SF4 Akuma Combos

The way I try to handle that is to really focus on doing something very specific; online matches are meaningless, so–for the purpose of reacting under pressure–focus solely on doing that. Don’t worry about winning, eat a couple fat combos, but when they whiff that shoryuken, c.fp xx lk.tatsu > fp.srk!

I’m starting to get more and more problems with the red fireball.
Every time i want to do a BnB like: demon flip kick -> HP -> lk tatsu -> etc. I get the red fireball.
I guess i do the tatsu stick move to early. But it’s really annoying. And cost me allot of victories.
Any tips of getting this out of my system?

It’s the negative edge
don’t release hp when you do lk tatsu

I seriously don’t see how people have so many problems with negative edge with Akuma. If you do the motions correctly, you should never get hp.shaku when going s.hp xx lk.tatsu. Practice leaving the stick in neutral when you are comboing from normals… You will never have this problem if you do this.

:r:+:hp: > :hcb:+:lk: AND :r:+:hp: > :qcb:+:lk: are no-nos

I appologize for asking such a basic question, but I’m new to all this. Could someone please explain the notation meaning. For example, c.MP and MP© confuse me. Are they both crouching MPs? I dont see this being explained anywhere. The same again for HK(f), what does (f) stand for? And which one of “-” and “->” is a link and which a cancel? Any help will be most appreciated. Also a big thanks for posting these combos and taking the time to explain them, I’m very impressed with the content of this forum and those who make these contributions. Much appreciated.

c.MP (cr.MP) = crouch MP.
s.HP (st.HP) = standing HP
MP©= MP Close
HP(f)= HK far
-> = cancel

  • = chain
    , = link

But this was already in the legend:
[ LEGEND ]

  • indicates a chain (moves can be almost mashed out, but you will be unable to 2-1 cancel)
    c crouching version of normal attack
    © close version of normal attack
    (f) far version of normal attack
    [#] Amount of EX Meters required
    FADC Focus Attack Dash Dance
  • recommended combo (easy to do in a match)

wow thanks for this it is very in depth.

thanks for an amazing guide!

whats the most reliable blockstring ??

clp clp clp

c.lk clp clp

clp clp c.mp xx hado (beware, if someone is spamming they might get through it)

c.lp cs.rh xx hado (or demon flip whatever)

they only really 100% safe anti spam ones are the first 2.

ok thx for the answer

Hey all!

I like the idea of ranking the characters for HK loops. Should we put together a more formal list? I’ll add it to the first page when the majority of us are in agreement.

Also, I’m going to go through the list and add any fixes as well as new “standard” combos. If you think any standards are missing, post up!

Remember, the list isn’t about listing every combo for Akuma that is possible (though I tried to put in a good amount) but more so to give players quick at-a-glance combo information so that they know where to start and what is expected of Akuma at at least a basic tournament level.

Thanks for all the great input and discussion. Let’s make this thread even better!

S: Sagat
A: Abel
B: Seth Guile
C: Gief Vega Barlog
D: Rest

.02

Sagat is broken tier.

A: Sagat
B: Rufus Abel Guile
C: Gief Balrog

This is all I have so far. Will post full list when I can test it on the characters I don’t play against in the arcade.

I’ll also test some stuff tonight. I remember having no problem looping Guile. Seemed almost Sagat like except the initial starter. Once it was going, I could do 3 loops NP.

S: Sagat
A: Abel
B: Seth Guile
C: Gief Vega Rufus Barlog
D: Rest

Modified it a bit.

Agree with your list, although I haven’t really tried that well on seth. I can get a few on Balrog in the corner but that’s about it so I like his placement.

Super noob question. Any advice for the timing on lk tatsu, lp dp? lk tatsu, hp dp feels a lot easier for some reason. Maybe it’s also because I’m trying to combo into lp dp xx FADC, HCB + hp that I get frazzled by all the inputs. Sometimes it feels like i’m doing the inputs too early and all i get is HCB + hp and sometimes it feels like I"m doing it too late and I miss with the lp dp.

do the dp the second akumas feet touch the ground a nice visual representation.