^^That’s not strictly true, but i’m getting anal now)^^
You It’s all down to the moves Juggle counters, you see when an enemy is in juggle everyhit you do to keep them in it raises the counter by one.
LK Tatsu = Special “float” juggle, everything including normals will hit during this state (Other attacks that have this charecteristic is Kens Counter hit SRK & Gens Super etc) This is classed as JP0 (Juggle Point 0)
LP SRK = Standard knockdown, whether opponentn is in “Float” juggle or not this will always cause standard knockdown Standard knockdown has the class of JP1
**Shakanetsu Hadouken = ** Shakanetsu hits any float state upto & including JP3 (3 consecutive hits to a juggled target) for all hits of the Shaku. So basically with a LP SRK after Tatsu
LK Tatsu = JP 0
LP SRK = JP = + 1 = JP1
Shaku = JP = + 1 = JP2
Shaku = JP = + 1 = JP3
Shaku = JP = + 1 = JP4
Now on JP4 Shaku will not hit. This is why doing a HP SRK after a LK Tatsu will only result in one hit of the Shaku (2 if you FADC after the second hit)
Want to maximize damage you can tack on an EX Tatsu after thie for 2 hits because every hit has a juggle potential of 5 [JP5] (After a LK Tatsu ->LP SRK -> HP Shaku the enemy is on JP4, meaning it will hit twice) & with EX Shaku you can link the EX Tatsu mid screen.
Which is also why MP SRK is best to do on a grounded enemy. First hit doesn’t cause a knockdown, second hit does, which means the full shaku will hit. 330 damage for a relatively safe 2 move combo as scaling dosn’t even apply if they are the only 2 moves you do. (Nice wakeup attempt, similair to what alot of Ryu’s do)
This means Akuma has genuine use for every variation of his SRK
P.S - Akuma EX SRK also causes knockdown on all the hits of it, meaning if you FADC after the final hit you’ll get a measly one hit of the Shaku.
still bring you all useless information