This is one of the best guides I've seen around for any character. Simple and spends more time talking about Neutral and short punishes instead of just throwing long difficult combos to show off. Excelent job!
Learning the game with Akuma is an interesting experience, because he has an answer for everything, but if you're wrong you die lol So good luck my dude, this character is one hell of a ride.
He’s a great character with a lot of depth and options, if you’re struggling to understand the game initially ryu plays similarly but I find him less complicated.
This guide is incredible. It has a very good flow of information without being boring and a good focus on the right things of the character. Please keep it up!
4:24 Regarding Crouching MK: I'd be careful about using that to cancel into Gohadoken, if the opponent Drive Impacts inbetween the string that cancels into the L or M Gohadoken, you can't recover fast enough to Parry, do your own Drive Impact or block. In the case of the H. Gohadoken, I'd say it depends on the distance since it's -8 and some characters have long reaching with 8 frame startup. My advice, just do the Cr. MK by itself or use it to cancel into Drive Rush. Great guide, btw!😄
I was having trouble doing DR Demon until I changed the way I inputed it, and i get it near 100% of the time. The trick for a raw drive rush, or a drive rush cancel is to press light bunch at the same time as you press the parry button. So a neutral drive rush would be press LP+MP+MK x2 + forward twice, then the rest of the demon. From a button like St Lk, press St Lk then LP+MP+MK x2, then the rest of the demon.
I wish all characters got this love. Great work D. Now I can take my Akuma to Master. I spent a year only playing Manon, playing Akuma is like playing a different game lol.
Same exact boat as you. Manon for a year, dabbled with Ryu and Dee Jay for a bit, but ultimately feel Akuma is where I'll stay for now. Unless they actually buff Manon... lol
this is such a wildly helpful guide, and never feels like i need to pause to understand something, and never feels like my time is being wasted. Great stuff
in the corner, Akuma's amazing BnB punish counter for 2 drive is qcb+HP, crHP xx qcb+PP -> f+P, bHK xx qcf+P(lvl2), into H Tatsu for max dmg or L DP to cancel into super. Does 4490 dmg for 2 drive, which is insane and #2 in the game after Marisa I believe. He can go into this qcb+PP route in the corner off any medium regular hit, even crMK. Off crMK this does 3010 with 2 drive which is insane. Because of the strength of his corner combo routes and his throw loop, I think cornering the opponent will be central. His corner combos get like no extra dmg via spending drive, so I think he should spent most of his drive trying to corner the opponent(via routes like bHK xx fireball, drive rush sHP xx M tatsu which has amazing corner carry).
If you can't drive rish demon, dash demon is actually easier, just buffer the 2 lights behind the dash and free command grab, also heavy empty demon flip is plus after heavy hasho
I think one thing I don't see people doing is neutral jump EX Fireball. It's the only one that works out of neutral jump and it can be great for mixing up your spacing.
One thing i found out about raging demon is that you can link into it from sHK on normal hit and it doesn't get scaled, giving you a whopping 5500 damage. sHK on block also can mask hide the demon input but they can jump out of it as reaction to the super flash, tho it worked surprisingly often for me
@Diaphone as a new competitive SF player who has played casually in the past and always thought Akuma was a badass character that was fun to play and he seems the most badass and fun version to play in this game so this along with your tips to get better at the game as a whole should really help me out
Yep that's the main demon setup, works like a charm. also vs backdash. Weird if it wasn't mentioned since that's literally the best way to land meaty demon.
I love the karaoke-style combo input displays. It's a step above what any other fg guide creators are doing. But just a bit of feedback for accessibility: I'm red-green colorblind and the use of colors to denote different strengths of punch and kick is pretty hard for me to decipher. That's a bit of an issue in-game for me too, but it's not as bad since I think maybe the game uses brighter colors that are easier for me to differentiate. That said, being able to see your input display still lets me follow along with no problem. Just a tip for future videos.
