SF4 Akuma Combos

I have feeling you mixed up a few HP and MP abreviations in that post Gator. Otherwise it doesn’t make sense.

It’s what I use. You’re giving up a lot of damage of you don’t use it.

I just read it thru… no I meant what I said. You have to jump in correctly for the hp to combo… the mp that comes after the jump in will land regardless of range… but for the hp that comes after the c.mp to combo you have to have jumped in correctly. Hp bnb doesn’t do that much less than a c.mp s.hp combo. And I would rather use c.hp to start a punishment combo. f.hp means Far hp… which is what comes out if you accidentally are out of range for the hp to combo after a c.mp.

I’m not exactly sure what you didn’t get… but… maybe you do now?

I got it. I just read it wrong before I guess. :tup:

Ok so, combo question: Is the timing on the tatsu xx sweep different on C.Viper ? I can manage to do it in a consistent way on Rog and Sagat, for example, but not on viper.

Small question for all you wonder’s of wisdom. With the roundhouse loop, is there a difference between doing the loop without holding forward vs doing the loop holding forward? I’ve been doing it without holding it forward, and saw some videos where the players would hold forward while doing the loop. Is there any benefits to this?

P.S I am well aware the loop is viritually gone in SSF4 but its just so damn fun to do.

@ sarda… kinda. Rog and sagat are very floaty when they fall… you’ll notice it kinda feels like you even have more time to do a srk on them compared to the rest of the cast. In short though… yea there is a slight difference… but it also might just be me. I havn’t had to THINK about doing it for so long though that I’m probably not the best person to be responding.

@ 4AM Its not necessary… but the reason is to try and get a little range on it. Completely unnecessary though and I’ve never really seen a time where having pressed forward would have done anythign for me so…*shrug… more of a preference in the end.

ggs today on live godgator (btan887)

[media=youtube]LrlUFI1SiQk[/media] its not a vortex but just me training with akuma loop, is it ideal to p link with short or forward, cus i figured short is the best because if you miss it the short recovers instantly so u dont get punished ??

Those crouching attacks are so dangerous…

Like cr.lk into cr.lp into cr.mp or mk. The options are kinda scary… D:

Scary for you or the guy you’re fighting?

I didn’t want to make another thread for this, and I thought this is the best place to ask:

For the life of me, I can’t get the timing of this combo with Akuma:

c.lp, c.lp, (optional extra c.lp), lp tatsu into fierce dragon punch.

I used to be able to do it quite often, but I’ve just lost the timing completely, and I think a lot of the time when I used to land it I was actually breaking the combo after the c.lps and starting up again with the tatsu.

Are there any tricks to make it work more often?

Also, I’ve read that the above combo is Akuma’s ‘bread and butter’ - is this true, or is there something else I should be using for poke attacks/hit confirming?

P.s. I can do most of his other basic combos, such as s.hk, c.lp, tatsu into dragon, easy enough, so I don’t know what’s up.

Check this thread:

http://shoryuken.com/showthread.php?t=230532

You probably are just chaining those light punches, learn how to link the last lp so you’d cancel it into lk tatsu. Yes that’s one of the most important BnBs for Akuma.

Thanks

Ok… this isn’t stricly a combo, but…

Does Akuma’s forward throw -> st. HK -> MK Demon Flip not work anymore? It HAS been a while, but I seem to recall that working just fine, along with forward throw -> 2x Dash -> MK demon flip (at least I think it was MK in that case, please correct me if I’m wrong).

In SSF4, every time I’ve tried the former (I haven’t tried the latter yet) the enemy was able to react in time. Am I just rusty (read: slow), or… ?


In case its unclear, the whiffed standing HK is for spacing, as with the 2x dash.

More specific info: I’ve tried this most notably on Sakura and Juri. In both cases the opponent is just barely able to jump, taking the divekick hit but denying me the chance to combo.

Combo in Akuma II ultra

This may have been posted already but I want every Akuma player to try something:china:

Start with Close+HP, QCB+LK, HP > Short Warp Cancel + Akuma’s second Ultra (Up, Up, Up All kicks). Sorry I don’t have a vid or a youtube posting but this generaly will work because after the LK hurricane kick into a standing HP, your appointnent will reset and just before they hit the ground. Akuma’s first frame of his ultra (kick) will connect. It may not combo but it’s a hell ya set up for that ultra.

I was playing around and beging practicing it then used it in an online match and:rock: it freaking worked because the other player had no time to set up for anything else!:hitit:

If it doesn’t combo, I really don’t see how this could be reliable, the ultra has quite a lot of startup, the opponent will just block it and punish, or am I missing something here?

Good info.

^^^wow you pasted all that to say good info …i hate you so

Sorry, it a good way to set up someone for it. Or you can warp behind them after QCB+LK, HP. I wish I had a video to post but no camera