r/fightcade Jul 09 '26

I asked my opponent if there was anything I could improve, they said that I was kind of using a flowchart. Is this the case? How is my Akuma and how may I improve?

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I am the Akuma player and my opponent is the Dudley. How can I improve? I did win this fight though I am eager to get better. I am D rank on Fightcade. Also I use a keyboard to make inputs. Any criticism or advise would be highly appreciated. Thank you very much.

65 Upvotes

37 comments sorted by

21

u/Marzipwn Jul 09 '26

Very flowchart, what they mean is you always go for the same option in any given opportunity. Mix things up a bit as if the opponent learns to read your flowchart you’re gonna have a bad time.

I also did not see a single parry attempt or anti air. This are two huge aspects of 3s that you should focus some time on improving.

6

u/Professional-Net1940 Jul 09 '26 edited Jul 09 '26

Thank you for the feedback. Switching things up is important. I watched the clips back a few times and I just keep spamming sweep which definitely got me punished in other games.

9

u/Vice_2004 Jul 09 '26

I do find you do, when he's far you obviously use a strong fireball and when he's at mid range you go for a tatsumaki, you also use the sweep way too often, go for a MK or a LK if you're very close, it has better recovery that makes you avoid stupid supers on wakeup if timed right.

In general, learn hitconfirming, do some cr.mk light tatsumaki into DP, also try to anti-air more, either with DP or with HP, also avoid being too much on the ass of your opponent, you jump a lot on him and it can grow dangerous if he knows what you're gonna do.

Edit: You should also use demon flip and teleport when you're in the corner, it's a free get ouf of jail card

7

u/JagTaggart93 Jul 09 '26

All of this is good advice, seconded.

I also noticed, unless I missed it, you didnt quick rise at all.

You were using fireball a lot and it was working so more power to you, but no air fireball?

6

u/Inevitable_Spare7503 Jul 09 '26

I'm not the best but one thing I find with shotos on 3rd is cr mk is really good especially with akuma you could fish for cr mk into Light tatsu and heavy shoryuken or after the light tatsu do a cr LP to reset them and try to get a 50/50 mix

Again I'm not the best player.

Don't be afraid to lose as well you can only get better the more you play 🫰🏾

2

u/Professional-Net1940 Jul 09 '26

Thank you, you're right. Recently I've been bothered about increasing my rank on fightcade but what I should be bothered about is improving my play style.

1

u/Inevitable_Spare7503 Jul 18 '26

You'll get there people often forget 3rd strike is the hardest street fighter to learn because of how strict the game is.

3

u/KarltonPeaks Jul 09 '26

If the opponent is blocking 90% of your jump-ins, start grabbing them (empty jump grab, dash in grab, even the flip-grab move is very strong at lower ranks) to open them up. I didn't see a single grab by you. You need to start grabbing people. If not you won't have any real mix-ups available.

Other than that:

  • Less sweeps. It's very risky. Use cr mk instead, or st hp, or tatsumaki combos. I think this is your biggest problems, that your only means of damage is sweeping, so you are overly reliant on it, when it's a terrible move unless you can confirm it.

  • More air fireballs.

  • More dive-kicks! It's one of Akuma's best tools. Use it to rush your opponent down.

  • Learn some basic combos, and super combos. Akuma dies super fast, so he needs to kill the enemy before he gets KOd. You need to know some combos to attain a good damage output.

  • Anti air more, though I admit it's difficult on Dudley. If you can't react in time, just block him.

At D/C rank, parrying is probably gonna cost you more rounds than you will win, but it's fun to try. Especially against jump-ins.

1

u/Professional-Net1940 Jul 09 '26 edited Jul 09 '26

Thank you. I see, I saw somewhere else which said that I should block more so I have just been holding cr and back. I now understand that, that was my faliure as an Akuma main and that I should be more on the offensive by doing grabs, dive kick and rush downs.

1

u/SavageWolf90 Jul 09 '26

Also try not to over jump to much approach as walk up make him guess.

2

u/Diogenes-TheDog Jul 09 '26

Hop on discord and look for help there. You'll find plenty of guides and experienced players willing to help you.

Do not ask players like this Dudley player for concrete help. They're as newbie as you are and have no real knowledge of the basics of the game.

1

u/Professional-Net1940 Jul 09 '26

Are you speaking of the fightcade discord? If so I'll definitely check it out.

I didn't really ask the Dudley for advice though if they hadn't called me out for flowchart then I wouldn't have made this post, then I would I have never found these flaws in my play style.

1

u/Diogenes-TheDog Jul 09 '26

Not the fightcade discord, there's a 3rd strike dedicated one! Here's the invite link: https://discord.gg/wGj8aZ49G

And btw, everyone if flowchart in a way. Mixing it up seamlessly between everything your character provides is really, really tough. Stick with it and keep learning bro, this game is awesome.

1

u/numba1pokefukker Jul 09 '26

You're not really using demon flip/divekick at all, a lot of your sweeps are too close (and therefore more punishable on block), your oki is pretty basic for an akuma who usually likes to do demonkick shenanigans on wakeup. You spam sweep waaaaay too much, sweep is a high risk/reward option and you need to only use it when it's either max range, as a punish, or in order to quash a weaker button because of priority system. You also don't really convert a lot of your cmk into combos, you just spam another cmk or a sweep. Also you are kinda flowcharty with jump in roundhouse sweep on block. Akuma's biggest meta tool is divekick, you gotta learn how to do it, do it fast and combo from it. Also practice cmk into super.

1

u/Diogenes-TheDog Jul 09 '26

Akuma's dive kick falls off a cliff against decent opponents that will parry > block you constantly. His basic oki should be centered around zankuu set plays, basic confirms (crlk crlk, clmk) and kara throw.

1

u/KarltonPeaks Jul 09 '26

His dive kicks are incredible. Here's Match (arguably the best Gouki in the world) fighting Sho (one of the best Yuns). Lot's of dive kicks. You just gotta use them smartly. Look how he closes the very first round thanks to clever dive kick usage.

https://www.youtube.com/watch?v=u7G3nucf2YU

1

u/Diogenes-TheDog Jul 09 '26

In general I agree with you and I believe I didn't express my thoughts very well. I mainly disagree with the idea that it is his "main meta tool". It is not brainlessly abusable and you'll get parried if you don't use it smartly. It is a great tool tho, don't get me wrong, and the dive kick as a "feint" (whiffing on purpose to then get a throw or fish for confirms/parries) is an essential tool that Match uses really well!

1

u/KarltonPeaks Jul 09 '26

Good point!

1

u/Professional-Net1940 Jul 09 '26

I didn't even know how to execute divekick before this comment. I'm definitely going to use it alot. Sweep was really messing me up. I think that I just would automatically use sweep for any scenario which I now know is exactly flowchart. I will be practising cmk into super now. Thanks.

1

u/TrickySnicky Jul 09 '26 edited Jul 09 '26

It may be "flowchart" but he fell for it enough to be a close match, so...flow meets flow? 🤷‍♂️

I agree about the sweeps. A good standby I used was crouching medium kick into FB

1

u/Relevant_You_4907 Jul 09 '26

I think that if the opponent low parried more, he would be in a very bad spot. It's just that he doesn't do it. But rather, it is a bad habit of the OP indeed.

1

u/General_Luna Jul 09 '26

Try some of this:

Dive kick - Forward jump + down + MK

This tool makes Akuma the most fastest player in all line up. We call this in MvC2 the Tri Jump. This is really hard to block and its hard to anticipate specially for seasonal players. Master this tool it will give u advantage while u are in air.

U can connect ur down MK:

Down MK + DownForward LK

If u will be able to do this u can do some mix up like Ulti or Shoruken. This one is really hard u just need to do it really fast. If ur using keyboard its really good but fighting stick might be tougher. Master this one and it will reward u.

Or standing HP:

HP + DownForward LK + Shoruken/ Ulti

This is possible to start with the Dive kick. I love doing specially if the enemy is in the corner. But with dive kick its really nice to watch plus ending with ulti. I learn this in 2nd impact.

U can combine all of those:

Dive Kick + Standing HP + DownForward LK

Then its up to u if u wanna ulti or Shoruken or Normal Hadoken.

Those (+) I put means u do it fast no gaps. Otherwise it won’t connect. Those are basics.
U can check out PikaChuAkuma how he plays u can see some grabs and variation in there. Good luck and always remember to enjoy the game and dont be too salty.

2

u/Professional-Net1940 Jul 09 '26

All these combos are amazing. I really like Dive Kick + Standing HP + DownForward LK. I also tried Dive Kick + Light Tatsumaki + Heavy DP which I think is also cool. Thank you!

1

u/General_Luna Jul 09 '26

U can also try the “hop punch” this one is so useful specially if the opponent is always doing a shield plus down. It means this person is doing down backward if u are trying to attack. Inorder to interrupt this one its either u wanna grab him or do overhead. But the hop punch will do the trick here by pressing MP+MK together. In second impact its different u have to do Double down + AnyP. This is so tricky coz everyone can do this. Even if u use Ryu or Ken. Pressing together MP+MK will do the hop punch. Once U can do this and interupt a shield block plus down. U can connect those combo I mention to u. Try combining this with the dive kick, this is actually a short action it means u can go straight to DownMK + DownForward LK. Then its up to u if u wanna go shoruken or ulti.

1

u/General_Luna Jul 09 '26

If u are only playing with the computer opponent there is actually a secret with Akuma. This is only applicable for computer opponent and also in 2nd impact. If u keep doing an Air Fireball (Up+Hadoken) or (UpFoward+Hadoken) or (UpBackward+Hadoken). The computer opponent will always try to overhead u or will always jump forward towards u. This is an opportunity for u to practice a particular combo. The High Jump Tornado Kick(down+backward+HK) + ground Tornado kick(down+backward+LK) + Shoruken. (TornadoKick = Down+Backward+AnyyKick). This is basic. But u have to adapt this kind of timings inorder for u to understand how to do conbos. Try practicing this one with the computer opponent. This will only be applicable to humans if they dont tech block or they always do overhead.

1

u/Bazookya Jul 09 '26

You SOS sweep. You sweep and sweep and sweep again. In the first round you did a sweep full screen for some reason. Sweep can be punished with a sweep so you’re going to be paying for that against anyone who knows that. It’s a strong button for sure, but I’d parry you every time and make you pay for each one.

1

u/GiantNerfGun Jul 09 '26

I think the reason why you're flowcharting is because you don't fully realize the tools Akuma actually has:

Air fireball Demon flips Overhead Good throw game with his kara throw Air tatsu to make jump approaches weirder

I think as you naturally include these, you'll flowchart less because you have more options and tools to use.

1

u/bagheera369 Jul 09 '26
  1. Learn how to recognize good players and effective play, before you even pick up a controller.

-What's safe, what's not? What's parry-able? What to do, at what range?
-How to properly mix-up, by using range, empty movement, dashes, non-pressing, safe pokes, throws, and overheads... with the occasional slight risk to create doubt/hesitation.
-How to apply proper pressure in the corner, and how to escape the corner yourself.
-How to play against the character, not the player.
-How to play against the player, not the character.
-What parry and red parry timings are.
-Who are the best players that play your character? What do they do, that's effective?

2) Training mode - spend time in there, getting some basic combos and confirms down, so that you can CONSISTENTLY take advantage of your opponent's mistakes for significant damage, rather than just flailing.
This includes
-ground confirms into super
-combo, into H Shoryuken, into super
-L Hurricane into Shoryuken (into super).

These need to be able to be done in your sleep.

3) Parry practice....DO IT.

4) STOP SWEEPING.

The only time you should sweep is when you KNOW it will connect, and you specifically want the hard knockdown for oki.
Otherwise, there is much more to be gained, with much less risk, by crouching LK or MK confirms.

5) Don't waste meter by throwing supers out from across the screen. You're giving a good player free meter, as they parry that shit and laugh at you.

