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View Full Version : Combos, Usage, and tactics



chakl
01-27-2009, 09:41 AM
First off, i am somewhat newbie. now then....

Aftering playing the game a whole bunch at the arcades with akuma i have to say i am very very impressed with his output damage. A good rushdown akuma (unless against gief) seems to do the job 9/10 times. But I dont see all to much variety in his combos. otherwise it seems he plays very similar to three with a little extra umph

Starters
Crouching :lp:,:lk:,:lp:,
or
:r::hk: (good for medium-close range poking)
Afterward
:mk:, :qcb: :lk: , :dp::hp:, Saving Throw Cancel, :hcb::hp: (only 1-2 hits will come out from this fireball and the final hit whifs by)
or
:mk:, :qcb: :2k:

Other stuff

:dp::lp: into :dp: :lk:
and use all the demon flip options to your advantage, good rush down.

Since you have no good way of canceling anything into a raging demon, ultra or super, your main method is to use a crumpling attack (saving throw) dash forward and use your super/ultra.

Due to the amount of damage akuma takes his ultra will fill up really fast, even if you use your Saving throw to absorb the damage. usually on the 3rd hit you will have enough to use the ultra.

feel free to add

Dontdodat
01-27-2009, 12:42 PM
Although C.Mk is possible after S.Hk, C.Mp is both easier to use (4 frame startup) and provides plus frames on block and attack greater than that of kick (+2/+5 as opposed to -2/+1).

The only reason to use C.Mk is for slight more range.

So far the most damaging combo I've found is in the corner - Crouching Jab, Crouching Strong, cancel to EX Tatsu link to Fierce Shoryuken. Does around 370 in damage and just under 400 stun.

chakl
01-27-2009, 09:53 PM
The Ex tatsu would not be linkable into a fierce shoryuken if you are not in the corner however, I didnt get to an arcade to try this in particular but the last time i tried using the ex tatsu it would knock away my opponent, usually to the opposite side. am i correct in thinking this would need to be used when your back is to the wall?

Dontdodat
01-28-2009, 11:30 PM
EX Tatsu is 5 hits, so on the 5th hit the opponent flies into the direction you are facing. So to be more accurate this combo is very good for rushdown Akuma, where the opponent retreats into the corner.

I changed it a bit, S. HK, C. MP, EX Tatsu, HP Shoryuken. 404 damage

cky24
02-05-2009, 12:32 AM
Is demon flip any good or is it useless?

Jack/Steve
02-05-2009, 01:28 AM
It is seeming pretty bad to me right now, but I'd love to be proven wrong. I only find much use in the flip -> throw.

The dive kick is incredibly slow. Only good if you can psychic predict a fireball, do an EX flip and then catch em with the kick. HUGE damage output after that. It's possible to cross up with the dive kick but it's really hard.

I've only played around with the jab option of all the punches. Seems like the jab option has a very high risk with pretty low rewards.

So yeah, that's my take on it, I'd love to hear other opinions though.

theboss
02-05-2009, 04:28 PM
It is seeming pretty bad to me right now, but I'd love to be proven wrong. I only find much use in the flip -> throw.

The dive kick is incredibly slow. Only good if you can psychic predict a fireball, do an EX flip and then catch em with the kick. HUGE damage output after that. It's possible to cross up with the dive kick but it's really hard.

I've only played around with the jab option of all the punches. Seems like the jab option has a very high risk with pretty low rewards.

So yeah, that's my take on it, I'd love to hear other opinions though.

Iīve seen lots of videos with great usage of the demon flip/diving kick. Sure, itīs not as fast as in 3S, but that doesnīt mean itīs not useful.

Itīs a great tool against fireball spamming, and also good to keep the pressure onto your opponent. The timing is crucial, though, you canīt use it like Rufusīs diving kick.

Watch the following videos and youīll see what I mean (I guess youīve already watched them before, but anyway):

http://www.youtube.com/watch?v=T8_UFZVh8z0&feature=channel_page 2:34

http://www.youtube.com/watch?v=1GqyfnuhAiQ The whole fight, with highlights on the third round, at 2:45. Momochiīs sick!

Saqs
02-13-2009, 06:05 AM
His trial combos are pretty slick. Gotta love EX Air FB, Fierce Red FB, Fierce DP :p

GoyaBOi
02-13-2009, 07:47 AM
there was a cancel in there i believe.

bodine1231
02-14-2009, 11:25 AM
Is demon flip any good or is it useless?

I've only been playing the cpu but so far its been extremely useful. I've been using it mostly in its divekick form which combos nicely into HP,L Hurricane,H Uppercut.

MuKen
02-14-2009, 11:34 AM
The Ex tatsu would not be linkable into a fierce shoryuken if you are not in the corner however, I didnt get to an arcade to try this in particular but the last time i tried using the ex tatsu it would knock away my opponent, usually to the opposite side. am i correct in thinking this would need to be used when your back is to the wall?

There appear to be some corner situations (not sure if it's 100%) where the EX tatsu will knock forwards, although it usually sends them backwards.

bodine1231
02-14-2009, 02:55 PM
Ex Tatsu,HPxxH uppercut works. You have to cancel the HP or it will knock them away from you.

STGouHadou
02-16-2009, 09:00 PM
what's the longest combo that he can link? not necessarily the highest damage output, but total hits?

MuKen
02-16-2009, 09:02 PM
lv 2 focus attack -> ultra

Hey, you asked what gives the most hits :P

bodine1231
02-16-2009, 10:27 PM
what's the longest combo that he can link? not necessarily the highest damage output, but total hits?

Ten,not counting the ultra.

pherai
02-17-2009, 09:55 AM
I don't really see the need for this thread :confused:

demon flip is sick.

also you can get pretty high combo counts if you get creative with FADC.

Downside
02-18-2009, 05:29 PM
Air Fireball -> c.mk -> w.tatsu -> h.shoryuken

great for building meter

MakotoRocket
02-19-2009, 06:22 AM
yea this is some helpful stuff thanks guys

M A S T E R
02-19-2009, 06:50 AM
Good Stuff guys. :wgrin:

MASTER

Monster044
02-19-2009, 04:16 PM
I've been trying to do the air fireball and air hurricane kick all day yesterday and I have spent a good 20 or 30 minutes today just trying to get them down consistantly. Sometimes they just happen but I can't count on it yet. I have everything else down, but I really want to add the air fireball to my arsenal, any ideas or tips?

BenD the Truth
02-19-2009, 06:57 PM
Ok, I have an horribly noobish question but I can't get HK, cr. MK to work (to combo into Hurricane and SRK) OR when I do HK, cr. LP, I can't go to Hurricane Kick from there. Can someone give me the timing on this because it's driving me crazy. Thanks

geekface
02-19-2009, 09:41 PM
Not sure if this will help but what i do is d+MK, db, b.LK. I buffer the MK into the LK hurrcane motion

BenD the Truth
02-19-2009, 10:51 PM
Not sure if this will help but what i do is d+MK, db, b.LK. I buffer the MK into the LK hurrcane motion

That helps alot for the link into hurricane but I can't somehow link HK to cr. MK or even cr. LP for that matter. Does the cr. MK come early in the HK or towards the end? :-/

Bojador_pt
02-20-2009, 03:35 AM
Edit: I found the answer in another thread.

Yar1n
02-20-2009, 05:23 AM
What's the secret in linking this - c.mk fb(not sure which version should I use) FADC s.hp, hp shoryuken.

I can't connect the s.hp at all. Any tips?

-SuGaR-
02-20-2009, 06:25 AM
What's the secret in linking this - c.mk fb(not sure which version should I use) FADC s.hp, hp shoryuken.

I can't connect the s.hp at all. Any tips?I was wondering the same thing, damn you challenge mode! Oh and it's the ex hado.

Any tips on combo-ing S.RH? I've seen it done in videos but I'm not quite sure how to work it into my game since basically all I do with Akuma is spam Zanku-Hado and try to bait them to chase me or get into a FB war with me and piss them off.

Yar1n
02-20-2009, 07:23 AM
I was wondering the same thing, damn you challenge mode! Oh and it's the ex hado.

Any tips on combo-ing S.RH? I've seen it done in videos but I'm not quite sure how to work it into my game since basically all I do with Akuma is spam Zanku-Hado and try to bait them to chase me or get into a FB war with me and piss them off.

My friend, it's a regular fb. Check this vid demonstrating all the challenges and see for yourself. ex hado knocks down, meaning you can't continue to combo afterward.

http://www.youtube.com/watch?v=DNOMo9YRPWU&feature=channel_page

geekface
02-20-2009, 07:23 AM
I can't connect the s.hp at all. Any tips?
What i do is :r:+:hp: , :d: , :df:+:hp:

From what ive seen

s.RH > cr.MK > FB
s.RH > cr.MP > LK HK > HP SRK

Saqs
02-20-2009, 07:29 AM
For standing RH combos it really depends on the distance and in some cases the character.

BenD the Truth
02-20-2009, 10:40 AM
That helps alot for the link into hurricane but I can't somehow link HK to cr. MK or even cr. LP for that matter. Does the cr. MK come early in the HK or towards the end? :-/

Don't mean to double post but I was wondering if someone could still help me out with the HK, cr. MK/cr. LP predicament I got going on. Is the timing of the cr.MK come right after you hit HK or do you wait for the first hit or the second hit, etc? Thanks

Minora
02-20-2009, 11:34 AM
Don't mean to double post but I was wondering if someone could still help me out with the HK, cr. MK/cr. LP predicament I got going on. Is the timing of the cr.MK come right after you hit HK or do you wait for the first hit or the second hit, etc? Thanks

You have to wait till you see the 2nd hit connect, and slightly before the end of the animation hit the c.Forward (double taping makes this kind of links so much easier do consistently).
However, it works so much better for me with c.Strong.

Also, you have to be very careful with the spacing. If you'r not close anough, the LK tatsu will wiff after the c.Strong. Learn the distance, and if you think you're too far away, end it with a EX fireball (into Fierce DP if you're in the corner).

BenD the Truth
02-20-2009, 11:49 AM
Thanks Minora. I'll try that timing out tonight when I get home. Also, I haven't got around to telling you but great job with all the uploads on youtube. I whore a lot of those videos like no other haha

B3rni
02-20-2009, 05:17 PM
hello everybody,
ive got a question:
momochi is doing in his vids one combo over and over:
(starts almost everytime with EX airFB)
-> far HK -> cr.lp -> lk tatsu -> HP shoryu

i have problems to connect the cr. lp as a combo, it may be a question of the standard 360 pad (:sad:, preordered fightpad) but i dunno.
do u have problems with getting the combo status down...iam kind of mashin the cr.lp
pls help:wonder:

pherai
02-20-2009, 06:34 PM
momochi does c.mp, no c.lp. just experiment with the timing. slow it down, speed it up, eventually you'll get it.

shadowcharlie
02-20-2009, 11:52 PM
i think i just saw something to the tune of counter hit c.mp(maybe reg havnt seen it) into c.RH is it possible/?

Minora
02-21-2009, 12:02 AM
Thanks Minora. I'll try that timing out tonight when I get home. Also, I haven't got around to telling you but great job with all the uploads on youtube. I whore a lot of those videos like no other haha

U're welcome.

Shin_Akuma_
02-21-2009, 04:32 AM
Dude his s.RH is his best tool to advancing on your opponent IMO. It's also great on block stun. In fact, I really wanna discuss more about his block stun combos/mix-ups. I think this here is where Akuma is going to excel in the game. I noticed the more I played with him against people, they were very cautious and patient to wait for you to fuck up and with the parry system gone it's even more noticable. Akuma just has that certain fear factor towards people, so I think he can get away with some of his decent normals without fear of retaliation.

Minora
02-22-2009, 03:18 AM
Akuma's giving me awesome results online, only 3 guys have beated me so far (and that was on day 1).
His far RH is probably one of his main weapons. Huge damage on hit, free c.Forward if they block, you can close gaps, you can bait hadokens...

I'm playing mostly on the defensive (I only rush down if playing against noobs), and the combination of zoning fireballs (air/ground), with a good footsies game (c.Forward, AA DP, far RH) make of Akuma one of the most deadly characters in the game (as shown on the alst Tougeki tier list, where he's #3).
To all that stuff, you add the Ultra demon (easy as fuck to land, and totally retarded damage) and you're ready to beat the hell out of everyone on your area.

This week I'm gonna start working on a detailed guide for Akuma, hopefully it'll be finished for next week.