My two fav SF chars, Akuma & Juri, have no synergy
Akuma To Kazuya BnB>Lk.tatsu>H.SRK xx Switch cancel crouching Hp. xx Mist step M.version> Ex. slaughter hook xx Switch cancel Crouching Hp.>H.SRK
Kazuya Into Akuma J.Hp>S.Hp>Ex.slaughter hook xx Switch cancel> Misogi
Problem with Yoshi is he doesnt have an amazing dmg output but builds meter amazingly
No but you can use them VERY effectively together:) theres alot of team combos you just gotta work on your tech to find them weāll post whatever we find for you bro because so far Akuma and Juri are working out pretty good for us
who do you use on point? and isnt it kind of hard to get in with Heihachi?
whats the dmg output?
There IS a difference between character synergy, and two good characters being on the same team. Aside from a combo or two i havenāt really seen anything between them.
Akuma = Good defense, dependable wake ups, decent at building meter
Juri = Better zoning, burns meter for amazing damage, plethora of anti-airs
In my opinion they just cover each others weaknesses very well, which is actually the basis of team building.
Only problem is our healths are obnoxiously low so always mix up the health
Actually alot of characters got hit with the low health bat in this game. Akuma, Juri, Ibuki, Xiaoyu, Dhalsim, and Chun to name a few.
But we already know why all the girls have low health lol that and Dhalsim starves himself lol he shouldnt be alive
I use Akuma on point. Youāre right. Itās not the easiest thing to get in with Heihachi, so I let Akuma set the tempo and land a combo into Heihachi, and then heās in from there. At that point, I have the life lead, and that forces the opponent to come to Heihachi, which is a scary thing to do in most cases. It isnāt foolproof, but thatās what I generally look for in a match.
Actually this strategy is better than most care to post a video for anyone looking to try them?
I donāt have a way to record videos at the moment, but Iām investing in a PVR. Iāll keep you updated if I ever get one.
well I have one so I can record replays maybe?
kazuya into akuma j.fp>cr.mp>cr.fp xx mp SHxx tag switch >cl fp xx lk tatsu > cl fp xx mp dp. 480 dam no gems. Akuma into kazuya far rh>cl fpxx lk tatsu > hp dp tag switch cr fp xx tgf > middle kick.
in the the corner akuma can come in and walk back a bit and do far st rh>cl fpxx lk tatsu> cl fp xx mp dp. midscreen i can get the far st rh but the spacing is hard for me to get to follow up on it but i think you could get a st maybe a cr. mp and then go to tatsu.
akuma could also come in after kazuyaās mp SH and do a cl fp xx df mix up. kazās mp SH is great cause it doesnāt launch or bounce they stay standing.
This becomes an issue of hit confirming and if blocked low you will get punished. If you throw a hadouken its -5 on block and can be punished that close. A better way to use meter and what I do with my Akuma/Juri combo is to land sweep or a jump in and go to cr.mp>cr.mp>far st.hk>launcher then juri comes in and I use cr FP>jumping FP>cr.mk xx hk fireball charge and release cancel to akuma lk demon flip as soon as possiple with punch into red fireball. does great damage. I want to experiment with demon flip into slide also.
For an Akuma/Kazuya team, is it possible to do this combo: s.HP xx LK Tatsu, HP SRK, Tag Cancel, cr. MP, cr.HP xx LP Slaughter Hook, MP Rising Uppercut, Devil Beam?
Every time I try, the Rising Uppercut it never connects.
^ Yes it works. But the LP Slaughter Hook has to be in the corner, and the Rising Uppercut has to be Electric.
Sorry, when checking it I couldnāt help but put the stand HP in before the SRK. It does 450 damage for 1 meter when the HP is in there.
For some reason, the free Slaughter Hook in the corner behaves differently from the EX, in that with the EX you can do a little more. The Hell Sweep Hook follow-up works, where it doesnāt with the normal one.
In any case, it would be better to drop the cr.MP before the cr.HP in your Kazuya juggle. If you follow up the tag cancel with cr.HP, LP Slaughter Hook, Hell Sweep Hook; itās easier than worrying about hitting an electric and does 460 damage.
But really my recommendation for BnB switch combos with this team is to think about mid screen and do:
stand HP, LK tatsu, stand HP, HP Shoryu, tag cancel, jump HP (variable timing, around 2nd hit of SRK cancel is a good staple**), cr.HP, TGF** (Dragon Uppercut)** Kick**
For conserving meter. Which does 472 damage. And:
stand HP, LK tatsu, stand HP, HP Shoryu, tag cancel, jump HP, cr.HP, EX Slaughter Hook, Hell Sweep Hook
For a 2 meter combo at 493 damage.
Obviously the damage values get funkier if you throw stand HK and jump HK in there. If you want to avoid the stand HP before the SRK, itās worth 22 damage points less for the 1 meter combo and 12 damage points less for the 2 meter comboā¦
Im using Juri/Akuma. Some things Ive been using:
**Cross-up Tatsu, far st.hk, cr.mk xx far st.hk, Tag Cancel, cr.HP xx Jump Cancel, j.hp, st.HP, lk Pinwheel. ** 1 Meter. 402 Damage.
I have also been using a reset/gimmick that has been working for me, but there are ways out of it.
What I do with Akuma on point is:** cr.mp, cr.mp, cr.mk xx far st.hk, Tag Cancel, cr.hp xx Jump Cancel into either j.mk(cross-up), j.hp(not cross-up), empty jump low, or dive kick(catch backdash, jump back).**
I tested this versus Ryu. Reversal LP DP gets stuffed by j.mk and whiffs versus j.hp. All other versions of DP whiff.
You can actually walk under the j.hp, but no one does. You can also crouch under the j.hp and Juri will whiff and land on the other side, but everyone sees the jump and blocks high, so itās kind of gimmicky, but it can throw some people off, or catch someone mashing.
As with any reset, their is some risk involved. You are trading a bar and guaranteed damage for a mix-up.
I run Akuma/Ryu
Canāt see this team being bad. Good synergyā¦big damage.