Wednesday, March 18, 2015

Ultra Street Fighter 4 - Akuma - Super and Ultra 1 Guide

Instant Hell Murder Guide
Rob Zheng
Gamertag/PSID: ZangerGB4
www.facebook.com/rob.zheng
www.youtube.com/eckoboi410

Zang's Hell Murder
A guide on Akuma's Super and Ultra 1
by Rob Zheng


ABOUT THE AUTHOR

----------------

My name is Rob Zheng, ZangerGB4 on Xbox Live and PS Network. I've been a serious Akuma player since Marvel vs Capcom 2, following into Super Street Fighter II Turbo HD Remix and then Street Fighter 4, Super,Arcade Edition, 2012 and Ultra as well as Marvel vs Capcom 3 and Street Fighter X Tekken. I've compete in local and big tournaments and focused on Akuma as my only character through all of them. This guide is for the use of Ultra Street Fighter 4.



INTRODUCTION

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The Instant Hell Murder is one of the most interesting Super/Ultra's of Ultra Street Fighter 4.
It has a few odd drawbacks that no other characters can relate to. It is very damaging, being tied for 2nd with T.Hawk having Zangief at 1st, of none buffed Ultra’s (Maktoto Supered and Hakan Oiled). Its utility greatly changes the options of the opponent once it’s ready to be used. There are several gimmicks for both the Super and Ultra. Of them, most of these gimmicks require conditioning the opponent for a little bit but lucky for us, the Super and Ultra are available later in the match, unless you're going in the 2nd or 3rd round with a Super. Finally, the satisfaction of landing the Instant Hell Murder is just an amazing feeling. Overall, this move is much more complicated than most Super/Ultra's and by mastering the in's and out's of it can be very rewarding as puts you back into the fight if you have not already just won with it. There are a few set ups I will be going over as well. The big difference between a 'Set up' and 'Gimmick' is simply, a Set up puts you in position use the Instant Hell Murder safely and to have 100% success rate such as Kara Super and Anti Air Ultra 1. A Gimmick is however unsafe if the opponent sees it coming but usually work the first time in a match because it is clever. Baiting reversals/normals on wake up through a front flip into Ultra 1 is a Gimmick. Through this article, I will be referring to Akuma's Super(Raging Demon) and Ultra 1(Wrath of the Raging Demon) as the Instant Hell Murder(because it sounds bad ass). I will be specific on which one I am addressing.




GUIDE ANOTATIONS AND LAYOUT
---------------------------

LP - Light Punch
MP - Medimum Punch
HP - Heavy Punch
LK - Light Kick
MK - Medium Kick
HK - Heavy Kick
U - UP
UF - Up Forward
UB - Up Back
F - Forward
B - Back
D - Down
DB - Down Back
DF - Down Forward
cr.- Crouch

Part 2 and 3 will start off with the SIMPLIEST of ways to input each demon following with the explanation of how and why it is used in each way.


PART 1

SUPER AND ULTRA PROPERTIES

--------------------------

The Super is a zero frame grab meaning, if your opponent is next to you when you activate it, they will be grabbed. The Ultra however is not. The Ultra is invincible for the first 6 frames, in cancelable from normal moves and has the ability to 'catch' people out of the air. Both need to be landed at the same distance as his normal grabs. Both have their places and are used almost COMPLETELY differently. After mastering the usage of the Super, you'll begin to attempt to save EX stock when you can. You cannot combo into either besides using a Focus Attack so you have no offensive guarantees but you don't have to worry about Damage Scaling weakening such a powerful tool. Because of the properties, there are a lot of ways to land this move while being sure not to whiff it. Like Akuma, it is very versatile and powerful and a must to master.


SHORTCUT

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First before anything else, it is very crucial to know the shortcut of the Instant Hell Murder as you will be able to land it extremely easier for whatever plan you have for it. It is simply pressing LP,LP and then F+LK+HP all 3 at once for Super. LP,LP and then B+LK+HP for Ultra. Its faster and slightly easier mentally than hitting LP,LP,F/B,LK,HP. Especially when freaking out as you're close to being KO'ed and throwing out the Super/Ultra is your last hope for coming back or even winning the match. There are other shortcuts but they are not necessary to learn as anything you could achieve with those shortcuts, you can achieve with this one. It's also mentally the easiest of all other shortcuts and once again, in a real match with low health, you want the easy shortcut.



