So, combo thread? I would really just like to know a few BnB’s, his best punish with and/or without meter, and his important links. New to Akumal so I’d like to know the basics to get started and feel him out some. Thanks for any replies!!!
It looks like you can cross most of those frametraps off; turns out the simplest solution is often the best one. cr.mp -> cr.mp -> st.mk. Turns out cr.mp is something like +3 on block.
Other note: it looks like Akuma basically gets ~40-50 damage per bar he spends in the corner. You go from a basic launcher to HP DP combo for nothing to EX Tatsu to HP DP for 1 bar and then Launcher to H Demon Flip to EX Air Fireball to EX DP for 2 bars, and then it jumps to an extra 100 damage for MP DP (1 hit) xx CA -> LP DP at 3 bars. He’s peaking in the mid 500s for me, but I haven’t started doing any TK Fireballs in the middle of the combos yet which might pump it up further.
Yeah, just realized that. However that’s not actually a huge issue; if you get a CH on the first cr.mp you link the second and combo into LK Tatsu if they’re standing and st.mk if they’re crouching1. If you have the first one blocked and the second one CH you get to combo into sweep. Also, you can combo cr.mp into Punch V Skill regardless of if they’re standing or not, which could be useful.
I need to see the data on the active frames, figure out if there’s a light (or maybe cr.mp) which he can meaty well enough that it always combos into cr.mp. I mean, he doesn’t have a command grab so people trying to jump shouldn’t be an issue unless you’ve popped VT with a full bar on deck.
Also, turns out the throw loop in the corner and the cr.hp as a meaty aren’t quite automatic; you do have to slightly time them.
Yeah I’m not big on crouch confirms. I’ll leave that to others. Yeah the throw loops require timing. One problem I can foresee akuma having is how to get in? He’s got vicious stuff once in, but getting in is a problem since everything is negative save for dash and jump.
Trying to develop a fireball game to help out but he don’t have ryu fireballs so it’s semi hard.
Hopefully the servers have finished shitting themselves tomorrow and I can try him out in casuals; I’ve been doing just pure lab tonight. Definitely the most fun I’ve had labbing in SFV though. He seems to be super glass cannon though; stupid huge amounts of damage that put Karin to shame and the ability to loop his pressure despite backroll, but yes, his neutral doesn’t look particularly amazing. We’ll see if his fireball game helps him out there.
This is everything I’ve found about him so far, the frame data might be a little off, but I did at least safe/unsafe correct :
Normals and Specials
Note : frame data is just a guess, I don’t have access to it. Safe and unsafe were tested against a 3f light after the opponent blocked the move, so those are correct.
Safe
Lights are safe
CR MP and CR MK are safe (-2?)
ST HK safe (-2)
EX Normal and Red Fireball safe (+1)
f HP safe (-2)
Demon Palm (+1?)
Divekick safe at low hit
Unsafe
ST MP : -4
ST MK : -3
ST HP : negative
CR HP : negative
b ST HP : negative
CR HK : negative
Normal and Red Fireball unsafe (-4)
Tatsu : negative
DP : negative
Divekick unsafe at high hit
Crushes
ST HP
ST HK
CR HP
Anti Airs, Air to Airs, and Followups
anti air : b ST HP xx Red Fireball / Demon Palm
air to air : j MP
optional anti air : (parry xx HK > delay >) M DP
optional air to air :
Defensive Options
VReversal : 3k (knockback, fdash)
Reversal : EX DP > ST HK (cc)
Armor : no
3f : ST LP
VSkill : xx HP (spaced) / xx HK xx Demon Pal (close)
Basic Combos
L Tatsu > DP
Light : CR LK > ST LP xx L DP / Tatsu / CA
Medium : CR MP > ST MK xx L DP / Tatsu / CA
Crush 1 : ST HP xx ST HP xx VT > Fdash > EX DP (VT needed midscreen)
Crush 2 : HK > Crush 1
Additional Combo Starters
List all ground starters
*LP > *LP
*LP > *LK
CR LK > *LP
ST MP > ST LP
CR MP > *LP
CR MP > *LK
CR MP > ST MK
CR MK > ST LP
f ST HP > *LP
f ST HP > *LK
Frame Traps and Followups
3f
*LP > ST MK
ST MP > ST LP
j mk > ST HP
4f
*LP > CR MP
ST LK > ST MK
ST MP > CR LP
CR MP > *LP
CR MP > *LK
5f
ST MK > ST LP
Trap 1 : *LP > ST MK xx Fireball
Trap 2 : ST MP > ST LP xx Fireball / EX Tatsu
Trap 3 : *LP > CR MP ( > ST MK ) xx Tatsu (hitconfirm if really close)
Trap 4 : CR MP > *LP/*LK xx Fireball / EX Tatsu
Knockdowns and Meaties
Sweep : Fdash > ST LP
Anti Air : walk > ST HP / throw
Air to Air : nothing
Optional Anti Air : walk > throw / CR MP > ST MK
Optional Air to Air : nothing
Crush 1 : walk throw / CR MP both cases
Crush 2 : same as Crush 1
Specials
L DP :
M DP :
H DP :
EX DP :
Demon Palm :
L Tatsu : Fdash > delay > anything
M Tatsu : walk > anything
H Tatsu : Fdash > throw / ST MP / CR MP / ST MK
EX Tatsu : none
Fireball : none
EX Fireball : none
Red Fireball : Fdash > Fdash > CR MP
EX Red Fireball : Fdash > Fdash > delay > CR MP
Neutral
List Buttons : Spacing : Conversions
ST MK > Fireball
ST MK > L/EX Red Fireball
ST MP > Fireball
CR MP > Fireball
ST HP xx ST HP
ST HK > ST HP xx ST HP
VTrigger
Properties overview
DP and Fireball cannot use EX
DP double damage, depletes VTrigger
allows demon, depletes VTrigger
double air fireballs, depletes VTrigger
double damage ground fireballs, depletes VTrigger
Combo 1 : Crush 1 / Crush 2
Combo 2 : CR MP > ST MK xx VT > ST MK > L Tatsu xx DP
Err… Is there no way to buy Akuma outright? I haven’t played this game in forever so I don’t have enough Fight Money get him, and when I look on the PSN store there’s no option to get him separately.
EDIT: nvm, I restarted the game and he popped up on the store. Weird.