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sonikku
04-07-2003, 01:31 PM
I noticed how as of now the forum for akuma has no combos and strats, so I thought I would start things off with this thread.

exodus
04-08-2003, 08:41 AM
c.short xx short demon flip throw

c.short c.jab c.short xx forward demon flip throw

c.short kara throw

j.fierce s.fierce short hurricane jab reset xx dash c.short whiff xx raging demon

j.fierce s.fierce short hurricane s.fierce xx short demon flip knee-deep kick c. forward short hurricane ...

opponent get-up short hurricane [over them] xx raging demon

knee-deep air fireball xx raging demon

air hurricane kick xx gateway to hell [on ground or anti air]

short hurricane s.jab xx gateway to hell

---xx denotes buffers---

---notes---

one thing if you want to play akuma. better learn how to alternate and mix up, because if you have a pattern, your opponent will pick it up and then psychic parry and you will be very vulnerable [akuma's extra damage property]

another thing is that you need to know which characters get hit by short hurricane when they are crouching, because if you do c.forward short hurricane and they were crouching, you might not hit them with the hurricane depending on the character, in which case, you will be subject to the note above.

dominator
04-08-2003, 11:12 AM
Im not sure if the s.hp will connect after short hurricane on shorter characters will it? I try using a jab reset into demon flip grab.

exodus
04-08-2003, 09:38 PM
no, the short hurricane is a 1 hit juggle setup. once you land, they will be falling down, that's when you s. [standing] fierce and then cancel with demon flip.

there's not much of a point to use jab reset to demon flip, because fierce serves the same purpose, and adds more stun. 2 iterations of that pattern will put stun meter to a 90%-95% range.

a minor correction though -- in that same combo, i said short demon flip -- i meant to say forward demon flip. a short demon flip, if not in corner, will not put you close enough to the opponent for throw... :D

DeAdSpAcE
04-30-2003, 12:01 PM
In the corner Dive kick, crouching mk, short hurricane kick, fierce dragon punch one hit cancel into SA1, fierce dragon punch (one hit) cancel into SA1, Dragon Punch.

Jump in air fireball, standing far hk cancel into raging demon.

SrWilson3S
05-16-2003, 03:28 PM
Learn the cr short - kara demon you can't go wrong with that :D :evil: !!!!!

Mufasa
05-17-2003, 09:44 AM
Originally posted by SrWilson3S
Learn the cr short - kara demon you can't go wrong with that :D :evil: !!!!!

I know it has been discussed previously but...

How do u exactly do that? Do u buffer the jabs in the short kick, or do u just do the whole RD motion in the towards+mp overhead?

SrWilson3S
05-17-2003, 09:50 AM
Originally posted by Mufasa


I know it has been discussed previously but...

How do u exactly do that? Do u buffer the jabs in the short kick, or do u just do the whole RD motion in the towards+mp overhead?


You hold down any button I hold hp then do your cr lk - then jab jab as soon as you done the cr lk then release the button after the 2 jabs (holding the button down stops it bringing out the second jab after the cr lk then after releasing the button you do f+mp , lk,hp.
So to sum it I do hold down Hp , cr lk, lp ,lp,(release hp),f+mp,lk,hp . this makes the move come out totally clean with no signs of any jabbing whatsoever.

ayanami
06-12-2003, 01:21 AM
Originally posted by DeAdSpAcE
In the corner Dive kick, crouching mk, short hurricane kick, fierce dragon punch one hit cancel into SA1, fierce dragon punch (one hit) cancel into SA1, Dragon Punch.

I would just like to say thanx for the combo as i have been beating the arses off my local players.

exodus
06-12-2003, 05:50 PM
that combo does like 20%. :lame: *erases "LAME" and puts up "NEWB"*

ayanami
06-17-2003, 01:08 AM
I may be classed as a "NEWB" (exodus = Dickhead) but i hardly play street fighter, Virtua fighter on the other hand.

exodus
06-17-2003, 07:20 AM
what? dickheads encourage people to try harder. :)

sHiNeRiK
06-18-2003, 04:57 PM
Your Akuma sucks, dont post here anymore.

exodus
06-18-2003, 05:48 PM
why yes, yes he does. :D

ayanami
06-19-2003, 03:59 AM
My akira rocks.

Jelous

The Cheat
07-18-2003, 06:48 PM
post whores abound...

This is the strategy section of Akuma...so why not discuss, lets say....Akuma strategies/combos/etc. instead of insulting people's abilities?

Some people's pride/ego is :lame:

mk master (503)
10-20-2003, 11:11 PM
yeah I was just curious if anyone had some ideas of how to do a high pressure run down game effectivly I feel that I have a good idea but I was wonder how yours is and how effective it works and if you had any hints or sugestions at all?

Omega Akuma
11-04-2003, 03:19 PM
what are the set ups for akuma's kara throws?

mk master (503)
11-04-2003, 04:27 PM
crouching medium punch walking forward kick crouch short short short dash throw walking jab short

mk master (503)
12-04-2003, 04:07 PM
does any have a great akuma offence they'd like to share well were is what tends to work for me after a lk hurricane kick do st hp then dash mk air throw or kick or dash trying crouching short kicks to go into a sa 1


for air to ground an air fireball to crouching mk from here you can do many things air grap or kick lk hurricane from that a dragon punch a st hp

that's kind of an idea of what mine is what about anyone else out there willing to share or does no one else have a better offensive game?

Donkus
12-09-2003, 10:48 PM
Originally posted by exodus
opponent get-up short hurricane [over them] xx raging demon

How does this work? Short hurricane will not move you behind them. Are you just hoping they react in your Demon startup frames?

Originally posted by exodus
air hurricane kick xx gateway to hell [on ground or anti air]

This won't combo except in extremely rare situations. It certainly does not work against ground targets and it isn't buffered.

Originally posted by exodus
short hurricane s.jab xx gateway to hell

Uh, that's not buffering. Buffering is j, Dive Kick, KKZ, which isn't even a combo. The reason it's buffered is part of the KKZ contains the d motion which has already been done by the dive kick.

Here's some more stuff.

UOH (blocked), KKZ.
If people react to a blocked UOH with a big move, your KKZ will catch them. If you think they are more cautious, do more than one UOH.

Any blocked sweep, Demon.
This is fine for intermediate level play. Do a crouching roundhouse, and when blocked, they will try to counter and will most likely end up eating your super.

j Heavy, c FP, Foward Hurricane, F Goushoryuken
This only works on Alex. (?)

j Heavy, c FP, jab Shakunetsu Hadoken
The damage is low, but I use it against people who block the fierce. Doing a dragon or hurricane when someone blocks will kill you, and sometimes Hadokens are red parried, so this is more confusing and leaves you much safer than a move with large recovery.

Short Hurricane, FP, (reset-combo ends), Demon Flip throw
This is a classic which should never work, but people end up falling for it anyway.

MK Master: SAI is too weak for even short kick combos, where the SA damage is not scaled. It should be saved for a more tactically critical situation. If you like doing c shorts into supers, use SA II or III. I think you should be saving for the Demon anyway.
There are long corner combos with SAI but they cost 2 bars and do about 50% damage. I think that's a waste.

Beware using Demon Flips against Makoto- her straight up punch will beat you and it does a lot of stun.

mk master (503)
12-11-2003, 11:36 AM
How does slim x do the combo where it goes jump hp standing hp hurricane into an air super fireball does anyone know how to do that?

exodus
12-11-2003, 12:23 PM
donkus: the short hurricane over get-up is character-dependent. on characters with large hitboxes, akuma will not go over their body. on others, it does. and yes, it's primarily a rushdown mix-up technique.

concerning KKZ, it is never a good choice to use it unless you are sure you will most likely end the match with it. air hurricane has worked on ground chars, but the time frame/execution is really tight.

buffering isn't necessarily combining move execution together to do less -- just simply doing the execution of one move while in the animation of another move. i call roundhouse xx super a buffer technique because you're executing the motion during your roundhouse animation, and just simply waiting for the opponent to react so that you can press the proper punch or kick if you have to. at least, that's what i use it for.

Donkus
12-11-2003, 04:08 PM
mk master: the air super fireball is done on the ground except for the last quarter circle forward. He moves the joystick to UF then presses punch. You may have done this accidentally if you try to super jump and immediately throw a normal air fireball.

