The Akuma Combo thread

NecrotrophicNecrotrophic Isn't a communist.Joined: Posts: 5,808
Let's get it all here instead of in the general thread. If we get good setups I'll post it here too. Just tag me otherwise I may not see it.
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Comments

  • MuttonmanMuttonman Joined: Posts: 2,788
    Akuma's almost anime in that he's more about routes than just combos.

    Basically cr.lk -> cr.lp, st.lp
    Counterhit lights -> cr.mp, st.mk
    st.mp and cr.mp can go into V Skill punch
    st.mk forces standing and can go into V Skill punch and kick (the Launcher)

    Main links
    cr.mp -> st.mk
    CH st.mp -> st.mk
    cr.hp -> cr.mp, st.mk
    st.hk (including the target combo) -> st.mk

    I'll do a better explanation and tree tomorrow, but he has actual interesting combo mechanics for once
  • Kuwabara01Kuwabara01 Joined: Posts: 145
    edited December 2016
    Muttonman wrote: »
    Akuma's almost anime in that he's more about routes than just combos.

    Basically cr.lk -> cr.lp, st.lp
    Counterhit lights -> cr.mp, st.mk
    st.mp and cr.mp can go into V Skill punch
    st.mk forces standing and can go into V Skill punch and kick (the Launcher)

    Main links
    cr.mp -> st.mk
    CH st.mp -> st.mk
    cr.hp -> cr.mp, st.mk
    st.hk (including the target combo) -> st.mk

    I'll do a better explanation and tree tomorrow, but he has actual interesting combo mechanics for once

    fuck yes, cant wait
    PSN: SuperUntitled
    SFV: Ryu, Vega
    USF4: Hugo, Sagat
    MVC2: Venom, Omega Red
    SF2: Guile


  • p1nkt1t5p1nkt1t5 Joined: Posts: 628
    Muttonman wrote: »
    Akuma's almost anime in that he's more about routes than just combos.

    Basically cr.lk -> cr.lp, st.lp
    Counterhit lights -> cr.mp, st.mk
    st.mp and cr.mp can go into V Skill punch
    st.mk forces standing and can go into V Skill punch and kick (the Launcher)

    Main links
    cr.mp -> st.mk
    CH st.mp -> st.mk
    cr.hp -> cr.mp, st.mk
    st.hk (including the target combo) -> st.mk

    I'll do a better explanation and tree tomorrow, but he has actual interesting combo mechanics for once

    waiting patiently for it bro. Akuma seems weird, like playing molasses.
    SFV: Cammy, Yun
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    1HC to Super Makes SFV Satisfactory

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  • MuttonmanMuttonman Joined: Posts: 2,788
    Akuma has the best combo design of any SF character because there are meaningful choices to be made. You basically want to get the opponent standing. His best way here is to start a combo with cr.hp or combo into st.mk. If he confirmed into st.mk, he has a choice, to go into the Launcher or LK Tatsu. Note that a longer string that involves 3 moves may push you out of Launcher range. If he did not go into st.mk but forced standing he will just be going into LK Tatsu.


    Your decision tree is thus

    MIDSCREEN

    Landed st.mk relatively close

    Damage: Launcher -> walk up HP DP
    Oki: Launcher xx DF Palm
    V Gauge: Launcher -> VSkill Palm Thrust

    Sideswap Oki: Launcher xx LK Tatsu (whiffs) -> HK Tatsu
    Sideswap Damage: Launcher xx LK Tatsu (whiffs) -> HP DP

    1 bar Damage: MK Tatsu -> EX DP
    1 bar Oki: LK Tatsu -> EX DF Slide
    1 bar Sideswap: Launcher -> LK Tatsu (whiff) -> EX DP

    CA: Launcher -> walk forward HP DP (2 hits) xx CA

    Now, if you don't land st.mk relatively close, it is possible to either be out of range for the 3 hit HP DP followup after a Launcher walk forward and thus need to go into DF Palm to maximize damage or have the Launcher whiff entirely! In that case or if you're comboing out of a different cancelable button let's look at the LK Tatsu combos; note that if you start the combo close enough you can actually go into MK Tatsu -> EX DP for damage, but that requires you to either be using st.mk or only have 1 hit against a standing opponent.

