SF4 Akuma Combos

tragic, is it safe to say that any link combo ending with c.mp u can tack on sweep?

Eh? Akuma’s sweep doesn’t link from c.mp

You’re thinking of Ryu

By itself, LP+DP does 130 DMG (in one hit) while HP+DP does 190 (in three hits).

The more hits you do in a combo, the heavier the scaling gets. In addition, you are only allowed a certain amount of “juggle” hits. Using DP+HP (multiple hits) not only causes heavier scaling, but it eats up some of your “juggle” hits. This makes the HCB+HP hit less times (1x35 dmg instead of 3x 35 dmg).

It’s much more efficient to do the LP+DP which has all of the damage loaded into one hit, and then hit multiple times with HCB+HP (for 3x 35 dmg) instead of using a heavily scaled DP+HP and only getting 1x 35 dmg at the end.

Not true, the scaling is done on a “per move” basis, not a “per hit” basis. You can turn on attack data in training mode and test this.

This is the real reason a combo would do less; because the extra hits from the FP are removing potential juggle hits.

Thus for example if you were just doing a reversal shoryu FADC red fireball, you’ll get more damage out of a 2 hit MP shoryu than a 1 hit LP shoryu because the extra hits are not causing scaling and there are still enough juggle hits to cover both hits of the shoryu and get all 3 from the fb.

If it was not based on amount of hits, every move would do the full amount of damage every time. It is definite that total number of hits in a sequence directly impact the amount of damage moves following it inflict.

I believe the damage for a move is calculated based on the number of hits before it. Once the move is hitting (if it’s multiple hits), those hits will do the “scaled” damage for that set of hits. You can see this in action with HCB+HP hitting at the end of combos, where all 3 hits inflict the same amount of damage (in my above examples, its 35 x3).

Here’s something to test:

If you DP+HP (3-hits) and then FADC, HCB+HP, the HCB+HP does 50 DMG per hit.
290 dmg total.

If you HP© -> DP+HP (3-hits) and then FADC, HCB+HP, the HCB+HP does 40 DMG per hit.
370 dmg total.

If you c.LP,HP© -> DP+HP (3-hits) and then FADC, HCB+HP, the HCB+HP does 35 dmg per hit.
352 dmg total.

In every single case, the amount of juggle hits are identical. The second combo does the most because HP© does so much damage on it’s own.

However, adding the extra c.LP first to the same combo, with the same amount of juggle hits, does less damage. The overall scaling has been reduced.

Not full damage, as I said the scaling is done based on the number of moves prior to the current one.

The moves do 100-100-80-70-60-…

Yes, that makes perfect sense with the “per move” model. In your first combo is one move before the red fb, which means the red fb is the second move and does 100% damage.

In the second combo, the red fb is the third move and thus does 80% damage.

In the third combo, the red fb is the fourth move and thus does 70% damage.

If you instead try changing adding a move without changing the number of hits by doing

HP© -> DP+MP (2-hits) FADC HCB+HP

you will see the red fb does 40 damage per hit. This combo has the same number of hits as your first combo, one less hit than your second combo. And yet the scaling is done as with the second combo. The extra move caused it to be more scaled even though the number of hits remained the same.

That’s a good point you have.

As long as people understand the general premise (although obviously not entirely accurate) of “more hits, less damage per additional hit” they will be ok. If they are trying to min/max the overall damage, then the finite difference of “per move” will help even more.

Thanks for the clarification!

Ah, no problem, thanks for putting this thread together so we have all this information in one place. :slight_smile:

Yea, NP. I have a few more different types of combos I would like to add. Any submissions that anyone else has, feel free to post up.

One combo that isn’t particularly flashy or damaging, but yet I think is very important is

cr.LP->cr.LP, DP+LP

It’s 3-frame startup, hit confirmable and always knocks down in all situations regardless of range or if the opponent is standing. It’s very reliable for those in close situations where you’re just trying to beat your opponent to the punch and get the upper hand.

Yea, that’s one of the combos I wanted to add, along with corner combos ending in QCF+PP, DP+HP etc. Anything that is useful that isn’t on the list should probably go up. I know I have a bunch of “useless in real match” combos, but I don’t want to skip on combo potential as well. They may lead to something more beneficial in the future.

Do you think you could add some block strings as well?
I’ve got a few down, but I’d like more variety in my arsenal.

442: HP© -> QCF+HP -> FADC, HP© -> QCB+LK, DP+LP -> FADC, HCB+HP

Holy shit, Id really like to see this on a video.

Great thread, you’ve been quite the help.

I know this doesnt combo, but it was extremely effective in 3s… I was wondering if anyone has figured out the timing on:

HP©, QCB+LK, HP(reset) xx DP+LK, (start new combo string)

just a quick opinion.

i started using akuma, but i been having trouble doing hurricane kick(lk) into dp(fierce) consistantly…

is there any tip on this? or should i just start mashign dp after hurricane kick hits?

If you’re having trouble with consistency, chances are high you are actually doing the DP too early 100% of the time and then getting it accidentally from time to time using the negative edge.

Get in training mode and practice doing the combo holding down the fierce at the end (i.e. don’t release the button). This will force you to see the correct timing. Once you get the real timing down, you should have much fewer consistency problems.

so it is a matter of just doing it at the right time =(

So I was trying some FADC combos today to look at damage differences but my results were inconclusive cause I can probably do FADC maybe 40% of the time, freaking never get the dash off somehow.

Anyway I never knew you could actually let the HP shoryuken hit 3 times after lk.tatsu and FADC on the third hit(meaning you get all the hits and damage) and then shakunetsu.

Now I tried and tried and tried some more to do lk.tatsu to lp shoryuken FADC to shakunetsu to see the damage difference but could never freaking get it right after like 30 minutes of trying and I was just fed up.

So if you can do it, please update me on the info :smiley:

All I was doing is, from standing, lk.tatsu -> HP.shoryuken(all 3 hits) -> FADC -> shakunetsu. I got 300 damage from that.

Also though… I’m wondering from damage scaling on combos if the lp.shoryuken is still better even though HP.shoryuken can get the three hits.

I find it gets a lot easier if I do the input as f+MP+MK, f instead of trying to FA first and then dash after.