One note is that Punish counter 6HP into 2HP only works if the opponent is crouching. I was so confused why it wasn't connecting for me until I realized they had to be crouching for it to connect. I don't think this is mentioned in the video at least where I am at.
It's stronger because all the damage is concentrated into a single hit. Medium DP is 2 hits and heavy is 3 hits, but you can only cancel the first hit while you're still on the ground, so you get the full DP damage cancelling from the light version. There are also some situations where H DP won't hit, like juggling after OD Tatsu.
Anyone having trouble with Raging Demon, it’s Lp x2 > fwd + Lk + Hp at the same time You can press the fwd Lk Hp all at the same time. So to combo into it from say Hp, you press Hp + Lk at same time (HP will come out) then Lk quickly as the Hp is happening, then finally press fwd + Lk + Hp all at the same time.
You can always buffer buttons along with normals as long as the button you’re buffering at the same time is a lighter normal. The heavier button will always come out. It’s how I used to combo Decapres cr Mk into her Hundred hand slap move. Cr Mk + Lp at the same time then piano hp Mp lp Hp. Or Hondas Hp into HHS same deal. Lost tech of a bygone era.
This guide is super helpful, thank you! I noticed a couple of things where I got different takeaways than you, someone please tell me if I'm thinking about something the wrong way, not trying to be a know it all just trying to understand how to think about this.. 13:30 I'm bad at linking lights, so I tried skipping the standing light kick. This combo is easier and actually does more damage if you drop the standing light kick and just DR out of the cr lp. Dropping the lk is good enough for scaling final damage is 1653 instead of 1638. Is there a reason to keep all the lights, maybe some people find it easier to link the lights and DR cancel out of the standing rather than cancel out of a crouching hit? 15:50 instead of going c.HP into H tatsu on the punish counter, going into l tatsu > H DP does an extra hundred damage. Is the positioning just bad enough to not want the max damage here?
I feel like im a step behind SF6 because its been a year since its been out (ish), and i only played Kimberly when i started, and feel like its gunna take me a min to learn Akuma. However these vidd help me actual practice wirh how you explain instead of just regurgitating remembred combos. Really need to understand whats good for what situation. Will take me 3 months to hit ranked but THANK YOU
Waiting on Bison 101. Literally bought SF6 cuz it was on sale and Bison looked tough af. Now I wait in Iron until you release it and I go up to bronze auto 🤣
Akuma got me into street fighter 6 (bought at launch but the base roster bored me) and I’m finally getting started for real now. I will be using this guide to hopefully beat my friend who runs laps around me all day long with Kimberly.
ik im hella late to the guide but im having trouble hit confirming forward heavy punch, if anyone happens to read this at some point let me know if youve found something that may help thx
light punch dp has the biggest potential for damage because it's only one hit, while the others have most of it on the last hit. also, od dp is the highest damage in the game i think
Btw why did you not cover his divekick in neutral(not the demon flip dive kick, but his command aerial)? He's one of the few chars in the game who has a real divekick. His is extremely good and comparable to Cammy's in that he can actually combo off it, which is an extreme rarity in this game. He can approach it from up close in a situation where every fireball would pass over the opponent's head. And this dive kick can be like +6 on block at best, and it's easy to make -3 aka safe. He can use it as a wakeup option vs throws off many setups(ones that don't leave opponent point blank in which case divekick would whiff) in the same way Chun Li can with her IAL. And he can use neutral jump ex air fireball vs point blank setups.
You can check if it's supposed to connect yourself. What you do is, so QBC Heavy Punch and check how many frames of advantage you have. Then check How many frames does it take for Heavy Punch to come out. If it takes the same amount or more frames for HP to come out compared to your frame advantage, then you can't true combo them.
thanks for the guide, I still find hard to beat scrubs that jabs or do random stuff on wake up, when I drive rush plus mp or low mp a lot of them beat me with mashing jab/wake up ultra/ wake up drive shoryu, this is so frustrating with turling players
if you're getting beat by people mashing jab, then your offence is fake. You need to time your wakeup pressure so they actually connect before the jab comes out. Mashing jab isnt "scrubby," doing bad pressure that loses to something simple like jab and then complaining about it is.
