Akuma 101: Super Gimmicks
I've made a pair of videos regarding Akuma's Super Combo in SF4 & SSF4, and I'll document them for you guys here on sf4 answers, trying to stay as clear and simple as possible.
The super combo version of The Raging Demon is an interesting move. It only deals 330 damage, expends Akuma's entire super meter, and is difficult to land as it can't be combo'd into outside of a level 2 or 3 focus crumple. The plus side of the super combo -- and what differentiates itself from his ultra combo -- is that the opponent can be grabbed on the first frame of animation after the flash (commonly referred to as a 0-frame grab, like your typical command grab super/ultra). Using this knowledge, the things you can get away with regarding his super are nothing short of evil trickery...but we'll just call them gimmicks for the purpose of this write-up.
This first video demonstrates some of the more probable ways you're going to connect with Akuma's super combo. *If you're still having trouble inputting the Demon successfully, you'll want to see part 1 and part 2 of my lengthy raging demon tutorial.
Tick Kara Demon:
Combining the logic of both a overhead kara demon and a tick throw, this setup is fairly easy on the inputs and is a good trick to get free unscaled damage. You perform a couple light attacks in a block string, and then buffer the demon into the overhead chop (Forward+MP) to grab them just in time for them to leave block stun.
True Tick Demon:
This takes the tick demon a step further, removing the middle man that is the overhead chop. Just perform a link-able block string (such as cr.LP-cr.LP), and on the last normal, buffer two jabs into the recovery. Afterward, you can simply walk forward and complete the input (Forward+LK+HP). The effect is essentially a mysterious demon that comes out of nowhere with what appears to be no buffers within other moves.
Ambiguous Demon:
Akuma's jumping LK is not only an ambiguous attack (meaning there's a fine line between it hitting in front or behind the opponent), it also generates little hit and block stun for the opponent. This means that your opponent can often escape this approach with a mashed dragon punch, but it also means you can buffer the inputs of your super combo, timing the super to finish just after you land, and just after your opponent exits hit/block stun.
A good rule of thumb is to go into training mode and pay attention to the opponents animation. If they have begun to turn around towards you (provided you crossed them up), that means that the hit/block stun has ended, and the super is do-able. If they're still facing away, that means you probably activated or buffered too early.
Roundhouse Whiff Demon:
When certain characters crouch Akuma's far standing roundhouse kick, the second kick will whiff, leaving you open to a counterattack. But you can COUNTER THE COUNTERATTACK, as crazy as that sounds. Just buffer the Super as the second kick is whiffing, and time it to begin when you're certain the block stun has ended. If your opponent doesn't mash DP or jump back, you will grab them as you're in close range, netting 330 damage. Characters like Ryu like to crouching forward into whatever combo to punish this whiff, but you can be a step ahead with this tool.
This also works with ultra, but it's required that they throw out a counter-poke under the roundhouse, otherwise they can still jump out after the flash (since Ultra I isn't a 0-frame grab).
Dash Demon:
What you see is what you get here, you simply buffer the super into a forward dash, so every input is hidden and it activates once you exit dash animation. Not terribly useful, but in the setup shown in the video it's definitely classified as a "gimmick." Unfortunately the roundhouse loop is impossible stupid hard to do in SSF4, so scratch that one I guess.
The second video on this subject I just released yesterday evening, this one on a single specific setup for the super, that was developed by my friend WestAB as a shortcut to another method of demon buffering. I dubbed it, "The Itabashi Slayer." (I'd tell you about the reason behind that name, but this isn't a FAQ on WestAB, f*ck that guy)
The idea behind this method was that, while it was possible to kara Akuma's super combo from a far standing roundhouse kick, it was nigh impossible and killed your hands in the process. I respect the legit way, it's called the Tsujinrai and is an extension of the plinking technique the Tsuji demon uses. Some Japanese players do this consistently, and with his Ultra I no less. This is not that though, not exactly anyway.
The Itabashi Slayer:
The general idea of this setup is to perform it like your traditional overhead kara super, using the simple shortcut-style. This 3-input method is mass simplification of the demon input and makes it digestible into three separate chunks (F+LP+MP x2, F+LK+HP in the overhead kara's case).
Since Akuma's far standing roundhouse kick starts up in 8 frames, it's impossible to buffer the demon with the three-input method before the first kick connects, unless you have divine powers. Since we only want the extended range of the roundhouse and not the kicks to actually connect, we instead buffer the jab(s) in another normal, that is preferably whiffed out of range (since the roundhouse kara will bring you into range for the super anyway).
Crouching Strong Whiff:
The easiest way to demonstrate this is to get into crouching forward footsie range, where your crouching strong punch will whiff. Whiff the crouching strong intentionally, and immediately after buffer the two jabs from the super into the recovery time of your whiffed normal. Afterward, all you need to do is hit HK, F+LK+HP. If it goes according to plan the roundhouse should begin to animate, then immediately cancel into the super combo. Akuma will teleport forward a good deal and make some grunting noise, and your opponent should hopefully be grabbed, provided they didn't jump before the flash.
You can even mash out LP+MP x3 if it helps with your muscle memory, it has the same effect of having the multiple jabs buffered in a crouching strong. Just make sure you don't get two whiffed crouching strongs by accident.
Crouching Jab Whiff:
A similar method involves whiffing crouching jab instead, but since crouching jab is such a fast normal, you don't have time to buffer anything else within it. So with that knowledge, just perform LP+HK for the standing roundhouse part, and you have your second jab. Afterward, immediately cancel into super with F+LK+HP, same deal-o.
This one can be a bit tricky, you can't hit the LP+HK part too soon after the crouching jab whiffs, or you'll get a standing jab. Just pace yourself methodically and learn the slower-style rhythm to this, and you'll be good.
Tick w/ Crouching Jab Whiff:
Expanding upon the whiffed crouching jab technique, you can apply this in a tick-demon setup. In the video example, I use three chained crouching short kicks, which pushes Akuma just out of crouching jab range. There's your opening for the whiffed crouching jab, which then you follow up the same way I detailed above. The range really is deceiving on this kara, it goes incredibly far.
Tick w/ Crouching Strong:
While crouching strong x2 isn't a real block string, it doesn't really matter. You can perform a tick setup all the same with it, since you can do this if the strong punches hit as well! This works relatively the same as the crouching strong whiff method, just with another crouching strong of padding beforehand. Since crouching strong doesn't combo normally into far standing roundhouse, it's sort of a frame trap if the strongs connect, giving your opponent pretty much no time to react.
Seeing as the crouching strong takes longer to recover if it hits an opponent, you'll have to buffer the two jabs as late as possible in the recovery of the normal. This takes a delicate and precise touch, but it's all demonstrated in the video to help you along.
Potential Uses:
The first prime use is in footsies, getting just into crouching forward kick range will set off a nerve in your opponents brain, and condition them for that kind of poke, as a result they may be ready to counter-poke. By using a normal that doesn't reach on purpose, you can then turn around and punish their would-be punish with Akuma's super combo. Even if they're too slow to react to the normal, there's a good chance the super will still nab 'em.
The second use is in a tick throw situation. If you condition your opponent to expect tick throws, you can pressure with normals that push you to a further-than-normal distance. At this point it isn't feasible for a normal tick throw, so they may have trouble guessing what your move is at that point, and in the blink of an eye you've kara'd standing roundhouse into super.
Not shown in the video, but using an HK demon flip to palm in footsie range will cause you to land behind them almost instantaneously, and not only that, you're at the perfect range to whiff a normal of choosing. you can even take the normal whiff out of the equation if you're quick enough...just buffer the jabs of the demon as you're landing from the palm strike, then finish the input normally, with the standing roundhouse as the catalyst.
This turned out to be a lot more info than I thought. If you like the information you see here guys, make sure to check my youtube channel for more insane crap like this. Check you later!
