SF4 Akuma Combos

im not a machine ok? im just west.

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You fused with your Xbox d-pad don’t lie to us.

Theory fighter time-

Anti-Balrog jab block-string:

cr. lp > cr. hp xx ex shakunetsu > hp shakunetsu/ex tatsu/hp srk

(In the corner, hp shakunetsu can juggle into ex tatsu or hp srk if you used it instead of ex shakunetsu)

Explanation:

Balrog’s jab is 4 frames and there are 4 frames between cr. lp and cr. hp on block. If you have perfect timing and Balrog is mashing, you’ll most likely get a counter-hit which means shakunetsu will combo. If you have perfect timing and Balrog has perfect timing, you’ll trade and you’ll have enough frame advantage to sweep him on reaction to being hit and it’ll still combo (3 frame link). If Balrog blocks the HP, but mashes between HP and shakunetsu, you’ll get another trade but he’ll still be hit by shakunetsu and you can still juggle him with ex tatsu or hp shakunetsu (and it’s easier).

The ex shakunetsu > hp shakunetsu juggle is very tight, but super cool. You only get two hits off the hp version, though, but it’s meter free. This works because ex shakunetsu has crazy amounts of frame advantage – +12 on block.

If Balrog is a good boy an blocks the entire thing, you’re still +12, so you can hit him with any normal you want. If I were Balrog in that situation, I would want to get up and walk away, so keep pressure on him with a low attack.

I would use a standing lp for more frame advantage or a cr. mp to give them more time to think about mashing, but they both push Akuma out of range of cr. hp. :confused:

Chun-Li is another character who likes to mash jab, but hers is a frame faster, which means she has a chance of counter-hitting you which can lead to ex legs which just leads to badness. So it’s more for scrub-li or a Chun you know will probably just let you finish cuz she’s afraid of getting combo’d (being hit by ex shakunetsu up close is still a bad situation).

In the corner:

Cr. mp > cr. mp > cr. mk xx ex hado > ex shakunetsu

This works against chars with 3 frame jabs. Gives you a couple of chances to fish for that counterhit into a knockdown juggle.

Edit: The double shakunetsu juggle seems like it’s verry character specific midscreen. So far it only works on Balrog for me.

Edit 2: I got this shit to work on a cornered Abel. It’s legit lol

Eliminate!

Noob clarification qs: does ex fireball/red fireball force a long knock down on hit ala a sweep?

ala yes

ala thx

wat. no, you can quick rise from those.

Aka thx for nothing west lol

I like your theory btw dude, i will try it out online.

I thought Rog’s crouching jab was 2 frames?

But this does sound interesting and I’ll have to give it a try!

My bad, it’s 3 frames. I was talking about his cr. jab, but I was looking at his cl. lp. Now I really wish Akuma’s st. jab didn’t whiff on so many opponents. :confused:

misread ewps

In the hope of getting a better understanding of fighting games in general, can anyone tell me why the lp.shoryuken > shakunetsu doesn’t work, similarly to what Ryu does with lp.shoryuken > ultra or ex hadouken?

I assume Ryu recovers faster from his shoryuken, but looking at the frame data I don’t understand what the numbers after the + mean (17+18 in Akuma’s case).

Also, assuming a trade in the shoryuken, is it possible to connect the shakunetsu after? Or does it have something to do with juggle properties?

Yep you hit the nail on the head with that one. Ryu’s SRK recovers about 11 frames faster (or about 1/6 of a second) and also his fireball has a shorter start up. That is why Akuma has to FADC to use his.

As for a trade, I would assume if you get the fireball off in time it should land. I have never tried it, but in theory it should work.

When you see something like 17+18 that means there is two parts to the recovery. In this case there are 17 frames as Akuma is coming down and then 18 when he lands. For a grand total of 35 frames. So you are vulnerable for over half a second which is forever in Street Fighter.

wow very good info from everyone here…and to be honest I never really payed attention to the frames but seeing how everyone is good with the knowledge I guess it helps to understand it and use its advantages and disadvantages during a fight…I feel like a noob but to be honest I haven’t played SF since 98(I was in kuwait and iraq after wards) and I got back into with hd remix and SF IV but I always used Gouki and I’m ok with him…keep the good work going guys.

Cl. lp and far. lp are so amazing on paper, they need to be used when they can be. Hopefully my notes help someone along with their up-close game.

**Cl. LP: **

Frame advantage on block/hit: +3/+6

Links: Every ground normal except far mk and far hk.