First of all, you must be on the ground when the DP hits. During a juggle, if you press it too early so you've already left the ground when the DP connects, it's no longer cancellable. Second, have you tried doing a 2-in-1 motion, where you press ➡⬇↘➡👊⬇↘➡🦶? The first motion gives you DP, and it also counts as the first half of the super input.
@@ryo-kai8587 yeah i've been practicing doing the 2-in-1 since i can do it with basically everyone else, maybe i just have to put in more work with akuma. I appreciate the comment
@@Astartes00 No worries, sometimes just enough practice can help. I just installed Battle Beaver D-Buttons in my DualSense a few minutes ago, which split the D-pad into 4 separate buttons. What I noticed more than anything right away is that for the 2-in-1, you MUST do a full quarter circle foward for the DP motion. If you end on ↘ and skip ➡ for either the first or second motion, the super won't come out.
Heavy tatsu Hits crouching opponents, people always mention light and medium whiff, and say cr.hp or s.mk to make them stand.... But you can just do heavy tatsu
Great content. I think once guys get used to how Akuma works, they'll use teleport to take the place of drive mechanics to get closer or farther away without using drive meter.
Imma be honest not sure how I landed in diamond 3 after my 10 placement matches with Akuma but I need to study this video and actually get to diamond caliber gameplay lol
Akuma is frustrating because of the health aspect. I feel like the matches i play with him dont last long enough to get traction. Its either I destroy someone, or get destroyed. I'd rather have his power reeled in a bit and add some health, or dial back the potency of his abilities to make him more in line with Ryu/Ken/Luke than have him be this world breaker with a glass chin. It doesn't make much sense from a lore perspective either.
I really can’t grasp this game at all only fighting game I’ve played is mk11 and I could easily wipe the floor there but I’ve won 3 matches in SF6 with like 80+ loses
It's actually better to play him now, so at least you're doing mirrors. I feel like I'd be annoyed with Ranked right now _specifically_ if I wasn't playing Akuma, but since I am I don't mind him showing up so much.
Almost all characters in SF6 have the same health (10000), unlike previous games where it was more varied. Only Gief, Honda and Marisa have more, but Akuma also breaks this trend as the first character to have less (9000).
Low punch medium punch into his tornado kick doesn’t combo in the video you’re doing medium punch low punch, then the tornado kick both of them don’t combo
This is one of the best guides I've seen around for any character. Simple and spends more time talking about Neutral and short punishes instead of just throwing long difficult combos to show off. Excelent job!
I agree
Akuma is my entry character into SF6, so this guide couldn't have come at a better time.
Sf6 is fun as he'll. Way better than Mk1 no 🙋♂️
Learning the game with Akuma is an interesting experience, because he has an answer for everything, but if you're wrong you die lol
So good luck my dude, this character is one hell of a ride.
He’s a great character with a lot of depth and options, if you’re struggling to understand the game initially ryu plays similarly but I find him less complicated.
This guide is incredible. It has a very good flow of information without being boring and a good focus on the right things of the character. Please keep it up!
please give your editor a raise / link in desc. He's insane
10:49 that transition was smooooth
4:24
Regarding Crouching MK: I'd be careful about using that to cancel into Gohadoken, if the opponent Drive Impacts inbetween the string that cancels into the L or M Gohadoken, you can't recover fast enough to Parry, do your own Drive Impact or block. In the case of the H. Gohadoken, I'd say it depends on the distance since it's -8 and some characters have long reaching with 8 frame startup. My advice, just do the Cr. MK by itself or use it to cancel into Drive Rush.
Great guide, btw!😄
I was having trouble doing DR Demon until I changed the way I inputed it, and i get it near 100% of the time. The trick for a raw drive rush, or a drive rush cancel is to press light bunch at the same time as you press the parry button. So a neutral drive rush would be press LP+MP+MK x2 + forward twice, then the rest of the demon. From a button like St Lk, press St Lk then LP+MP+MK x2, then the rest of the demon.
An actual good guide well done and easy to follow
4:21 either it was a new day or Diaphone spillled something on his shirt 🤣 loving these Akuma guides 🤙🏾
PHPASPHPAPPAHKOAHJIAJIFNAJHBFUIAHBFIHAJBF
wow man. I cant believe i can save this video to come back to in the on going weeks. going to be super helpful - thank you!
I wish all characters got this love. Great work D. Now I can take my Akuma to Master. I spent a year only playing Manon, playing Akuma is like playing a different game lol.
Same exact boat as you. Manon for a year, dabbled with Ryu and Dee Jay for a bit, but ultimately feel Akuma is where I'll stay for now. Unless they actually buff Manon... lol
this is such a wildly helpful guide, and never feels like i need to pause to understand something, and never feels like my time is being wasted. Great stuff
diaphone and his editor are goated when making the best fighting game content known to man is the vibe
This guide was incredibly well done and super polished. Thanks everyone involved for all the hard work!!
in the corner, Akuma's amazing BnB punish counter for 2 drive is qcb+HP, crHP xx qcb+PP -> f+P, bHK xx qcf+P(lvl2), into H Tatsu for max dmg or L DP to cancel into super. Does 4490 dmg for 2 drive, which is insane and #2 in the game after Marisa I believe. He can go into this qcb+PP route in the corner off any medium regular hit, even crMK. Off crMK this does 3010 with 2 drive which is insane. Because of the strength of his corner combo routes and his throw loop, I think cornering the opponent will be central. His corner combos get like no extra dmg via spending drive, so I think he should spent most of his drive trying to corner the opponent(via routes like bHK xx fireball, drive rush sHP xx M tatsu which has amazing corner carry).
If you can't drive rish demon, dash demon is actually easier, just buffer the 2 lights behind the dash and free command grab, also heavy empty demon flip is plus after heavy hasho
"In this mirror match youll probably be playing a lot", no truer words were ever spoken lol
Still the best beginner friendly guide
I think one thing I don't see people doing is neutral jump EX Fireball. It's the only one that works out of neutral jump and it can be great for mixing up your spacing.
amazing as a throw punish
Best guide from anybody yet.
Always impressed with your content.
Once again Diaphone making guides for characters I play and skipping those I don't play
One thing i found out about raging demon is that you can link into it from sHK on normal hit and it doesn't get scaled, giving you a whopping 5500 damage. sHK on block also can mask hide the demon input but they can jump out of it as reaction to the super flash, tho it worked surprisingly often for me
This channel editing is amazing i love It
Great content and now let's try Akuma
I got the year one pass for Akuma. Thanks for sharing these tips.
@Diaphone as a new competitive SF player who has played casually in the past and always thought Akuma was a badass character that was fun to play and he seems the most badass and fun version to play in this game so this along with your tips to get better at the game as a whole should really help me out
The Demon guide by Diaphone as arrive after a long waiting
That was awesome. I am the guy that can’t stop throwing the freaking high heavy kick. It’s done. Never again. Ty
What a wonderful guide. what do you think of a Zangief 101? ;) There are very few guides and now even less with the recent changes to the character.
If you can do dash demon, the light tatsu sweep combo into double dash oki leaves you +4 point blank so you can also do meaty demon there
Yep that's the main demon setup, works like a charm. also vs backdash. Weird if it wasn't mentioned since that's literally the best way to land meaty demon.
I love the karaoke-style combo input displays. It's a step above what any other fg guide creators are doing. But just a bit of feedback for accessibility: I'm red-green colorblind and the use of colors to denote different strengths of punch and kick is pretty hard for me to decipher. That's a bit of an issue in-game for me too, but it's not as bad since I think maybe the game uses brighter colors that are easier for me to differentiate.
That said, being able to see your input display still lets me follow along with no problem. Just a tip for future videos.
This got me from gold 2 to plat 4 in a session 🙏 thank you
One note is that Punish counter 6HP into 2HP only works if the opponent is crouching. I was so confused why it wasn't connecting for me until I realized they had to be crouching for it to connect. I don't think this is mentioned in the video at least where I am at.
God bless you sir, I couldnt figure it out until your comment
heavy demon flip into cancel after heavy qcb > fwd punch sets up a +2 situation, you don't need to spend drive gauge.
Super sick edit and guide. Maybe I’ll try to make a concise one like this for Jamie 🤔
Ah an Akuma guide to go along with the road to master video that every single content creator has made. Dia has the best guides usually tho
ED guide when.
My boy needs one
"If you wanna get good with Akuma don't spam this." *Shows the dumb bs i keep doing* glad I tuned in! Thanks man 👍
Diaphone goated for these 101s
Need to watch this my Akuma has fallen off a cliff as far as won streaks go that I used to get... occasionally
14:20 Why Light DP specifically? Does it do more damage than cancelling into level 3 from Heavy DP? Is it more consistent?
Yea more damage
It's stronger because all the damage is concentrated into a single hit.
Medium DP is 2 hits and heavy is 3 hits, but you can only cancel the first hit while you're still on the ground, so you get the full DP damage cancelling from the light version.
There are also some situations where H DP won't hit, like juggling after OD Tatsu.
Anyone having trouble with Raging Demon, it’s
Lp x2 > fwd + Lk + Hp at the same time
You can press the fwd Lk Hp all at the same time. So to combo into it from say Hp, you press
Hp + Lk at same time (HP will come out) then Lk quickly as the Hp is happening, then finally press fwd + Lk + Hp all at the same time.
You can always buffer buttons along with normals as long as the button you’re buffering at the same time is a lighter normal. The heavier button will always come out. It’s how I used to combo Decapres cr Mk into her Hundred hand slap move. Cr Mk + Lp at the same time then piano hp Mp lp Hp. Or Hondas Hp into HHS same deal. Lost tech of a bygone era.
This guide is super helpful, thank you! I noticed a couple of things where I got different takeaways than you, someone please tell me if I'm thinking about something the wrong way, not trying to be a know it all just trying to understand how to think about this..
13:30 I'm bad at linking lights, so I tried skipping the standing light kick. This combo is easier and actually does more damage if you drop the standing light kick and just DR out of the cr lp. Dropping the lk is good enough for scaling final damage is 1653 instead of 1638. Is there a reason to keep all the lights, maybe some people find it easier to link the lights and DR cancel out of the standing rather than cancel out of a crouching hit?
15:50 instead of going c.HP into H tatsu on the punish counter, going into l tatsu > H DP does an extra hundred damage. Is the positioning just bad enough to not want the max damage here?
My man...thank you for using other colors than the basic one for the vid🤘🏾
You make the best guides. I wish you had one for every character 😢
4:48 what does heading mean?
I feel like im a step behind SF6 because its been a year since its been out (ish), and i only played Kimberly when i started, and feel like its gunna take me a min to learn Akuma. However these vidd help me actual practice wirh how you explain instead of just regurgitating remembred combos. Really need to understand whats good for what situation. Will take me 3 months to hit ranked but THANK YOU
Finally the guide I needed for my main, also holy shit the editing is on a whole other level what a godlike video🔥🔥🔥🔥
Daigo‘s sf2 Ryu play style is hilarious
Waiting on Bison 101. Literally bought SF6 cuz it was on sale and Bison looked tough af. Now I wait in Iron until you release it and I go up to bronze auto 🤣
Update - Bison 101 came out and I got from Iron 4/5 to Silver 2/3. 🎉
I have trouble confirming 6HP into 6HP when doing the random block drill. Am I just too slow to play this char?
