SF4 Akuma Combos

Nice stuff

[media=youtube]ETN7sEjb23c[/media]

my favorite combo 493 dmg 820 stun (instant seth stun) It can also be set up with dive kick which does less stun and damage but still worth 3 bars.

I prefer this one.

[media=youtube]iXI_y85lx0s[/media]

492 and one bar less. :wink:

yeah but the exact spacing to link the sHK-> sHP is crazy tiny frame window not to mention that one can’t be setup with dive kick either.

Timing isn’t an issue since the start up is 4 frames off of a +5 advantage, but yes the spacing can be. Although EX air fireballs have an interesting property of getting the spacing right 90% of the time because you magically get pushed forward. So it isn’t so impossible to use. Though yes it can not be used off of a dive kick. That is exclusively HP combos.

It isn’t like either of these combos see regular use however. Both have restrictions, but in terms of possible combos I like mine better. :wink:

Yeah I’m a fan of linking sHK combos into red fb but my combo is just so freakin awesome looking with the ex tatsu and I’m just so happy when its not over and you throw a HP SRK in there.

Question regarding combos involving an fadc, eg cr mk, fb, fadc, cr mp something, Does the first attack immediately after an fadc have to be a link, ie you cant spam the normal and if you do it wont combo? Ive been fooling around in training mode a while, and cant be certain either way. It’s probably better form in the long run to just try and time it every time anyways? Can anyone clarify?

It needs to be a link. Although FA’s and normals (character specific) can be cancelled with a dash. A dash in itself can never be cancelled.

The follow-up attack after FADC needs to be timed to the end of Akuma’s dash.

Awesome thx man

It’s also the same with recovery of the TAT+lk > s.hp xxDF
The difficult part of this reset is timing the “s.hp”. I always do it too early. I see Akuma’s feet hit the ground from the TAT+lk and think it’s time to hit s.hp. But the s.hp doesn’t come out - indicating Akuma is still in recovery.

So I started doing it later and later. It works now… but it is a pretty difficult link to do. As the opponent usually is just about to hit the ground before the s.hp comes out.

The moral of the story?
If you press a button to link and it doesn’t manifest on screen… it is a good indication you done it too early.

What’s tragic about this is that the game is so lenient on commands that it ALLOWS scrubs to mash QCF + FP x 20 and beat you with a random Flaming SRK or Ultra.

But on links and cancels, it’s so anal that even a 1 frame misstep, your input doesn’t register. I’ve had it happen to me countless times where I think I’ve timed my links right and Akuma just stands there doing nothing, like “Please Mr. Ken Scrub Sir… Punch me with your flaming hands! SHORYUKEN!!” :razz:

PS: I’m using Ken as a reference, but it could be anybody really.

real quick question: Is it possible to just go l.srk->fadc, red fb or do you have to juggle the l.srk from the l.tatsu? Also, if it is possible with both, is it easier to do with the tatsu juggle than just regular?

^^^

you can do it w/o the lk tatsu. imo they’re about the same. you can also use mp dp for more damage if you didn’t use the lk tatsu (you’ll connect all the hits of the red f/b) and you’re in range so that you’ll connect both of the hits of the mp shoryuken.

If you’re doing an SRK raw out of the blue, than an MP SRK -> FADC, HP Shaku would be your best bet, nets more damage.

im just asking because im trying to learn the full bnb w/ red fb. I tend to break combos down to learn them but when i try to just do lp srk fadc red fb it never seems to connect and i was wondering if it was just me needing more practice or if you need the tatsu in order to get it juggle high enough to land the fb.

Well juggling with the LK SRK out of LK Tatsu has a strict timing unlike the HP SRK for instance. I do a lot of LP SRK’s out of the blue, so I imagine that’d be a good place to start. Immediately after the LP SRK, tap F+MP+MK, F. Use the latter Forward input to buffer the Red Fireball motion. I have a [media=youtube]bCfuEXzJ_d0&fmt=22"[/media] showing my execution throughout the whole thing, check it if you’re still confused.

k, so it is just a timing issue on my part. Thx for the help. Its back to the lab for me then :slight_smile:

EDIT: GYAH!!! why can I do 99% of Ryu’s combos withina half hour but I’ve been trying to do akuma’s bnb + fadc red fb all day and still can’t get it?! Is it really that hard or am I missing something?

I was wondering why people use the lp dp over the hp dp when comboing with akuma. I test the damage an if you let the first 2 hits go on the hp dp and cancel to hcb+p it does 20 points more damage. Just wondering is all.

I was told that the lp version works best because of damage scaling, but really… it does less damage. You guys can test for yourself. If there is a really good reason for doing the lp version over the hp one i’d like to know.

Also I’m sure this has been answered but if not i guess its best to ask now

when i do s.lh i can get the c.mp but idk the dp never comes out. I’m not a scrub who can’t do “combos” or anything. I’m just unfamiliar with the timing and would like to know the timing for that particular combo.

Try it after a LK.Tatsu (qcb. lk) and you will see quite quickly why LP is better for canceling into a Red ball. Also the HP has a bad tendency to whiff if you aren’t close enough. If yo use a naked DP the MP is the best option since it delivers the full damage (160 damage compared to 133 of a 2 hit HP) and still allows all 3 hits of the fireball to connect.

Also Shiro I always do Lk tatsu->mp dp->FADC-> shaka it does 11 less damage than lp dp to shaka but I find that I’m basically 100% with it because I have some time for my hands to move (you can do the motions slower).