Dominate Every Match: Akuma Setup Guide for Street Fighter 6

GGHalibel
29 May 202428:35

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

  • ๐ŸŽฎ Akuma setup video covering light Tatsumaki options and various setups for week one.
  • ๐Ÿ’ฅ Light Tatsumaki into sweep and double dash results in plus four frames and mix opportunities.
  • ๐ŸŒ€ Safe jump setup after light Tatsumaki and sweep if executed immediately.
  • ๐Ÿ”ฅ Light Tatsumaki into DP opens new combo routes, countering non-invincible wake-up options.
  • ๐Ÿ”„ Sweep into dash followed by overhead or standing light kick for various frame advantages.
  • ๐Ÿš€ Heavy DP setups including overhead, command throw, and frame traps for plus frames.
  • ๐Ÿ’ก Medium Tatsumaki setup options leading to loops and consistent mix-ups.
  • ๐ŸŒ Situational setups for light, medium, and heavy DP, including drive rush and demon flip variations.
  • ๐Ÿ”„ Safe throw loops and back heavy kick setups after forward throws for pressure.
  • โš™๏ธ 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

00:00

๐ŸŽฎ 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.

05:00

๐Ÿคบ 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.

10:02

๐Ÿ† 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.

15:04

๐Ÿ”„ 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.

20:05

๐Ÿ“‰ 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.

25:06

๐Ÿ”„ 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.

๐Ÿ‘‹ 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

๐Ÿ’กAkuma

Akuma is a character from the 'Street Fighter' video game series, known for his fighting style and abilities. In the context of this video, Akuma is the main subject, as the video is a setup guide for playing as this character. The script discusses various moves and strategies specific to Akuma, such as 'light Tatsumaki' and 'heavy DP' setups.

๐Ÿ’กSetup

In fighting games, a 'setup' refers to a sequence of moves or actions that a player executes to gain an advantage over their opponent. The video script provides detailed setups for Akuma, including how to follow up on certain moves to create mix-up opportunities or extend combos.

๐Ÿ’กTatsumaki

Tatsumaki is a type of spinning kick move commonly found in fighting games, and in this script, it refers to one of Akuma's special moves. The script discusses different variations of the Tatsumaki, such as 'light Tatsumaki' and how to use it in various setups for advantageous gameplay.

๐Ÿ’กDP

DP stands for 'Dragon Punch,' which is a signature move of the character Ryu in the 'Street Fighter' series and is also used by Akuma. The script mentions 'light DP' and 'heavy DP' to differentiate between the power levels of the move and the subsequent strategies that can be employed after using them.

๐Ÿ’กKnockdown Frames

Knockdown frames refer to the number of animation frames it takes for a character to hit the ground after being knocked down. In the script, the number of knockdown frames is important for determining the timing and feasibility of follow-up attacks or setups after a knockdown occurs.

๐Ÿ’กCombo

A 'combo' in fighting games is a sequence of attacks that connect with one another without giving the opponent a chance to retaliate. The script provides examples of combos that can be executed with Akuma, and how certain moves can be chained together for maximum damage.

๐Ÿ’กPlus Frames

In the context of fighting games, 'plus frames' (often denoted as +n) indicate a situation where a move is advantageous on hit, meaning the player has time to recover or continue their attack. The script frequently mentions various numbers of plus frames to describe the window of opportunity after certain moves.

๐Ÿ’กSweep

A 'sweep' is a type of move in fighting games that knocks the opponent off their feet. The script discusses the use of a 'sweep' with Akuma and the strategic options available after using this move, such as following up with a safe jump or setting up a mix-up scenario.

๐Ÿ’กDash

Dashing is a quick movement in fighting games that allows characters to cover distance rapidly. The script mentions 'dash' in various setups, emphasizing its importance in closing the gap between Akuma and the opponent to set up further attacks.

๐Ÿ’กCounter Hit

A 'counter hit' occurs when a move hits the opponent during their attack animation, often resulting in advantageous frame data. The script explains how certain moves can be used to counter hit opponents, leading to further combo opportunities or mix-up plays.

๐Ÿ’กWake Up Options

In fighting games, 'wake up options' refer to the actions a player can take when their character regains control after being knocked down. The script discusses how to anticipate and counter these options with Akuma, using moves like 'light Tatsumaki' or 'DP' to maintain pressure.

๐Ÿ’กMix-Up

A 'mix-up' is a strategy in fighting games where a player uses a combination of high and low attacks, throws, and other maneuvers to confuse the opponent and open them up for further attacks. The script provides examples of how Akuma can use various moves to create mix-up situations after certain setups.

๐Ÿ’กSuper

A 'super' refers to a special move in fighting games that often deals significant damage but may have recovery time or other drawbacks if it misses or is blocked. The script mentions 'super' in the context of Akuma's move set and how it can be used or countered in certain situations.

๐Ÿ’กHadoken

Hadoken is a projectile move used by several characters in the 'Street Fighter' series, including Akuma. The script discusses the use of the hadoken in Akuma's setups, such as confirming hits with an 'ex hadoken' and using it to maintain pressure on the opponent.

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

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hey everyone hble here so this is going

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to be an Akuma setup video uh I'm going

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to cover all the setups I found so far

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uh there's probably a bunch of that I

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didn't find um but for now for week one

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this should be fine if you enjoy the

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video please leave a like And subscribe

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and thank you so much for watching let's

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start all right so I'm going to cover

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first the light tatsumaki options

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midscreen and uh off uh corner but if

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you hit the light Tatu and sweep and

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Double Dash your plus four front of the

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opponent and have a mixed

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opportunity what you also can do if

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you're close enough is just jump

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immediately after the light after the

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sweep and it's a safe

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jump another option instead of doing the

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light tatsumaki into the sweep is going

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for the DP if you dry frush immediately

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afterwards and block your plus four this

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opens up new combo routes if work if you

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execute it well because even if the

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opponent wakes up with a button if you

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go and do Dy frush into immedi

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overhead you will stuff the opponent's

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wake up options unless it has

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invincibility like uh super or an

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extp you can also go

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low and if disconnects you can go

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straight into medium kick light tatsuo

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and again your choice to go for either

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DP or for

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sweep so let's go what you can do after

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a light Tatsu into DP or light T into

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sweep and the corner we already

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discussed that if you do a uh sweep and

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you dash in you have a safe jump which

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is very strong but you can also set up

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other things on the opponent's wake up

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like an uh mey overhead here's an

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example sweep Dash up overhead this is

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plus one on block on hit it's plus five

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and if the opponent presses something

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you he get a counter it and it's going

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to be plus seven I'm going to

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demonstrate that what kind of combos you

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can do if it hits on counter hit or

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not if you want to spend

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meter now encounter it

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if you do not want to go for the me over

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setup what you could also do is with a

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standing light kick after the dash this

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will leave you at plus

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four sorry plus five that means you have

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a mey throw Loop you have a safe throw

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even if the opponent back dashes it's

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safe and you can still go for the shimmy

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if you back walk here's a demonstration

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K me and now if the opponent back

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Das minus three not

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punishable another me situation would be

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doing a The Sweep setup and then going

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into forward medium kick and pressing

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standing heavy punch immediately this

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will leave you at plus

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six on counter it you can combo into a

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standing medium kick and if it just hits

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like that you can go into crouching

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medium punch and do a follow-up combo

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for if you're playing against players

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that use characters that do not have a

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reversal on wake up for example JP's OD

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Amnesia gets beaten by projectiles you

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can use this following

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setup you dash up light had is plus two

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and if time

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correctly up to plus

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four another followup if if you want to

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go for mey medium punch is Dashing up

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crouching light kick into either

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standing medium punch which will leave

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you at plus free or Crouch the medium

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punch which will leave you at plus

