Originally posted by Deathfist
Sorry kz0060, but Akuma's spinkick in that same air combo [launch, spinkick] is just as devastating as Kens [don't argue with me I have a dreamcast]. Nastier still, you can tack a super fireball onto the end to make it an 80% combo.
A perticularly nasty kill DHC situation is with Cyclops-b, and Cable behind that. when you go launch, spinkick [4 hit] XX super air fireball, DHC MOB, DHC HVB.
The combo above has done 143 damage vs Cable by the end of the second super alone [meaning DHCing in Cable would be overkill...].
If only they had the same stamina [Akuma is way better IMO].
Originally posted by Deathfist
Akuma's spinkick can hit 4 times in an air combo COLOR=limegreen]not just 3[/COLOR I've done it. It's extremely hard to time it though [TEN TIMES HARDER THAN WITH KEN]. IMO omitting the lp makes the spinkick do even more damage than without it in all air combos [ken and akuma btw], but makes it virtually impossible to time over 2 hits.
The whole Akuma combo is flying hp, [optionally dash, ducking lk, not in the video, but doable if you hit close], ducking hp, sj lp[optional], hk spinkick [4hit], cancell immediately to a super fireball. 120
damage dealt. The combo was on the vidness website [ www.vidness.rrcol.com ]2-3 years ago [which after just checking to my amazement is still up. It's amazing how far everyone has came in this game since then. It's in video 2. WARNING: combos are somewhat old and outdated ]
IMO they both do the same damage [if Akuma decides not to tack on extra damage to his air spinkick with the fireballs], but
-Akuma has ass poor stamina, [Ken Doesen't]
-Ken-a breaks Strider-Doom [not Akuma-b though his AA is almost as good],
-Ken has that roll. It's very easy to confuse with a dash because it uses the exact same animation. [drop assist, roll behind kinda like Cap-Am, possibly stop in front by dashing instead.]
-Akuma has a better flying hp by far however [can use it to build meter during sj way faster]
-Akuma can do an emergency divekick to avoid some assists if the opponent doesen't prepare for it [and it combos with his air super]
I like Akuma more, but Ken has that stamina difference and roll so I use him more.
Try to overhead with Akuma, Ken, Ryu, into Commando or BH in casual play. BH is more fun. Since they're launched straight up, you can hide in the tower and switch sides relaunching the person [it's more effective than it sounds. People don't use shotos at all and aren't used to eating overheads. They are also not used to a launch, side switch, relaunch. Use it, but be sensitive to if they are getting used to it so you don't get raped.
Originally posted by gh0st
I would be able to do this combo all the time. One cool thing about finishing an air combo off with a hurricane kick near a corner is, that as soon as you touch the ground a low short kick and a crouching fierce will launch your victim back into the air for another combo. If thats too hard, upon touching down, a short kick shoryureppa combo will connect. I'm sure someone out there is better at pulling that first combo off than me. I see potential for infinite comboism.
Originally posted by JALbert
Uh, you can only OTG once, man.