MvC3 Akuma Combo Thread

Must… resist… trolling… Honzo…

>_<

We all know your hat is the only one who can complete combos.

Fuck, I tried.

What would be Akumas main BnB to work on as someone just starting out with him?

This video literally covers everything you need to learn [media=youtube]vEuKjSZtEUA[/media] And for Gods sake can the OP update the OP so people don’t have to ask every page(not faulting you, just saying). Maybe its time for a new combo thread, unlike a video thread it doesn’t need to be updated very often(or at all tbh) so maybe ill just make a new one one of these days when Im bored.

In addition to a new combo thread, perhaps something in the way of designating certain people to edit them also needs to be done (for the forums in general, as it’s a common problem all across SRK as far as I can see). People around SRK seem to love to make threads to serve as a “vault” of information, but the person who creates them typically never updates them -.-

I have seen dial ups TAC combo video but i am still not quite sure what is even going on the way the screen is flying. Can anyone give me a good Akuma TAC combo off either an up or down tag?

Also, just a little tip for landing J. S, otg super deep in the corner. Instead of having to tiger knee the super (which used to give me major headaches as I would end up superjumping or not jumping at all) if you do a Goshoryuken L and cancel it into super u will be at the perfect height everytime.

Unless I’m thinking about the wrong combo(s), why are you even TKing the super in the first place?

^^^ becuz sometimes if they land deep in the corner and u jump up the super comes out at an angle that will cause it to travel over them

Hrm… never had that problem, even with the tiny characters. Is it just a way of avoiding jumping up-back before supering?

@ tragedy
yes, its not even something that is absolutely necessary, its just something I do out of habit, just try it and u will see what I mean

No worries, I already get what you mean. I cancel DPs into supers as a baiting tactic, so I already knew about its function in that regard. I was just wondering why you felt like TKing (outside of comboing after Shun Goku Satsu) would ever be necessary, that’s all. Just doing jump up-back super just seems to be better to me given that it’s 1 less input to perform the same function though. With that said, I do know some people who have issues with jumping up-back then doing quarter circles, so I do see the place for such a method as well.

Yea the only time I tk hypers is after a ground throw, I don’t even bother after a raging demon, its rarely ever worth it imo.

lookin to clean up my Akuma for EVO and wanted to check a few inconsistencies and solutions or reasons they occur:

[LIST]
[]j.Hyper spread, QCF+H, land Hyper beam - Sometimes the spread drops them too early. is their a reason for this? Should I not be mashing?
[
]j.Hyper spread in corner, j.S - Often the S whiffs, is there a way to make this consistent
[]c.L,s.H,f+H, demon flip L>L - sometimes pushes too far out
[
]combo…S, j.MMHS, land, demon flip H>L sometimes crosses up in corner, how do i avoid this?
[/LIST]

1- depends on the position on the screen, those combos are good from a little over half screen, anything closer then that, is risky because the opponent reaches the edge of the screen and starts to fall instead of gettign carried back by the fireballs

2-wish i knew, im sure its just a timing thing

3-i think this one depends on the character, what i found to work better (since sH pushes) is to just do cL cM f+H into light demon palm

4-H demon flip goes pretty far, again, spacing dependent. i would personally do a M demon flip, or if you’re pretty close, just do the L demon flip

huh didn’t think c.l,c.m,f+H would work. I’ll try that!

Oh an i meant demon flip L in the corner…it still cross some times

well i did it on wolverine in the training room…i was kinda surprised it worked myself…lol

as for the flip in the corner, yeah that happens to me sometimes as well, i got into the habbit of doing a SLIGHT backdash as im inputting the command for the demon flip, helps but u need to be quick or they roll out

Notes.

this isn’t true; in fact, you should be mashing S to avoid having to time it, really. the only thing you need to time is when you activate the hyper after the air L tatsu ( it should always be L tatsu for a couple reasons). anyway, you want air L tatsu to position your opponent slightly lower than you before cancelling into hyper. the spread will bring them back up to ideal height for the S connect.

…Mashing to avoid timing… I could almost cry reading that -.-

Anywho, actually, it is true. That’s why I can apply a turbo function to the button set to a rate much faster than any human could possibly press it and, every now and then, the opponent will drop out of it. Unless they’ve made some drastic change to the way the combo functions in Ultimate, which I’m seriously going to doubt.

Now, if you would prefer learning hitbox size and “drop rates” (IE, floaty chars Vs. “ton of bricks” chars) of every character in the game so that you can rely on timing every command of j.MMH L Tatsu to make sure that every time they’re at just the right height for mashing to theoretically always work, well yeah, you’re right. But that seems like a particularly silly amount of effort to me when the timing to just hit j. S at the appropriate time ain’t exactly difficult >_>

With that said, I recognize that most Marvel players prefer mashing whenever mashing is good enough, so by all means, mash away. Honestly most of the time it is “good enough” as long as you don’t mind a few drops every now and then. But just know you will be adding a highly unnecessary variable into the equation by doing so, and that if you intend to ever play other games, it helps to actually learn how and when to perform inputs without praying mashing doesn’t go wrong.

So basically, pick your poison, either way works, but learning the timing behind something is -always- better when possible. Rarely is it ever the case that you “should be mashing,” (outside of annoying mashing supers obviously) and this case certainly isn’t one of them.

you don’t know what you’re talking about. the only thing you need to judge is whether or not to delay the hyper after L tatsu. if you had the turbo function on and they dropped out of it even once, then you didn’t have your opponent positioned correctly before canceling into hyper. you want j.S to come out immediately, as soon as possible, and mashing is the best way to achieve this consistently, not timing it. if positioned correctly, mashing S will connect every single time. even though sometimes it may look it (opponent above your head), there’s never a situation where you’ll want to delay j.S after spread, never. therefore, there’s no reason to do whatever nonsense you speak of, as this is one of the rare cases where mashing is the better choice.

Anyone else having a hard as fuck time getting jump loops off of Air Forward throw?