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one now let's move on to the heavy DP

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setups you hit a heavy DP regardless if

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you're having it from a

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light or

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Tatsu both knockdown frames are

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30 so all the setups that work on the

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regular DP they will work as well on

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light Tatsu

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DP the first one I want to show you is a

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little bit tricky but in my perspective

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worth it Akuma can overhead you me from

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a DP if you slightly delay it before the

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opponent wakes up to indicate that I

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would suggest you doing a little Notch

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like this and then go for the overhead I

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might not be able to do it on the first

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try and I'm going to keep this video a

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little bit raw you guys see how the

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successful how successful the uh hit

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rate is for

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DP I wasn't quite

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it and there we go that's plus four on

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hit zero on block sometimes even plus

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one on block and you can still go for

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the same routes I showed you from the

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earlier setup

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if you want to go for me a plus four

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medium punch is when you do a heavy DP

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like this with crouching medium and go

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immediately into standing medium punch

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this will leave leave you at plus four

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which is great if the opponent press the

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uh button afterwards like a light button

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and you go into crouching heavy punch

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you can get a trade combo I'm going to

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show you an example right now

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just an example for a trade combo

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but also works after you do DP and you

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want to land a command frow is

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immediately doing the command frow

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teleport after the DP this will hit your

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grab as a Mei even if they reversal with

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a normal on wake up they will still get

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hit

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another mey setup do is doing a heavy

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punch with sorry another mey setup would

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be instead of a dash after the heavy DP

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withing a standing light kick into

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immediate standing heavy punch will you

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leave you at plus

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one if this hits you can immediately

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combo into standing medium

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kick and and any followup you desire

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here's an example

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don't forget that if you drive Rush even

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in the corner after a heavy DP you're

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still plus when you block so if you want

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to bait the opponent in doing something

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on reversal either Drive reversal or a

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wake up extp or super you can still use

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that to your

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advantage plus four unfortunately if you

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commit to not pressing anything you

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won't be able to walk back if they wake

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up with a

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Thro so just keep that in

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mind unfortunately I didn't have much

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time to look after what you could do if

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you just hit a regular sweep like

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this but the sweep itself doesn't have

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much range so if you should hit it in

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the

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corner you can wh a standing light kick

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and go for a forward heavy punch which

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will leave you plus six on hit and

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you'll be able to combo into a standing

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light kick or a crouching medium punch

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on counter you can also combo into a

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crouching medium kick now let's move on

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to a little bit of a different option

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let's say we are going to hit with a uh

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medium K

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tatsumaki this will leave us at 41

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knockdown frames which

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immediately can Dash after go for

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overhead which will be leaving you at

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zero on block and plus four hits

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and this will also allow you to combo

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same as from The Sweep set

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up similar setup like after the sweep

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you dash up after the medium Tatsu with

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a crouching light punch and go into

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standing medium punch this will leave

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you at plus

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four you can also go for M haduken by

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just whiffing a standing light kick

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after the medium Tatsu

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this will leave you at

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plus4 now you're thinking when would I

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use the medium Tatsu and here's

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something really interesting uh you can

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go into a loop so if Akuma gets a

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knockdown after a heavy DP you can go

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for charged haduken every

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[Music]

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time like this even if the opponent

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wakes up with a button you will be able

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to to uh hit him and now he comes apart

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which is really interesting if the

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opponent gets hit and wake up with this

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you can either decide to go a little bit

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for more damage or you can say hey I

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want to go into a loop and this is where

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the loop starts we're going to pretend

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that the opponent will wake up with a

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button after we decided to go for a mey

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charge to

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doin if this hits and you time it

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correctly this will not trade

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and this is where it's interesting now

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we can follow up again with a medium

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Tatsu and we can repeat all the [ย __ย ] in

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again for overhead

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right fire this

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again for me medium punch etc etc and

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every time you uh put an opponent into

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the corner and you want to get his Drive

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gauge or you want to like mix it up a