MENTAL STATE

------------

Having the Instant Hell Murder one your side is very reassuring in Street Fighter. Even better, having a Super and a fully charged Ultra is amazing as it secures high damage as long as you're smart to land both.

http://www.youtube.com/watch?v=5YgKCTPBNdc

2:18 in the final round is a great example how a Super, a fully charged Ultra and a simple forward throw can take down a player from full health even though Akuma was a hit from being Perfected on. With that said, never give up or feel like you have lost until the round is actually over. The Instant Hell Murder is comeback central.

Because you cannot combo into the Instant Hell Murder besides the Focus Attack, it does not get damage scaling to reduce the damage of the Super/Ultra. The Ultra is also very high in damage itself. Therefore anytime landing the Ultra, it's going to hurt. No character can be KO'ed by just the Super and full Ultra alone as Damage Reduction is reduced relative to low stamina through the course of a match. Super and Ultra damage damages Seth for 796 if the Super is used first, 791 if the Full Ultra was used first.

Having the assurance of having the Instant Hell Murder will help you play calmer, more confidently and overall you will secure more wins with this mental state of "It’s not over till it’s over". Currently 20% of my won rounds were finished by the Ultra. 10% of won rounds were finished by the Super. Other wins of course had my Super/Ultra landed but was not the final blow and some matches, my Ultra was not even active to use(because l pwnd them :p). That being said, 30% is decently high of matches I've won with the Super/Ultra. Of course, it’s much better to win without the Ultra even being active, but its a nice having a bomb as your back up.


DRAWBACKS

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The Instant Hell Murder is different than other Super's and Ultra's in its command to pull off. Where other characters have a motion followed by attack buttons, Akuma must first input the attack buttons. Because of this, Akuma players must hide the input so the opponent not sees the Super/Ultra coming. This is easily solved by using a normal or special attack and buffing the command of the 2 LP's followed by the F/B + LK + HP either during or after the normal or special attack as some moves like the Hurricane Kick cannot be cancelled into Super/Ultra.

Buffering in the air however has its disadvantage. While other characters can empty jump (jumping without attacking in the air) in the air and land right into their Super/Ultra. Akuma must buffer the 2 LP's in the air which causes recovery frames upon landing. Depending on your set up, this may have Akuma be hit before the Instant Hell Murder can come out. The Instant Hell Murder cannot be combo'ed into besides using the Focus Attack followed by dashing either forward or back in which during the dash, you buffer in the 2 LP's.

Lastly, I have no idea why but landing the Ultra gives your opponent 2 stocks of EX gauges so if it didn't seal match for you, your opponent now has the option of using 2 EX moves, possibly a Super or an extra FADC available. Something I highly dislike about the Ultra.


BUFFERING

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Whiffing 2 LP's before going into Instant Hell Murder is extremely no0bish. Because of how the Instant Hell Murder works, it has to be deceitful. Even if you use it as a reversal from blocking a Dragon Punch, by whiffing the 2 LP's, you may hit the opponent as they come down which then makes it possible for the opponent to evade. Therefore, buffering is very necessary to hide the intention, insure no accidental hits hit the opponent and also to set up the opponent. The different ways to buffer have different set ups, some being known by name such as the Kara Demon. Some are risky gimmicks to bait and hope your opponent reacts how you hope while others are guaranteed after seeing you action your opponent makes that you were expecting. Apparently, we are able to react to something 8 times faster if we are waiting and expecting it than not.


CONDITIONING

------------

If you are able to condition your opponent, you won the match. Street Fighter is all about reading people or more so, guessing correctly about the action they are about to take. Conditioning may take place in general or in specific situations. Generally, by having a very strong offense, you can condition your opponent to play more defensively which you can then apply going for a throw or a slower overhead attack because you are sure they will be scared to counter attack.

Specifically, you can condition an opponent to use or not use a move by intentionally giving results that would positively or negatively reinforce that person to use that move. An example would be to apply heavy pressure but leave small gaps, such as cr.LP,cr.LP,cr.LP,F+MP(overhead) where a Dragon Punch could stop the pressure during the overhead attack. If they use the Dragon Punch, they were a little bit more positively reinforced to use the Dragon Punch again under pressure.

If they keep on defense, they will block or get hit by the overhead. This tactic is risky as you are intentionally gambling your Stamina in hopes later in the match you will be able to capitalize in the conditioning. If you conditioned them well, of course what better way to capitalize than using the most powerful move you have.

I like to try conditioning when I have a life lead in the first round as it will be more effective long term and I can afford a hit but I don’t highly suggest trying to condition opponents risking health all the time, especially on characters with much more Stamina such as Zangief and especially if your opponent has the life lead. This leads me to my next sections, gimmicks.


GIMMICKS

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Conditioning the opponent very powerful tool into landing not only the Instant Hell Murder but anything you want in Street Fighter. However, you probably will want to land the Instant Hell Murder before breaking the conditioning you worked on and also as much as you condition someone, you do not know for sure 100% what they are about to do. You can only hope that they believe you are as big of a fool as you let on and hopefully when you want to lure out that Dragon Punch that they will believe they should use it because it will land just like the last 3 times they were getting up from wakeup state or under pressure.

Usually gimmicks aren't too bad because they are after all gimmicks so the chances of landing the Instant Hell Murder through a gimmick are high but only the first time. Good thing there’s more than one gimmick for the Demon.

PART 2

REVERSAL DEMONS

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Super
Hold Down Back, :block stun occurs:, LP, LP, UF +LK +HP

Ultra
Hold Down Back, :block stun occurs:, LP, LP, UB + Lk +HP

These are the 100% Instant Hell Murder's that change the way your opponent must play when either Super/Ultra is available. Of course, unlike combos where you're successful attacks now lands you a guaranteed Super/Ultra, the Instant Hell Murder's guarantee comes from the opponent making an unsuccessful attack. As I mentioned earlier, reaction speeds are much higher when expecting something. Noted, you have to know what to expect. Some reversal demons are harder than others depending on your opponent’s moves. Reading frame data of course always helps give you an idea about how strict timing is.

The input for the reversal demons are from starting, you are typically in crouch block position being in Down Back. From there holding Down Back after seeing the block stun you can input Hold Down Back and press LP, LP, B/F + LK + HP. To make things even easier. You can input Up Back or Up Forward when pressing LK and HP. What difference does this make. When you go from Down Back to Up Back, you input 'Back' twice to insure it was registered and it is just easier to pull the stick up rather than half way up. From the Down Back position to Up Forward for the Super, the reason for this is so you do not accidently do a quarter circle forward and come out with a fireball.

You will not frontflip or backflip. You will also not whiff LP as the LPs are buffered while in blockstun.

Also, the same move has different speeds, different angles and recovery times and EX moves can vary as well. So even if you know a special move is coming, it can be rough to know which of the 4 options your opponent may use and for some, you must know its coming or you may be too late or too early. The benefit is that if you are not that great getting in and landing combos, this route is a kind of lazy man's way of landing the Ultra. The Instant Hell Murder does not get Damage Scaling which reduces the damage of your Ultra so you deal the full damage of the Instant Hell Murder you have open. It’s great to KO an opponent who was at half health only 5 seconds ago. I'll give you guys a simple run down of different types of attacks and how quickly you have to be in inputting the Instant Hell Murder.


Anti Airs vary in difficulty. I will use the Dragon Punch as an example. The light Dragon Punch is very quick so in order to land the Instant Hell Murder, you must buffer the 2 LP's DURING the blockstun and then the F/B+LK+HP extremely quickly right after. Of all Dragon Punches, this will be the hardest. The other two Dragon Punches are easier as they go up a little higher giving you a little more time to make the input. You may also be a little late with the input but you may jab them as they are coming down which is why I suggest inputting the Anti Air Demon just to be safe which is D+LP+MK, D+LP+MK,F/B+LK+HP.

Finally the EX Dragon Punch which is very tricky for two reasons. It goes very high up which if you expect a light Dragon Punch; you may make the inputs too quickly and go under them. For something that is so powerful, you do not want to screw that up. Also depending on how close they were to you when they used the EX Dragon Punch, they may actually land on the other side of you. If you have only the Super or the Ultra available, you may hit the wrong direction and no Instant Hell Murder comes out. Even if you have both, you probably intend to land one of them over the other.

Example if you land a Super which does not KO your opponent and the Ultra would have KO'ed your opponent. Then, they end up winning that round, you are now going into the next round with a loss and no Super when you could be going into the next round with a win and a Super. Or even worse, you just lost the match. You might accidently land a barely charged Ultra, only doing slightly more damage than the Super but now lost the chance to land a stronger Ultra. Depending on your playstyle and based on which character you are facing, you always want to make sure the Instant Hell Murder you land is the one you intended. For the EX Dragon Punch, I suggest going into training room and learning which distances have your opponent cross over you while landing. When you figure it out though, you can calmly input the Instant Hell Murder and know for sure its catching them on their way down.

