Just copied this over from the combos thread :arazz:
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.
I now realise that it does much more than 50% stun on Ken. I did the combo twice in a row on a Ken player once, and the second time round he was stunned before the final mp dragon.
Good variations and follow ups on this combo are:
Instead of the last mp dragon, do a RH hurricane which will juggle for 2 hits and give you time to safely do a taunt. Remember that Akuma’s taunt is very useful.
If you landed this combo in the corner, then cancel the last mp dragon into a super, then juggle straight after the super with the RH hurricane and do a taunt.
Landing the last mp dragon or RH hurricane is actually quite hard. Even though I can do it with a bit more consistency than before, I still can’t do it better than 60% of the time on shotos. Certain other characters are harder/easier. Chun, twins, Alex - easier. Dudley, Hugo - impossible. Cancelling the dragon into super makes things infinitely harder.
If you think that you dont want to risk trying to land the last special move, go for a medium demon flip instead and let it go into the sweep. If the opponent quick recovered after the mk hurricane, the sweep from the demon flip will hit them very meaty - usually confuses them and they get hit.
This combo doesn’t necessarily have to start with the dive kick, but the dive kick does some decent stun as well as getting you close to the opponent. A normal jump in HP or HK may do as much stun, but it will be harder to combo a standing HP into the mk hurricane properly.
These combos are incredibly stylish and very very useful. I dont see them being used often which is sad because Akuma’s dive kick isn’t that hard to land on people when you compare it to the twins dive kick - and when it does land - it can always be followed up with damaging combos.
Not only that, if they block the dive kick, you can still do the HP which they’ll have to block (unless your dive kick hit them too shallow) and cancel that into a demon flip grab or hurricane or whatever you want to do to continue the pressure.
I actually might make a vid showing this combo and some of its variants. Not sure if the explanation above made the combo clear…