    LK Tatsu

    Damage: HP DP
    Oki: Sweep or HK Tatsu (we're not sure on the frame data yet but I think sweep gives you slightly more advantage in exchange for slightly less damage)
    Air Reset: cr.mp (in range for a throw!)

    1 bar Damage: EX DP
    1 bar Oki: EX DF Slide (as above)

    CA: LP DP xx CA


    CORNER

    Meterless: Launcher -> HP DP
    Air Reset: LK Tatsu -> cr.mp

    1 bar: EX Tatsu -> HP DP
    2 bar: Launcher xx DF EX Fireball -> EX DP
    CA: MP DP (1 hit) xx CA -> LP DP



    As to how to get that hit? Well here's some solid strings to get you started! Akuma also has the best interesting strings of just about any character! I've sorted them by the frame gaps

    3f
    st.lk -> st.lp -> st.mk (just go into a special if the st.lk hits)
    cr.hp -> cr.mp xx Hadoken (if the cr.hp is blocked then the Hadoken only combos on CH. Not a true blockstring but safe)
    cr.mp -> cr.mp -> st.mk/st.mp (this one is super important. Basically if the second cr.mp hits you need to confirm if they were standing or crouching. If they were crouching you can continue into st.mk. If they were standing and you got a CH you can go into st.mp xx LK Tatsu. If the second cr.mp is blocked you can do cr.hp which will whiff punish lights but lose to faster medium buttons)

    4f
    cr.lp -> cr.mp -> st.mk
    cr.mp -> st.mp (needs a CH here) -> st.mk

    5f
    st.lk -> cr.mp -> st.mk


  • NecrotrophicNecrotrophic Isn't a communist. Joined: Posts: 5,808
    edited December 2016
    Delete me
    Northeast PA
    570 Necro
  • Kuwabara01Kuwabara01 Joined: Posts: 145
    *** ANTI-AIR ***
    b+HP xx hcb+HP
    MP DP

    *** CROSS-UP ***

    Use j.LK and j.MK to start cross-up combos

    *** COMBOS ***

    cr.LK, cr/s.LP xx LP DP - 127/253
    cr/s.LP, cr/s.LP xx qcb+MK - 89/173
    cr/s.LP, s.LP xx LP DP - 137/253
    cr/s.LP, cr/s.LP xx qcb+LK, HP DP - 181/302 - [whiffs on crouching opponents]

    s.MP, s.LP xx qcb+MK - 119/203
    s.MP xx MP+MK > P - 123/190
    s.MP, s.LP xx qcb+LK, LP DP - 197/332 - [whiffs on crouching opponents]

    cr.MP/HP, s.MK xx qcb+LK, HP DP - 238/310 - 258/409
    cr.MP/HP, s.MK xx qcb+LK, hcf+KK > qcb+K - 262/446 - 282/496
    cr.MP/HP, s.MK xx MP+MK > K xx hcf+KK > qcb+K - 266/448 - 286/498
    cr.MP/HP, s.MK xx MP+MK > K xx hcf+KK > K, EX DP - 292/458 - 312/508
    cr.MP/HP, s.MK xx qcb+MK, EX DP - 282/426 - 302/476

    cr.MP/HP, s.MK xx HP+HK, s.MK xx qcb+LK, qcf+P, HP DP - 326/475 - 346/525

    CORNER cr.MP/HP. s.MK xx qcb+KK, EX DP - 322/450 - 342/500

    cr.MK can be cancelled into specials or v-skill
    b+HP can be cancelled into specials or v-skill

    f+HP, cr/s.LP xx qcb+MK - 119/203
    f+HP, cr/s.LP xx qcb+LK, HP DP - 211/332 - [whiffs on crouching opponents]

    s.HP > HP - 134/222

    s.HK whiffs on croushing opponents

    s.HK, s.LP xx qcb+LK, HP DP - 231/352
    s.HK > HK, s.MP/MK xx qcb+LK, HP DP - 280/409
    s.HK > HK can combo into any s.MK combo

    *** DIZZY ***

    j.HP, s.HK > HK, s.MK xx qcb+LK, HP DP - 289
    j.HP, s.HK > HK, s.MK xx qcb+MK, EX DP - 315

    *** COUNTER HIT ***

    COUNTER HIT cr/s.LP can combo into cr.MP or s.MK combos
    COUNTER HIT s.MP can combo into s.MK combos
    COUNTER HIT cr.MP can combo into itself
    COUNTER HIT cr/s.MK can combo into s.MK

    *** CRUSH COUNTER ***

    cr.HP, s.MK xx qcb+MK, EX DP - 318/506
    cr.HP, s.MK xx qcb+MK, EX DP xx HP+HK, HP DP - 341/481
    s.HK, cr.HP, s.MK xx qcb+MK, EX DP - 361/563
    s.HK, cr.HP, s.MK xx HP+HK, s.MK xx qcb+LK, qcf+P, HP DP - 385/588

    *** CRITICAL ART (qcf qcf+p) ***

    cr.MP/HP, s.MK xx qcb+LK, LP DP xx CA - 416/359 - 436/409
    CRUSH COUNTER s.HK, cr.HP, s.MK xx HP+HK, s.MK xx qcb+LK, HP DP xx CA - 465/459



    found these, i don't know if they are optimized or not but they are just for starters
    PSN: SuperUntitled
    SFV: Ryu, Vega
    USF4: Hugo, Sagat
    MVC2: Venom, Omega Red
    SF2: Guile


  • p1nkt1t5p1nkt1t5 Joined: Posts: 628
    edited December 2016
    @Muttonman

    2mp->2mp, 5mk pushes Chun Li to far away to combo Laucher.

    2mp->2mp, 5mk xx tatsu, dp seems to work.
    Can also do 5mk xx lk/mk df ->p for a dirty reset.
    SFV: Cammy, Yun
    SF4: Yun

    1HC to Super Makes SFV Satisfactory

    http://makeagif.com/gif/1hc-to-super-TOpukQ

    When I Miss, Salt >:(

    http://makeagif.com/gif/1hc-to-super-miss-Y4J9bL
  • MuttonmanMuttonman Joined: Posts: 2,788
    p1nkt1t5 wrote: »
    @Muttonman

    2mp->2mp, 5mk pushes Chun Li to far away to combo Laucher.

    2mp->2mp, 5mk xx tatsu, dp seems to work.
    Can also do 5mk xx lk/mk df ->p for a dirty reset.
    Yeah, going into LK Tatsu after 3 mediums is the way to go. As a rule of thumb I prefer oki when given the choice so I like Launcher to DF Palm on close st.mk confirms and either sweep or HK Tatsu off of LK Tatsu
  • DeathologyDeathology Joined: Posts: 496
    When you can't combo into Launcher to DF Palm, you get better oki from MK tatsu (2 hits). (e.g, from 2 lights, F+HP, far mediums).
    Here's some more meaties, these all meaty both normal and back recovery if available:
    MK tatsu (2 hits):
    	Midscreen: slight walk forward > F+HP
    	Corner: (whiff) cr.LP > (whiff) cr.MP > cr.HP
    
    cr.HK:
    	Corner:(whiff) cr.LP > cr.HP
    	Counter: Dash > Dash > (whiff) st.MP > cr.HP
    
    MP DP xx CA > LP DP (corner):
    	(whiff) cr.MP > cr.HP 
    
    Demon Flip > Throw
    	Corner: cr.HP
    
  • iGuileiGuile NorCal Joe Joined: Posts: 135
    jHP crMP stMK vskillMK DMflip Palm -> dash forward crHP bHP EX demonflip tatsu = 1061 stun

    The dash forward crHP will work against both back tech and normal recovery and will crush 3f jabs.
    - An incredibly average fighting game player.
  • pootnanniespootnannies numb the pain of numbness Joined: Posts: 3,093
    st.HK xx HK > cr.HK is something i use when st.MK is too far to link. you can get a counter on normals by immediately doing a MK Tatsu after the sweep but i haven't been able to do much after that.
    visit the HD Sprite Thread- http://shoryuken.com/forum/index.php?threads/hi-def-sprite-thread-first-post-updated-1-9.32449/

    “... keep an open mind, but not so open your brains fall out.”

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  • Intuitive2011Intuitive2011 Cr.Mk XX Hadoken Joined: Posts: 3,489
    F.HP can be VT cancelled. Leads to full combos. IE, F.HP Cr.Hp XX
    "Often times, a loss will strengthen and benefit the player more than a win, so I would say don't be afraid of losing and keeping competing." ~Infiltration
  • p1nkt1t5p1nkt1t5 Joined: Posts: 628
    Muttonman wrote: »
    p1nkt1t5 wrote: »
    @Muttonman

    2mp->2mp, 5mk pushes Chun Li to far away to combo Laucher.

    2mp->2mp, 5mk xx tatsu, dp seems to work.
    Can also do 5mk xx lk/mk df ->p for a dirty reset.
    Yeah, going into LK Tatsu after 3 mediums is the way to go. As a rule of thumb I prefer oki when given the choice so I like Launcher to DF Palm on close st.mk confirms and either sweep or HK Tatsu off of LK Tatsu

    Dece. How strong is his oki?
    SFV: Cammy, Yun
    SF4: Yun

    1HC to Super Makes SFV Satisfactory

    http://makeagif.com/gif/1hc-to-super-TOpukQ

    When I Miss, Salt >:(

    http://makeagif.com/gif/1hc-to-super-miss-Y4J9bL
  • CrimzonkingCrimzonking Joined: Posts: 30
    N

  • wurmt0nguewurmt0ngue Joined: Posts: 7
    Someone probably has noted this already, but akuma has a combo that is 4 heavy punch variations ( 5 in the corner).

    j.HP-c.HP-s.HP->s.HP(target combo)-f.HP ground slam(only in corner)

    I just thought it was cool that he had a 5 hit combo of all HP variations.
  • DimeDime Wasting time Joined: Posts: 10,066
    wurmt0ngue wrote: »
    Someone probably has noted this already, but akuma has a combo that is 4 heavy punch variations ( 5 in the corner).

    j.HP-c.HP-s.HP->s.HP(target combo)-f.HP ground slam(only in corner)

    I just thought it was cool that he had a 5 hit combo of all HP variations.


    NICE! (But it leaves out BHP)

    He can also combo 3 heavies midscreen:

    Cr.hp CC>dash>BHP xx heavy blue or red fireball.

    I didn't know that cr.hp linked into st.hp. That's NICE!
    Gettin' my derp on.
  • FatalFRAMEFatalFRAME Joined: Posts: 112
    One vortex setup, I think there's a way to corpse hop on knock down with tatsu. Also keep in mind, ex srk upon v trigger cancel causes hard knockdown.

  • LosLos Joined: Posts: 752
    Use mk tatsu
  • DimeDime Wasting time Joined: Posts: 10,066
    Los wrote: »
    Use mk tatsu

    For what?
    Gettin' my derp on.
  • ValoonValoon Joined: Posts: 1,932
    edited December 2016
    FatalFRAME wrote: »
    One vortex setup, I think there's a way to corpse hop on knock down with tatsu. Also keep in mind, ex srk upon v trigger cancel causes hard knockdown.


    Yes if you do exactly the same but with mk.tatsu it will be a crossup. That setup is legit and hard as hell to block.
    [SFV] Ken
    [USFIV] Ken
    [GG-XRD] Sol
  • LosLos Joined: Posts: 752
    Dime_x wrote: »
    Los wrote: »
    Use mk tatsu

    For what?

    For the setup that fatalFRAME posted. mk tatsu will cross up
  • ValoonValoon Joined: Posts: 1,932
    edited December 2016
    This is Alioune doing both :




    Btw I tried this against Ken wake up light tatsu (3f) and it does beat it so the fireballs are meaty.
    [SFV] Ken
    [USFIV] Ken
    [GG-XRD] Sol
  • DimeDime Wasting time Joined: Posts: 10,066
  • ValoonValoon Joined: Posts: 1,932
    So basically correct me if I am wrong but the "main" combo system is (talking with no meter and no vgage) :

    whatever > st.mk > vskill launcher xx demon flip palm
    > great oki

    whatever > st.mk > vskill launcher xx lk tatsu > shoryu
    > best damage and side switch BUT it actually doesn't side switch if they are in the corner so it's a win win.

    whatever > st.mk > vskill launcher xx lk tatsu > hk.tatsu
    > best stun and same as above. Also slightly better oki than dp.

