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  1. SA1 offers Akuma the most opportunities to land a super. It's the safest of the three, and is hard to punish unless it's blocked at close range. Because it's a projectile, Akuma can move freely if the opponent chooses to parry it, giving him time to mix up the opponent with high/low sequences or Demon Flip.

  2. Akuma's fireball super, and by far the most practical choice. SA1 offers Akuma the most opportunities to land a super. It's the safest of the three, and is hard to punish unless it's blocked at close range.

  3. Aug 23, 2005 · I’m putting this here because I use Akuma as my main character and I really want to better my skill with him as well as the general populous of SF33rdS. For a long while I’v considered myself a pretty good Street Fighter fan and player – the best of my friends in my opinion and their’s.

  4. Mar 27, 2000 · Akuma has 5 supers and can choose from three during the game (the two being his Shun Goku Satsu and Kongou Kokuretsu Zan) 3. Akuma's supers are easier to connect w/o use of combos (take for...

  5. Akuma boasts both powerful space control and ferocious, ambiguous setplay. What keeps him in check is the lowest defense in the game, meaning that any mistak...

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  6. Sep 17, 2000 · After, he found the hidden part of the Shotokan Karate, also known as the Dark Shotokan Karate. Akuma began to train under the Dark Shotokan Karate and unleashing the power, demons soon merged...

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  8. The signature Akuma BnB. Light Tatsu launches for a damaging Heavy DP followup, which gives tons of damage and stun plus a great knockdown to set up air fireball mixups. The catch is that you can only do Light Tatsu on a standing opponent, so making sure to confirm they're standing is key.

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