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  1. Akuma's uppercut super, similar to Ken's SA1. Does better damage than SA1, and has many of the same confirms and cancels. On the other hand, this super is much more unsafe if missed, and basically gives the opponent a free combo. Also has less chip potential, since the last 3 hits are easily parried.

  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. 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...

  4. Aug 3, 2001 · >if the opposition is using SA I then be a bit cautious due to its power. >Again SA III is a threat as if the opponent knows his combos well you could be in for a very nasty juggle combo again...

  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. 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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  8. Sep 17, 2000 · Tips To Play Akuma and Street Fighter 3 (in general) ===== Tip 1: In Street Fighter 3, you must use your THROW, if not don't play this game. Don't be surprised if you see 10+ throws a...

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