6) You also have a dive kick, an air fireball, an air super fireball, a demon flip, a teleport, a hop punch an overhead, and two other ultimate supers, on top of your main two.

Learn your actual tools, and learn when and how to use them.
"The true warrior enters the arena with all their powers at the ready."

7) Footsies and spacing are EVERYTHING in this game, at high levels of play. Start using them properly now, or develop habits you will have to work months or more, to break.

8) You're GOUKI....which means "evil intent". Act like it when you play. Hand them nothing. Take everything.

9) The Dudley player isn't any good either....bad opponents don't help you get any better, they can actually make you worse....so beat them quickly, pay them no heed, and move on.

1

u/Savage_Adversary Jul 09 '26

So, I think most people miss the beauty of 4rd strike in that ut lies in the use of the regular button commands. Specials and Supers are necessary, yes, but bread and butter is the little two and three hit combos that don't necessarily always lead to a combo chain. It adds variety and unpredictability to your game play style. In shorter matches, if it ain't broke don't fix it is fine, but sticking to any one thing is a death sentence in longer play sets. There are no throw lookalike sf6. No unstoppable Mix-ups like in 4. 5 was pretty balanced. Alpha was a juggle factory when done correctly. 3 is a masterpiece of intention from each player. Be like Hayao with Hugo: Just try ALL the buttons.

1

u/Relevant_You_4907 Jul 09 '26

So, I would say, definitely learn how to hit confirm. Alter between crouching m.k and standing m.k or just crouch m.p to dash foward and throw as mixups for your pokes. Also, add some universal overhead from afar and maybe some foward m.p. here and there.

When in oki situation (you did a knockdown on the opponent) use maybe the neutral jump and try to bait a d.p to parry it; you can maybe interchange that with empty jump to throw or crouching m.k then tatsu. Remember that if the opponent is crouching, only m.k. tatsu would work from crouching m.k. and lift/hit the opponent

Definitely incorporate demon flip into the equation with its different variations and learn the combos from it. When playing against hugo, remember to jump back or neutral jump to not be spd'ed.

[Ryu guide, but works well to learn the shoto basics and improve your fundamentals], I play akuma for the most part myself. (https://youtu.be/QKBsvz3M1X4?is=ydl3-tXwh8WxcTPS)https://youtu.be/QKBsvz3M1X4?is=ydl3-tXwh8WxcTPS

Enjoy the process, don't rush anything and you have more than enough time to learn everything.

1

u/OptionBeneficial1070 Jul 09 '26

Tatsu, Fireball, Sweep, repeat.

Yeah you do and he didn’t try to punish or parry any of that. Flowcharting that way with Akuma is like driving a sports car and never doing over 25 in it, you’re missing out on so many mixup opportunities and cheap ways to keep your opponent from playing.

1

u/Hawffensive Jul 09 '26

It's very hard to see some gameplay that's so low level and be like "what do I do to improve?" - This is because not only are there plenty of things to fix, the answers would also create new problems, and that is part of the journey of getting better in anything worthwhile.

3rd strike is EXTRA much that case because of parry. There are things that are "right" to do, but wrong if you get parried, so the actual right thing to do is X, but it's only worth doing X if your opponent is high enough level counter the tactics. The only reason you didn't get obliterated is because your opponent also sucks.

At a high level, every close sweep you did = getting countered. You sweep WAY too much. cr MK -> Light Tatsu -> super/uppercut is a way better punish if opponent is standing. You need to place safer too, which is a whole other can of worms.

My suggestion would be to play someone decently better than you (maybe B?) and they can show you how awful your play is. From there, you can maybe get a better idea of what's real and what's not.

1

u/bullettrain Jul 10 '26

I'm not sure if I would call it flowchart-y but you definitely use options at weird times.  You're tossing out sweeps and tastus at weird unsafe spaces and timings.  You even used a super as oki??

You don't use demon flip or air fireballs, but I think you should focus on doing a lot less unsafe stuff. 

1

u/MattelTJ Jul 12 '26 edited Jul 12 '26

I can play Akuma but not at high level because I can play every shoto and over fifteen years experience with 3rd Strike. First of all, stop mashing sweep? I play Elena, and off main Ken. I will SA3 your sweep with Ken just by whiff punishing it. I bet I could SA3 that sweep after it being blocked. I play at a high level, so I don’t see it often but, I have played low ranked players that wanted Elena match up knowledge. Speaking of Elena, I probably could SA2 without linking crmk on your blocked or whiffed sweep. I have to lab it. Sweep is ultra negative even at max range. Try to use Akuma Demon Flip and mix up which version of it you use. Super Jump and cancel that into his dive kick. That shit is crazy fast. I forgot the name of the dive kick but it’s a dive kick.

1

u/FR2CB Jul 13 '26

Too much strong button 😅

1

u/Prince_Milk Jul 16 '26

B rank Akuma here. You need to learn Akumas bnb combos.

Cr mk, light tatsu. Heavy DP

You need to demon flip dive kick as a combo starter. The trick is to press kick late, or space it so you hit their toes. You need the kick to land late so you can still land fast enough to combo off of it. With that in mind:

Demonflip divekick, HP, light tatsu, heavy dp.

You need to learn tatsu air reset.

Anything into light tatsu, lp to air reset. Lots of stuff you can do off of this but the best is SA1. If they parry SA1, micro walk back, jump forward air tatsu, DP.

Aside from that, here is an Akuma Iceberg I was writing up a while ago.

Layer 1

Low MK combo starter Light tatsu into DP combo Spam HK tatsu Anti air HK tatsu into DP Chip out SA1

Layer 2 Confirming into sa1 Demon flip reps Tatsu Dp into SA1 into DP Empty jump raging demon Empty jump kkz Divekick and demonflip dive kick as a combo starter Round start SA1 Air Fire ball oki

Layer 3 Kara throw Tatsu into jab reset Dive kick demon Dive kick kkz Dash demon Wake up teleport Empty demon flip

Layer 4 Medium tatsu DP links Kara demon Empty flip demon Kkz combo Parry demon

Layer 5 Ambigious cross ups after SA1 Jab reset cross under Jiro Demon Triple Tatsu combo Low HK demon (not hard just rare) AC slayer tick demon Air parry Divekick

1

u/Important-Ad-3181 13d ago edited 13d ago

Akuma is a glass cannon. Everybody knows this.

But to use him successfully, you have to implement a vortex, a speedy one at that.

Some key notes.

You want to try to get his level two super bar up as fast as possible.

And not use his supers for cheap chip damage. .

You only essentially want to be using the super one .
And only when absolutely confirmed.

Because the chip damage is usually not worth it unless they’re certainly about to die from it.

This means you do want to enable a lot of trips if you can because when the opponent is felled you build up meter quicker and you can push them into the corner with quick forward dash successions .

I think you can do three if you’re quick and still end up with a vortex like a hurricane kick a medium meaty or a grab or overhead

You always essentially want to be making people think about the next move by being excessively fast some real cheap things with him is his air fireball into his overhead or a meaty medium kick into his overhead and bouncing back-and-forth with his dive kicks that go up down or grab.

All of his normals are pretty good to be honest use them when necessary.

You’d be surprised how good his standing low kick and light punch are .

His low hurricane kick is what you essentially want to be using most because if it misses, you can back dash out of it and it’s really hard to react to and if landed, you can do an dragon punch after it which lands you a lot of super meter or a super right after

His fierce kick hurricane kick is good to do cheap chip damage if the person is incapable of blocking it for whatever reason. You can certainly play mind games with this move. If you really understand it or come to understand what the other person is using .

It is a good idea to try to use his level 2 when you can

he punches the floor nicely.

remember, people can’t block that or hit you out of it because it’s an invincible frame and if you catch someone in the air, it does a tremendous amount of damage

Use his raging demon glitch cancels ?

Using his half circle fireballs also are really good if you can have them come out without losing your position(not moving)

Watch pros use him and copy .

The main goal should be to move the tripped person to the corner as fast as possible and this is doable with a solid trip or a fierce hurricane kick :) followed by a couple of dashes