SF4 Akuma Combos

Combos

Anyone else thinks Akuma’s new ultra should hit crouching also and be able to use as anti air. I still use his ultra one.
If we could pick ultra, why not super, like his fireball one or his hurricane one or his jumping in the air and using projectiles downward or even his triple uppercut one.

Besides that, would be nice to be able to fireball punish a blocked Blanka ball.

The game is out already, stop making wishes. Not like that’s gonna change anything now.

Actually u2 can be used as anti-air. Alittle unreliable since it takes a step forward, but if you buffer the up motions into a jab, short, medium or forward you can indeed use it that way.

And you can punish blanka ball with one of the most damaging ultras in the game already lol. Why ask for a lesser punish with a fireball ultra/super?

Blanka is one of the matchups U2 is practically useless against. Due to a wonky hitbox your chances of comboing into it is slim and theres no real use in the realm of punishing with, by comparison to u1

Actually, it only beats the EX-SBK if you aim it to hit right in the middle (crotch area).

Well what happens if you have no health and you wanna land an ultra on blanka. Well you can’t block a blanka ball cause you’ll die from chip, so you teleport backwards and ultra 2. I haven’t tested but you can maybe U2 a blocked vert, rainbow, super and U1. But yeah I still wouldn’t be using it in this matchup lol. Just giving a possible example.

Guile’s U1 is still viable against Rufus, it beats dive kick even though I’m pretty sure you can go trade FK to U2. But yeah U2 does garbage damage when teleported into anyway.

Depends on the timing. If you get caught in her invincible frames it is pointless where you hit her. Be honest I would rather just safe jump/OS her when she has EX because she can’t do jack about it and you have much better pressure options.

For whatever reason, unbeknown to me, I find the distancing more lenient. Lets face it, regular dive kick is not going to have some special property that will let it eat through active hit boxes.

Are those inputs in your sig some sort of mystical option select?

No, just one of favorite Akuma gimmicks of all time. DF palm cross-over > Super Demon.

Oh, I actually use that one a lot on noobies.

I feel stupid now.

Haha, its cool. No lie, it is pretty satisfying ending a match with it.

^
Yeh, pretty fun and easy, amazing how often opp forgets to pay attention to meter, especially if you did alot of cross Df > whiff palm to bnb, so they get used to block.

Best part is if they don’t jump pre-flash, they’re eating 300 damage.

messing around in practice mode against guile and found some hk combos that aren’t that hard to do. all of them start with a deep or nearly crossed up demon flip dive kick.

df dk, cr.lp>cr.lp>cr.lp, c.mp>mp gohadou>fadc, hk, c.lp>lk tatsu, hp shoryuken = 289 damage. substitute hp shoryuken finisher with sweep if you want but it’s fucking hard to get consistently. this also works by substituting one of the cr.lp with a cr. lk.

To add to the above post, mostly about crossup df, but a c.mp© can lead to an extremely ambigious df dk.

Could you tell me what OS you are talking about, because ex sbk always messes me up xD

A nice simple one that owns Chun,

[media=youtube]9Xf1yHejfIE[/media]

Time it so it is a safe Safe Jump on her wake up
HK, HK+DB Hold.

You can go for different OS, but this seems to beat all of her options. Try to time your jump so the first frame you can hit her is the last frame your jump will hit on.

The same OS with a palm will beat focus backdash.