SF4 Akuma Combos

I dont think this would be mentioned yet

No idea if it hits outside of the corner but here we go:

c.lk, st.lk©, st.lp (f), st.rh, c.lk, lk hurricane, dp+hp (284 dmg)

Not worth it for dmg obviously, but oohhh the style points

:slight_smile:

Have you guys tried using EX Shakunetsu after FADC LP uppercut? I know it uses 3 bars of EX, but the added damage is pretty nice.

I’d like to add how ridiculously important being able to link cr.lpx3 or cr. lpx2 > cr. mp consistently is, at least in my opinion. When you use LP to stuff another persons moves and then if they’re standing turn it into 300 damage, it’s pretty huge. And also when hitting crouched opponents with those links EX Tatsu becomes a very useful move.

about the infi loop. I suppose the limit is about 12-15 hits on sagat but Iam not sure, though that was the amount of hits I could reach till sagat was out of reach for the s.LP

I dont think that this kind of setup will be used in matches, more like in combovids becouse its way to hard to do it on daily basis.
I did a small example vid for u how such a setup could look like : [media=youtube]tmJHBXWO0m8&fmt=18[/media]

I just remembered after redoing the hard trials that the HK can be FADC back to BnB if you wind up in cHK range by accident.

This is why I love Akuma. You know you’re gonna land some HKs, some MPs, and so on that theoretically could pay off big time, at every range. Now in about 10,000 more matches I’ll instinctively know what to do at each range and be set :wgrin:

This is now my bible… and you sir, are my prophet!
This is the business. Thank you!

to kanosig… I was referring to landing the HP© after the HK(far). Knowing when to use HP© or HK(far) after a jump in really isn’t all that hard after a while. And as for using two bars to FADC… I guess it would be of use if you messed up and accidentally got HK© instead of HK(far)… u would be doing more damage if you just used that FADC for a red fireball at the end of your combo than right there unless you accidentally messed up.

This worth anything?

(you in corner)
s.fp xx EX tatsu, fp shoryuken

Your opponent ends up in the corner after this one. I’ll have to check on the damage again; I can’t recall at the moment.

524: jump HK, far HK(2hit), HP© -> QCF+HP -> FADC, HP© -> QCB+LK, DP+LP -> FADC, HCB+HP

Does this mean after the hp shoryu fadc, you just press heavy punch when the opponent is about to land and then go onto the rest of the BnB?

No, what the notation actually means is use QCF+HP for a fierce fireball into the first FADC. From the hitstun and the dash in from the fireball, the HP will link into the rest of the combo.

ooh ok sorry i got confused

So, damn ashamed im gonna ask this, but is akuma capable of doing fierce hurricane kick in to shoryuken? (and medium?)
I can only seem to land the timing on a low one.

Low Tatsumaki only.

Thanks much optimus.

actually yes…depending on how u hit them with it…but its usually not a link

sorry to not read back but just felt like adding this

j. RH, d.mp, FP DP+FP FDAC , l.lk, lk , lp RH dlk qcb +LK , DP+FP

2 damage

09827198 = cool points

hey i was wondering what’s the most damage u could do to akuma with akuma? assuming u have full super and ultra meter… cause this combo makes akuma dizzy…

j.hp, s.hp, qcf+hp, fadc, s.hp, qcb+lk, dp+lp, fadc, hcb+hp = 860 stun…

so what’s the most damage u can do afterwards? would fa lvl 3, ultra or j.hp, s.hp, qcb+lk, dp+hp do more? and what’s the total damage?

what are the EASIEST combos to do with akuma? beginner combos… max 5 hits… can anyone make a list?

easiest combos for good damage with akuma are pretty much just… well… his bread and butter?? lol. IF you mean what are easy combos OTHER than his ___ into lk tatsu into HP SRK… then… I’d say his best easy output combo is:

HP cancel HP SRK. Its EASY as all hell… and doesn’t even do THAT much damage less than his BnB combo (as well as it hits crouching NO MATTER WHAT…which means sometimes you’ll be using this ANYWAY…). but yea… that would be his “easiest but good” combo. 4 hits (I kept it below your limit of 5 ;P).

Its also a good option if lag is starting to mess too much with your ability to land his BnB combos. You don’t want to be taking combos back to the face because you miss the SRK after the tatsu because you stupidly played a 2-3 bar connection gone bad…lol.

And to mastaroth… after a stun from a combo that long (I posted something similar to it a little earlier in the thread that also did enough stun to instant stun from 0 on akuma)… it really isn’t worth trying to do a full combo for “as much damage as possible” as the scaling at that point is horrrrrible. Probably the best choice is to (after the stun) focus hit dash HP©, lk tatsu, HP for a reset and from there you can do a demon flip grab or whatever other mix-up you want. Def not worth using another bar of super though at the very least… Making something simple like his BnB probably the best option (other than a reset) so you can build a little meter. Another decent option is just to focus hit dash throw if you are in the corner. And then using his corner wake-up options from there.

I’d already looked into this:

For the most guaranteed damage to follow a stun, it’s an open Ultra without the focus, and that’s only gonna be when the Ultra has a full charge. Only do it if the extra damage (about 100 points max) will kill them for sure.

Following a stun, especially with that many prior hits, the scaling will be that low that a full focus into the most basic followup is going to do very little if any less than whatever monster follow-up you could consider.

Open stun = Full Focus, dash, HP, bnb.
Corner stun = Full Focus, backdash, Double roundhouse, cr.MP, bnb.

Resets over the Shoryu finish are recommended.

oh thx… i just don’t like doing reset that much cause of opponents mashing on dp… so since the ultra follow-up does the most how much is the total damage?

j.hp, s.hp, qcf+hp, fadc, s.hp, qcb+lk, dp+lp, fadc, hcb+hp > full ultra = ???