SF4 Akuma Combos

^^ Its a scrub buster… nothing more. The whole point of the ultra is that it combos and can be used defensively out of a teleport. If you want a random ultra you might as well use ultra 1. All they have to do is not be spamming high moves and they’ll be safe (hell… they can be spamming a crouching move and they’ll be safe). There is basically no such thing as a “good set-up” for a non grab move that only hits high and has a slow start-up (14 frame start-up). The only part of this that makes it even be able to beat scrubs is that is can catch uppercut mashing probably. 9/10 it will results in a punish. And more importantly… as its not a combo at all… you probably should have tried to post it somewhere else (though I’ve really no idea where you would post something like that instead so *shrug).

And no metallica… there isn’t possibly somethign you are missing as the moment someone sees the teleport they won’t do anything or they’ll try to low hit the teleport at the end which ultra 2 won’t even catch. Useless at anything resembling even mid-level play on both players parts honestly.

far HK combos

ok so it’s nearly useless on most characters but it’s an easy hit confirm and best of all it stands up crouching characters that you can combo into lk tatsu into sweep. you could always just combo into sweep after a fireball fadc but this nets you a little more damage for the meter you just spent. or you could always just end it with hp srk or ex srk.

this used to be a combo that wasn’t so space specific but on most characters in ssf4 it is very space specific. you want to be as far as possible by the time you fireball fadc or else the strange hit box on f.hk whiffs. on some characters it’s not very space dependent like ryu for example, others it’s a big deal and probably not worth doing on, ie sagat.

i’m going to list the characters this works on whether they’re standing or crouching. these combos all start with a regular hk/hp jump in (df dk stands them up anyways). also, if you’re consistent with links you can pretty much fadc f.hk on anyone by doing c.mp, c.lp, c.mp>fireball after a jump in or df dk. this was discovered by someone else and unfortunately i can’t remember his name.

j.hk~c.lp>c.lp~C.MP*>fireball>fadc~hk~c.lp>lk tatsu~hp srk = 345dmg, 586stun (*substitute c.mk for c.mp if you think it will whiff)

guile: yes. crouching or standing
ryu: yes. crouching or standing
ken: yes. crouching or standing
chun: yes. standing only
sagat: yes. crouching only and has to be max range
boxer: no.
blanka: yes but very hard. not worth it.
zangief: yes. crouching only and has to be max range

more to come soon. if anybody else wants to help with the list please do.

Am I seeing this right?

j. HP > s.HP (or cr.HP) *> LK tatsu > LP DP > FADC > LP shaku = 356dmg (630 stun)?? Would that make it viable to use 2 stock for shaku FADC in a combo? I also tested FADC, EX Shaku, EX Tatsu at the end = 453 dmg (704 stun) though this uses full EX stock. By comparison the Super version of Demon does 330 dmg, no stun for full stock.

Thoughts?

they changed up how shaku works. Damage wise it was the same i think, just stun was definitely changed. Now its like jab is weakest with the most stun, strong is the middle man now, and fierce does the most damage with least stun. EX i’m just guessing it has a lot of damage and good stun. Mid screen for sure most damage would be just ending with ex srk and its just 1 ex bar, regular is good enough and sweep even better to setup mixup game. A lot of people figured that out by now.

But if you want good damage and a lot of stun, I found that its better to end in mp srk (both hits) and lp shaku. gives out more stun than ending with ex srk or lp srk fadc fp shaku and also does decent damage. The only time I would do that though if like I already got in a few hits and my opponent is definitely going to be stunned with a couple more hits or a throw and I just keep pressuring them.

and the most damaging combo i could come up for super is
jump HK, far HK(2hit), HP© xx QCF+HP -> FADC, HP© xx QCB+LK, ex srk
comes out to 493 damage 855 stun and if you end it with mp srk -> FADC, HCB+LP ya get 484 damage 887 stun.
and just for comparison, end it with lp srk -> FADC, HCB+HP ya get 487 damage 848 stun
add in extra 25 dmg and 50 stun for counter hit jumpin

so uh pretty much just follow up tatsu with ex srk for most damage. If ya want more stun, mp srk fadc lp shaku

For corner combos theres probably something better for damage and stun. off the top of my head, i think someone said fp xx ex tatsu, ex srk

edit:
yea they were right, endin in ex tatsu, ex srk more damage and stun. got me 525 damage 915 stun on that combo in corner. 550/965 with counter hit jumpin
damn…

So jump HK, far HK(2hit), HP© xx QCF+HP -> FADC, HP© xx QCB+LK, EX Shaku, EX Tatsu takes about half an opponent’s life away and practically stuns them to boot? That’s crazy!!! But I bet by the time you get the stun, the damage scaling makes your next attack(s) do almost nothing in terms of damage.

Still, it means that anybody who lands this combo pretty much has the match in the bag. I’ll have to go into practice mode and work on this. Though I don’t know about landing a sc.HP after a sf.HK as it must be character specific. Maybe substitute it for c.MP: a bit less damage and stun, but garanteed to combo against everyone?

Is there a new list of what characters LK tatsu, sweep work on?
I know it works on a few of them…Adon, (Juri maybe), Hawk…that’s all I can remember.

Edit: oh and Adon too

Check the new matchup thread:

http://shoryuken.com/showthread.php?t=236487

It doesn’t work on Juri btw.

