MvC3 Akuma Combo Thread

Man I thought Akuma was a pretty popular character. How is this thread only 3 pages? Also, I’m really surprised no one has posted Persona’s combo video even though I’m pretty sure I saw it highlighted on the SRK homepage. A lot of similar techniques to the video dialupsucky posted earlier, but tbh I find this video more entertaining. It’s a little more varied and has more ideas to showcase what Akuma can do. Heres the [media=youtube]lgqvO_KqSHo&feature=player_embedded"[/media] in case you haven’t seen it.

Thanks for the link, since i see most people use him use as an assist or anchor you don’t really see much video of him in action.

I think Akuma is best as an anchor because of his dmg output, low health, and the ability to either rush down or chip well in X Factor lvl 3. I play:

Wolverine-Magneto-Akuma

and I love the team because any of them can play point and both Magneto and Akuma can play Anchor. So literally, if any of them die I don’t go crazy and get all frantic mid match like “zomg, my point character is dead! ahhh!”

Man no wonder this thread is so dead. I don’t think the OP has ever been back since it was open. There certainly haven’t been any updates to the combo list at the beginning.

XF3 Akuma is really scary agreed o.o

BTW I’ve been working on incorporating the 2nd combo from that vid into my bnb. Here’s the input for anyone who still visits.

j:s:, :qcb::l:, :h:, :f::h:, :rdp::l:xx:l:, j:m:, j:h:, j:s:, j:qcf::l:, j:m:, j:h:, j:s:, j:qcf::l:, j:m:, j:h:, j:s:, j:qcb::l:, c:h:, :s:, sj:qcb::l:xx:qcf::atk::atk:, j:qcb::m:, :s:, j:h:, j:s:, (land), j:qcf::atk::atk: (hold h for otg beam).

This combo does really good damage even if you drop it after the loop considering you didnt use a meter haha. It has to carry them into the combo to connect with the falling M tatsu after Tenma-Gohado Agyo. And another thing to note is that you need to tiger knee the light tatsu from S > super jump to catch them as low to the ground as possible. This will make the 2 hits from the M tatsu carry them low enough to let the standing S connect.

He’s a popular character, but most people are terrible with him.

The extent of their skill extends no further than tatsu spamming + hyper, just tatsu spamming, or random supering. Other than that they just have no clue.

The few of us who do actually play him don’t seem to be too inclined to handing out combos either. Maybe it’s the natural selfishness caused by loving “The Demon,” lol.

And uhh… did somebody actually just list his low health as a reason he’s “best” as an anchor?.. ooooook.

Yea, uhm i was thinking about building a team around him so i was looking for a BnB and a team. So far Akuma/Task/??? who else would complement him and protect him from his low health etc…

Not sure if this has been posted yet, it’s quite a basic BnB combo that does about 950k with 2 bars, no KFC factor. I think it builds a bit more than a meter.

J.S xx L.tatsu, s.M, s.H, f.H, s.M, s.H, S, SJ, j.M, j.M, j.H, j. L Tatsu, QCF 2x atk (dont hold down), S, land + backjump, air QCF L xx QCF 2x ATK (hold down for OTG) = 950K ~~

There are many variatios to this combo, can start it off a divekick, cr.l etc… I found this one to maximize the dmg, haven’t been in the lab enough with it… positioning is quite tight for smaller characters, works flawlessly on medium and big hitboxes though.

I saw a video online of an Akuma combo that included an in air Tatsu and he landed and continued comboing. I am not usually an Akuma player but it looked sick. Is it practical and what exactly must you do?

Ah man, I just came in here for the first time, and I was pretty surprised to see there werent any Akuma combos organized in the OP yet. Obviously I can sift for the nuggets, I just thaught a char this popular would be full of stuff by now

its because the OP had no business making a combo thread. he barely posts on SRK and apparently never intended to keep it updated. Akuma has lots of good stuff. If I get some time later I’ll gather up all the common combos. He does so much damage you don’t really need much finesse anyway…

msg Dark Stiekem and let him know.
If you wanna start a new thread he will just ask you to link the old one and get consent from the original combo thread poster.

No matter how hard I tried (perhaps not enough?), I couldn’t manage to get two :rdp::atk:~:m: to bounce the opponent.
I found that by using an assist, the game would allow me to get the second Dive Kick to bounce the opponent.
[Double Dive Kick]
cr.:l:,cr.:m:,cr.:h:,:s:,sj.:m:,sj.:m:,sj.:h:,sj.:s:,:a1:/:a2:,:rdp::atk:~:m:,cr.:h:,:s:,sj.:m:,sj.:m:,sj.:h:,sj.:s:,:rdp::atk:~:m:,cr.:h:,:s:,sj.:h:,sj.:qcb::h:,sj.:qcf::atk:+:atk:

*Can be initiated off Dive Kicks, :f::m:, etc.
*Builds over 1.5 bars.
*The combo works with many different assists, although it may be necessary to tweak due to differences in attack speed, positioning of the opponent after the assist attack.
*This combo usually does around of 700K, even when using assists such as unibeam that scale pretty hard.
*You can tweak the end of the combo for necessary DHC positioning requirements. Ex. you need them on the ground, slightly off the ground, etc.

Using Ryu’s Hadouken assist, this combo can be initiated anywhere, always ends in corner, and does approximately 720K.

You can’t ground bounce the opponent with two divekicks because the game only allows once ground bounce per combo. That’s why you need an assist.

But why does the assist allow the second Dive Kick to ground bounce?

Simple combo, does 756k Dmg.

Uses 1 assist, wesker.

Uses 1 meter.

[media=youtube]nV4DNFKdtuE[/media]

EDIT:

After the S in the air, you can chain it to an air team combo. I was able to do over 950k.

it doesn’t. it pops them off the ground high enough that your assist’s attack will start hitting, and then that is what pulls them up to where you can hit them again. there are moves that look like they cause floor bounce, but it is just a longer than usual untechable state.
ie. Doctor Doom’s forward throw looks like it causes the other character to bounce off the ground, but they are technically knocked down and can only be hit by OTGs

Here’s a corner combo that involves wesker’s gun assist that does 771k for 1 meter. This combo can also be performed on certain characters midscreen.

cr. :l:, st. :h:, :f: + :h: xx :rdp: :h:, (j. :m:, j. :h:, j. :s: xx :qcf: :l:) x2, j. :m:, j. :h:, j. :s: xx :qcb: :l:, :s:, j. :m:, j. :m:, j. :h:, j. :s:, land and call wesker, :s:, j. :h:, j. :s:, :qcf::uf: :2p:(hold)

This combo works on sentinel and another character that I forgot midscreen. I’m still trying to modify this for 2 meters and I’ll capture it sometime this weekend so that it can be seen.

dude, thanks a ton for this combo video! I can do most of these combos with relative ease. I already put the fireball loop into my gameplay. WELCOME BACK AKUMA!

Thanks… there are a couple more things id like to do with akuma but not sure if ill ever get around to it… one cool, although not particularly useful thing you can do is off little kick hurricane kick you can cancle to beam super fireball and actaully link a jab or launcher off it as long as you arent to far along in the combo. Unfortunately its very tight timing. But its diff shrug…

[media=youtube]yMia15OtePk[/media]

I did put up some more tag combos involving akuma if anyone is bored/cares.

So are the combos in these vids generally practical as BNBs? I figured BNB was launch, OTG demon flip, relaunch, air super, etc. But these vids show combos that blow that out of the water and get 1-hit kills. Should a competent Akuma expect 1-hit kills? Or are those just begging to be dropped in actual combat?

It’s all good shit, just curious what I should be practicing.