SF4 Akuma Combos

cr. mp gives +5 on hit and Akuma’s sweep has 6 frames startup, so it’s only possible to combo those is either by a counter cr. mp or if the cr. mp got connected on it’s 2nd or 3rd active frame (very space/hitbox specific and unreliable).

As for the cr. lp cs. hp hit confirm, it depends on your reaction, some people can combo into it comfortably from a jump in roundhouse or forward, or even the regular dive kick which gives very little hit stun. Just make sure that the spacing is right to pull it off (i.e not too far away to get far standing fierce instead of close). I’m still not comfortable enough to use this combo with anything other than the demon flip dive kick, which gives me enough time to hit confirm properly.

You could try to walk up to point-blank (on wakeup after UKD) and if your opponent is no wakeup masher, try this:
:db:+LP+LK (=throw OS), c.LP, cs.hp xx hado/tatsu/srk…

thanks alot for the information (:

so do people use cr.lp cr.mp ex tatsu as a bnb combo?

also, is there any specific spacing for the regular dive kick/demonflip dive kick to cross up? i’ve seen tokido do it a few times and i’m still unsure on how to pull it off. thanks again for the help!

Yay, so I made some sickkk looking combos a few days ago. I didn’t test them on all the characters because I’m kinda lazy. :stuck_out_tongue:

Well, the combo starts off with:
Lvl 2 FA crumple, dash forward, and then immediate lk Tatsu (you hit with the back side)

The characters I got it to work on are Ryu, Ken, and Viper. (I tested a few more but not all. Like it doesn’t work on Bison and Balrog and blah blah. You guys can test it out if you want.)

So against Ryu and Ken, you can follow up after the backwards-hitting lk Tatsu with either far st. hk or EX Tatsu (2 hits). The EX Tatsu follow up looks super sick. :smokin:

Against Viper, you can only follow up with hk Tatsu (2 hits). Looks pretty cool too.

This is my new stun combo against these three characters. :slight_smile:

hey guys i’m having a hard time doing standing jab into crouching roundhouse. Does anyone have any advice on how I can do this? Or have a video that i can be directed to so I can add this into my game? I wanna have this to use against Abel and T.Hawk especially . An example of it can be seen by Tokido in this video [media=youtube]Td6EpPRhNYQ#t=47s"[/media]. Is there plinking involved with this?

Far standing jab to be more specific. Just practice. Plinking helps. Double tapping helps. It’s not only useful against those characters either.

Ah yeah I have had that happen by accident before. It’s a cool trick kinda hard (for me) to connect the ex-tatsu though.
Thanks!

Does the fs.lp, c.hk link works on every character? Because frame data says fs.lp is +5 on hit (cl.lp is the only normal +6 on hit on akuma’s arsenal) and c.hk is 6f startup.

But as shown in the video 2 posts above it works great on Abel, whom you could abuse back on vanilla days so maybe it has something to do with his hitbox.

Frame data for far jab is wrong on eventhubs & SRK wiki, it’s +7 on hit, counter hit jab links into far roundhouse which has 8 frames startup (light attacks only give an extra frame advantage on counter hit). So any time you hit far jab you should be able to sweep without any problem on any character.

Ok cool. I had the impression that was the case because fs.lp into c.hk just seems as easier as in vanilla and it’s a 2f link.

Thanks for clearing that for me metallicaband.

[2] 310 (520): c.LK-c.LP, c.MP -> QCF+P -> FADC, c.MP -> QCB+LK, c.HK
[2] 334 (520): c.LK-c.LP, c.MP -> QCF+P -> FADC, c.MP -> QCB+LK, DP+HP

Do these combos work? Or do I just suck and I can’t do them? BTW, this is on a crouching opponent. Supposedly this makes them stand up for the light tatsu.

Why c.mp after FADC? Just do close standing HP instead. More damage and you already hit confirmed from all the previous hits.

LOL, I’m getting this straight from the OP. Like I already said, it’s ‘supposed’ to force the crouching opponent to stand so I can land the light tatsu.

the c.mp is not what forces the stand. (i stand corrected on the stuff i said here) just DP. Good luck. :tup:

Fireballs don’t stand up your opponent, as far as I know only these stand up your opponent on hit:

  • Crouching fierce
  • Far roundhouse
  • First hit of MK & HK ground tatsus.
  • DF Dive kick

Thank fuck. I was gonna say, what’s going on in here? None of those mentioned above this post stand opponents up.

I think command dive kick stands them up as well

No it doesn’t, it’s an overhead though unlike DF dive kick.

Ok i fixed my post. Thanks for the correction fellas.

Kay, so I’m upset. This whole time playing akuma, I’ve been missing out on so much damage! After every CH c.mp I would just sweep, so i’m definitely going to train myself to start doing s.rh instead.

Anyone know if there’s any characters I shouldn’t combo into s.rh on? Possibly because of stupid hit boxes or something?

Thanks a bunch.