    All of these give vgage to.

    Then the sweep is the second best oki tool but it's not worth in combos where you can demon flip palm instead. So it's good when you start from lights into lk.tatsu for example, it becomes your oki option, dp stays the damage option and hk.tatsu the stun + a bit of oki.
    [SFV] Ken
    [USFIV] Ken
    [GG-XRD] Sol
  • DimeDime Wasting time Joined: Posts: 10,066
    Tokido and momochi both use HK tatsu ender. It does 200 stun versus 150 for H DP and it gives oki against quick and backrise. It's a solid overall choice if using tatsu linker as it only does 13 less damage than HDP but gives better oki as well.
    Gettin' my derp on.
  • ValoonValoon Joined: Posts: 1,932
    edited December 2016
    Yes, the dp seems to actually be the less worth it. Except for the kill.
    [SFV] Ken
    [USFIV] Ken
    [GG-XRD] Sol
  • handa711handa711 Joined: Posts: 142
    You can link to lp after Divekick.
  • Intuitive2011Intuitive2011 Cr.Mk XX Hadoken Joined: Posts: 3,489
    "Often times, a loss will strengthen and benefit the player more than a win, so I would say don't be afraid of losing and keeping competing." ~Infiltration
  • Kuwabara01Kuwabara01 Joined: Posts: 145
    found max damage
    Meterless
    j.HP > s.HK xx s.HK > s.MK xx VS xx K xx LK Tatsu (whiffs) > HP DP [340/519]

    Meterless with VT Activation
    j.HP > c.HP > s.HP xx VT > s.MK xx HP Hado > HP DP [402/632]

    Meterless in VT
    j.HP > c.HP > s.MK xx LK Tatsu > HP Hado > HP DP [417/626]

    1 Bar
    j.HP > s.HK xx s.HK > s.MK xx MK Tatsu > EX DP [366/556]

    1 Bar, Corner Only
    j.HP > s.HK xx s.HK > s.MK xx EX Tatsu > HP DP [376/549]

    1 Bar with VT Activation
    j.HP > c.HP > c.MP xx EX Hado xx VT > dash > s.MK xx HP Hado > HP DP [408/634]

    1 Bar with VT Activation, Corner Only
    j.HP > c.HP > s.MK xx HP DP xx VT > HP Hado > HP DP [413/623]

    1 Bar in VT
    [Nothing better than meterless combo]

    2 Bar
    [Nothing better than 1 bar combo]

    2 Bar, Corner Only
    j.HP > c.HP > s.MK xx VS xx K xx Demon Flip xx EX Hado > EX DP [404/625]

    2 Bar with VT Activation
    [Nothing better than 1 bar combo]

    2 Bar in VT
    [Nothing better than meterless combo]

    3 Bar
    j.HP > s.HK xx s.HK > s.MK xx VS xx K xx LK Tatsu (whiffs) > HP DP (2 hits) xx CA [485/509]

    3 Bar, Corner Only
    j.HP > c.HP > s.MK xx HP DP (2 hits) xx CA > HP DP [524/531]

    3 Bar with VT Activation
    j.HP > c.HP > s.HP xx VT > s.MK xx LK Tatsu > HP Hado > HP DP xx CA [516/565]

    3 Bar with VT Activation, Corner Only
    j.HP > b.HP xx CA > HP DP (2 hits) xx VT > HP DP [586/536]

    3 Bar in VT
    j.HP > s.HK xx s.HK > s.MK xx LK Tatsu > HP Hado > HP DP xx CA [522/507]

    3 Bar in VT, Corner Only
    j.HP > b.HP > HP DP (2 hits) xx CA > HP DP [568/468]
    PSN: SuperUntitled
    SFV: Ryu, Vega
    USF4: Hugo, Sagat
    MVC2: Venom, Omega Red
    SF2: Guile


  • forest31forest31 No throw break! Joined: Posts: 745
    edited December 2016
    You have to do s MP, QCB+LK because s MK won't reach in s MP's place so MP+MK,K might miss or whiff in QCB+LK's place.
    Post edited by forest31 on
    youtube.com/user/ForestTekkenVideos
  • S00perCamS00perCam Cold as ice Joined: Posts: 2,391
    edited December 2016
    F+hp links after mk tatsu midscreen (at Least on guile) I'm guessing it's a juggle but it looks like an otg no reason to not be using this in meterless combos into mk tatsu which would probably be mostly combos from lights on crouchers.
    Post edited by S00perCam on
    Just because your buff, don't play tuff Cause I'll reverse the earth and turn your flesh back to dust
  • forest31forest31 No throw break! Joined: Posts: 745
    S00perCam wrote: »
    F+hp links after mk tatsu midscreen (at Least on guile) I'm guessing it's a juggle but it looks like an otg no reason to not be using this in meterless combos into mk tatsu which would probably combos from lights on crouchers.

    You set the CPU to back tech?
    youtube.com/user/ForestTekkenVideos
  • wolfeagle 847wolfeagle 847 Joined: Posts: 156
    Does CR.HP link into ST.MK? I believe I saw it mentioned above, but wanted to verify. Just watched a Tokido set and seemed to abuse this pretty heavily. Thanks, in advance, for replies.
    "All things excellent are as difficult as they are rare." - Spinoza
  • wolfeagle 847wolfeagle 847 Joined: Posts: 156
    edited December 2016
    BTW would just load up SF myself and check, but I'm away from home and watching videos/reading threads is having to take the place of playing for a few days :(
    "All things excellent are as difficult as they are rare." - Spinoza
  • Intuitive2011Intuitive2011 Cr.Mk XX Hadoken Joined: Posts: 3,489
    Yes it does.
    "Often times, a loss will strengthen and benefit the player more than a win, so I would say don't be afraid of losing and keeping competing." ~Infiltration
  • S00perCamS00perCam Cold as ice Joined: Posts: 2,391

    forest31 wrote: »
    S00perCam wrote: »
    F+hp links after mk tatsu midscreen (at Least on guile) I'm guessing it's a juggle but it looks like an otg no reason to not be using this in meterless combos into mk tatsu which would probably combos from lights on crouchers.

    You set the CPU to back tech?
    When I discovered this I believe so but it adds to the combo counter so recovery should not affect it.

    Just because your buff, don't play tuff Cause I'll reverse the earth and turn your flesh back to dust
  • 5XP5XP Joined: Posts: 3
    S00perCam wrote: »
    forest31 wrote: »
    S00perCam wrote: »
    F+hp links after mk tatsu midscreen (at Least on guile) I'm guessing it's a juggle but it looks like an otg no reason to not be using this in meterless combos into mk tatsu which would probably combos from lights on crouchers.

    You set the CPU to back tech?
    When I discovered this I believe so but it adds to the combo counter so recovery should not affect it.
    It only works if they don't recover.
  • S00perCamS00perCam Cold as ice Joined: Posts: 2,391
    Is the combo counter glitched?
    Just because your buff, don't play tuff Cause I'll reverse the earth and turn your flesh back to dust
  • LosLos Joined: Posts: 752
    It just combos because it hits OTG (off the ground)
  • S00perCamS00perCam Cold as ice Joined: Posts: 2,391
    Interesting are there other cases of otg hits combing in the game and are they also escape able?
    Just because your buff, don't play tuff Cause I'll reverse the earth and turn your flesh back to dust
  • forest31forest31 No throw break! Joined: Posts: 745
    edited December 2016
    S00perCam wrote: »
    Interesting are there other cases of otg hits combing in the game and are they also escape able?

    Urien's throw. Anyhow, more combos, less scrub talk:

    The 2 linked here that stand out are CH s LK, c LK, s LP, LK tatsu, DP and s HP into Super. I know they nerfed Ken and I see Ken mains on that "casual match" seeing what button Akuma can combo into Super! I'm a Cammy main and know the value of having a CH s LK c LK s LP string!

    Also of note is s MK, QCB+LK, s MP into Demonflip. I thought you had to do c MP after QCB+LK but no, s MP is also a combo! Use HCF+LK for the Demonflip Setup so you can get the Demonflip grab and avoid a crossup!





    Post edited by forest31 on
    youtube.com/user/ForestTekkenVideos
  • forest31forest31 No throw break! Joined: Posts: 745


    youtube.com/user/ForestTekkenVideos
  • forest31forest31 No throw break! Joined: Posts: 745
    edited December 2016
    f+HP isn't really scrubby, it's pretty useful in rushdown and in general for its + frames, combo potential and weird jump. I just meant scrubby as in the non combo that was escapable.

    Crap I forgot that in V Trigger Akuma gets a regular fireball after LK tatsu before DP mid stage! In the corner he might get 2 regular fireballs in V Trigger after LK tatsu as well. Think I saw that in this combo video. It's my favorite Akuma Combo video in SFV so far. It should really be called "Akuma corner Combos" because it's mostly VS cornered combos. It shows some pretty advanced stuff, like using meter for EX demonflip in the corner.

    At the start of the video he does a combo where he spaces the double V Trigger air fireballs to hit once while Akuma is airborne then again while Akuma is landing from the jump so he can combo into HCB+P etc. I think that's so smart.

    He also does a few where he activates V Trigger after a far, non knockdown fireball then does instant air fireballs by jumping right after. Very smart as well. It's like Akuma gets a second jump-in mid combo!

    Post edited by forest31 on
    youtube.com/user/ForestTekkenVideos
  • forest31forest31 No throw break! Joined: Posts: 745
    Maybe?
    youtube.com/user/ForestTekkenVideos
  • ][gognito][gognito Joined: Posts: 139
    edited January 1
    forest31 wrote: »
    Maybe?

    More damage less stun

    j.HP , HK~HK , st MKxxSakunetsu (LP)xxVT.Hado,SRK [394/585]

    EDIT:

    Actually if u replace HK~HK with cr HP u do more damage and stun , 399/616
  • forest31forest31 No throw break! Joined: Posts: 745
    edited January 2
    " wrote:
    [gognito;c-11128986"]More damage less stun

    j.HP , HK~HK , st MKxxSakunetsu (LP)xxVT.Hado,SRK [394/585]

    EDIT:

    Actually if u replace HK~HK with cr HP u do more damage and stun , 399/616

    Please use regular QCB+LK type of notation I have no idea what shitgasetsu is. Anyhow, more combos. In the second video I show how after f+HP, s LP, QCB+LK completely whiffs VS crouching opponents. EX DP misses after f+HP, s LP, QCB+MK. So no meter f+HP max damage is 119? In the third video I taunt at the end. I heard Akuma say "eat sh1t" while he taunts. My imagination? The last combo is what I think might be Akuma's max damage. Yes/No?

    Post edited by forest31 on
    youtube.com/user/ForestTekkenVideos
  • ][gognito][gognito Joined: Posts: 139
    forest31 wrote: »
    Please use regular QCB+LK type of notation I have no idea what shitgasetsu is. Anyhow, more combos. In the second video I show how after f+HP, s LP, QCB+LK completely whiffs VS crouching opponents. EX DP misses after f+HP, s LP, QCB+MK. So no meter f+HP max damage is 119? In the third video I taunt at the end. I heard Akuma say "eat sh1t" while he taunts. My imagination? The last combo is what I think might be Akuma's max damage. Yes/No?

    HCB+LP


    Outside of the corner it seems as it is the maximum damage , if have your opponent with his back at the corner u can deal more.Dont know if it goes more but i found one that deals 581/580.

    j HP , b HP (2 hits)xxSRK MPxxSuper , SRK HP (2 hits [u have to delay a bit)xxVT , SRK
  • forest31forest31 No throw break! Joined: Posts: 745
    Nice, gognito!
    youtube.com/user/ForestTekkenVideos
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