I love the music on this. What is it if you don't mind?
Nice guide thank you.
Akuma got me into street fighter 6 (bought at launch but the base roster bored me) and I’m finally getting started for real now.
I will be using this guide to hopefully beat my friend who runs laps around me all day long with Kimberly.
Good luck mate, shoto characters are really fun in 6. His low health is definitely noticeable tho…
Great guide 🎉
Would you consider him to be a good character for a newb with his low health?
imo after double dash oki st mk is a better option, more active frames for a meaty that gives +5 on hit and force standing
what a fantastic guide
ik im hella late to the guide but im having trouble hit confirming forward heavy punch, if anyone happens to read this at some point let me know if youve found something that may help thx
light punch dp has the biggest potential for damage because it's only one hit, while the others have most of it on the last hit. also, od dp is the highest damage in the game i think
I have been working to hit confirm his forward heavy punch for hours and not getting anywhere...
Opponent has to be crouched i was also trying for a while
Might be a stupid question, but what's the benefit of doing the clk clp combo instead of just 2x lp
clk is a low so you have to block crouching but 2x lp are mids so you can block them as standing or crouching
@@sparklingwater3774 I see, thanks!
Btw why did you not cover his divekick in neutral(not the demon flip dive kick, but his command aerial)? He's one of the few chars in the game who has a real divekick. His is extremely good and comparable to Cammy's in that he can actually combo off it, which is an extreme rarity in this game. He can approach it from up close in a situation where every fireball would pass over the opponent's head. And this dive kick can be like +6 on block at best, and it's easy to make -3 aka safe. He can use it as a wakeup option vs throws off many setups(ones that don't leave opponent point blank in which case divekick would whiff) in the same way Chun Li can with her IAL. And he can use neutral jump ex air fireball vs point blank setups.
Did they change akuma? I can't get qbc heavy punch to connect in to down heavy punch. I've been trying for like 30 mins.
You can check if it's supposed to connect yourself. What you do is, so QBC Heavy Punch and check how many frames of advantage you have. Then check How many frames does it take for Heavy Punch to come out. If it takes the same amount or more frames for HP to come out compared to your frame advantage, then you can't true combo them.
youre doing it backwards. crouch heavy goes into adamant flame, not the other way around
omg this video is so good. im got to diamond 3 by playing like a scrub so i should get to master from this
thanks for the guide, I still find hard to beat scrubs that jabs or do random stuff on wake up, when I drive rush plus mp or low mp a lot of them beat me with mashing jab/wake up ultra/ wake up drive shoryu, this is so frustrating with turling players
also drive rush overhead it get beat by wake up jabs or am I doing something wrong?
if you're getting beat by people mashing jab, then your offence is fake. You need to time your wakeup pressure so they actually connect before the jab comes out. Mashing jab isnt "scrubby," doing bad pressure that loses to something simple like jab and then complaining about it is.
5:54 for when you have to get back to that Chinese restaurant, because that orange chicken isn't gonna make itself.
We need a guide on how to eat your jelly filled donut
1M sub goal
Nice video
Idk if you people need that but DMK cunfirm into SHP > SMK does 2069 dmg thats 18 more damage then shown in the guide.
ooo good catch, just saw that on twitter too lol
For some reason with Akuma, cancelling into Lv3 from DP is incredibly inconsistent for me. Dunno what I'm doing wrong.
First of all, you must be on the ground when the DP hits. During a juggle, if you press it too early so you've already left the ground when the DP connects, it's no longer cancellable.
Second, have you tried doing a 2-in-1 motion, where you press ➡⬇↘➡👊⬇↘➡🦶? The first motion gives you DP, and it also counts as the first half of the super input.
@@ryo-kai8587 yeah i've been practicing doing the 2-in-1 since i can do it with basically everyone else, maybe i just have to put in more work with akuma. I appreciate the comment
@@Astartes00 No worries, sometimes just enough practice can help.
I just installed Battle Beaver D-Buttons in my DualSense a few minutes ago, which split the D-pad into 4 separate buttons. What I noticed more than anything right away is that for the 2-in-1, you MUST do a full quarter circle foward for the DP motion. If you end on ↘ and skip ➡ for either the first or second motion, the super won't come out.
@@ryo-kai8587 ah so I probably have to clean up my inputs, good to know and thanks for the info
first thing you said was wrong, i clicked this guide cus i like your content.
Please make yolo neutral skip its own chapter so I can go right to the only thing I need to see.
This is such a yolo player comment
Heavy tatsu Hits crouching opponents, people always mention light and medium whiff, and say cr.hp or s.mk to make them stand.... But you can just do heavy tatsu
Thank you
Also I saw Daigo Drive rush cr Mp into Demon on block. That’s just stupid lol
600 hours of akuma in SFV is helping a lot
Can't neutral skip Sims HK 😅
Yeah, but where the Slayer info at?
Great content. I think once guys get used to how Akuma works, they'll use teleport to take the place of drive mechanics to get closer or farther away without using drive meter.
Imma be honest not sure how I landed in diamond 3 after my 10 placement matches with Akuma but I need to study this video and actually get to diamond caliber gameplay lol
Akuma is frustrating because of the health aspect. I feel like the matches i play with him dont last long enough to get traction. Its either I destroy someone, or get destroyed. I'd rather have his power reeled in a bit and add some health, or dial back the potency of his abilities to make him more in line with Ryu/Ken/Luke than have him be this world breaker with a glass chin. It doesn't make much sense from a lore perspective either.
... So you'd rather have another Ryu/Ken/Luke? Why? You already have those 3, having a true glass canon makes more sense, more variety.
lol they even put akumas air super on kick like cammy because the mashers might accidently get the super instead of air fireball....
God bless you ❤
You didnt mention punishes, wallsplat and stuff :(
Mk tatsu is used to push into corner. Its only real use
I watched you order a bagel
Diaphone you're laaate. I already have him in masters D:
9 outa 10 of my placement matches were against this creep. Needless to say I got put in silver. 😤
I really can’t grasp this game at all only fighting game I’ve played is mk11 and I could easily wipe the floor there but I’ve won 3 matches in SF6 with like 80+ loses
I suggest spending lots of time in training learning the basics. It also helps if you stick to one character.
I’ll play akuma after the 1,000 demons get off matchmaking.
It's actually better to play him now, so at least you're doing mirrors. I feel like I'd be annoyed with Ranked right now _specifically_ if I wasn't playing Akuma, but since I am I don't mind him showing up so much.
I clicked on this guide to tell u I don’t want the guide.
I want moar Kim content brah
1 view in 22 seconds bro fell off
Diaphone falloff should be studied
Nice I’m trying to master Akuma in this game, just dropped a new video check it out if you can
RH all day
algo
I find this most satsui no helpful
The bot comments on this vid are outta control!
I only got 2 this time, I'm disappointed in myself ngl
D E M O N I N B I O
Second lowest health ? who is the first ?
That's not what he said. He said 1000 lower than the second lowest health
@@Hrybread ohh, I see, thank you for the explanation
Almost all characters in SF6 have the same health (10000), unlike previous games where it was more varied. Only Gief, Honda and Marisa have more, but Akuma also breaks this trend as the first character to have less (9000).
You don’t need to do all that, Akuma carries clueless players to Master rank easily
Just say you're bad at the game bro no one's judging you 😂.
@@InvisibleMan-tb8ke You right, but so am I.
@g-string4609 No you ain't. I play Akuma, and I'm too trash to be carried to master lol.
@@InvisibleMan-tb8ke Just practice a bit, Akuma will do the rest.
Low punch medium punch into his tornado kick doesn’t combo in the video you’re doing medium punch low punch, then the tornado kick both of them don’t combo
Yeap the scrubs can do combos now😂😂😂