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little bit you can go for the startup

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with the Char shukin this works with DP

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Tatsu and sweep but for sweep I wouldn't

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really go for it cuz then you have the

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safe jump set up you have everything you

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already

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want now let's go for the other followup

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if you go and follow up with the heavy

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Tatsu heavy Tatsu leaves you at a

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similar knockdown frames like heavy DP

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just with two frames differ so you can

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either go for mey over at two again just

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with a slightly more

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delay or you can do the following what

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you could do if you want to get a mey

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set setup is with a standing medium

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punch and go into standing heavy punch

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after you hit the

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Tatsu this will leave you at plus

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one what you also could do is after you

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do the heavy Tatsu you with a crouching

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medium punch and go to standing medium

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kick this will leave you at plus one on

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hit you can combo medium kick into

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medium kick itself this doesn't sound

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too great but this gives us uh a new

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Option I want to show you and this is

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akuma's Target combo first of all the

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setup now akuma's Target

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combo it's plus one on hit unfortunately

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it doesn't it's not a block string and

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people can interrupt it with a Crouch

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jab as you can see

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here but with the mey setup what we can

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do is force the overhead to beat the jab

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because the medium kick hits meaty

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here's an

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example not only that but also we get a

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trade after the trade happens it's plus

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n and we can combo easily standing heavy

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punch into devastating damage

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here's an

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example and this just looks like if you

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want to really mess with the opponent

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now let's say we hitting a light DP now

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when we would ever hit a light DP combo

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so there are different ways let's say

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you hit the opponent and he's close to

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stun you don't want to extend your combo

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too much and you want to go for quick

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damage after perfect Parry for example

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and you would go for the light DP Ender

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so the light DP

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Ender if you whiff a standing light

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punch right and go for a haduken it will

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whiff but it depends when you hit the

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light

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DP if you hit it later on the Tatsu it's

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37

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knockdown if you hit it immediately it's

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39 that's why I recommend to do the

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light DP a little bit delayed so you get

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the 37 knock down frames this is what

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you can do if you hit

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it plus one overhead setup

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if you want to mix it up you can do

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this again me

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haduken but if you want to go for a

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plus4 medium punch you hit the light DP

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as early as you can you do that by

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whiffing a standing heavy punch after

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you hit the light DP early and you get a

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plus4 stand medium

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punch I didn't research enough if I can

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get more situations where the target

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combo with the over will trade but I

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will definitely keep you up to date on

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dead a similar situation where we can

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get an instant overhead is when we for

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example hit the target combo we go for

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the full Ender with a Target combo we

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with a standing light punch and go for

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the

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overhead that's will leave us at zero we

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can also switch this up with a light

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haduken if you decide to try to go for a

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meaty fro or shimmy you can end this

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with a forward medium kick which will Le

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you at plus five

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so it's safe and also walk backwards

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afterwards or shimy if you go for a

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different

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Ender for example the light DP just as

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we remembered you can also Mix us up if

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you don't want to do the full Ender and

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you're close to the corner you can go

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for a light

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DP which will leave you at 37 frames

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if you go for the medium DP this is the

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same knockdown frames as you would have

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the tsumaki setup like this

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one so please refer to those setups

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after you hit the medium DP in the

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corner let's go for the forward

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throw after the forward throw

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unfortunately there's not as much

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potential as I would love

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to but Akuma has still for Loop so

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there's a couple things you can do first

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this forward throw Dash up leaves you at

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plus n so you can either do a delayed

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medium punch for mey or you can do a

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delayed throw or throw

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Loop what you also could do is if you

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know that your opponent always loves to

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press buttons on wake up you can Dash up

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and do a back heavy kick the back heavy

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kick has 12 frame startup so if you dash

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forward and you plus nine and the

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opponent presses something with four

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frames on wake up you will beat this

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four frame

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[Music]

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move you have to make the safe though

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with the ex haduken you can confirm if

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the if you hit or Not by dashing up and

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if the opponent does block it you just

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release the ex haduken immediately which

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will leave you again at plus frames do

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not charge it on his block because there

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is a gap in between and you will eat a

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combo if the opponent Jabs

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here's an

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example I want to highlight one more

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thing we already discussed that if you

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hit the tatsumaki after light

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Tatsu you are plus 32 now there's

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another way to set up an instant an

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overhead me set up by comboing first

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into the back heavy kick like

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this if you do it this way and you do it

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early the knockdown frames actually

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change to 36 this opens up a little bit

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of a new possibility where you can go

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into an overhead setup like

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[Music]

play18:23

this it's zero on block but you're still

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plus four so if you have if you go for a

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jump in just try to remember that this

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is what you could do after you the Tatsu

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one more thing you can do after a

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forward throw is throw in heavy haduken

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which will be plus n on

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block this opens up one thing if you do

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this and you immediately do forward

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heavy punch you will stuff the opponents

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wake up if they press something if they

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get hit by the haduken you will be able

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to combo too and forward heavy punch is

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confirmable here's an example

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now we're coming to back throw

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unfortunately there's not much you can

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do after back throw the best thing you

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could do is just doing a forward heavy

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punch it hits mey It's but still minus

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one now let's go with the adaman tide

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punch I hope I pronounce that correct on

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a light version there is no knockdown

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but you plus three so every time you

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combo into it in the corner you can

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throw immediately afterwards this does

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not apply mid screen unfortunately so no

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matter how close you combo

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it you're never in throw range so keep

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that in

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mind after the medium version of

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it you are plus 32 so I just want to

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confirm again everything that worked

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with plus 32 referred please to the

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heavy kick tatsuaki setup after the

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Tatsu now we come to the fun part what

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happens if I go for the heavy version of

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the Adam and five punch so in the corner

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most of the time you will want to do the

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combo so you follow up with the heavy DP

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remember 30 frames refer to the 30 frame

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setups from the heavy DP everything that

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works afterwards you go for it there's

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not much to do you can do the same

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followup with the Tatu as well but it

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has 31 frames so if you want to go for

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either of the setups you do that now we

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go for the midscreen setups let's start

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with the fro the fro unfortunately is a

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little bit like juries but not as good

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that means you can follow up with a dry

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frush and you land in front of him the

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issue will be that most of the time if

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you want to confirm a

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button you have to press it pretty early

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or your opponent will stuff you if they

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press something there's not much you can

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get out of throw unless you want to

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chase them so to my recommendation what

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I would do after a throw

play21:03

is just Dash

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up charge up a light Fireball just walk

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up if you see them jump you can go and

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antier it if you're fast enough or

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depends on the situation I'm going to do

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another videos of anti conversion on

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that topic and a fakuma guide and if you

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want to follow up with it what you could

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also do is take it with a grain of

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salt is the medium demon flip so the

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medium demon flip is- 17 if you empty it

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um they cannot anti you from that range

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as far to my knowledge not even G's ex

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flash kick will reach uh but they can

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super you here's a trick though let's

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say we wakes up with a

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shinku then we get

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hit the fun part is though in the freeze

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frames you can confirm that see the

play22:00

super comes out and do a heavy demon

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flip and get a full

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[Music]

play22:16

punish so so experiment as much as you

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like with it this is what you could do

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afterwards back throw well

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you can see yeah but there's not much to

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do after back throw do not dry thrush

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after back throw back throw is never

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safe for a dry thrush you will get hit

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for

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sure if it's punish counter back throw

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has the same properties as in the corner

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and go for mey heavy forward punch on

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forward throw it's a little bit

play22:55

different on forward throw you can drive

play22:58

[Music]

play23:00

and you're right in front of him so the

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opponent has to

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guess you can also do TIG new fireball

play23:06

which will leave you at plus 9 or Plus 8

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depending on when you when you

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hit same with if you want to go for dry

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frush overhead no matter what they do on

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wake up unless this has invincibility

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you will hit them so do not be afraid to

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do the dry frush

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overhead here's an example

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same applies to

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DP now we go for the Tatsu like I said

play23:41

before if you hit the light Tatsu with

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the

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sweep you can go for the safe

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jump if you hit the medium adaman tide

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punch there's not much you can do I

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tried a lot of things but

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unfortunately hey guys H here I made a

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little bit of an editing error here here

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uh so I just want to say after the

play24:00

medium adaman tide punch uh the only

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thing you can do afterwards either Dash

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forward uh which is leaving you a little

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bit closer to the opponent or do a

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medium deam flip it's a similar setup

play24:10

like after the forward throw and if you

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want to you can also do like a drive

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Rush uh which will leave you at a

play24:16

similar spacing as the forward for as

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well now we're coming to the fun part

play24:24

though there are a couple situations

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where you get a lot of corner carry and

play24:28

a following setup afterward I think that

play24:31

combo where you go into light

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Tatsu it's pretty nice but if you have

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the chance I want you to do a combo

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finisher into heavy Adam and tight the

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reason for that is because you get a

play24:45

really nice setup and Corner carry

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afterwards here's an

play24:52

example you empty demon flip after Adam

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and Tide punch you're plus two you can

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immediately go for a throw and even if

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they do a jab on wake up you will stuff

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them if you walk back afterwards you can

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shim me and if you jab you beat him as

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well so you put the opponent into a

play25:11

50/50 immediately after the knockdown

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achieve the same with ex adaman tide

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punch and ex haduken if you ever are in

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a situation where you let's say whiff

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punish and you want to

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go this

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you're good to go let's say you hit the

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EX

play25:32

version

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right so there's not much I can do to

play25:37

follow up it depends on the Range but

play25:40

what is cool is if I hit

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this and I teleport immediately

play25:45

afterwards this puts me in a plus 12

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situation so you can go for mey you can

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go for a mix up right just don't do

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overhead there if the opponent presses

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something and wake up your overhead will

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be too slow so

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beware the same situation happens when

play26:02

you throw an ex Fireball if you do an ex

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Fireball and R doesn't haduken or

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whatever or even if it hits raw I want

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you to have two options what you could

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do either on a

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trade do this and we again we have the

play26:19

medium Tatsu or if you know you can't

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combo or you just in regular hit the ex

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uh Fireball you can always TP afterwards

play26:29

to maintain pressure like

play26:33

this plus

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12

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16

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I so you get my point every time the ex

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hadu hits pull up with a Teleport unless

play26:53

you know you can get a dry for trade

play26:54

combo another way where you can follow

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up into something that is plus also

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after the heavy Adam and Tide punch is

play27:01

doing the

play27:02

slide just let it rip which is plus too

play27:07

if the slide hits by the way what you

play27:09

can do is with a crouching light kick

play27:11

and go into overhead immediately which

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is a uh mey overhead

play27:18

setup if done correctly you will be plus

play27:22

one this works anywhere on screen last

play27:24

not by least I want to talk about the ex

play27:27

hadu compression

play27:29

if you have multiple options obviously

play27:31

if you want to go for damage or not

play27:32

after you hit the ex haduken but if you

play27:35

hit a ex haduken for example from max

play27:38

range heavy punch like

play27:40

that what you can do is do an instant

play27:43

tiger knee light Fireball and you're

play27:46

going to be plus 25 on block sometimes

play27:49

even more depends on the Range and on

play27:51

perfect Parry you're still plus n and

play27:53

it's safe on everything on the wake up

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last but but least if you ever do a

play28:12

trade haduken or you have a regular had

play28:14

can hit while let's charge it up like

play28:16

that you can also just do a

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Teleport all right everyone thank you so

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much for watching the video and come

play28:25

this far uh I really appreciate it hope

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you enjoy enjoyed the video more to come

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soon and um yeah thank you and see you

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for the Akuma guide next time

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