SF4 Akuma Combos

doesnt work with the far hp?
cause I remmeber trying that combo with close HP, and kept getting far one…
somtimes works for me if I do crouching hp (the uppercut) but that seems to take longer.
anyway thanks I’ll try it out

Far HP is for all intensive purposes a completely different normal, different frame data and all that junk. A lot of normals have different close and far properties, much like crouching versus standing.

Close HP = 4 frame startup, 2 frames active
Far HP = 6 frame startup, 3 frames active
Crouch HP = 6 frame startup, 4 frames active

hey lordofultima

do you use the 8way octo plate? or the square plate.

I’m not sure where to best put this tidbit for it to be best in context, but as what I got is mentioning a combo I found, I’ll leave it here and hope it gets spotted by enough folks.

While I was asking MuKen about his use of the HK double roundhouse in a specific match-up, he had this to say:

“In this particular match, I primarily use it in hitconfirm situations (neutral air fb), I don’t generally poke with it. As you said yourself, it’s a high risk move. If I do throw it out, I often intentionally whiff the first kick. The second kick alone can’t be crouched, and the intention is that maybe my opponent was waiting for a whiff to punish. When looking for whiffs, it is awfully difficult to differentiate what attacks are being done, so it’s easy to see the first kick whiff, then try to sweep and eat the second kick into combo.”

Now, tragicly in my case I can’t do the Tsujinrai Demon quicker than the 7 frames the roundhouse takes to startup and I estimate that my fastest Tsuji plinks are (optimisticly) about 9 or 10 frames.

The tragic part is that I decided to try out my use of this Super Kara for my own sorry setup. It comes down to basicly whiffing the first kick as close to their face as possible and going into the Super ASAP, with the extra range (supposedly gained) from the Kara of either the first or second kick added onto the ground gained quickly by the first whiffed kick.

This puts you in their face for the Super. The supporting theory being that (hopefully) whiffing the first kick means that while they’re holding back they get frozen by the blocking animation that the game sticks you in when an attack ,even whiffed, is within a certain range, and that keeps them from simply backwalking out of your ideal range.

I’ll say that it works, but also that it’s not particularly good. More insured from interuption than a dash-up Super, but much less reliable. You can use it for a Super at one character distance between you, any more and they can jump out, and any less and they’ll probably eat the first roundhouse.

Weak-but-ever-so-slightly-viable as this is; I considered what you said about the second kick as encouragement to try it out in practice. If I miss the Tsuji/plink input and the second kick comes out, it’s likely to beat them trying to punish the first whiff anyway. I previously had it in the basement over needing to be looking to whiff a first hit in their face while spacing for the ideal range like that.

When I was trying this out in a match I was getting some counters with that second kick, though clearly too far out to combo with. At one point I scrubbily mashed out a sweep and got a ‘2 hit combo’ above the ‘Counter Hit’ text.

I checked this out in training and confirmed, the second kick on counter hit lets you combo the sweep, but also combos into a second double roundhouse. (at closer range)

This goes to help in line with what you were saying about your use of the double roundhouse, and as long as I’m not already teaching a retirement home to suck eggs here, might help pad out some more of Akuma’s tactics for the users here.

The tl;dr of this is:

Spam roundhouse more :sweat:, shit combos.

Square.

Hey lord of ultima,

How can I slap?

Much training is required to slap, so I can spar with you and give you the secrets to success. Hit me up on my pager for more info.

Didnt see this one here:

425: jump HK > cr. MK > QCF + HP > FADC > cl. HP > LK tatsu > HP srk

Do we have jump in HK (hitting at waist height or lower), far.HK, cr.MP xx Fireball, FADC, far.HK, cr.MP xx LK Tatsu, HP SRK down here yet? Haven’t seen it posted

hey Trag, can u train me on akuma? pls ^^ i have a hard time doing combo’s and i think its the reason y i dont do so well…

oh and i also got a mic, so it would be easy to communicate =)

^ 1st its called training mode we all went through it it just takes time.

2nd I HAVE A NEW FAVORITE COMBO!!

j.HK->f.HK->cl.HP->fb->FADC->cl.HP->ex tatsu->HP dP (only in corner or near corner) 536 dmg 915 stun!!! 3 bars

^video soon

Heh taking a page from my book are we. :cybot:

[media=youtube]bCfuEXzJ_d0&fmt=22"[/media]

Advertisement…can’t seem to get away from it even on a SF board.:wink:

I just think as many newbies need to see my video as possible, this will hopefully quell some of their concerns. But yeah advertisement pretty much, although advertisement that I don’t get paid for at all – sort of a bummer.

Ok question about punishing in the corner. The ex tatsu is better than a lk tatsu only if you get the fierce dp following the ex tatsu (ie it spins them around to the right side). The spacing is can be fickle to do that based on what you’re cancelling from, anyways my question is do you guys make an effort to use ex tatsu in the corner for punishing situations? If it spins out wrong you not only lose that bit of dmg, but you lose the corner pressure advantage.

It’s actually pretty easy once you learn the ranges based on character. My rule of thumb for Ryu is with back to corner, as close as possible c.MP -> EX Tatsu, and with ryu’s back to corner short, jab strong -> EX Tatsu, or c.MK -> EX Tatsu if our feet are almost touching.

Sorry im not totally sure of what you’re saying here, “My rule of thumb for Ryu is with back to corner, as close as possible c.MP -> EX Tatsu” does that mean ryu is in the corner or you are? I thought i found just before that a point blank cr mp-ex tatsu would keep them on the same side, but a slightly spaced cr mp to ex tatsu would flip, and again even further out it would keep on the same side. There seems to be 3 ranges for each normal xx into ex tatsu?

Also i didn’t realise ex tatsu ranges would be char dependent, are you telling me you learnt the ex tatsu ranges for every character? Can you categorise chars into groups or is it different for each dam char? lol

Hmmm maybe we can make this work, I’ll get 20% as your management. :rofl: