AkumaBot v1.0
Difficulty Moderate
Focus Movement and Reactions
The intention of the Akuma Bot is to force players to learn to deal with his Demon Flip spacing and mixups while lessening their ability to use defensive "autopilot" tendencies.
It is given multiple ways to approach from the air and alter attack vectors along with this, and some patterned simple walking to change its range if the player becomes completely defensive.
Unlike many other bots it does not use maximized CA Gauge, in order to create more situations in which the player must use their awareness to make decisions.
Gauge Settings
As with all bots, 1P Health should be set to "Normal". To practice the easy versions, leave 1P CA Gauge to "Auto-Recover", and 1P V-Gauge to also "Auto-Recover".
These settings may change based on your goals, explained in the Difficulty section below.
Settings for 2P are Health - "Auto-Recover", V-Gauge - "Normal", CA Gauge - "Normal".
Goals
Completing each action gives 1 point. Try to get to 10 points without dying.
Points System
- A - AntiAirs
- B - Hitting Akuma out of the air before he can hit you with Demon Flip
- C - Punish on a blocked flaming (red) Hadouken
- D - Punish on a blocked regular Hadouken
Difficulty Levels
- Easy - Points given for ABCD
- Medium - Points given for BCD
- Hard - Points given for B and C only
- Extreme - Points given for B and D only, with Player CA meter set to "Normal"
Action #1
Perfect
41236MK hidden [throw instantly, 9], end recording as soon as you can.
Acceptable
41236MK, 9, end recording before Akuma begins his descent.
In the perfect version, this input should lead to Demon Flip mixups with other inputs. The hidden throw input must not be able to cause the throw followup in a single playback.
Action #2
Perfect
Walk forward one grid square, successfully throw opponent, hidden [2LP+MP, 2LP+MP], 2LK+MK, end recording at end of kick animation.
Acceptable
Walk forward one grid square, successfully throw opponent, hidden [2MP, 2MP], 2LK+MK, end recording at end of kick animation.
Pressing the three couching inputs without waiting is probably the easiest way to do this. The walk-forward option is required to activate Demon Flip Throw.
Action #3
Perfect
236LP+MP, hidden [5MK, 214LK], 9, end recording at height of jump.
Acceptable
236LP+MP, hidden [214LK], 9, end recording at height of jump
This is intended to give Akuma fireball pressure and his air fireball. When played back, it should sometimes loop air fireballs.
Action #4
Perfect
Walk forward one grid square, then back one half grid square, 63214HP, hidden [623LP, 3HP+HK]. End recording immediately.
Acceptable
Walk forward one grid square, then back one half grid square, 63214HP, hidden [3HP+HK]. End recording immediately.
This is intended to give Akuma the empty/low strike option of the Demon Flip, as well as additional hadouken pressure.
Action #5
Perfect
6HP, hidden [41236MK+LK], 5LP (must combo), end recording immediately.
Acceptable
6HP, hidden [41236MK+LK], 5LP, end recording.
Variant
6HP, hidden [move of your choice], press 9, end recording immediately.
天 Shun Goku Satsu Variant
6, 5LK, hidden [5HP] 6HP, hidden [41236MK+LK or move of your choice, 5LP], 5LP (must combo), end recording immediately.
This gives Akuma pressure and EX Demon Flip.
For the Variant, this increases the Demon Flip mixups, and allows for different pressure.
For the Shun Goku Satsu Variant, this is like the first version but is more predictable with the 6HP in exchange for style points, since it enables this Critical Art. This is basically useless without changing 2P V-Gauge and CA Gauge to at least "Auto-Recover" and "Maximum Start" respectively.
In-Depth
Still in progress.