Y’know, I realized the other night that this combo is impossible outside of trainnig mode with the EX meter set to “Refill” or “Infinite”… Dammit! It’s such a sick looking combo and does massive damage and stun! Oh well…

Haven’t really looked in the Akuma forums lately, but from my understanding, Hadou FADC to far standing roundhouse combos don’t work anymore :arazz::arazz::arazz:

Now I have a ton of super bar saved up, and no stylish/high stun combos anymore lol. There are some still available, like hadou FADC cr.MK xx LK Tatsu etc. But I still prefer my usual:

Cross-up MK, cr. LK, cr. LP, cr. MP xx Hadou, FADC, f.st.HK, cr. MP xx LK Tatsu, Shoryu, FADC, Red Fireball.

Unless I got this all wrong, and I’m not hitting the far roundhouse correctly of course… and this is all just a bad dream? Someone verify pls. lol

It is still possible to do hadou FADC far roundhouse, but since the far roundhouse got an extra frame on startup, this has become very range specific and IMO a gamble on whether it’ll connect or not, maybe it’s easier to do on certain characters depending on their hitbox, but overall I’d say the awesome combo isn’t reliable anymore specially since it could make you lose 2 bars for nothing =(, I just do fireball FADC sweep now.

it’s only worth doing on a few characters like ryu for example, that aren’t so range specific. it was an awesome combo and the fadc red fireball was an awesome finisher. RIP awesome flashy akuma :frowning:

hmm, it’s still a viable combo, though there’s some changes.
If opp is in the corner, FB FADC s.HK is easy as hell, from multiple distances, on all chars. Try it yourself.
If opp is not in the corner, you have to be farely close to get it in, and is more character dependent.

[media=youtube]V9K4KFJ-3GI[/media] test some stuff with U2 i get rusty in between for sum reason but thoroughout the vid is some good stuff

Question about game mechanics as applicable to Akuma

With regards to Akuma’s HP -> HP Gohadou -> FADC -> B&B, how long is the window of time that you have to FADC?

I mean, is it worth it to bother learning to hold the stick forward after performing the HP Gohadou so that I only need to tap the focus attack buttons and then tap forward once more, or do I have plenty of time in which to return the stick to neutral, initiate a focus attack, then double tap forward (keeping in mind that I tend to move the stick a bit more than I need to, another habit I guess I’ll have to break)?

I ask because it feels a bit unnatural to do the former, and I’m wondering if its worth learning to do it that way at all. For the latter, well, I’m not even sure I’m moving the stick “too much”- I seem to have had some success with that method. I was just wondering if it was actually an inferior technique- if it is, I think I’d rather put the effort into learning the other version, instead of comitting it to muscle memory only to find myself needing to learn the other one.


Note that I’m essentially asking how big the window of time is after you hit with the HP Gohadou, in the context of wanting to hit with another close HP after I dash.

I also THINK (I’m sleep deprived so maybe I just hallucinated this) that I accidentally ended up doing crouching HP after the FADC Is that possible, and would I need to use the faster method of FADCing to do this?

You’re not crazy. It’s possible. It’s just kinda fickle as the c.hp starts a little slower and also has bugger all reach. The good thing about it though is that it stands opponents up - so it does have its uses in FADC combos now that fs.hk is retarded - especially if you’re right up in their face.

I don’t even need to try it to tell you that won’t work against anyone with a brain.

It’s not about the time after you hit with hpFB, is about doing the fadc just as you let the FB go.
I can do both methods, but I use the f+hold, tap f+FA for FADC this, because it feels more calm. When I’m calm, I play alot better. If I tap the timing for FB > FADC right now, I think the time between thoes two is about 1/3-1/2 of a second (120-130bpm maybe).

Guys how do you time lk tatsu into sweep? Is it different timing depending on how far the lk tatsu hits from or is the timing character dependent? Its really hard to get down because i miss it 75% of the time on characters it works on. Any tips to help me hit it most of the time?

It depends on the character, for example I’ve noticed that I can sweep Guile or Rog pretty late, because they don’t fall so fast, but Sagat or Cody I gotta sweep a bit faster or it won’t work. I’ve recently been practicing plinking and I feel like I have a higher percentage to sweep my opponent now when I plink HK~MK, most important thing I guess is to get the general timing to hit the sweep button, it’s slightly different for some characters.

The last few days I have seen the topic of Akuma’s regular dive kick has came up a bit. The dive kick, for the most part, is an overlooked tool. It’s biggest drawback stems from it’s lack of hitstun, we all know this. However, the last few days I have started incorporating it into my game, using it mostly to catch guys sleeping thinking they will get a cross up. While using it I noticed that some characters can block after eating a dive kick, some cannot and others seem wonky at times. I am sure most of the regulars already know it is due to hit box size and where in that hitbox you place the kick. So I took this to the training room and went through the cast to see what the deal with the dive kick is.

If you hit any of the following at the maximum height of their hit box, they can immediately block your string. If you hit them at any other area from the shoulders down (aside from Gief and T-Hawk) you can continue your string.
[LIST]
[]Seth
[
]Dudley*
[]Juri
[
]Sagat
[]Viper
[
]Guy
[]Zangief
[
]Rufus
[]Abel
[
]Vega
[]Fuerte
[*]T-Hawk.
[/LIST]

If you are wondering what the asterisks are for I will explain. Dudley and Fuerte have shifting hit boxes and it is because of their stances. Dudley and Fuerte both have tall hit boxes that slightly dip down every once and while. When this drop occurs you can place a dive kick where ever. Chances are though, you will not need be concerned with this in a match due to constant movement.

Everyone else can take a hit, no matter where the placement of the dive kick is, and have a string continued. Also if you catch an opponent ducking, you can also continue into a string. So as a general rule of thumb, if they are taller than you, watch your spacing and place your kick at a spot lower than the head. If they have a command grab, just stay away from the dive kick. It is not worth missing your spot and eating a free grab. Also, it is interesting to note dive kicks beat out ex-sbk cleanly. More on that kind of stuff later.