Old 01-04-2006, 07:07 PM   #1
andr3w
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I've been watching quite a few japanese Akuma videos lately, and one thing I've noticed is that elaborate combos/strings are hard to come by. I'm not sure whether this is because the players in these videos are inexperienced or because long demon strings are too risky in tournament play, but I was wondering whether anyone can enlighten me as to the various combinations Akuma has at his disposal after an opening is created. So far I've only come across/attempted the following:

dive kick, s.lp, lk shoryuken + throw (usually throws the opponent off)
hp, lk hurricaine, hp, mk hurricaine
hk hurricaine, hp shoryuken (when hurricaine connects with the opponent in air)
cr.lk, lk hurricaine, hp shoryuken
lk hurricaine, s.lp, dash, s.lp (juggling opponent into corner)
s.hp, lk hurricaine shoryuken

I realized there are an infinite amount of variations on these little combinations, but I guess what I'm really after are the elaborate demon strings. I've seen them at work often at my local arcade, but I'm usually unable to follow every step. Also I noticed HermoNaz mentioned something about a 16-hit combo in the other thread and was curious as to how said combo is executed.

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Old 01-04-2006, 09:31 PM   #2
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lol I'm just gonna guess he's talking about the corner double super:

c.mk>lk hurricane>lp shoryuXXsa1>lp shoryuXXsa1>mp shoryu
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Old 01-10-2006, 02:44 AM   #3
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Greatest combo ever: Rdh.Tatsumaki (in air), Rdh.Tatsumaki (In air), Rdh.Tatsumaki (In air) xx SA3

lol
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Old 01-10-2006, 12:10 PM   #4
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One of the better ones I ever saw was:

jump-in Fierce > close Fierce > Short Tatsu > Fierce Srk xx SA > juggle with Strong Srk

And if memory serves, you can throw a standing Jab following the Short Tatsu.
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Old 01-11-2006, 04:27 PM   #5
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jumping fierce, standing roundhouse (far version) cancelled into Raging Demon. 17 hits, CRAZY damage.
Useful and stylish: Bread and butter in corner cancelled into super, juggle with roundhouse hurricane for two hits, then TAUNT and you'll still be safe with a big power up ready for your next hit A very Daigo -esq thing to do after a taunt is walk back and tap down. Most times you'll get a parry. If not, you still have your taunt bonus waiting to be used.
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Old 01-13-2006, 06:17 AM   #6
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Oi, how does Raging Demon combo into far roundhouse? Im no Akuma player, but I have tried the guy out before, in every game i've played him in its never been possible to combo in Raging Demon.

All I really know about this guy in 3s is his rushdown, basic combos and mixups (and the part where he can kill my Yang's Seiei-Enbu).

Anyway, I only ask because recently i've started to somewhat use him (though he aint goinna replace my Yang/Ken/Ryu/Urien).
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Old 01-13-2006, 10:15 AM   #7
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its not so much a combo as a link. The raging demon hits them while they are stilll in hit-stun. Its the ONLY way to combo into raging demon.
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Old 01-13-2006, 10:30 AM   #8
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The roundhouse puts them into that "turned around" hitstun position that allows for a grab to hit, ie Alex's German Suplex.
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Old 01-13-2006, 11:28 AM   #9
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Question: In videos I've seen sa1 executed while a red fireball is still moving across the screen. Any idea how this is done?
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Old 01-13-2006, 12:32 PM   #10
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you can cancel sa1 from a red fireball. I'm not sure if this is what you mean though.
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Old 01-13-2006, 02:56 PM   #11
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Quote:
Originally Posted by bathax
its not so much a combo as a link.
That's impossible. All links are combos. Not all combos are links.


HK-> Demon is not a link. It is a cancel. That's why you cancel the HK animation into the demon. It would be a link only if it comboed but could not be cancelled, like Gouki's UOH, SAI.
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Old 01-14-2006, 05:30 PM   #12
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Whatever guys - far version of roundhouse turns a lot of players around, and if the demon approaches them in this position it grabs. I dont think this works on everyone. Definitely not on Urien.

And you can cancel sa1 from a red fireball fairly late, thats all it is. Cancel the red fireball into a demon at the same moment that you expect them to parry the first hit of the fireball. Has to be done fairly close - around sweep range. Very tricky but very cool.
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Old 01-14-2006, 06:19 PM   #13
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The unofficial name for that state is backturn. That combo won't work on Urien or Elena because they don't get backturned by far HK.
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Old 01-14-2006, 09:15 PM   #14
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Can this set-up be countered? dive kick, s.mk/c.mk, lk tats, lp(reset), raging demon? It doesn't look as though it can, but you never know, there's sometimes a sneaky way out. I find it a lot more reliable than the KKZ set-up.

I'll post up a list in a minute.
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Last edited by Demon Dash; 01-14-2006 at 10:12 PM.
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Old 01-14-2006, 10:11 PM   #15
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s.mk, qcb+lk
s.mp, qcb+lk
c.mk, qcb+lk
s.mk, qcb+lk, qcb+mk/hk?
s.mp, qcb+lk, qcb+mk/hk?
c.mk, qcb+lk, qcb+mk/hk?
s.mk, qcb+lk, dp+lp/mp/hp
s.mp, qcb+lk, dp+lp/mp/hp
c.mk, qcb+lk, dp+lp/mp/hp
s.mk, qcb+lk, dp+lp/mp/hp xx SAI
s.mp, qcb+lk, dp+lp/mp/hp xx SAI
c.mk, qcb+lk, dp+lp/mp/hp xx SAI
dive kick, s.mk, qcb+lk
dive kick, s.mp, qcb+lk
dive kick, c.mk, qcb+lk
dive kick, s.mk, qcb+lk, qcb+mk/hk?
dive kick, s.mp, qcb+lk, qcb+mk/hk?
dive kick, c.mk, qcb+lk, qcb+mk/hk?
dive kick, s.mk, qcb+lk, dp+lp/mp/hp
dive kick, s.mp, qcb+lk, dp+lp/mp/hp
dive kick, c.mk, qcb+lk, dp+lp/mp/hp
dive kick, s.mk, qcb+lk, dp+lp/mp/hp xx SAI
dive kick, s.mp, qcb+lk, dp+lp/mp/hp xx SAI
dive kick, c.mk, qcb+lk, dp+lp/mp/hp xx SAI
s.mk, qcb+lk, lp(reset), SAI
s.mp, qcb+lk, lp(reset), SAI
c.mk, qcb+lk, lp(reset), SAI
s.mk, qcb+lk, lp(reset), KKZ
s.mp, qcb+lk, lp(reset), KKZ
c.mk, qcb+lk, lp(reset), KKZ
s.mk, qcb+lk, lp(reset), Raging Demon
s.mp, qcb+lk, lp(reset), Raging Demon
c.mk, qcb+lk, lp(reset), Raging Demon
dive kick, s.mk, qcb+lk, lp(reset), SAI
dive kick, s.mp, qcb+lk, lp(reset), SAI
dive kick, c.mk, qcb+lk, lp(reset), SAI
dive kick, s.mk, qcb+lk, lp(reset), KKZ
dive kick, s.mp, qcb+lk, lp(reset), KKZ
dive kick, c.mk, qcb+lk, lp(reset), KKZ
dive kick, s.mk, qcb+lk, lp(reset), Raging Demon
dive kick, s.mp, qcb+lk, lp(reset), Raging Demon
dive kick, c.mk, qcb+lk, lp(reset), Raging Demon

I know there is a LOT missing as a full list, but those are probably the most common. Excluding heavy or weak attacks, where it can obviously be done differently.
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Old 01-15-2006, 05:34 AM   #16
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One can just up or do some EX move(i.e. SRK) and U'll never catch him with SGS. This set-up is a waste of super-meter.
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Old 01-16-2006, 04:52 AM   #17
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Quote:
Originally Posted by Donkus
That combo won't work on Urien or Elena because they don't get backturned by far HK.
Shit, I didn't even know that.

This I did in Training mode. Its fucken hard though.

J.HK, C.HP, LK.Tatsumaki, Sc.LPxxHP.SRKxxSAI, Sc.LPHP.SRKxxSAI, Sc.LPxxHP.SRK

This is a stupid combo though....

Heres some nice links

Meaty Sc.MK (On crouching character), C.MKxxSAI
Meaty S.MP (On crouching character), C.MKxxSAI
Meaty C.MP (On crouching character), C.MKxxSAI
Meaty T.MP, SAII
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Old 01-16-2006, 05:09 AM   #18
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Quote:
Originally Posted by LiSyaoran
Shit, I didn't even know that.

This I did in Training mode. Its fucken hard though.

J.HK, C.HP, LK.Tatsumaki, Sc.LPxxHP.SRKxxSAI, Sc.LPHP.SRKxxSAI
I don't know how that works. Last I remember you can't connect a special after a reset.
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Old 01-17-2006, 07:31 AM   #19
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You can't connect specials after a reset, but that combo he describes is an exception if you combo the jab into shoryuken VERY quckly - it does combo.

Someone posted about a jab reset then Demon??? That doesn't work I'm afraid!

On a practical level i.e. high level play - you wont use 90% of those combos. Just know the usual bread and butter, anti air demons, and hit confirms like standing mk into super or cr.short jab short. Learn to hit confirm off a normal divekick i.e. what to do if it whiffs (kara throw, low parry, even Demon), what to do if it is blocked (carry on pressure, tick throws, kara demon) and what to do if it hits (50% stun combo or just normal bread and butter, or try your luck with another divekick).

By the way, that 50% stun combo is quite nice. I actually dont know how much stun it does - just enough that my rush game changes once I land it so that I can stun the guy within the next few seconds with command overheads and/or backthrows.
Divekick, HP, mk tatsu, mp shoryuken.
The last shoryuken is hard to link depending on character. If you get very good at it, cancel the last srk into super for style points.
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Old 01-20-2006, 11:18 AM   #20
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but guys remember don't just do dive kicks randomly, esp agaisnt someone with a good antiair.
you guys should go get some vids of naz he has a cool style of play, he almost never builds bar he just makes reads and rushes lol. he's so good at the situational stuff!

and obviously get the jap akuma vids, theyr'e retarted.

and like naz said learing anti-air demon will make people scared of you when you have 2 bars same thing if you can do dash/kara demon. but remember to play safe with akuma while being active getting hit with akuma sucks :)
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Old 01-20-2006, 04:22 PM   #21
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Quote:
Originally Posted by Demon Dash
I don't know how that works. Last I remember you can't connect a special after a reset.
isnt that a corner combo? a ridiculous one that does hardly any damage and wastes your bars?
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Old 01-22-2006, 05:46 AM   #22
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Hey thanks for the props Sdouble

Very true what he said about random divekicks - I'm more worried about it getting parried that anti-air'ed because you really see how much time Akuma takes to recover from that move when its parried.

Try to use it the same way the twins use the divekick, just do it off a forward jump - therefore more risky. Try and read when the opp will do a ground move or something or even when you find an instant where you're sure they aren't looking out for the divekick, just do it as fast as you can. Mess around with the move and see how early and how late in the jump you can pull it off. Normal jumps and super jumps.
And YOU HAVE TO WATCH CO-OP CUP 4 - the Akuma games in there are just sick. Even now I just finished watching it, though the main reason was to get some inspiration - I'm on way to the ranking battles now :scared: I just hope I qualify to the knockout stages...
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Old 01-22-2006, 07:01 AM   #23
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Quote:
Originally Posted by HarmoNaz
And YOU HAVE TO WATCH CO-OP CUP 4 - the Akuma games in there are just sick. Even now I just finished watching it, though the main reason was to get some inspiration - I'm on way to the ranking battles now :scared: I just hope I qualify to the knockout stages...
Where can one get this vid??? I've been searching for it for about 3 months! And all the links are expired Can u send it to edited@mail.ru please? I would be just HAPPY!
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Old 01-22-2006, 01:20 PM   #24
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Where can I get vids of your matches Naz?
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Old 01-22-2006, 05:01 PM   #25
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Hi guys. Just wanted to say that today was a good day for me I came 3rd in the ranking battles, won the team tournament for my team by taking out their top players (though one of them knocked me out of the RB later on), but best of all - you will see TONS of demons
The vids will be up soon, and I'll forward the link to you when I can. As for my previous matches, they arent being hosted anymore, and I'm not sure how I can send large files to you. I will find a way, using ysl or something, but in the meantime, I would suggest just watching the matches from today cos that was probably my best performance.
Co-op 4 - hmm, this is over a gig in size, so emailing would be out of the question. What I would recommend is that you start a thread in the Street Fighter Anniversary for XBL section asking if anyone has the torrent or link to it for the vids. If someone does, then they'll get back to you. If no one can help there, then I will have to think of something...
It may be awhile, but I'll try to get the co-op 4 vids to you somehow because I would very STRONLY recommend them to anyone who wants to learn some serious 3s.
Just remember guys, if you do watch my vids, use them for learning basics of Akuma playing - nothing advanced because at the end of the day - I'm still a scrub
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