On hit, it can be linked into very damaging normals like far hp, sweep, or cr. mp/hp xx tatsu~ depending on the type of mix-up you have in mind after your combo.

On block, it safely links into cr. jab and far jab; meaning, if you time it perfectly you can link another jab from it without having to worry about reversals. The linked jab can be canceled into any special for a mix-up of your choosing. This is the only normal Akuma can do that with and most characters can’t do it at all without risking reversal.

It also tightens up the cr. hp counter-hit setup and eliminates any chance of you being counterhit by a cr. jab.

**Far LP: **

Frame advantage on block/hit: +4/+7

Links: Every ground normal except far mk.

If you connect with far lp, you can go CRAZY on some characters with far hk. Abel has no choice but to just die, really. (I don’t mean to imply it’s an infinite cuz it’s not, but it has high stun potential and you’re pretty much fucked for being hit by it.) Other characters will just have to wait out a long combo ending in bnb + mix-up.

+4 on block is amazing in the context of Akuma’s moveset. It explains why more precision is required to hit with it. There aren’t any super safe offensive options off it, but anything you do is definitely safer.

If you linked into it from cl. lp, you have mix-up options. Otherwise, you can walk away, fireball, or go for a safer normal. Cr. mk leaves a 1 frame opening, which means no normal will beat it. Far hp can’t be beat by a normal either and combos into sweep on counterhit (counter-hit hp + sweep = 260 dmg/450 stun).

Lots of characters, if you confirm they’re standing with cr. lk can be set-up for a st. lp. For now, I’m interested in how well these moves work on opponents who block. The spacing for these is character dependant.


**Cl. LP**

*Cr. lk x cl. lp ... *

*Blanka*
*Cammy*
*Chun*
*Dhalsim*
*Viper*


> far lp.

Gief
Gouken
Sagat

*Balrog

> cr. lp

Balrog
Gen (Mantis)
Guile
*Honda*

Rose
Sakura

Akuma
*Bison*
Dan
Elf
Gen (Crane)
Ken
Ryu
Rufus
Vega

Abel
Fei
Seth

Gief
Gouken
Sagat

o cl. hp

Rose
Sakura

Akuma
*Bison*
Dan
Elf
Gen (Crane)
Ken
Ryu
Vega

Abel
Fei
Seth

Gouken

o cr. hp

Akuma
*Bison*
Dan
Elf
Gen (Crane)
Ken
Ryu
Rufus
Vega

Abel
Fei
Seth

Gief
Gouken
Sagat


Key:

Purple: Must be very close.
Orange: Must be close; odd hurt-box.
Red:  Must be close.
Blue:  Between very close and passed throw range.
Green:  Fat character.

x: Rapid fire.
>: Tight string.
o: Open string.

Notes:

*Blanka*
*Cammy*
*Chun*
*Dhalsim*
*Viper* 

^Cannot be hit by cl. lp while crouching.^

Any character who isn't hit by cl. hp means far hp comes out.  

*Balrog can be cr. lk x cl. lp [walk up] far lp 
for a counter-hit.

*Honda*:  When crouching, he can only be hit high 
if you make him block first.

*Bison*: Timing is tricky for his hurtbox, 
but if you can hit Bison, you can hit anyone.


I hope it’s easy enough to read… I wrote this all down as I went along so I can look at it later.

Great post. Just a small typo there, you have Cl. twice.

Gotta work on hit confirming…

Fixed. Yeah, when you have control you just gotta have faith in your execution and go for it. If you were gonna get hit, you’ll get hit anyway… let your concentration be on doing a combo when you see your hit-confirm connect or going into a block string if your hit-confirm is blocked.

I’m not exactly sure where/how I’m gonna implement this info, but it’s definitely gonna have a place somewhere.

Ok quick comment and question here. One thing that I’ve been wanted to add to my game is the c.lp > c.lp > DP + LP combo. But when I put the training dummy (aka Balrog) on auto block, i’m confused about whether or not you can really “hit confirm” this combo. My question is, when do you input the srk motion on the joystick? Because it seems to me when you do the two jabs and then by the time you do the srk motion and input the third jab (to give you the short dragon punch), the training dummy is blocking already. So really what you get is just the “two hit combo”. To me it seems that the only way to achieve this combo is through just blindly executing the combo just hoping the opponent isn’t blocking (which takes the hit confirm out of it). Am I wrong here? Could someone give me just a little more input on this?

@hi-tekk. you need to link the two c.lp in order to cancel the last c.lp into a dp. after your first c.lp pause slightly before hitting your second c.lp to link the two moves.