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Wednesday
Feb242010

AKUMA - NORMAL MOVES - SUPER STREET FIGHTER 4

JAB (LIGHT) PUNCH

     

Crouching Light Punch is Akumas fastest normal and allows him to combo into a number of other attacks. It is also useful for setting up tick throws.

STRONG (MEDIUM) PUNCH

     

Crouching Medium Punch is a decent poke and can be combed into itself and also after Crouching Light Punch. It is also special cancelable make it useful for punishing opponents who leave themselves open.

FIERCE (HARD) PUNCH

     

Crouching Heavy Punch is a solid anit-air, allowing Akuma to hit opponents out of the air without committing to a Dragon Punch. This attack will also put crouching opponents into a standing state. This is useful when jumping in with an attack on a crouching opponent, forcing them to stand so you can follow up with a Light Kick Hurricane Kick. 

Close Heavy Punch (not pictured) is special cancelable making it a very damaging move to start combos with when you have the chance.

SHORT (LIGHT) KICK

     

Crouching Light Kick hits low and combos into Crouching Light Punch so it is a great close range combo starter.

Diagonal Jump Light Kick crosses up making it an effective jump in attack. Must hit deep in order to follow up with a combo.

 

FORWARD (MEDIUM) KICK

     

Crouching Medium Kick is one of Akuma's best footsie tools, allowing him to combo into Hadoukens and even Hurricane Kicks from the right distance.


Jumping Medium Kick is Akuma's go to cross up move and is a solid air-to-air attack as well.

ROUNDHOUSE (HARD) KICK

     

Far Standing Heavy Kick is a two hit move that leads to many of his most damaging combos, so use this midrange to apply pressure and also punish Focus Attacks. You can also use this attack to punish wiffed throws as well. Akuma has a fast walk speed so you can walk into the opponents throw range and back out, performing Far Standing Heavy Kick to punish the throw.

Keep in mind on some characters the second hit of Far Standing Heavy Kick will miss completely if they are crouching. This will leave you open to counter attack so if you see the second hit miss on the opponent, refrain from abusing this move. Against characters where both attacks hit even if they are blocking low, you can use this attack much more liberally. 

From close range you can follow up with Light Punch or a Dragon Punch, while from mid range it's best to follow up with Crouching Medium Punch or Kick. 

COMMAND NORMALS

OVERHEAD CHOP

TOWARDS + MEDIUM PUNCH

 

DIVE KICK

IN AIR, DOWN + MK

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