However i’ll just share my newfound discoveries with you, i noticed that when you do akumas taunt his damage goes up alot for his next attack! but if you get hit before you hit your opponent you will loose the power boost from the taunt.
I was playing around in practice mode with Akuma against Dudley, and whenever i did the Taunt and stood a noticeable distance from him, he always threw his rose so i would be taken out from my powermode, but if you block or parry the attack the power still remains.
So got any fun ways of using the taunt in? combos? etc!
you can use a rh hurricane instead of fp srks in your bnbs sometimes which gives you just enough time to taunt although generally people will know if you taunt you are gonna try for a big combo afterward.
Hehe thought so ^^ i’ve just started so it’s all new to me please bare with me :wgrin:
Pherai: Nice one mate i’ll try it out! (If i could only understand the terminology bnbs are?) i’m sorry!
So all taunts have an effect!
I have tried to figure these out but all of them arent as straightforward as akumas i believe, for example i know that Alex swings his arm and thus builds up power and he can stack it up to 8 times.
However i do not know what the others do, for instance Ryu and Ken?
If you have knowledge about a characters taunt ability and effects it would be interesting to know, if you have the time (^-^).
its too bad lk hurricanes dont work on crouching opponents, that would be huge damage!:badboy:
bnbs are just your basic combos you use most often…your bread and butter. typically, when people refer to akumas bnb, they mean c.mk > lk hurricane > fp srk and its many variations.
Wait, you mean for a reset? Cuz I was talking about a plain 'ol ground KKZ on a stunned opponent. Not to mention the jab resets the combo meter and ends the taunt bonus. Taunt, Ground KongouKokuretsuZan is mondo fucking damage on anything.
So another question about Bnbs setups, have you guys got any favourites?
And why is it that everytime i try to chain combos the computer manages to break them everysingle time? i mean the usual c.mk > lk.hurricane> fpshoryuken if done right this shouldn’t be blockable right?
c.mk > rh tatsu (I use this way more than the normal bnb. Its fairly hard to punish, and hits crouching opponents. I don’t even hit confirm this thing. Solid combo overall)
s.hp > lk tatsu > hp srk (I switch the c.mk out for a s.hp whenever possible because it does more damage)
c.mk > lk tatsu > s.hp (Either follow this up with demon flip juggle or f+mp on non shoto characters. Good stun and opportunities for much more damage with demon flip)
c.mk > mk tatsu > mp srk (Works on most crouching characters and does almost the same damage as the regular bnb, although the timing of connecting the srk is very strict)
being hard to time, and absolutely for me since when i get nervous i press everything else then what I am supposed to press!
Another combo that i kinda like is against airborn enemies. (Although it will work on standing ones aswell)
It’s a Jumping HK tatsu (i guess tatsu is hurricane kick) and then another ground HKtatsu to a HP shoryuken. deals a great deal of damage and gets your opponent out of focus ^^. it’s also possible to link it to a SA3 (when he spins up in the air ^^). Sorry for my noobness!
dont you mean air hk tatsu, then lk tatsu? maybe you do mean hk tatsu, because i know there are certain situations where you can juggle with a hk tatsu, dash, and connect a fierce shoryu, but i dont know which ones.
can anyone explain situations where you can connect a shoryu after a roundhouse tatsu? (im looking at you naz!)
opponent has to be airborne, and you must have “juggle points” left. let’s just say that you can do jump tatsu (one hit), hk tatsu, dash any shoryu; but you can’t do crouch mk, lk/mk tatsu, hk tatsu, dash shoryu. and of course, if you parry an airborne attack, you can do hk tatsu, dash shoryu. no use and risky, but hey. it’s there.
there may be character restrictions, but i’m too lazy to try right now.
My air combo used to be Air Tatsu, lk. Tatsu, Shoryu. Or throw in a mix up game with Air Tatsu, lk. Tatsu, lp. or hp. Then either go into demon flip or f.mp. I’ve seen harmonaz reset off of the Air Tatsu and go straight into KKZ before. Very nice when trying to land that demon and your opponent is flip flopping around the screen. I prefer just laying out the kkz as fast as possible when I predict there jump.