MvC3 Akuma Combo Thread

…And now timing is nonsense.

Okie dokey, have it your way. Can’t beat that logic. :slight_smile:

Yep, shit is a lot more difficult than it looked, but on the flip side I’ve never been very good at the jump loops to begin with.

Try adding a j. L before the standard jump loop sequence on the first rep.

You’ll need to pay attention to height and perhaps somewhat “adjust” your button timing in order to make sure the L tatsu hits on some (probably most) characters and to also make sure you don’t cross up.

it doesn’t make sense to try to time a j.S, as opposed to just mashing it, after spread super in corner.

Yeah… you already mentioned something along the lines of that. Like I said, have it your way; I don’t really care lol.

Took me a while to post this, but I got an akuma midscreen to corner combo that’s a lot easier than the jump loops and still does quite good damage.
[media=youtube]tTrK9-fwWrY[/media]

Didn’t someone already make a vid of that exact combo?

No, I made one that uses this technique in the corner. Mid screen though you have to change the combo so a c.m after the light tatsu so it can connect. It’s just a little different in case nobody knew how to make the corner combo work.

Okie doke thanks for clearing that up. Great combos btw been using them.

if you only let st.M hit once, instead of twice, and if you added an air :qcf: + L on the way down after the palm, you’d get over 1 mil. also, cr.L, cr.M, forward + H xx L tatsu, cr.M…worked on every character i tested it on (mid-screen) besides RR.

So I’m testing out what you just said and I’m not getting near 1 mil at all. It’s stronger than the combo in the video but not over. 960k is what I’m getting.

not my fault. just tested it again to make sure; i get over a mil.

I incorporated your near 1.1. mil damage combo into my repertoire . Good to see a new combo from you!

i dont know if you guys have figured this out yet as that argument up t

i dont know if you guys have figured this out yet as that argument up t here is almost a month old, but you dont need to time shit with akuma. to get hyper spread into j. S, you just need to do the MMH xx L tatsu as soon as possible after the launcher, this will position the character under akuma and the spread hyper will bring them to the perfect height to do j.S after(which can be mashed).

incorrect. you don’t need to do MMH xx L tatsu as soon as possible, and there are times even when you shouldn’t do it as soon as possible.

There’s nothing to figure out… Mash it… time it… it works either way (usually). Thrilla knows mashing is better, I know timing is better; etc etc, blah blah blah. I stated my case and dropped the matter. Pretty much sums up the “argument.”

Pick your poison. That’s my feeling on the subject anyway. I could definitely beat the dead horse on the matter with yet another video to prove my case after some random person erroneously assumed something I’ve stated is inaccurate, buuuttttt in this particular case I have very little interest in bothering with it given that the fact of the matter would still remain that, as mentioned before, either way essentially works. Especially given that the subject pertains to a character that I’ve been playing in every game that he has been a part of since 1995.

Just to pour gas on the fire though, no, you don’t “need” to do MMH L tatsu as soon as possible. Optimally (generally speaking)… you actually shouldn’t. But that’s just another thing I really don’t care to bother to explain myself about.

the only thing you said that i felt was inaccurate, was:

when you say “timing,” are you trying to time S so that it comes out as soon as you recover from the super? or are you implying that you don’t always want S to come out as soon as possible and may need to delay it in order for it not to whiff? i should have asked that the first time.

yeah, that’s what i said. at least we agree on one thing.

This ain’t gonna go anywhere… again… but I’ll bite anyway.

Instead of having to bother with the hassle (imo) of having to concern oneself with potentially delaying button presses or delaying the Tatsu to control height, it’s simpler to just time the j. S after the fireball super to make sure it doesn’t whiff. Sometimes it’s timed immediately after recovering from the super, sometimes it’s slightly delayed. Reason being, if you don’t, you end up having to delay button presses or the Tatsu (sometimes both if you get a wonky hit confirm for whatever reason) to control height (and thereby, having to deal with varying hitboxes) or just mashing and hoping the j. S doesn’t whiff.

Furthermore, concerning more optimized combos, you don’t always have time to use button presses at all to aid in height control (as you can’t MMH) and sometimes have to solely rely on Tatsu for height control, which again causes the issue of potentially needing to vary its timing. Also, if an error in execution is made and the Tatsu never happens, you then end up relying solely on random mashing to continue the combo. Even if everything goes correctly, if when mashing you happen to to be in-between button presses during the appropriate frames for the hit to connect, the hit will come out too late to connect occasionally. Naturally if everything didn’t go perfectly and they were too high for some reason, the j. S could also come out too soon, though that typically only happens with smaller hitbox characters. However, timing the j. S always works, no additional considerations required, and it’s a fairly easy link.

Also, in situations where you miss the Tatsu xx Fireball Super link and they pop out of it but aren’t blocking and get caught by the super anyway, it’s easier (read: relatively impossible otherwise) to recover and turn into a reset if you’re not mashing.

you’re right, that did go nowhere. the only thing i would sometimes delay is the super after tatsu. for example, if my opponent is well above my head when tatsu hits, i’m going to cancel into super a fraction of a second later, allowing them to fall a little bit below me first. if they’re already a little bit below me when tatsu hits, then i cancel into super immediately.

Thanks! it has been a while indeed, sorry about that :P. I got a bunch of x factor combos for him and some other tech like a couple resets with that f.H so i’ll try to post that soon too.

Thanks for optimizing it for me! I’ll try to use that if my execution isn’t too ass which it sadly is.