SF4 Akuma Combos

All though this combo I have been talking about is a BnB it is actually quite hard. I mean I tried it on Akuma and Guile and did better on Guile with cr.hk or Vortex. It is mainly the timing that bothers me. I get air tatsu to cr.hk every time but can not seem to get the ground lk tatsu to cr.hk. Eh well I’ll try again tomorrow but for now im signing off.

yup practice makes perfect just keep going at it eventually ull get it.

It is something you would use if you caught someone in a combo and they were near death. It is basically going all out to win the match. Otherwise it is better to save the meter for other uses.

It is also good for showing off, I got someone to rage quit after doing that combo.

You can actually start the combo off with j.HK > f.HK > cr.mp and the combo will do 515 damage.

Without EX that combo would do 429 damage. That’s using the entire meter for an 86 damage gain.

would be worth it against someone like seth, not a good idea against gief…unless you really got a great life lead

Well ofcourse it’s only worth if it will kill your opponent, but it’s also a mental weapon because if someone burn his/her meter just to do that flashy combo, then you would assume that he knows what he’s doing. For me, it creates the illusion that I’m better than I’m actually am :clown: I also use the EX Shakuzan if I know that I have a lot of meter and that the damage scaling won’t squeeze it down to just a few dmg more comparing to the normal HP Shakuzan. But since Akuma can gain meter fairly fast, I ofter burn meter when I can lay down a damaging combo.

I never tried the f.HK version of it, I’ll dig into that later :slight_smile:

The combo can actually dizzy akuma; it does 860 stun, I believe.

Also, the other combo that does 495 dmg does exactly 850 stun, so you can dizzy akuma with that as well.

Only phases scrubs. Trust me. Flashy FTL.

I stunt on fools without the use of flash. It’s the way to go.

Seriously though. Meter is best spent elsewhere, like safe SRK’s…

my .02

You are right, it’s not that I always use flashy combo’s, but once in a while when I’m on the winning side and I know this combo will either kill my opponent or make him/her panic then I will do something flashy. Sometimes you can see that your opponent is trying to be offensive and when you pull of something like this they back off :wink:

Against Seth he would be dazed before you got to the Tatsu. The EX Shaku does an extra 100 stun.

I agree. The top player in Australia (by a large margin) uses Akuma. His meter use is largely based around EX air balls for offensive pressure and FADC’d SRKs that go wrong.

Rarely to do I see him perform FADC based BnBs though sometimes he’ll smash 'em out if the punish situation is ripe for it.

I find it interesting that many slog away at monster combos with Akuma when his simple BnB options (c.hp, lk tatsu, srk) are actually massive on their own. Akuma benefits from meter in many ways but he’s also vicious without it. Likewise for his Ultra - one could play 20 matches with Akuma and not land a single Ultra but still be tearing shit up.

I tend to keep my game in the middle. While I perform perhaps too many FADC based combos to pursue maximum damage and stun; I am working towards keeping that meter to keep my options open when I’m in trouble or perhaps want to change my approach or the match tempo with EX air balls and so on.

As was mentioned above though, Akuma builds meter extremely fast. So fast to the point that I sometimes find myself pressuring people and FADC to keep it going - sometimes without glancing at my meter or assuming its must have two stocks. Often it does. Its crazy. I usually give myself a reality check when it doesn’t though - you can only really make that mistake once per round :smiley:

I still have yet to embrace EX-airfireballs again, I’m not as scrubby as I was once, so I’ve taught myself to rely on jump back air fireballs less and less, using sweeps less and less; but I’m realizing again that those shouldn’t be omitted, but used intelligently.

I see players like west, loltima, wude and Japanese players pressure with ex-air fireball on opponents in corners usually but on wake up too. Can someone give some small insight on why this is so potent? What’s the purpose? Chip dmg? prevent jumps? I find after the fireballs are blocked and I jump in for more pressure I can be reversaled out of it.

So:

  1. Ex-air fb, dflip kick in, string
  2. Ex-air fb, 2nd (mp) misses, go for throw
  3. 2nd (mp) misses, dflip throw
  4. i dono

Not necessarily combo related but, block string related:

I’ve been wondering what my best options are after block strings, and I found a few useful ones I think. Might be character specific based on size but, everything was done on Ryu.

c.lp > c.mp – decently ambiguous crossup distance
c.lk > c.lp > c.mk – little bit better ambiguous crossup distance
c.lp > c.lp > c.mp > fp.fb – if this is all blocked, it puts them at the proper distance for rh.demon flip kick to cross them up.

Anyone have similar things to add to this?

Something not quite so similar but, after a cross up tatsu, fp.srk–if they don’t tech the knockdown, you can make rh.demon flip kick look convincingly like it’s going to cross them up on their wakeup, but it won’t.

Even though I’m not much of a RTSD Akuma ( I’m very conservative) here are my thoughts:

When used properly, EX.zanku on cornered opponents is a great pressure tool. It acts like a shield, in that it keeps opponents locked down so you can get in on them safely.

If it hits - yay it’s combo time. If it’s blocked, then your opponent has a guessing game to win now. Will Akuma hit high, low, throw, jump/demonflip over me, block etc.

Of course, it’s not fail-proof. Like anything, timing and execution of follow-ups must be practiced and certain characters have way around it.

I practiced the first 6 combos and can get them but I feel that online I dumb down and get to excited and forget the basics and combos that could easily help me out. I was wondering if an experienced Akuma player could help me out with some tips to stay focused and not get over excited. Also I honestly suck! I play with the Training Team and the GFAQS Casual Lounge and lose a lot:sweat:.

Online I generally avoid unnecessary links. c.MP > HP is a great link offline for maximizing damage, but when I have a hard time making that link online I will just take the HP > BnB instead. Because it is more important to get the damage from the BnB.

hey, about the cr. RH after a tatsu

i dont think its timing so much as a feeling. just pay attention, you’ll notice soon as he goes into a crouching state, sweep

i just wait for him to fully recover from the tatsu and then usually a sweep will hit. if it is a smaller char. just delay it slightly. over all you shouldn’t be trying to have it timed exactly the same for each char, just try to notice when akuma is in neutral c. state and sweep. i hit it like 1/2 the time, or 2/3rds ? i just havent remmebered the full list of who it works on and who it doesnt haha. all i know for sure is not shotos, other then akuma ;s

Looks like it’s time for me to get back into the training mode, nice combos

i would say get cr. short, cr. jab, cr. medium punch down 100%, from that BnB you can either ex fireball or lk. tatsu

you’ll lose alot less if you don’t miss any combos or chances to punish any openings.

i use short jab med. punch into st. rh as a pressure combo, builds decent meter and keeps them blocking. akuma has insane pressure game, so when you link combos with no openings, they cant do much to you man

if you got psn, add me on it and ill spare with you. seeing another akuma play is helpful in showing what you can do and how to fight it i guess

Man I love this forum, everyone helps each other instead of bragging how awesome they are :slight_smile: