I can tell you that those combos are actually fairly easy to pull off. I see no reason not to use them. 950+ dmg off 2A for 2 bars? Sure why not lol.
Nice! What do you use for your BNB then? Sorry I have to ask, but the original post isn’t exactly up to date and all…
midscreen:
:d::l: :d: :f::h: xx :rdp::l:~:l: land, [J.
:h::s: :qcf::l:] x2, J.
:h::s: :qcb::l:, land :h::s:, SJ.
:h: xx :qcb::l: xx :qcf::atk::atk: (fireballs), air fb land :qcf::atk::atk: (beam)
closer to corner:
:d::l: :d: :f::h: xx :rdp::l:~:l: land, [J.
:h::s: :qcf::l:] x2, J.
:h::s: :qcb::l:, land :h::s:, SJ.
:h: xx :qcb::l: xx :qcf::atk::atk: (fireballs), J.:s: (knocks down), jump back air fb xx :qcf::atk::atk: (beam)
Damn, seems hard to believe those are easy to do LOL I’ll give em a shot when I get home
You can easily do that dmg without all that work. Just use an assist that works well with yours gameplay. Use resets, trick your opponent, use unblockables. Etc
These combos are hardly what I’d call “work”. And if he gets the chance to OHKO, why not take it.
So…rather than take the guaranteed damage from a combo (that will KILL them), you think you should use resets? Horrible logic. Going to give those combos a go when I get home, hope they up my Akuma game.
Horrible logic? Hahaha wow kid YOU ARE BAD.
Whats the logic in ’ GUARANTEED DAMAGE’ If not not guaranteed at all?
Play style, not everyone plays like you. Not everyone likes to put all the eggs in one basket. And I know damn well not everyone thinks like you.
" let me use this massive long combo that…OH SHIT I FUCKED…"
OR
Do a combo that does BnB that does 600-750k, set up a reset, continue with it.
Thinking you can always pull off a 1hko ( meaning 1million at least) combo is plane R E T A R D E D. But I know its not possible. But to only rely on it…you haven’t played at top level yet.
its not always about 1hko combos. Look at wesker, his mix ups are ridiculous. If you only go for one combo, of even two combos. your opponent will know what to block.
I.E.
Those 2 combos start out the same, they will be blocked the same. You will never expand your knowledge if you do not learn how to do resets, or any mix ups what so ever.:tup:
Except you can start those combos, or variations of such, from a variety of situations (overhead, crossup tatsu/assist, airthrow, air-to-air hit, etc).
Also, Wesker combos generally leave you in a good spot for oki, whereas Akuma combos… don’t.
Hey I don’t think anyone answered you. Your statment is a little vague: you could do a regular jump tatsu, land, and continue combo; on some characters you can launch into H air tatsu, if you get five hits you have time to jump up and combo again; in the corner, if you TK tatsu after launch into super, youre low enough to follow with an M tatsu that lets you relaunch.
If you need to save your ground bounce or have used it already, it’s an option to continue your combo, hit stun allowing.
I don’t think I’ve seen this combo opener listed: (940,400 damage, corner only)
:d::l::d::h::f::h::qcb::l::d:
:d::h::qcb::l::d::l::d:
:d::h::s: sj.
:h::s: land :rdp::l:
land :h::s: sj. :h::qcb::l::qcf::atk::atk::s: land j. :qcf::h::qcf::atk::atk::h:
Against Sentinel, remove the :d::h:. Against some characters you may need to change the first :d: into a standing
and against some characters who fall faster, you need to add a :d::l: after the first Tatsu. Some characters can’t get the second Tatsu, either. With those changes, the damage drops to ~874,500.
I bet if people really looked into it they could find something.
If you have to burn 5 bars to kill one character then no it isn’t worth it. Part of getting good is learning good meter management. Because after you kill that character you have to deal with the next character and having no meter as Akuma is not a good situation considering hit lives off the threat of a super punish.
Some elements of those combos could reasonably be used though, but keep in mind big long combos do introduce more and more chances to drop it in the heat of a match. If you can do it without sacrificing a ton go for it.
THANK YOU! Finally, someone who is good and knows what they are talking about ~ :party::party:
I actually only use Akuma as an anchor to spam his 214L in XFactor
So, how do I get this to connect midscreen? demon flip kick is too short or slow and keeps whiffing if it’s not in the corner.
I can get the flip amywhere on thr screen. But doing the x2 fireball part is tough to land the second rep… Any advice?
oh wow… thats supposed to be demon flip PALM not kick lmao. I was in a rush when I wrote that up… my bad, I’ll fix it now.
see above that should make it easier for you
I do use paln and it didnt help. Lol. But i got it anyways. Its actually easy
with that combo I prefer starting it c.L s.M s.f+H because c.L c.M s.f+H has all kinds of reach problems. when you use s.M you can combo the f+H from further away.
its also worth pointing out that combo builds the 2 bars it needs for the supers during the combo… sooo sick! with a j.S xx 214L starter it does 1,050,000 damage. ppl usually do jump back air fb xx beam OTG, but if you do a neutral jump L hado xx beam OTG you get a good air reset afterwards.
other hella cheesy combo: air hado, land, grounded beam super XFC beam super - just under 900k if you have lvl3. so laughably easy to hit confirm a beam off a landed hado… especially if it was a superjump hado. stuff like that makes me want to build a team around Akuma on point… I have a lot of fun playing as this guy
i found this while i wwas in the lab it works and i could just do it forever as long as i had bars…http://www.facebook.com/video/video.php?v=10150262865584714&comments