MvC3 Akuma Combo Thread

Does akuma jump loop work on all the cast

I made a guide for akuma if anyone would like to read it

http://iplaywinner.com/akuma-mvc3

any criticism would be nice

How much input did your awesome hat have in making this great guide? :slight_smile:

Not bad, not very indepth though, but since akuma isn’t your main I wouldn’t expect it to be. I was planning on making one similar to my sentinel guide with all the frame data and stuff like that so if your so inclined we could fuse them together on iplaywinner or something.

“Akuma’s primary jump-in’s are his L Tatsu and his Divekick (D+F M). Both have great priority and are easily comboable if they connect. Use Tatsu if you are close to opponent and use Divekick if you are farther away, because you can still cancel into Hyakkisu if need be.”

not sure if you were trying to say this but, you can’t cancel into hyakkishu from divekick or tatsu.

i think I edited this and maybe didn’t save the changes >.>, ty

-L Tatsu is NOT ENTIRELY safe. It leaves Akuma close to the target, so while they can’t be combo’d, poor placing yields a free grab.
-jL only instant overheads against Sentinel and the like and he can’t really get anything from it. jS would work better, since it’s startup is equal and the angle’s a bit better.
-sH has faster startup than sM for some reason, which is 8 frames for H and 9 frames for M
-If you mention sS as an AA, you should add how to confirm of a hit since it’s kinda awkward.
-Make a note that sS’s danger isn’t in it’s frame advantage, but it’s abysmal horizontal range tend to miss the opponent entirely
-Air Demon Palm has extremely low recovery and you are usually able to block after the animation goes away, making it the safest Flip option. Can also chain Flips because of this for extra air mobility
-Demon Flip will put Akuma in a corner, making it useful in corner mixups
-You mention being bolstered by an assist at the end. Perhaps you could list a few for him?

What?

j. L leads into full combos…

shrug Still, the point was more to say that he overheads on Sentinel/Big Guys only. Though I personally haven’t gotten a decent combo from jL

Just do j. LMH xx Tatsu L, cr. M, yadda yadda into whatever you feel like doing. Sentinel dies from 1 instant overhead if you’ve got 2 meters. You can actually start the combo with 2 reps of that string I transcribed before the cr. M for that matter.

Kills anyone tall enough to get hit by it in the corner.

So Sent, Dorm, Nemesis,Haggar definitly, who else is tall enough to get hit by that?

Only other one is Hulk

Hey guys
What is akumas “preffered bnb” (also very damagung ones)?

Cr. Read, Cr. the. St. thread

Hey guys, I’m having trouble with Akuma’s demon flip dive kick in the middle of combos.

I can land it all the time, but that’s not the issue. When I do it midscreen, the foe recovers immediately, and so I can’t continue the combo. I can do it in the corner with the light demon flip, though.

I don’t suppose the fact that I’m practicing on Iron Fist has anything to do with it?

Best possible advice: Opt for Air Demon Palm instead. doesn’t have that problem

That doesn’t OTG

But it doesn’t have a fickle ground bounce. Instead of OTGing them you just get the ground bounce from the air and continue it that way.

What I mean is hitting them with the OTG demon flip dive kick.

Like in this combo

cL cM cH S, jM jM jH S, **flip M, **M H S, jM jM jH S, air super

Sorry if I’m not getting something

Exactly. Instead of OTGing with a Kick and getting the ground bounce that way, you go with air Demon Palm. You always get a ground bounce and don’t worry about the OTG not working. You also get more damage. Here’s the combo I use:

cL, cM, cH, S, jM, jM, jH, FlipL into Palm, jH on the way down to hit them mid bounce, jump up and do another jM jM jH Tatsu L, land and do cM cH S, jM jM jH TatsuL Fireball Hyper, then out of corner throw a fireball H and then land for a Beam Hyper. In corner, S to hit them to floor and OTG Beam.

[media=youtube]vEuKjSZtEUA[/media]

Here, watch this for visual reference