Originally posted by exodus
concerning KKZ, ...air hurricane has worked on ground chars, but the time frame/execution is really tight.
I've spent the 4 months I owned this game for DC and years of arcade time working on the hurricane, KKZ combo. Even in the air it won't work usually. The only time it does work is when both characters have ascended together, and Gouki has to hit them like 3 or 4 times. Then it will work.
No character, standing on the ground, gets hit high enough by the air hurricane to take the hit from this attack. Ground vs ground is right out. Show me a video of an air vs ground and I'll change my mind. It only works in the one case I mentioned because they take many hits, throwing them higher into the air.

Sorry if I sounded bitchy about buffering. I think that they way I said it comes from some ancient King of Fighters stuff where some people have super moves that look like a bunch of button presses. You just do a combo involving that sequence of buttons and then switch to the super.

exodus
12-11-2003, 07:38 PM
i'll capture it someday...i've done it before. you roundhouse air hurricane against a standing dudley, buffer in the down taps, and do KKZ the moment you're able to. obviously with the randomness of the hurricane kick, this is highly inconsistent. but if it can kill them, it's definitely worth a shot. i never relied on it...just something worth noting. try it on dudley. :)

mk master (503)
12-11-2003, 10:36 PM
i'm not talking about the hurricane standing jab buffer to the kzz i'm refurring to a combo that end with a super air fireball that you cancel out of hurricane kick from the ground. I was just wondering if anyone could tell me how this works I know slim x could I know JR knows how to so if anyone out there know how to please post it and try to be specific as you can.

Donkus
12-12-2003, 12:44 AM
I already told you how to do it in my post. Nobody said anything about jab into KKZ. I'll be more specific. If this is the combo I'm thinking about...

After the ground hurricane, do the motion for a super fireball, QCF, QCF + P. On the second QCF, don't stop at forward, roll the joystick to at least UF, then press P. So you will only be on the ground after the hurricane for a brief moment.

mk master (503)
12-12-2003, 01:02 AM
so basicly after the hurricane kick do 2 quarter circle then forward up punch is that correct? Oh how hard is it to get down?

imhien
12-14-2003, 06:26 PM
Originally posted by mk master (503)
so basicly after the hurricane kick do 2 quarter circle then forward up punch is that correct? Oh how hard is it to get down?

The combo in SlimX's vid is the one where he cancels the Hurricane very early into an air SA1, which is not a qcf,qcf-uf+p trick.

The very early frames of the Roundhouse Hurricane can be cancelled into a super, and that's what you need to do to get the combo. Try using c.mk, seems easier for me, like this:
c.mk, qcb+rk, qcf,qcf+hp.

Buffer everything real fast. If you do it just right, one hit from the HK will come out and then the air fireball. If you do it too fast, Akuma won't even leave the ground and you get a ground SA1 but still the same number of hits... and it ends up doing like an extra point of damage I think.

BananaWeed
12-14-2003, 07:05 PM
You don't have to do two qcf motions to super cancel from hurricane kick into super. I do it like this:

d.mk, qcb+mk, qcf+any punch

Just have to do it fast enough so that it cancels after the first hit of the hurricane kick. You can also do it with a roundhouse hurrican kick.

neoKEN
12-14-2003, 08:22 PM
You don't have to do two qcf motions to super cancel from hurricane kick into super. I do it like this:

d.mk, qcb+mk, qcf+any punch

Just have to do it fast enough so that it cancels after the first hit of the hurricane kick. You can also do it with a roundhouse hurrican kick.

Does that work with 12 as well? I cannot for the life of me do his flailing tenacle move into super.

BananaWeed
12-14-2003, 08:32 PM
Yeah, it's the same for twelve as well.

For Twelve, just do qcb+jab then super cancel by doing qcf+jab.

Ken can cancel any hurricane kick into SA3 using the same method. It's easier if you do d.mk into the combo though.

mk master (503)
12-15-2003, 05:17 AM
(im not mk master)

we found out you can do qcf,df,d,db,forward kick(hurricane kick comes out!!!),qcf,punch

sHiNeRiK
12-15-2003, 05:00 PM
Canceling hurricane kicks into super is gay.

BananaWeed
12-15-2003, 08:50 PM
Cancelling hurricane kicks into supers is for showing off to scrubs. :)