you need to spend more time in the lab. like i said, in the corner its worth using forward + H, as he gains a jump loop of 3 reps that doesn’t include the palm–which is important because it saves the ground bounce for later on. try to figure it out.
Thats completely irrelevant. The damage difference is negligible, the execution is much higher (which is unnecessary at best) and the jump loop does not juggle two characters (fireball only hits one).
since when were we discussing juggling two characters? i wasn’t aware that the fireball only hits one character, so that’s good to know, but thats beside the point.
anyway, the execution isn’t much higher; jump loops are pretty damn easy, even with shitty online lag. the meter gain is significant enough. and if you have the meter for it, the damage is significant enough, as it allows for another relaunch into L tatsu xx firball super.
Does it? I thought the palm used up the ground bounce…
in the corner, as long as you use forward + H, you don’t need the palm to start a jump loop. cr.L st.H > forward + H xx demon flip + H (fireball), [ j.M j.M j.S > air fireball L (land)] x2, j.M j.M j.S > air tatsu L (land) cr. M,H S sj.MMHS > demon flip divekick otg…so on.
here’s an easier one that does more damage in the corner:cr.L st.H, f + H xx L tatsu, cr.M, st.H, S, j.H xx palm, air fireball, (land) j.M, j.H, air tatsu L (land) cr.M, st.H, S, j.M, j.M, j.H xx air tatsu L xx fireball spread super, j.S (land) demon flip dive kick. does 880,100.
does anyone know the max damage akuma can get without assists/xfactor, with one bar; in the corner starting from cr.L?
Yeah. Best possible scenario is: Corner, c.L, c.H, S, (airseries) xx fireball super, air S, demon flip dive OTG, S, (airseries) xx fireball super, air S, assist+divekick otg (has to be beam assist I believe), S, air H, air L.tatsu xx fireball super, air S, (land) jump back, air fireball xx air fireball super.
I’m not very good at notations but essentially you want to get the super out before using your first groundbounce, then demon flip into second airseries and super, into OTG (beam assist allows you to relaunch, a bit of strict timing), then due to hitstun deteroriation you need to keep your last airseries as short as possible into either L tatsu or H tatsu (only 2 hits I believe, otherwise they fall out) into air super, and then standard air fireball into air beam super for OTG. Highest I’ve got is around 1.3m I believe. EDIT: Did not see ‘with one bar’, so ignore me haha.
Im sorry, I know for a fact this has been asked before, but what is the combo every akuma should be practicing? I look up videos online and he has so many different variations of his BnB’s I literally don’t know where to begin. Some people use the jump loop, others just use the ground bounce relaunch, Im not sure where I should be putting my time in terms of practice.
That is a very good question. The only combo I’m practicing right now is this one:
cr. L, st.M, st. H, f + H, Tatsu L, cr. M, S -> j. H xx Palm -> land, j. MMH, Tatsu L, cr. MHS -> j.MMH, Tatsu L, Fireball Super xx (Fireball H -> land, Beam Super if midscreen) or (j.S, Fireball L xx OTG Beam Super in corner) .
Sometimes, I’ll omit the st. M.
Nice, ill practice that one, doesn’t seem to hard and it looks like it does a substantial amount of damage whilst being meter independent at the very least.
my online bnb for akuma is: cr.LMH > S > j.Hxxpalm > j.:qcf:+ L, (land), j.MMH xx L.tatsu (land) etc.
Just as an aside, why doesn’t anyone use the fireball loop?
By fireball loop I take it you mean the j. MHS QCF+L loop?
If so, people do use it. But you must keep in mind that most people rocking Akuma tend to use him for more of an assist than anything. You tend to only find the people using him as an actual character doing the loop.
Even then, it’s best to only use it when you need the extra damage it gives, otherwise it’s a little too “extra” for what’s typically necessary. It can be tricky to land mid-match on a few characters too, as the tatsu into launch on the end tends to whiff sometimes. Also, it’s very online-unfriendly, and I’d still much rather get someone in the corner and kill them (which… is definitely my intent now that I run anchor Vergil) than have to potentially use the fireball loop.
@tragedy: Thanks, thought those might be the reasons.
Now for this combo, I keep missing the cr. after the :l: tatsu after the jump loop. Im not sure if Im doing it too early or too late, all I see is akuma do a cr.
but it never connects. Going by my minor fighting game experience, this usually means your doing it too late but I figured id ask just to be sure.
Yeah, you gotta hit cr. M early as soon as you land from the Tatsu.
[media=youtube]BqoCvVYPQiE[/media] my videos should have all the max damage ideas in them already posted if anyone is looking for them.
Thanks to you and everyone else who helped, I can finally land the combo consistently and even when I miss it, I know exactly why I did(not like before where they’d just pop out). Now with a little more practice I can begin working on his more advanced combos down the line.
I figure these combos are good to know
[media=youtube]vEuKjSZtEUA[/media]
Wow, I think that pretty much covered all the bases. Pair that with dailupsuck’ys max damage and TAC combos and I think y’all get everything sept assist combos down.
Thanks a lot guys, gotta go learn that air throw loop. Although just outta curiousity, what drove you to make an akuma combo video? Considering adding kuma to one of your sub teams? And what the hells a gerter?
doing one for everybody, its a futurama reference
Wow, thats awfully nice of you, can’t really do much other than thank you, so thanks man.