Horizontal Specials (excluding projectiles) all recover fairly quickly but can be hit by the Instant Hell Murder. These inputs are extremely quick and sometimes you may actually be baited. Blanka's Rolling Attack may not come all the way to you (light version) and you may input a Instant Hell Murder that he will jump over. It's honestly a bit hard but you can stop yourself from finishing the inputs. If you expect a Rolling Attack but you're worried about making the inputs on a fake short Rolling Attack, try to wait till you definitely see the blockstun occur and input the 2 LP's then.

A very good player will understand some moves they have are just not worth even using because you have a nearly fully charged Ultra and they would lose if they would get hit by it but have enough life that they can take you without using that move. E.Honda's Sumo Headbutt is another example that you must be quick one. It will usually appear that they will be landing and able to jump before the Instant Hell Murder connects but the recovery frames are longer than it will appear and you will get the grab. If you're not sure about some specials, check the frame data to see how strict your timing has to be. Remember for these, you pretty much have to expect it coming to properly react to it. Trying to input the command as a reaction will most likely be too late.

Lastly, if you're an Akuma player, you must know the long drawn out battles with T.Hawk. You'll love to learn his Condor Spire is nearly useless against you. When blocking the Condor Spire, the closer you are to him when he activates it, the less he will bounce back. You can then follow with a HK as it will connect when he lands. When your Instant Hell Murder is up, just walk back and forth, maybe jump around to bait him to use it. When he does, just calmly input the Instant Hell Murder of your choosing. You don’t even have to be fast about it and it will grab him. Haha now go enjoy that fight.


KARA DEMON SUPER/Ultra

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Super
(Hold)F + LP + MP, LP + MP, DF + LK + HP

Ultra
F + LP + MP,LP + MP(while still holding F), B + LK + HP

Kara Demon is done by using the overhead chop so you can buffer the Instant Hell Murder on top of getting in a little closer to your opponent, not A LOT though. For Kara Demon, I highly suggest the Super over the Ultra as the Super is a zero frame grab meaning your opponent cannot dodge it if at the flash, was right next to you. The Ultra can be avoided if they were not committed to any action such as attacking, dashing or charging a Focus Attack. You use the Kara Demon while pressuring your opponent so the Super makes much more sense as they will be holding back, not attacking.

The easiest method of Kara Demon is F + LP + MP, LP + MP, F/B + LK + HP. Some people hit F + LP + MP TWICE then F/B + LK + HP. Also for the Super, some just hold Forward while hitting LP + MP twice then pull the stick down into Forward Down while hitting LK + HP. Any combination is fine. You may ask why there is a MP in the 2nd command and the answer is simply, it’s just easier mentally and makes no difference. I like using this time to time if my opponent is blocking too much. Don't use it against extremely aggressive, crazy about reversal opponents.

The easiest mentally for ME to use the Kara Demon Super is either. Hitting F + LP + MP,LP + MP(while still holding F), DF + LK + HP... with practice. This will most likely be your most comfortable way as well. Thumb on LK, pointer on LP, middle finger on MP and ring finger on HP.

The Super is great for pressure. Second you know your opponent is in a 'block mode'. Simply put him in a block stun, hit him w a cr.LP or two then Kara Super him. Example... Dive Kick, cr.LP, Kara Super. The chances your opponent would block 1 close cr.LP and then decide to hold up is very very unlikely.

The Ultra is not good for pressure because if they are in 'block mode' because the Ultra is not zero frame, the opponent can hold up AFTER the flash and dodge it and it is unlikely in mid pressure they are pushing buttons.

Overall you MUST learn this because of baiting. Anytime an opponent throws out a move that you block that can 100% land a either Instant Hell Murder must be taken advantage of. The reason why you must learn the kara is because NO attacks come out where you may accidently LP or cr.MK someone. Blocked Dragon Punches, Condor Spire, Blanka Balls ect are all PUNISHABLE w the Instant Hell Murder and you do not want to miss it because you accidently hit them.



NEUTRAL JUMP DEMON SUPER(Jr rodriguez pikachuakuma)

Simply get in point blank range and neutral jump mk while buffering the LPs. Upon landing, finish the Super. Works well after a cross up or on opponent's wake up as they will most likely hit throw or hold back. Beware of people who DP a lot.


ANTI AIR DEMON ULTRA

--------------------

Ultra
DB + LP + MK, DB + LP + MK, UB + LK + HP

The Anti Air Demon is great against players who go for simple jump ins. You have to be careful against unique air attacks however. The plan is to lower your hitbox with D+MK while buffering the Instant Hell Murder so their limb is literally sticking through your body because of the invincibility frames and then it catches them as it lands. The easiest way to input the Anti Air Demon is to hit D+LP+MK/HK,D+LP+MK/HK,B+LK+HP. This input is the mentally simplest input. You do not want to Super because it is not invincible and you'll simply be hit. If it helps, just like the Reversal Demon, from the crouch block position of downback, you can pull the stick all the way up to upback so it registers the 'back' again. You will not backflip.

You want to hit the first D+LP+MK when the opponent is precisily going to hit you. Go into training room first and practice just hitting cr.MK and cr.HK to avoid jump in attacks. Then add the rest.

Tokido lands this like crazy if you watch his matches. You have to know that your opponent plans to hit your mid section or lower for this to work as if they hit high enough, you'll get hit going into it. It also has to happen the same time your opponent attacks. If the Ultra comes out and he has not hit an attack button, after the animation, you can be hit out of it. As much as its nearly a guarantee, you have to know for sure your opponent is sticking out a limb in the right place and not using a unique attack as some will hit you. Its not my favorite Instant Hell Murder but its good to know when I notice my opponent is a forward jump HK nut. If you watch EVO 2012. Infiltration lands multiple Anti air Demons Ultra in the Top 8 and took home Gold.



RESETS DEMONS

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Super
After being hit into a reset
While in the air LP, LP, Upon landing F + LK +HP

After hitting an opponent into a reset
Walk foward, Kara Super

Ultra
After being hit into a reset
While in the air LP, LP, Upon landing B + LK +HP

After hitting an opponent into a reset
Walk foward, Kara Ultra

A reset first off, is hitting an opponent so they land back on their feet in a neutral state. An example is meeting someone in the air and hitting them w air LP puts them in a reset. Or HP -> L Hurricane Kick -> HP has them do a mini back flip back to their feet. Resets have you land first giving YOU the advantage of being able to move first while they are resetting.

To land the Super after a reset, you are hoping straight up your opponent is in 'block mode' and his thinking is that you have the advantage on attack(which you do) and he should simply just block. Upon his mini backflip reset, walk forward during that time and upon his landing, Kara Super him. Simple. For landing the Ultra, you are betting your opponent is aggressive. Hitting buttons upon landing.

The two options here are to walk forward while he is resetting and either get ready to block the reversal upon his landing he will be throwing at you in which case you can then Kara Ultra him upon his landing or front flip over him frames before he lands from the reset so the reversal or normal attacks whiff and then hitting Ultra upon landing to catch him from the reversals or buttons he has been pressing. Resets are good but you are betting you know your opponents thought on if he is going BLOCK or ATTACK.
jfjfjfjhjh being reset yourself is great against aggressive opponents with Super/Ultra ready.

FIREBALL ROUNDHOUSE DEMON ULTRA

-------------------------------

Fireball, LP + HK, LP + HK, B + LK + HP

This is a simple set up from across the screen that assumes your opponent is going to forward jump over your fireball. Simply throw a light fireball as its the slowest and has the least recovery frames. The combination on it being slower and having less recovery frames gives you the time to hit LP+HK,LP+HK,B+LK+HP. You'll do a double round house which the ending frames get cancelled into the Ultra which your opponent lands into. There is a lot of flaws to this though as different characters jump with different arcs, different angles, some float. Overall, you'll really have to know which characters to use it on. Not that great, but something people do to catch people out of the air.





PART 3

DEMON FLIP PALM DEMON

---------------------

Super
Demon Flip, in air LP, LP, F + LK + HP upon landing

Ultra
Demon Flip, in air LP, LP, B + LK + HP upon landing

Sometimes you get desperate haha. This is for opponents who are staying away from you and you need that Instant Hell Murder to land. Both Super and Ultra work great in their own way. The gameplan is to use the Demon Flip to get close while inputting the 2 LP's in the air which happen to give you the palm attack in the air. The palm recovers immediately and as you land, the Instant Hell Murder comes out. The Super you want to land at point blank range so you really have to know your distances well with the demon flip. If done correctly, as long as your opponent didn’t jump before you landed, you will land the Super. The Ultra is a little gimmicky. Sometimes you may want to go over them with a little room to avoid the range of light attacks and grabs upon landing.

