MvC3 Akuma Combo Thread

I cancel into :l: demon flip as soon as I can after the :f:+:h: hits. I’ve watched youtube videos of this but for some reason I’m unable to replicate it. :frowning:
In corner it works but mid screen the other character is just too far away after :f:+:h: for the palm to hit.

Like I said it maybe a spacing issue. If you can’t get this resolved I’ll post up a vid on how you have to connect it properly. Better yet, if you have the capability, you should post up a vid of how you are doing it wrong. That way it would be easier to resolve this problem for you.

I appreciate the help but posting a vid wouldn’t help me. I’ve seen plenty. I’ll give it a few more tries and then post a video since that would probably be better.

I’m sure it’s a spacing issue. Try this instead of doing j.:s: s.:h: :f:+:h: xx :l: demon flip do j.:s: s.:m: (2 Hits) :f:+:h: xx :l: demon flip I think you will get better results. For j.:s: s.:h: :f:+:h: xx :l: demon flip to work properly you have to jump-in deep and be close to your opponent. Try that out and tell me the results.

[media=youtube]Wb_h3vDqT0E[/media]

In case you were curious, the demon flip loop still works in ultimate. You don’t get as much meter, though ;_;

Well least we still have it, plus akuma is such a versatile character in terms of comboability Im sure we will find ways to make 1.5-2 bar building combos. Plus now we can demon flip in the air, one way or another thats gonna help his combos.

Pulled this off a few times last night just messing around online so don’t know exact damage on it yet but was doing decent.

c:l: c:m: c

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:s: , j:l: j:m: j:m: (air demon flip light)+:l: (will send them into a ground bounce, wait till landing) :s: , j:l: j:m: j:m: j

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(Don’t hold

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) (Delayed j

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) land( j

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hold

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for beam OTG)

Also timing on this seems like it has to be almost perfect played about 30 matches last night tried this every time I caught an akuma juggle going and only landed a few times( also not if the combo goes above 3 pre launch the air demon flip light won’t come out fast enough and they will be able to air tech out and the combo drops. Also characters such as (Dante j

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, Vergiln j

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) , (Trish , Wolverine - Dive Kicks) , (Hulk , Sentinel j

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) can air punish you for missing the demon flip in the air before you can recover which can result in a dead akuma.

I thought it would be funny to put a TK teleport in a combo. If you have an assist that causes wall bounce like Strider’s Gram you can do c:l: + :a2: (same time) c:m: c:h: :s: TK teleport :h: :s: sjc into anything standard. It tacks on a little extra damage since it lets Akuma fit a wall bounce in which he otherwise doesn’t have. You also still have time to OTG relaunch combo at this point.

Some quirks: You may have to fit a dash in right after the teleport to standing :h: depending on character size or do c:m: to s:h: if you’re in the corner. You can also start the combo with whatever, dive kick, air tatsu, etc. The scaling wont affect the rest of it.

whatever magic series into launcher SJC A :m: A:m:A:h:DEMONFLIP LIGHT+Palm… land… j:m:j:h:j236+L…land… standing :s: etc
I still don’t see how air demonflip extends combos really. That’s the most I could get out of it.

I don’t use it at all if I’m already combo’ing. Basically just to OTG off air throws. I’d much rather use palm on the ground and go into his ground loop for good damage and meter gain.

Oh, also good for resets after you end your combo with OTG super. You can flip palm/kick immediately after you super before you land, and they will be flipping out in the air.

Gonna test when I get home to see if he can go into the palm loop x 3 after an air demon flip. Other than that though, I don’t really see the air demon flip extending his combos, his combos were long enough in vanilla.

Anybody got combos for Akuma + doom missiles? I’m going to try and make some use of it.

I’m going to try rolling Firebrand-Akuma tatsu-Doom missiles.

Akuma will be 2nd and have meter since my Firebrand is all about resets and unblockables/mixups. So just basic fireball spamming and assist punishing, and offense if I want.

What’s the standard go to BnB combo for Akuma with no assists? I use him as an anchor now.

Made a combo video with my akuma team Chun-Li, Taskmaster, and Akuma.
[media=youtube]CGjcGpIrYUw[/media]

Does essentially every akuma combo have a demon kick in it? The team ive been trying to use is wolverine/vergil/akuma, with vergil being my weakest character

[media=youtube]mZQxfs5FZmI[/media]

Look at this combo, you can probly use any other assist especially otg ones, but i use nova strike

guess I should post here as well… I made a akuma video showing off his probably best combos now. They do a smidge more then his old best ones. Although some of them are fairly awkard. But the overhead one etc or if your in the corner are pretty easy instant kills. Also because even after I talked about it in the first game no one went and did it that I know of I put up a semi infinite of his vs big characters as well shrug.

[media=youtube]BqoCvVYPQiE[/media]

[media=youtube]8ViQGEVwYEw[/media]

And of course you coudl always compare the damage to his old bestish combos from my first video. Again they only do a smidge more but it does use his air demon flip to get bigger so kinda neat I guess…

Can you provide notation? I could really use a lot of these, but I’m failing on the timing of doing the demon pal and hitting them before they bounce. Any tips?

So what would you guys say is akuma’s optimal combo now? I see so many different combos Im not entirely sure which one to go with.