So just use a HK instead.
Spent about half an hour messing about using st.HK > st.LP > st.HK to extend a couple combos. Found out unless it is the first thing you do, it actually REDUCES the damage of the combo. Damage scaling is retarded.
It’s only really for sagat, abel, etc… where you can do the loop more than twice and it’s meant for stun not dmg. 300-400 dmg is really good on an applicable loop setup.
Does c.hk during lk.tatsu not connect on everyone or is my timing messed up?
I have a question about some Akuma combos. Not so much about their execution or effectiveness, but rather, their practicality. So any clarification would be great!
I’ve been watching some videos of Akuma players and two combos that a lot is:
- s.HK (Far) --> cr.LP / MP --> LK Tatsu --> HP Shoryuken
- s.HK (Far) --> cr.LP / MP --> LK Tatsu --> LP Shoryuken --> FADC --> Flame Fireball
The question I have is about the second combo in particular. I see people do that a LOT. I tried it out in Training Mode and noticed that it does do a bit more damage than the first combo I listed, but not by much. So taking that into consideration, how does one justify using that combo in a match? (Assuming they can consistently pull it off)
What I mean is, in order to pull it off, not only do you require extra precise timing, but you also sacrifice two EX stock to FADC into the Flame. So does this second combo give Akuma some kind of advantage that I’m missing (Aside from it doing a bit more damage) or is it really just for show and I’m better off just doing combo #1?
Thanks!
Akuma Sweep after Tatsu
One problem i have for akuma is doing a sweep after a light tatsu, i dont know the timing for it, and i don’t know what moves will push the opponent back enough so that the light tatsu pushes enough so i can perform a sweep. plz can someone help me.
^it’s character specific and I do it when their body is a 45 degree angle with the floor. I finally got it.
Meter with Akuma is quite cheap anyway. You’d most commonly use it otherwise on an EX air fireball approach to set up a mixup in a frame lock. Biggest reason for me is stun. You’re looking at about 700 stun damage off one of those.
Outside of that, around 430 damage puts a greater exclaimation mark over a punished mistake than normal.
(my figures may not be accurate, keep in mind I always opt for the EX red fireball for when i have the third meter)
Well to put it simply, I blow meter like mad so I couldn’t really care less. That and LP SRK -> FADC, HP Shaku is actually incredibly easy 99% of the time for me. Also, finishing your opponent with the wombo combo is like a bitch slap to their mother. Humiliating, but it must be done.
Alright, gotcha. I never realized how fast Akuma gains meter, so now that I look at it a little more, it really isn’t all that big of a deal as long as you can do it consistently. Thanks for the info!
Interesting. Why?
^Stun
Yup, plus a touch more damage. I say why not when I’ve already burned half a Super meter; do the red fireball with PPP, (it’s L1 on a pad) if there’re no more bars then it’s a red fireball as normal, if there’s an EX hanging around then it’s bigger stun and damage.
Some figures that’re in my head for the moment:
HP Staple combo = 322 damage (?) ??? stun.
HP Staple combo to Red Fireball = 379 damage, 600 stun.
HP Staple combo to EX Red = 400 damage, 670 stun.
j.HK to HP Staple combo to EX Red = 465 damage, 800 stun.
Double Roundhouse (cr.MP link) staple = 389 damage (?) ??? stun.
Double Roundhouse (cr.MP link) staple to Red Fireball = 417 damage, 640 stun.
Double Roundhouse (cr.MP link) staple to EX Red = 435 damage, 700 stun.
If I land an initial cl.HP and plan on burning two bars I prefer
HP > Fireball > FADC > HP > LK.Tatsu > HP.SRK
instead of
HP > LK.Tatsu > LP.SRK > FADC > HP.Shaku.
This does more damage for the same amount of meter. The LP.SRK > Shaku comes in handy from set ups that are easily canceled into a fireball like many hit confirm combos.
i like the possibility that akuma brings in with
so much combos i think hes the combomonster of the game
but if you look down to the main fact you really need only a few of them most of them are fancy stuff to impress the other dude =)
but i like the thread anyway keep it alive !!!
Why are we doing a light punch shoryuken FADC into Shaku instead of canceling the third hit of a hard punch Shoryuken?
Is it a scaling issue?
sigh I think we seriously need to sticky this because I am getting damn tired of this question (Not that it is a bad question, but I just get tired of answering it)
http://forums.shoryuken.com/showpost.php?p=7365580&postcount=12
Read the second half of that and it will explain why.
Thought so. Although I find I still like doing the HP version since the timing is easier and my execution skills are not quite there yet.
Full meter burning combo I pulled off in a spar with my bros Sagat. Flashy and most likey wasteful :lol:
Opp in corner
max range jf.qcf+hp > jf.qcf+pp > step back s.hk > cl.hp xx qcb+lk > dp+lp xx mp+mk,f,f > hcb+pp - (4bars)
Haven’t tried it training to get the numbers yet, hmm. I’ll do it later tonight…
I’m having so much fun with Akuma’s combo versatility compared to Rog’s monotonous style :tup: