Wolverine is better with assists and needs them to help him get in, and Akuma assist is especially helpful for him.
Akuma can get stupid easy damage with meter so I would set him 2nd or 3rd. Dante has pretty much all the tools so it would probably be good to set him as anchor and Akuma can use his assist to add an extra OTG.
If I were playing those characters I would go with Wolverine/Akuma/Dante.
I find Akuma makes a better #2 or #3 man than #1. While you can use him on point, he does the best when he is loaded with super meter. Also I find while he isn’t the worst at getting in, his range is kind of lacking so having a good assist helps.
As stated before, delay your j.:s: as much as you can. I find I get it most every time now from doing that.
In particular, it should be noted that the combo in that video is being done on cap. He bounces higher once you do the dive kick, allowing you to hit that j.:s:. But if you do it on someone like wesker, the j.:s: will whiff much like dante when he uses his Million Carats into Reverb in the Kitchen Sink combo. Reverb will hit cap, but whiff on wesker if you use the Million Carats.
Does anyone know for sure if after the air DHC from akuma, j.:s: will hit 100% of the time after? I swear that even when I’m jamming the hell out of it, it will only hit 75% of the time. It seems random.
Yeah ive been using wolverine lately on point…i rushdown with wolverine first…then i dhc akuma…from berserker to his metsu gohado…then i take it from there…but i think im doing something wrong…im using wolverines slash assist…akumas fireball…and dantes jam session…any 1 see anything wrong with that…my whole problem is that…i dont think my team is good enough…i think my team has a lot of weaknessses against characters like wesker…haggar…iron man
Your problem is you’re using akuma’s fireball assist. Use his tatsu assist and your team will be 10x as good. Use H berserker slash with Wolverine on point, and call tatsu at the same time. Wolverine will cross up and knock the opponent into the tatsu which carries them towards you allowing you to launch for a free combo. While Dante’s Jam Session is very good, I feel like it benefits keep away teams more. Your team is more rushdown oriented so I think weasel shot is better to hold the enemy in place while Akuma/Wolverine do instant overhead mixups.
Devil Rain:
Dmg:1-1.4mil
Requirements: 3 bars starting, possibly 2
Meter Gain: At least 1 bar
Notes: Corner combo. With team Dante/Deadpool/Akuma. Akuma is point on this and you can come up with other teams to do similar shit with him starting this combo.
Start with akuma on point (this is a corner combo).
c:l:,c:m:,c:h: xx :qcb: (Tatsu), ,:h: xx :qcb::l: (Tatsu), c:l:,c:m:,c:h:,c:s:~jc,j:m:,j:m:,j:h: xx :qcb:j:h: (Air Tatsu) xx :qcf::atk::atk: (HC1),j:s:, land~:rdp::l:-,:s:~jc,:h: xx :qcb::h: (Air Tatsu) xx :qcf::atk::atk: (HC2),j:s:~[Deadpool KatanaRama Assist],:s:~jc~:qcb::h: (Air Tatsu) xx :qcf::atk::atk: (HC3), :d:j:s:
[Deadpool Crossover]
(Auto-hit),,:h:, :d:j:s:
[Dante Crossover]
(Auto-hit),,:h:, :qcf::h: (Sky Dance), :df::h::h::h::h: (Cold Shower), :qcb::l: (Reverb Shock) xx :h::h::h: (Fireworks) xx :qcf::atk::atk: (HC4)
Then taunt as they throw their stick at the tv.
I’m sure more can be added from DP and possibly Dante as a finish. I’ll have to experiment. This combo is only a bitch to pull off because doing :d:j:s: with akuma after his air HC whiffs sometimes. You have to jam the hell out of it.
I’ve been working on a combo with Akuma that uses Wolverine’s Berserker Slash assist. I don’t know how practical it is, but I have used it a few times in matches with success because it’s relatively easy and does about 622k and works anywhere on the screen.
DHC is a technique for tagging characters in and out by using their supers to combo off each other, or make each other safer. A DHC is doing a super with your first character, then while the super is being used, inputting a second super command over the top of it to call a super from your next character who will take the front characters place by jumping onto the field and doing their own super.
It depends on how the air scattershot super is interacting with them as it juggles them in the air. You can get different results based on how you time and position where they and you are relative to each other in the air when you start the air super.
You can get an air super that only scrapes them with the upper-most part of the scattershot, which does minimal damage and seems to usually leave them in an awkward positioning for the j:s: spike to connect; or you can set-up your air super just right so that they eat the full bulk of the shots for max damage. The shots prop the opponent up when they hit, so when they are eating the bulk of the shots like this, they will rise to the top of the scatter and are often left in a fairly nice position for the j:s: too.
To maximise the damage, I suggest trying to aim your air super so that it hits them when they are as low beneath you as they can be without falling too low for the super to hit them at all.
You could probably also get more damage out of your combo by swapping some of the :h: air tatsu’s with :l: air tatsu’s. The :l: tatsu causes a knockback unlike the :h: tatsu, so you have to adjust when you start the super according to that knockback to ensure they’re positioned where you want them.
The ideally the last fireball has to hit in order for j.S to connect. The lower your foe is before you activate the super the better the result you get because you have a better chance for all the fireballs to connect.
Actually…I knew that. Idk why I was listing regular HCs as DHC. My bad. I’ll edit it.
Thing with the L air tatsu is that it’s not safe. If you are off by a split second after using Ltatsu, your HC will whiff completely and they will tech out. H you will lose a bit of dmg but oh well. This combo is hard to pull as is.
Also, the second time they go up, using H you can hit them three times before you have to HC and build some nice meter if you want.
Im having some trouble getting the OTG hit / ground bounce with the demon flip after a knock down to extend my combos. Ive heard about slowing down the hits in the air and that helps but does anyone have tips about when to do the DP motion for the demon flip or the timing in general?.
As soon as you touch the ground. Just practice it, you’ll pick up the timing eventually. Took me some hours in the lab to finally get it down. Practice on the corner then move on to mid screen.
Make sure you’re adding enough hits in the air to knock him down hard. You should have plenty of time to OTG. Check the link below.
aight why do all these combo guys do the air series, spike, dash, L or M demon flip to OTG?
I have just been testing out going straight to the H demon flip to OTG. provided you do your air series slow enough it always works and is three million times easier (that is an exact figure :lol:). This works on Zero… big chars, small chars. you just have to dash in after landing the OTG. doesn’t really let you do f+H after the ground bounce but I found that very hit and miss anyways.
The strength of the OTG flip needs to change depending on where your target is located. There are times where the H flip will put you on the wrong side of the target (IE the corner) which sets you up for worse damage.
So the key is to learn when to use each strength because one strength doesn’t fit all.