PDA

View Full Version : Juggles


dominator
04-07-2003, 08:52 AM
Okay I've noticed alot of hurricane kick setups. It works when you get the opponent above you, for example you may parry a jump in and use roundhouse hurricane and it has to hit 2 times. After that you may use Super Art 1 and it will juggle so you can do another super. If you guys have any questions about Juggling ask away and I will try to answer.

exodus
04-08-2003, 08:27 AM
one question. huh?:confused:

dominator
04-08-2003, 11:03 AM
Basically Im just trying to figure out every way to juggle an opponent, such as using lp dragon punch to red fireball. By the way there is a mini "infinite" which I will be posting later on.

SSJ Hibiki
04-09-2003, 09:49 AM
Read the FAQ.

white ninja
04-09-2003, 10:02 AM
Ok basically you juggle a character by hitting them... WHILE THEY'RE IN THE AIR. you can do multiple juggles like BAM then BAM BAM... I have advanced juggles like BAM then go plasma ball... pm me for details.

LivewireOmega
04-09-2003, 10:21 AM
Kick it up a notch!


Emirl? Anyone? Ha? Hmm...tough crowd...

Infantry
04-09-2003, 10:36 PM
I like d.forward medium hurricane kick sa1 or if I want to be stupid s.forward, hcb.jab sa1 hcb jab sa1

J.R. RODRIGUEZ
04-21-2003, 02:16 AM
O.K. HERE IS THE MINI INFINATE DOMINATOR WAS TRYING TO JACK FROM ME...:p IT STARTS OF LIKE THIS DIVE KICK, FIERCE , SHORT HURRICANE KICK, HOLD THE JOYSTICK FORWARD WHILE YOU PRESS JAB, DASH JAB, DASH JAB, DASH UPPERCUT WITH JAB CANCEL INTO THE 1 SUPER ART AFTER THAT JAB AGAIN, DASH JAB DASH UPPERCUT WITH JAB CANCEL INTO THE FIREBALL SUPER ART THEN UPPERCUT WITH FIERCE. THEN FIERCE, FIERCE SHORT HURRICANE KICK INTO UPPERCUT WITH FIERCE.....:p :evil: :lol:


P.S. MUST BE STUNNED AND HAS TO BE DONE IN THE CORNER..:p

exodus
04-21-2003, 02:34 AM
hey JR -- you going to any majors this year? i look forward to playing all akuma players ^_^

AneurysmX
04-21-2003, 05:12 PM
Akuma is cheap

exodus
04-21-2003, 06:35 PM
no, oro is cheap. -_-

SrWilson3S
04-22-2003, 04:35 AM
Oro is cheap vs Akuma ;) little pest he is.

exodus
04-22-2003, 03:37 PM
oro and twelve seem to do well with pokes on akuma. odd parry timing on the pokes, and it counts alot since the damage ratio is large.

Alphastorm
05-27-2003, 11:00 AM
All u need is mokoto with one lvl of her flying super. Land a special grab on akuma, dizzy him with the follow up then take him down to 10% life.

FMJaguar
05-27-2003, 06:04 PM
wtf this was supposed to be juggles with akuma, not how to beat him :).

LordTalbain
06-19-2003, 10:23 PM
Here's another infinite. This however I have only pulled off on taller characters so somone let me know what they find out.

Dive Kick, c.mk, l.spin kick, *pause, h.punch then cancel into dive kick and repeat.

If I feel my timing is slipping I finish with a SA1.:D

sHiNeRiK
06-25-2003, 03:03 PM
<- Top Akuma Player. :D

PS: Not to kiss up to him but JR will own you guys.

exodus
06-26-2003, 07:57 AM
i'll RD JR and leave him on the ground! :cool:

sHiNeRiK
06-26-2003, 06:28 PM
Sure buddy. :o

Moe Powell
07-18-2003, 08:50 PM
best juggle IMO.
short hurricane, jab xx palm super.
Does not work on Elena/oro outside of the corner.
80% health done right there.
Not bad at all.

something hella crazy i just found out by accident.

It was a match with me and my friend. Akuma vs Akuma.
He was completely owning me for free.
And anyways the 3rd round swings by and hes still owning.
I have about half life left he has full health.

at one in the match I had taunted ONCE across the screen..... he was charging across screen at this moment.

He comes at me with a dive kick, which i block. THen after the dive kick he does c.mk, which i accidently red parried and had gone into the palm super.
It did 100% damage on him.
Crazy shit.

To sum this up.
Taunt into palm super on standing person comes out to 120 points.
ON a crouching person. It does 140+ damage points.
am a newb to this game.

bakemono
07-19-2003, 10:23 AM
Moe: that's fucking awesome shit. You didn't happen to get that match on video, did you?

For anyone who can't pull off the combo Moe listed this method may help:

Do the hurricane kick (if you can't get this far consistently you should probably hold off on trying to juggle with the palm super for a while) then hit down 2 times, hit jab, then down+jab. Is shit right there.

KogreX03
08-06-2003, 08:07 AM
Actually, as Akuma has the greatest strength AND the weakest defence, using that particular art would destroy ANY Akuma while he is crouching.

