in front of him the
issue will be that most of the time if
you want to confirm a
button you have to press it pretty early
or your opponent will stuff you if they
press something there's not much you can
get out of throw unless you want to
chase them so to my recommendation what
I would do after a throw
is just Dash
up charge up a light Fireball just walk
up if you see them jump you can go and
antier it if you're fast enough or
depends on the situation I'm going to do
another videos of anti conversion on
that topic and a fakuma guide and if you
want to follow up with it what you could
also do is take it with a grain of
salt is the medium demon flip so the
medium demon flip is- 17 if you empty it
um they cannot anti you from that range
as far to my knowledge not even G's ex
flash kick will reach uh but they can
super you here's a trick though let's
say we wakes up with a
shinku then we get
hit the fun part is though in the freeze
frames you can confirm that see the
super comes out and do a heavy demon
flip and get a full
[Music]
punish so so experiment as much as you
like with it this is what you could do
afterwards back throw well
you can see yeah but there's not much to
do after back throw do not dry thrush
after back throw back throw is never
safe for a dry thrush you will get hit
for
sure if it's punish counter back throw
has the same properties as in the corner
and go for mey heavy forward punch on
forward throw it's a little bit
different on forward throw you can drive
[Music]
and you're right in front of him so the
opponent has to
guess you can also do TIG new fireball
which will leave you at plus 9 or Plus 8
depending on when you when you
hit same with if you want to go for dry
frush overhead no matter what they do on
wake up unless this has invincibility
you will hit them so do not be afraid to
do the dry frush
overhead here's an example
same applies to
DP now we go for the Tatsu like I said
before if you hit the light Tatsu with
the
sweep you can go for the safe
jump if you hit the medium adaman tide
punch there's not much you can do I
tried a lot of things but
unfortunately hey guys H here I made a
little bit of an editing error here here
uh so I just want to say after the
medium adaman tide punch uh the only
thing you can do afterwards either Dash
forward uh which is leaving you a little
bit closer to the opponent or do a
medium deam flip it's a similar setup
like after the forward throw and if you
want to you can also do like a drive
Rush uh which will leave you at a
similar spacing as the forward for as
well now we're coming to the fun part
though there are a couple situations
where you get a lot of corner carry and
a following setup afterward I think that
combo where you go into light
Tatsu it's pretty nice but if you have
the chance I want you to do a combo
finisher into heavy Adam and tight the
reason for that is because you get a
really nice setup and Corner carry
afterwards here's an
example you empty demon flip after Adam
and Tide punch you're plus two you can
immediately go for a throw and even if
they do a jab on wake up you will stuff
them if you walk back afterwards you can
shim me and if you jab you beat him as
well so you put the opponent into a
50/50 immediately after the knockdown
achieve the same with ex adaman tide
punch and ex haduken if you ever are in
a situation where you let's say whiff
punish and you want to
go this
you're good to go let's say you hit the
EX
version
right so there's not much I can do to
follow up it depends on the Range but
what is cool is if I hit
this and I teleport immediately
afterwards this puts me in a plus 12
situation so you can go for mey you can
go for a mix up right just don't do
overhead there if the opponent presses
something and wake up your overhead will
be too slow so
beware the same situation happens when
you throw an ex Fireball if you do an ex
Fireball and R doesn't haduken or
whatever or even if it hits raw I want
you to have two options what you could
do either on a
trade do this and we again we have the
medium Tatsu or if you know you can't
combo or you just in regular hit the ex
uh Fireball you can always TP afterwards
to maintain pressure like
this plus
12
16
I so you get my point every time the ex
hadu hits pull up with a Teleport unless
you know you can get a dry for trade
combo another way where you can follow
up into something that is plus also
after the heavy Adam and Tide punch is
doing the
slide just let it rip which is plus too
if the slide hits by the way what you
can do is with a crouching light kick
and go into overhead immediately which
is a uh mey overhead
setup if done correctly you will be plus
one this works anywhere on screen last
not by least I want to talk about the ex
hadu compression
if you have multiple options obviously
if you want to go for damage or not
after you hit the ex haduken but if you
hit a ex haduken for example from max
range heavy punch like
that what you can do is do an instant
tiger knee light Fireball and you're
going to be plus 25 on block sometimes
even more depends on the Range and on
perfect Parry you're still plus n and
it's safe on everything on the wake up
last but but least if you ever do a
trade haduken or you have a regular had
can hit while let's charge it up like
that you can also just do a
Teleport all right everyone thank you so
much for watching the video and come
this far uh I really appreciate it hope
you enjoy enjoyed the video more to come
soon and um yeah thank you and see you
for the Akuma guide next time
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