SF4 Akuma Combos

i time the lp with a single input and then plink hk~mk

You’d only get a throw when you’re plinking if you go LP~LK or LK~LP and you mess up the timing.

kara demon is damn near impossible with 360 pad. plinking too kind of.
VS crouching opponents, is there a reliable way to get them standing to combo into tatsu? jump in mk, cr. fierce tatsu works but i think hard to hit confirm? anything else?

How come you can’t demon flip dive cross on the left corner, but you can on the right corner? Also, doing a reset in the left corner gives me a whiffed demon kick dive! Then I get thrown/srk! What the dookie?

hit confirm sLP->cHP if you’re good at links

Corners in SF games have always had weird setups…

How about you don’t reset in the left corner…problem solved…

If you can’t kara demon or plink with a pad…that’s you’re fault…buy a stick this isn’t tekken.

-please read the first page it’s all there should take 5 mins to look for cHP setups. Also if they are crouching just combo into LP dP or ex tatsu for Dmg/knockdown.

I was just sort of playing around with Akuma and his resets the other day and one I started using on opp’s wakeup is cross up tatsu -> c.mp -> mk demon flip into whatever (I usually do the throw version of the flip). It seems to work a lot of times, but can anybody think of why this isn’t a good idea or practical?

Its a mix-up based on a reset. After your opponent lands on their feet after the c.mp you are ripe to be anti-aired (or simply jumped away from) once they grow wise. Consider Ryu, who can simply jab SRK > Ultra your demon flip for solid damage.

You can sneak a couple of these in perhaps against a decent player over the course of a match provided you don’t become predictable though it can be risky.

why don’t you just sweep to reset the situation and go for more mix-up rather than doing something so risky. Most good players recognize a reset->dash under your demon flip and punish you hard. Resets are good against good people when scaling makes a combo worthless…like after a dizzy. Otherwise as an akuma player you want knockdowns so go for them.

Sorry if this is obvious, does it matter which kick you use for the crossup tatsu?

It does actually. The LK acts differently and the HK does more damage than the MK.

even more important is the range though. With the mk or lk the moment you just to cross they already know its the distance for a cross-up either way…at which point the only advantage of doing a tatsu instead of a normal mk would be if you…well…I don’t know why really…lol.

On the other hand the hk cross is the same jump distance as a normal hk jump in so its ambiguous.

i canNOT crossup standing viper unless i tatsu thats about the only thing i can think of

use lk to cross her up. Works everytime

This is not a combo but i felt my question belonged in this thread.
I see a lot of high level akuma’s use a blockstring, cr.lk cr.lp then they stand up en do a cr.mp > cr.hk . Are they looking for a counter hit? What is the exact timing for this? Also do you think it’s an important aspect of pressuring an opponent?

Hope someone can answer my questions.

It is broken rhythm. They studder for a second making their opponent think it is ok to stop blocking and then throw out a quick blow hoping to catch them off guard. By doing the c.MP if they get a counter hit they can link it into f.HK and even if they don’t they still have options for combing.

Remember predictability is your enemy when you are applying offensive pressure. Broken rhythm is a good tool for doing this so long you don’t make it predictable in of itself.

You know sometimes when I cross-up with jumping short and it doesn’t combo (unintentionally I assure you), they block the short and then do a jab or throw tech, but I just continue the string as I was going to do it.

That’s like AMBIGUOUS broken rhythm. Haha.

There is a certain ambiguity to your ambiguous statement about ambiguous broken rhythm.

Thanks Loyalsol
I’ll be sure to add this to my game.
Do you guys it’s necessary to improving your game? I don’t see this often in the threads and maybe it’s something a lot of akuma players are overlooking.
I’m doing some drills in training mode, setting Ryu jabbing profoundly at a few intervals and then using broken rhythm to get a counter hit.
Are you supposed to block in between hits when you stand up?

Hope you can help

Tight!!!

Addressed to any successful Akuma players

Do you find that its better to start off a combo with LP or LK? Or maybe start with LP and then go into LK?

Also, am I correct in understanding that the fewer hits prior to the LK Tatsu -> SRK/c.HK, the better (damage scaling wise), and that the series of jabs or lks listed by the TC are just for hit confirming? Or has someone done the math and found that doing that poking beforehand actually works out better?

Start with c.LK. It attacks low, a c.LP can be blocked any way they choose.