Taunt all you like. It serves you nothing.:bluu:

StreakSRM
08-06-2003, 08:15 AM
Actually I don't think it will KO Akuma from full life while he's crouching unless you taunt, since the taunt gives you an extra 25% damage, plus the 25% damage crouching bonus.

SrWilson3S
08-06-2003, 09:32 AM
Originally posted by sHiNeRiK
<- Top Akuma Player. :D

PS: Not to kiss up to him but JR will own you guys.

And Match would own JR and everyone else !:D

YooYoung
08-06-2003, 10:53 AM
is JR gonna be at evo?

bakemono
08-06-2003, 01:46 PM
Originally posted by bakemono
Do the hurricane kick (if you can't get this far consistently you should probably hold off on trying to juggle with the palm super for a while) then hit down 2 times, hit jab, then down+jab. Is shit right there.

Wait, scratch that. I think I meant to say "down, jab, down, down+2 punches".

mk master (503)
10-20-2003, 12:55 PM
How do you do an air super fire ball after a short hurricane kick I was told after hurricane hits them you want to do a jump forward a then cancel in to can can anyone help me to grasp this concept?

CrazyDazed
10-20-2003, 03:27 PM
Originally posted by mk master (503)
air super fire ball after a short hurricane kick
You can also try this way:

cr.Forward xx Forward or Roundhouse Hurricane Kick xx SA1

It works much like Ken's cr.Forward xx Short Hurricane Kick xx Super, but in Akuma's case you'd want to cancel that Hurricane Kick a little bit later to allow the time for him to leave the ground before doing Air SA1.

EDIT: \/ \/ \/ \/ Thanks Slimx for correcting me.

SlimX
10-20-2003, 05:36 PM
You gotta use one of the two hurricanes that's -not- short. Short doesn't have the knee that can be super canceled. I wish there was time to simply juggle with an air super fireball after short hurricane, but there's not.

fr3sh
01-17-2005, 04:42 PM
Ok basically you juggle a character by hitting them... WHILE THEY'RE IN THE AIR. you can do multiple juggles like BAM then BAM BAM... I have advanced juggles like BAM then go plasma ball... pm me for details.

i've beem trying to juggle them into the air with every comination of buttons but still wont juggle..what are the buttons for it?

Kanibus
01-19-2005, 01:09 PM
I'm also a akuma player and my jugglGE IS HURRICANE IN AIR, CATCH HIM WITH AXEL KICK AS THEY COME DOWN ASLO SHOULD CONNECT AND TAKES GOOD DAMAGE UNTIL OPPONENT FIGURES OUT WHAT YOUR TRYING TO DO.

xXxDa_RaGexXx
02-15-2005, 06:45 PM
I don't think the dive kick is supposed to connect after the HP.I think its just another way to apply preasure. But against a skilled 3s player that could be extremley dangerous.

CrakAWuT
02-16-2005, 10:43 AM
Well of coarse there is the lmk>lt.HurKick then wutever tha hell u want but the thing is, any good player will know to block low ageinst an akuma and dive kick is to easily block, parried or countered all by itself.
My strat with akuma is to use lmk alot but not always cancel into lt.Hurkick, instead ill cancel into the dive grab, this will throw your opponent off gaurd and give you a better chance of him blocking high next lmk.This trick works very well on an opponent wake up when you mix in a air fireball. The key to akuma is preasure and to make your opponent make a mistake.

Any Akuma's gana be at Texas Showdown in Houston?

xXxDa_RaGexXx
02-16-2005, 08:06 PM
Well said

Mixah
03-07-2005, 07:21 PM
is c.mk, xx lk hurricane, SA3 a good combo?

Mixah
03-15-2005, 05:57 PM
i've been experimenting a lot with dp+k lately

i'm fond of wakeup red fireball.. if they block it, i can get in with it, and if they parry it, i can rape them with how easily i can get in with the dive. i've been saving my meters for mp dp xx SA3 now. also, is the dp+k, punch, good for anything?

nanitaberu
03-16-2005, 04:20 PM
my word of advice is to choose SA1 over SA3, it's a better SA overall.

yes, all good players will know to block low against akuma

follow-ups on the demonflip are plenty, divekicks should be mixed up with the throw (to punish ppl who parry or block divekick), and flip cancel + throw (flip cancel meaning a divekick so late it doesn't com out)

the juggle loop thing is not an infinite (infinite in 3s? wtf haha) the hp is a reset and the divekick can be blocked on the ground

Mixah
03-17-2005, 06:03 AM
i'm fond of SA3 more because of the same reason i like ryu's SA2 more. i'm good at catching openings (fast reaction time), and SA3 does more damage.

CrakAWuT
03-21-2005, 10:47 AM
Well the damage for SA3 is pretty good but i still see it as his worst SA. Mainly becouse its the only 1 u cant use in the air. Thats what makes akuma so good, he has sooooooo many options in SA's and regualer moves. SA 1 is just alllll around better

eddieW
03-21-2005, 01:21 PM
Akumas Best Super Is Sa1.........its Free Aa Damage If They Jump... Dp And If They Parry Cancel To Sa1... If They Parry Sa1 Ull Recover And Do Whatever While There Still In The Air...