SF4 Akuma Combos

Not really. You don’t have a big enough window to double tap and still link if your first press was say, 1 or 2 frames right before the button recognition window had opened up.

gotcha. I’ll keep working at it. Thanks for the advice, I really appreciate it.

I love HK (far)-cMP, QCB+LK, HP DP - is a nice damage option when you approach with your scary kicks :slight_smile:

I just can’t get the SADC right, I’m still waiting for my stick so I have to practice with the pad (360, analog) - but I have a hard time doing the cancel and a move so fast afterwards. The cancel of the SA is hard enough :frowning:

You can link a lot of things after HK(2-hits).

Most notably:

LP(f) (links to another HK)
c.LP (easiest option for -> QCB+LK)
c.MP (-> QCF+HP will always connect if the c.MP hits)
c.MK (furthest hitting. -> QCF+HP will not connect past a certain distance)
HP© (need to be very close)

Most other normal attacks will connect as well, but those are the ones you want to focus on.

How do you set this up? is it just good timing? i saw your post and attempted to use it but cant seemed to catch anyone any tips??

Well, most ppl. jump straight up, but if your lucky you get your opener done :slight_smile:

I would appreciate a nice setup for that too.

I’m really having problems with the FADC Combos. I’m too slow after my Dash. SRK after the cancelled LP SRK is works, but I’d like to get the most DMG out of it, gnah.

I cant get the FADC to work like this guy does, at 4:28: [media=youtube]joaQ56l_5mQ[/media]

How am I supposed to do that? Whenever I use Goushoryuken, the first hit is not enough to make my opponent go up in the air, so I have to wait until it hits 2 or 3 times before cancelling. Is that because I use HP Goushoryuken?

Are you aware that Sim was DP’d while already airborne?

I know it, and thats the point. I cant make it work even if my opponent is airborne after LK Tatsumaki, like Momochi does in this video at 1:40: [media=youtube]yGS5b6SK4FM[/media]

EDIT: Nevermind, I just figured it out on training mode. You actually have to use LP Goushoryuken in order to make your opponent go up in the air on the first hit.

I watched some videos of JR Rodriguez in SF4 and I saw him doing c.MK and c.MP into demon flips. Is it possible to buffer the two-in-one for a demon flip from a poke? or do you have to just wait until the recovery is over? I’ve been trying it out in practice and I can’t get it out consistently… Anyone play around with this?

Yes, you can two in one demon flip.

hey guys ive read this whole thread great thread btw. but im having trouble getting to be close enough to someone after the st.HK it seems random, sometimes ill be close enough to combo, sometimes im too far away… is there a trick to it?

Props to trag for the awesome combo list!

Quick question: I’m having trouble landing DP+HP after the QCB+LK. When do I do the motion for DP+HP? I could do it sometimes but I’m having trouble making it come out consistently.

you have to finish right before they hit the ground…you have to delay it a little bit and wait for the tastu to finish. im assuming its a link and not a cancel so all the moves frames have to finish but since its a knockdown move you have to catch them with your fist before they hit the ground.

just make sure you are putting in the actual input nice and fast. if he doesnt do anything, you didnt wait long enough. if he whiffs, you waited too long.

[noob]Just input qcb+lk and then mash HP and wiggle the stick like mad between df and d. Works almost every time :wgrin:[/noob]

I don’t like the df -> df shortcut. It feels weird.

d/f,d,d/f is great for doing crouching shoryus

I usually have been doing my FADC after the 3rd hit of a fierce DP but can only seem to hit once with the fierce red fireball. Is it a timing thing or something else? I’m going to assume I’m better off doing LP DP and canceling to hit all 3 from the fireball for better damage?

It depends on what combo you are using, there are certain restrictions to how many times you can hit a juggled opponent and with what. As a result, the extra hits of the shoryu occasionally use these up and cause some number of hits from the shakunetsu to whiff.

As for what is better, just hop in training mode and turn on attack data to see total damage. Which does more damage is going to depend on what combo you are doing up to that point, since that affects how many hits whiff and what the relative damage scaling is.

Exactly. Its harder to pull off, since you dont have the time you would have if you did it with HP, it actually does more damage.