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