SF4 Akuma Combos

good job, claim your work :tup:

catchy name by the way

i 2nd that!

appreciate the time you invested in consolidating and grouping this info.

thx

Thank you Sir! The standing LK was my missing link. Actually I prefer the cr.LP as starter:
cr.LP, st.LK, far st.LP, far HK, cr.LK, LTATSU, HSRK

  • 10 hits, 294 damage, 440 stun, no ex required
  • need to be quite close, e.g. after LK cross over, ex Demon Flip Kick, or a small window after a blocked attack
  • FADC red FB not recommended due to damage scaling
  • a cr.MP after the far HK would push the victim out of range for the TATSU

EDIT: tested on Ryu

But man, the flow of that combo is beautiful! … although usage might only be limited due to other easier options.

If this combo is already well known, please ignore this post.

The only thing is though cl lk (st) wont link to st lp (far) against crouchers, so ive just been trying to practice cl lp, to far lp, but agianst crouchers you have to link that in itself before the hk. So tough to get it going against crouchers but possible.

Not sure if I completely understood your comment, but in general the far (standing) Light Punch requires that the opponent is indeed standing. I doubt there is a way to combo into farHk on a crouching opponent.

Ah yeh i didn’t clarify i was talking about against the 4 chars with large hitboxes, far lp hits them crouching so you can combo into hk on those 4 chars when they’re crouching but it’s tough. You probably don’t want to bother comboing into far hk on other chars since its much harder to connect a far lp, unless it is more viable than im currently aware, if so i look forward to being enlightened.

Just make sure they’re standing. Cr. lk = hit-confirm.

Edit: I’ve had no problem getting cr. lk -> cr. lp -> far lp -> far hk on Abel and Sagat. You can do it after a mk crossup or just walk a little passed throw range and do it.

I have had trouble doing cr. lk -> cr. lp -> far lp -> far hk -> far lp -> far hk -> far lp -> far hk -> far lp -> sweep off in a match. It’s just such a crazy combo, I have to do it.

Actually i tested the combo on a standing Ryu and did not have to many problems connecting (after training of rythm of course). So dependent on the spacing which needs to be quite close, I would say it also a possibility on characters of the size of Ryu. Don’t know about the loop though, just the possibility to combo into farHK, and then BnB.

EDIT: sry if maybe misleading, I am just searching for a more or less reliable way to combo into farHK (followed by BnB) from normals, but not executing the loop. The loop would be to difficult for me anyway.

i just got into sf4, and am trying out the combos. cr.LP, cr.LP xx LK Tatsu i can do maybe half the time, but i have not been able to land cr.LK, cr.LK xx LK Tatsu (the first combo) once. what gives?

also i’ve seen players move really quickly across the screen, through the air, using a move that looks like air tatsu. i tried doing this but barely go anywhere, and EX air tatsu just keeps me in the same spot. what move is this?

Paragraph 1: you have to link not chain the second lp before the tatsu to be able to cancel into the tatsu, if you press the 2nd lp too quickly it will chain which you cant cancel out of with tatsu. Cr lk, cr lk does not link it only chains so you have to go cr lk, cr lp to tatsu but i have trouble with that, so cr lk, , cr lp, cr lp is easier because cr lp gives you more frame advantage. Plethora of threads and psots about chaining/linking/cancelling out of light stuff.

2nd: its an early hk air tatsu, do asap jumping forward.

Out of curiousity…

How many people use the negative edge when doing something like HP/MP xx Fireball?

Do you hold down HP or MP and release it for your fireball, or do you press another punch button?

I hate using negative edge but I often get the EX hado because of it when I use a different punch button for the fireball.

What’s the consensus, is it better to learn to use the negative edge or is it better to learn to let go of the fucking MP (or HP) button quicker?

I am never aware of negative edge until it fucks me up for releasing a button too late. I always hit the button twice, usually the same button. This makes canceling from c.MP super easy, since it would be c.MP -> MP Fireball -> MP+MK. Fingers all in the same area.

i always do lp fireball after MP link. it feels best for me and as far as i can tell HP and MP dont help combo any more than LP

Different strokes man! We should play haven’t done that in a while.

ill be on from like 9 PM til whenever :tup:
but yeah i tried doing a little testing and i think akumas cr.mk > FB just sucks compared to ryus
the range is a lot shorter and busts my combos alot
if anyone knows anything about that let me know PLZ

Nice, I’m going to have to try that.

Right now I do it exactly the way West does it but EX hado comes out when I don’t release MP soon enough.

One more thing I need to get right in training mode I guess.

Awesome thread. This is definately helping my Akuma game out.

Got a question though. I am having a lot of trouble with the DP+LP -> FADC. I can do a DP+HP -> FADC with either one or two of the DP hits, but the LP version is just not working for me. What’s the timing supposed be like for this?

USING PERIOD-MILLISECOND NOTATION**

tatsu…(dp.lp)…fadc…shaku

Awesome. Thanks West. :slight_smile:

West is a sophisticated robot programmed specifically for SF4.