If they attempt a HP or HK, it'll be to slow and they will be caught. Sometimes using an EX Demon Flip Palm to Ultra is better as the speed is faster to catch them off guard but in the end it's how they react to it. Most people try to guess which way to guard the Demon Flip which is great if you use the Super at point blank. If using the Ultra, after they realized it was whiff, they will try to make you pay during the recovery in which the Ultra will catch. It is still risky however but the common reaction most players tend to have ended up in your favor. A small note, some players trying to catch you in the air gets hit by the palm in the air which is a nice little bonus.

MY way of usually doing this is after a forward throw. I front flip once and H Demon Flip upon landing the front flip. This lands me right next to the opponent and behind them. The reason l choose this is because reversals are input in the wrong direction and MOST people just end up holding block which lands the Super. The Ultra is 50/50 as some people press a button. Pressing a button when using a Super, your Super wins.


CROSSUP DEMON SUPER

-------------------

UF(crossup), in air LP, LP, F + LK + HP upon landing pointblank

My favorite PREFERED Super set up. This is a great example of conditioning and I land this 95% of the time. There are two things important to setting this up. The first is that my general playstyle, I like to go for cross up attacks on my opponents wakeup. I go for cross ups like crazy actually. So my opponent knows to hold Forward to block the cross and then they prepare to block low. The second factor is this Instant Hell Murder must be used on wakeup. The gameplan is to land pointblank next to the opponent upon wake up on the other side of them and hit them with the Super which is guaranteed.

The conditioning from the many, many cross ups has the opponent at this point naturally hold Forward to block the crossup. After the player sees the blockstun, they would attempt to usually block low. However, there is no blockstun as 2 LP's are whiffed in the air and the final command is pressed upon landing. This tactic of cross ups on wake up to finally crossing over to Super lands so much it is ridiculous. This is my preferred tactic for using the Super for all readers. Hopefully crossups are part of your natural playstyle but if it isn't, when close to getting a Super, just go for a few cross ups just too quickly condition them and they will most likely fall for it.

My two ways of setting myself up is.

After scoring a knockdown, to go for a crossup on wake up and actually buffer the Super in the air and land it upon landing. People fall for this commonly expecting a crossup since I naturally go for crossups like crazy just to apply SAFE wake up pressure.

The second is after up to 3 cr.LPs, a front flip will land behind them point blank. Pointblank you can hit cr.LP 3 times. Then a little further back, 2 cr.LPs then 1 cr.LP. KNOW your range so after you are out of range of cr.LP, you are in perfect range to front flip CrossUp Demon Super. Very effective.


SAFE BAIT DEMON ULTRA

---------------------

Knockdown, move in pointblank, UF(crossup), in air LP, LP, B+ LK + HP upon landing MP distance away from opponent

My favorite Ultra set up. It's gimmicky by a lot but it's a great gimmick that will have you winning matches over and over again. If your playstyle with Akuma is aggressive, even better. The plan with this Ultra is to bait out a reversal on wake up as you flip over them and land hitting the Ultra. You have to watch out for light version of the reversal as 3 frame reversals will recover quickly enough to dodge and things like Sumo Headbutt or Psycho Crusher will go too far for you to catch.

First you need to score a knock down. If you go for this tactic without a knockdown, any good player will throw you upon landing. After completing the knockdown, you want to move around but end up as close as possible to them when they are getting up from wake up. Right before they are able to go for their grab or reversal, flip over them and input the 2 LP's in the air hitting the final command upon landing. If they went for a reversal, they will whiff and you will catch them in the Ultra upon landing. If they went for a grab, they will most likely attempt to grab you again on landing but you will be out of range since you were so close to them on the floor.

Also light attacks will not be in range to hit you and heavy attacks will be to slow and you will catch them due to invincibility frames. It’s the perfect range to use the Ultra because people will most likely try to attack you and the only attacks fast enough are not in range. The only way for them to avoid this is for them not to hit you upon waking up AND also not to try to hit you upon your landing. This is rare that someone will do this and if they did not attacking upon wake up, they highly most likely will try to hit you upon your landing. It’s very dirty but it lands a lot.

The last tournament I was at, I developed a quick fan base for being consistent with landing the Instant Hell Murder before the tournament started and 2 of my opponents even told me they knew I was baiting a reversal but they just ended up throwing out the reversal anyway. As Akuma players, we don't worry too much about our own wake up but wake up is a big part in Street Fighter and many players, especially aggressive ones go for reversal wake ups. Also do not worry the reversal will auto-correct. If you timed it RIGHT before they are up, they will go the wrong way.

Lastly noted, if you notice your opponent did not go for a reversal upon waking up and has just remained crouched or starts walking away from where you are about to land from jumping and crossing over, you have enough time to notice no aggressive action and not finish the Ultra. You don't waste the Ultra nor take any risk of getting hit this way. When you are in the air, you'll be able to judge whether to finish the inputs or not as you will be able to see if they are doing a reversal or any normal attack/throw. If I have my Ultra available and it can do good damage relative to the remaining health they have left, this is my usual gameplan outside of REVERSAL DEMONS. Unless the opponent is extremely defensive and very rarely attacks, they will probably fall for this at least the first time you use this. You're welcome.



DOUBLE MURDER

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After Ultra, tap B, CROSSUP DEMON SUPER upon wake up

My term for landing 2 Instant Hell Murder's one directly after another. This is just a combination of both the SAFE BAIT DEMON followed by the CROSSUP DEMON. I always land the Ultra first as if things go terribly wrong; I did not waste a Super for next round. After landing the Ultra, on slimmer characters, take a step back before crossing up and crossup so you land exactly when they rise. The reason why this works so often is because after getting hit with the Ultra, players are immediately defensive and attempt to block what they believe is crossup jump in which leads them to get hit by the Super. Anytime the Ultra is landed, you will notice the opponent playing more defensive even if that was the only hit you scored on them. The thought process is that they just opened themselves up for big damage and have to be more careful. As that is fresh in their heads the Super lands.

THIS LANDS A LOT because after landing Ultra 1 on an opponent. Their mental state is defensive. They just took a HUGE blow. The Super point blank is nearly 100% because they are in 'block mode' after wake up from Ultra 1.

http://www.youtube.com/watch?v=mlTVLVqSJMo




COUNTER DEMON

-------

If you're going to get hit by a Super or Ultra - just mash LP LK HP and hold back or forward while mashing the stick up and down for up back, back, down back ect or forward to get Demon to come out to cancel your attack.



asdgasdg

LUCKY DEMON

------------

Throw it out there somewhat close to them... GL

Sometimes you play someone who is honestly just better than you. They understand you are waiting for a good time to use the Instant Hell Murder so they play in a way where you cannot pull out any of the ways to ensure it landing and when you try to use a gimmick, they already saw it coming and avoiding it. Playing against ChrisG, I asked him after our matches if he could smell I wish fishing for a Demon and he told me he was. Also by reading his movements, he gave me NO chance for a 100% demon.

If you ever played Texas Holdem, the great players can read you like a book and there’s not much to do about it. However the great players cannot read someone new to the game or someone who just isn't that smart. A player cannot counter your plans if you have no plans. In this scenario, you might end up trying to throw a Instant Hell Murder out when it doesn't make sense. For your opponent to beat you they must attack and every attack is a chance to use the Instant Hell Murder.

The video linked above in the section MENTAL STATE is when I barely won the first round, got crushed the second round and was getting absolutely destroyed the final round. The player was straight up better than me and I just threw out an Ultra with no plan and then I got lucky. And then I got a forward throw in and then got lucky again with the Super and won the match. If you feel your opponent knows you are eager to set him up for the Instant Hell Murder, sometimes it’s just best to throw it out there with no plan and hope it lands because if you're not playing smart, he cannot read you. In other words, do random stupid things you wouldn't normally do and maybe you'll get lucky. I know I give the best advice.



DEMON VS DEMON

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So I have tested and tested and tried to research why a Super may beat a Ultra, Super beat another Super, Ultra beat a Super or Ultra beat another Ultra. I cannot find out how two colliding Instant Hell Murders has as someone picked as the winner. It has nothing to do with who goes first. The only thing I can tell you for sure is that if an Instant Hell Murder is active on someone waking up and that person wakes up uses either Super or Ultra, the person waking up will be the winner of the two Demons colliding.

If it's not an important match or you just have balls, while you see the animation of the other Akuma charging up, slam on the LP until the animation is over and hit the F/B+LK+HP immediately and you might as well go flip a coin haha. It's not a suggested tactic but people go nuts as it usually determines the winner based off nothing but luck, its fun to do, and you have to remember, we play to have fun.


CONCLUSION

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Despite the drawbacks the Instant Hell Murder has, both the Super and Ultra version have many interesting uses. Because of the different properties of each, using each is completely different though at a glance they seem like the same thing. You will never worry about damage scaling and the Ultra is straight up powerful and will have you making comebacks like crazy. There are so many ways to land both and after landing one; your opponent will be more careful and defensive on their approach which is great for Akuma players because Akuma plays best aggressive. Having them fearful also makes landing the Super even easier. Just the presence of the Ultra limits what an opponent is able to throw out and that advantage alone can win you a match without even using the Ultra but just having the threat of it there.

Note if there are any flaws with this guide, let me know and I'll be happy to edit it. We all just want to get better after all. Good luck to dragging some souls instantly to hell :D <- ok that was nerdy but you are here reading this guide












Set ups for Super
Jr rodriguez aka Pikachu Akuma - As your opponent is getting up from wake up, neutral jump and hit LP and MK twice. When you land, hit Forward LK and HP to land Super. This will lose to DPs and mashed jabs. This will catch some backdashes. This will land if your opponent plans to block to neutral MK as it will whiff(except for Hugo) or attempts a throw on their wake up. This works on a lot of people even at higher levels.

Overhead Super - There are multiple ways to do this but the easiest form for myself would be to hit and hold Forward while hitting LP and MP twice. Next pull the stick to Down Forward and hit LK and HP. When the stick is pulled down, it registers as another 'Forward' so you do not have to move the stick back to neutral and move forward again. Some players like to hit Forward 3 times with each button press but it is more movement in such little time.

Reversal Super - Simply mashing LP LK and HP while holding the stick Forward and pulling the stick up and down so it registers Up Forward, Forward, Down Forward, Forward, Up Forward ect will result in Super in small gaps. However remember that Super is not invincible on start up and if you are pushed too far out from blocked attacks, you will just simply collide into the next attack if it is during it's active frames. Best used when you block a reversal and are not good with the Overhead Super as you are not sure when exactly the overhead will start.

Anti Demon - If another Shoto does a Super Raging Demon at non-point blank range, countering with a Super Raging Demon will beat them out. Akuma's Ultra 1 will always beat a Super that was not point blank.

Focus Bait Super - If you notice your opponent is using Focus Attack often at fairly close range, hit twice cr.LP and cr.MP so they just cr.MP come out. If they Focus, finish the command with Forward LK and HP to catch their Focus. Make sure your Super is within range to catch their backdash as the Super is slower than Ultra and travels less distance. Opponents like Rose can escape if they backdash before the Super flash. The reason I use cr.MP along with the cr.LP is so they do not see me mashing LP. If I use cr.MK with the cr.LP, there is more likely of a chance they will cancel the Focus Attack into forward dash, get hit by the cr.MK and then the Super will come out which they will escape. By using cr.MP, it is shorter and less likely to hit opponents if they dash forward out of Focus Attack.

Demonflip Super - After ending a combo with H Shoryuken, a H Demonflip Palm whiff into Super will cross up and Super pointblank on an opponent who quick rises.
After a forward throw, a forward jump landing into a H Demonflip Palm whiff into Super will cross up and Super pointblank on an opponent who does not delay wake up.
To Palm Whiff Super - Simply press LP twice while in Demonflip and hit Forward LK and HP upon landing. Make sure to hit Forward TOWARDS the opponent from the direction you are facing when landing. Or you may accidentally get Ultra 1.

Fireball bait Super - This is character specific to characters who have a similar jump arc and speed to Ryu. From full screen throw a L Fireball followed by hitting LP and HK twice which will give you a roundhouse that moves you forward. If the opponent jumps forward and did not press any buttons, finish the input for Super and it will be pointblank. Opponents wont' usually press buttons because they are thinking they are just jumping over a fullscreen Super.

Reset Super - After any reset, moving forward into an Overhead Super or Demonflip Palm Whiff Super is highly likely to land. Examples are after hitting a forward jumping opponent with cr.HP to walk forward and use Overhead Super when they land during the reset. Example 2 after a L tatsu, follow up w a HP canceled into L Demonflip Palm Whiff Super.

Roundhouse Super - On characters that far standing HK will whiff on second hit, position yourself so the second hit will whiff and be right ontop of your opponent. Hit LP and HK twice followed by Forward LK and HP. This is pretty rough to do as your opponent will be moving back and forth often. If your opponent is just crouching, this is much easier to position yourself.








DP Bait Ultra no FADC canceling - When you are very sure an opponent will be mashing DP upon wake up, forward jump right before their wake up so the DP will whiff and hit LP twice in the air and Back LK and HP upon landing. If they used a non Light DP, they will land into Ultra. Most will use H or EX DP so they can FADC cancel if a block were to occur but because you have jumped forward rather than blocked, they cannot FADC cancel and will lose to the Ultra. Many times, opponents who wake up with Throw will press Throw for a second time when you land with Ultra which Ultra will win.















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