Combos and strategies

How does this work? Short hurricane will not move you behind them. Are you just hoping they react in your Demon startup frames?

This won’t combo except in extremely rare situations. It certainly does not work against ground targets and it isn’t buffered.

Uh, that’s not buffering. Buffering is j, Dive Kick, KKZ, which isn’t even a combo. The reason it’s buffered is part of the KKZ contains the d motion which has already been done by the dive kick.

Here’s some more stuff.

UOH (blocked), KKZ.
If people react to a blocked UOH with a big move, your KKZ will catch them. If you think they are more cautious, do more than one UOH.

Any blocked sweep, Demon.
This is fine for intermediate level play. Do a crouching roundhouse, and when blocked, they will try to counter and will most likely end up eating your super.

j Heavy, c FP, Foward Hurricane, F Goushoryuken
This only works on Alex. (?)

j Heavy, c FP, jab Shakunetsu Hadoken
The damage is low, but I use it against people who block the fierce. Doing a dragon or hurricane when someone blocks will kill you, and sometimes Hadokens are red parried, so this is more confusing and leaves you much safer than a move with large recovery.

Short Hurricane, FP, (reset-combo ends), Demon Flip throw
This is a classic which should never work, but people end up falling for it anyway.

MK Master: SAI is too weak for even short kick combos, where the SA damage is not scaled. It should be saved for a more tactically critical situation. If you like doing c shorts into supers, use SA II or III. I think you should be saving for the Demon anyway.
There are long corner combos with SAI but they cost 2 bars and do about 50% damage. I think that’s a waste.

Beware using Demon Flips against Makoto- her straight up punch will beat you and it does a lot of stun.

How does slim x do the combo where it goes jump hp standing hp hurricane into an air super fireball does anyone know how to do that?

donkus: the short hurricane over get-up is character-dependent. on characters with large hitboxes, akuma will not go over their body. on others, it does. and yes, it’s primarily a rushdown mix-up technique.

concerning KKZ, it is never a good choice to use it unless you are sure you will most likely end the match with it. air hurricane has worked on ground chars, but the time frame/execution is really tight.

buffering isn’t necessarily combining move execution together to do less – just simply doing the execution of one move while in the animation of another move. i call roundhouse xx super a buffer technique because you’re executing the motion during your roundhouse animation, and just simply waiting for the opponent to react so that you can press the proper punch or kick if you have to. at least, that’s what i use it for.

mk master: the air super fireball is done on the ground except for the last quarter circle forward. He moves the joystick to UF then presses punch. You may have done this accidentally if you try to super jump and immediately throw a normal air fireball.

I’ve spent the 4 months I owned this game for DC and years of arcade time working on the hurricane, KKZ combo. Even in the air it won’t work usually. The only time it does work is when both characters have ascended together, and Gouki has to hit them like 3 or 4 times. Then it will work.
No character, standing on the ground, gets hit high enough by the air hurricane to take the hit from this attack. Ground vs ground is right out. Show me a video of an air vs ground and I’ll change my mind. It only works in the one case I mentioned because they take many hits, throwing them higher into the air.

Sorry if I sounded bitchy about buffering. I think that they way I said it comes from some ancient King of Fighters stuff where some people have super moves that look like a bunch of button presses. You just do a combo involving that sequence of buttons and then switch to the super.

i’ll capture it someday…i’ve done it before. you roundhouse air hurricane against a standing dudley, buffer in the down taps, and do KKZ the moment you’re able to. obviously with the randomness of the hurricane kick, this is highly inconsistent. but if it can kill them, it’s definitely worth a shot. i never relied on it…just something worth noting. try it on dudley. :slight_smile:

i’m not talking about the hurricane standing jab buffer to the kzz i’m refurring to a combo that end with a super air fireball that you cancel out of hurricane kick from the ground. I was just wondering if anyone could tell me how this works I know slim x could I know JR knows how to so if anyone out there know how to please post it and try to be specific as you can.

I already told you how to do it in my post. Nobody said anything about jab into KKZ. I’ll be more specific. If this is the combo I’m thinking about…

After the ground hurricane, do the motion for a super fireball, QCF, QCF + P. On the second QCF, don’t stop at forward, roll the joystick to at least UF, then press P. So you will only be on the ground after the hurricane for a brief moment.

so basicly after the hurricane kick do 2 quarter circle then forward up punch is that correct? Oh how hard is it to get down?

The combo in SlimX’s vid is the one where he cancels the Hurricane very early into an air SA1, which is not a qcf,qcf-uf+p trick.

The very early frames of the Roundhouse Hurricane can be cancelled into a super, and that’s what you need to do to get the combo. Try using c.mk, seems easier for me, like this:
c.mk, qcb+rk, qcf,qcf+hp.

Buffer everything real fast. If you do it just right, one hit from the HK will come out and then the air fireball. If you do it too fast, Akuma won’t even leave the ground and you get a ground SA1 but still the same number of hits… and it ends up doing like an extra point of damage I think.

You don’t have to do two qcf motions to super cancel from hurricane kick into super. I do it like this:

d.mk, qcb+mk, qcf+any punch

Just have to do it fast enough so that it cancels after the first hit of the hurricane kick. You can also do it with a roundhouse hurrican kick.

Does that work with 12 as well? I cannot for the life of me do his flailing tenacle move into super.

Yeah, it’s the same for twelve as well.

For Twelve, just do qcb+jab then super cancel by doing qcf+jab.

Ken can cancel any hurricane kick into SA3 using the same method. It’s easier if you do d.mk into the combo though.

(im not mk master)

we found out you can do qcf,df,d,db,forward kick(hurricane kick comes out!!!),qcf,punch

Canceling hurricane kicks into super is gay.

Cancelling hurricane kicks into supers is for showing off to scrubs. :slight_smile: