not really a loop per se, but more of a reset. cool find man.
Way to not explain this at all for those of us who don’t have facebook accounts
transcript:
c.L, c.M, c.H, S, [j.M, j.M, j.H xx L tatsu xx air fireball super, jd.M (dive kick), M tatsu, S] repeat to infinity.
in the video it drops after a while, probably because akuma moves slightly backwards after each launcher, which makes the divekick not hit early enough.
Only reason it dropped was cause my execution on that rep was bad but it shud be useful late game because i always catch people in the corner with akuma
This one does about 770 to 780k in damage.
:u:.:s:, :qcb: + :l:, :l:, , :h:, :f:.:h:, :qcb::l:, :d:.
, :d:.:h:, :s:, :u:.
,
, :h:, :s:, :rdp: + :l: >
, :s:, :u:.
,
, :h:, :qcb: + :l:, :qcf: +
:h:, :qcb: + :h:
Now you can do the same combo, but do :s: after the fireball and add an OTG(preferably Wesker). Adds an extra 150k to 200k damage.
:u:.:s:, :qcb: + :l:, :l:, , :h:, :f:.:h:, :qcb::l:, :d:.
, :d:.:h:, :s:, :u:.
,
, :h:, :s:, :rdp: + :l: >
, :s:, :u:.
,
, :h:, :qcb: + :l:, :qcf: +
:h:, :s:, OTG, :qcb: + :h: (in air) :qcf: +
:h: (hold)
I don’t get it. Its not a combo… so it isn’t a loop. Is this crazy hard to block due to dive kick wierdness, or something? what happens if they forward tech out?
you cant tech out…you cant get out of this combo unless the akuma player runs out of bar
You don’t understand man, this isn’t a combo.
You can just block the dive kick correctly and get out of it.
The combo counter stops every time after the super.
I really hope this is a troll.
thats the thing you cant block the dive kick if you do it correctly sir please try it
Here’s my BnB (can be done from around the middle of the screen in either direction, requires corner near the end):
j.:s: s.:h: :f:+:h: xx :l: demon flip -> :l: followup, j.[:h::s: xx :l: fireball], land, j.[
:h::s: xx :l: fireball], land, j.[
:h::s: xx :l: tatsu], land, s.:h::s: sjc j.[
:h: xx :l: tatsu xx fireball super] j.:s:, land, jump up back -> :l: air fireball xx beam super
~1,003,100 damage
Uses 2 meters, builds 1.99ish.
If you are too far away from the corner to end the combo properly, do only two reps of the air loop, like so:
j.:s: s.:h: :f:+:h: xx :l: demon flip -> :l: followup, j.[:h::s: xx :l: fireball], land, j.[
:h::s: xx :l: tatsu], land, s.:h::s: sjc j.[
:h: xx :l: tatsu xx fireball super]
Not sure on the exact numbers for that one. I’m also fairly certain you can throw an air fireball on your way down and hit them with a beam super when you land.
Edit: turns out you can do the full 3 reps of the jump loop mid screen. It’s just a bit tighter on the timing. Also noteworthy is that these combos will not work on Amaterasu, Wolverine, or Zero.
whats up guys… new to forums but i have been reading them for a while…
This is for Akuma and Wesker
I’d say this combo is pretty good if you get a normal crouch string launch because you didnt hit confirm into the demon palm loop for one reason or another… it looks pretty cool too…
c.L, c.M, c.H, S, j.M, j.M, j.H. j.S. [land, Wesker OTG assist] M Demon Flip-> L followup, j.[ M, H, S, L tatsu],s.H, S, j.M, j.M, j.H. j.S, land, J Fireball XX Beam super OTG
710k 1 meter
If you are in the corner by the time you demon flip otg then you can do the L demon flip obviously.
When you get them to the corner you can tatsu into air fireball super then S. then beam OTG if you have 2 meters. the damage on that is around 900k
This is extremely easy to land consistently
**The normal Akuma + Wesker triple launch combo (gun otg >relaunch >demon flip kick> relaunch> etc) does about 40K less then this B&B in my experiences
[media=youtube]LolmdbCXFhc[/media] its kinda bad quality but w.e, you can relaunch after S -> sj. H -> H tatsu
lvl3 xfactor akuma is quite scarry tho
how many times can you dive kick loop (qcb:m:) before hit stun cancels it out, say I wanted to preform a midscreen combo how could I keep it going? is there an alternative to getting them OTG’d?
Hay guys this is my new show so if you look at it you have control and input so i can run shit about akuma just view if you dont like it then be a weekly hater cool ?
http://www.fingercramp.com/index.php/shows/why-we-hate-you
:a1: = magneto :a2: = iron man---------WARNING THIS COMBO IS STUPID AS HEEEELLLLLL: basically idk why but i discovered a combo thats pretty fun, requires little effort or execution but needs Magneto(hyper grav.) + Iron Man (repulsor blast) assists. this is the combo script:
corner only
j.:s:+:a1: :s: j.:s: j.:s: j.:s: land :s:+:a2: j.:s: j. :s:land:s: j.:s:
basically, just mash :s: the whole time, jump when you do a pop-up :s:, and you get a 10 :s: hit combo…this game is broken.
if you want to… do his beam super while holding H for otg for extra damage. btw I know you could proly do more comboing with this but I wanted to keep it just :s:
I ended up with 16 hits and 530,000 no meter. What did you get??? 0.o
I have been experimenting with these kinds of combos with other characters like Zero wolverine as well just found this today and akuma’s :s: combo is easiest
“j.:s: s.:h: :f:+:h: xx :l: demon flip -> :l: followup,”
I can’t connect the “:l: followup” (palm) mid screen. I can do it in the corner but never mid screen. Anyone have a guess what I’m doing wrong?
Maybe character specific. Try going into training mode and pick characters ranging from small, mid, and large. Also, if you are going to j.s you should add an air lk tatsu.
This seems to be a popular loop. I try it in training mode vs the default dummies, Capt, Scroll and forgot who the 3rd one is. It should work on these characters. It’s just connecting the palm that’s giving me problems. Every other part of the combo I’m not concerned about.
It may have to do with spacing then also. I have no problems. Are you going into demon flip immediately after forward + H? Are you pressing L immediately after L demon flip?