SF4 Akuma Combos

Actually you can hit a lot of them. If you get people in situations where they expect you to hit high (Jump ins, EX Fireball mix ups, etc.) you can slip a low attack on them.

eh not really, if you’re on the ground, you’re not visibly jumping in, so they have no reason to be standing. and if you just jumped in and they blocked the jump standing, they are then going to be immediately crouching, so a lk is pointless… as for an overhead chop, what’s worse, getting hit with that or allowing a lk into a combo?

is st.LK a lower attack? that would actually make it useful

i wondering how large the window is to link into a HK after a cr.mp xx fireball FADC, how many frames do you have to connect?

Dude you don’t get it. If you jump in and NOT commit to an attack, they’ll be blocking you high, while you “empty jump” and hit low. It’s a common move among high-level players. After a sweep, grab, EX Fireball, Demon Flip Palm/Grab and Shaku you have enough frame advantage to time a safejump that hit’s them in their first vulnerable frames, while the startup of their reversal would be too slow to catch you in the air (you’d be grounded in the first active frame of their move).

That’s why this is called a “safe jump”. Here’s where the guessing game begins. You’re opponent can’t Reversal, so he has to block high. You capitalize on that by NOT attacking and hitting low instead, opening up his defence.

Might sound ineffective, but remember that your jumping attack hits them in their first vulnerable frames (around their waist/legs) JUST as they wakeup and you’re almost landed again , so there’s VERY little time for them to see whether you committed to a jumping attack or not. It’s easy to block low after a jumping attack because the game ‘freezes’ for a moment. You don’t get that ‘freeze’ during an empty jump, so the opponent has VERY little time to switch between blocking high or low.

Besides, if you feel confident in your combo’s, you can link cr.LK to cs.MP, circumventing the reduced damage and cs.MP can be cancelled into everything. For good combo against crouchers.

ah cr.lk links into cs.mp? i didn’t know that… ok i see how its useful in an empty jump, but not for a jumping attack that intents to hit, which is what i was referring to. empty jumps that land that close are however difficult to accomplish apart from on wake-ups

Eh really. Maybe you should spend less time complaining and more time listening.

Ok, so I was messing around in practice mode last night trying to see if I can pull this off:

j.HK, cs.HP xx HP Hado, FADC, cr.MP, cs.HP xx HP Hado, FADC, cr.MP, cs.HP xx LK tatsu, HP SRK

I can get to the cr.MP after the 2nd Hado FADC, but I can’t seem to link the cs.HP after it… Is my timing off? Or is there some special properties in play that doesn’t allow me to proplerly link the two normals after the 2nd FADC? I’ve been practicing my execution for cr.MP, cs.HP combos and I thought it would be neat to implement it into a combo like cs.HP xx Hado FADC x 2.

And before someone asks “Why would you even go for such a combo? It’s not viable during a real match…”, I just wanted to try it out for fun and as a way to start implementing Akuma’s more heavy hitting combos into my game.

If you keep getting far hp, then the spacing is off. If you’re not, then the link is possible. That combo is definitely possible in the corner.

You should end any longer combo like that with sweep if it works on that character.

hey guys, i’m just wondering what the best method is to punch/kick xx gohaduken on the joystick… i’ve been for example. cr.mp, then gohaduken motion then pressing lp for the fireball, which i find to coordinate better than pressing one button, releasing, then pressing the same button again after the fireball joystick motion, without overlapping any of those timings… .but the problem with pressing 2 different punch buttons is that often enough an EX fireball comes out, even when the buttons are not pressed at the exact same time… any advice here?

also, as an alternative, for example, i have been pressing cr.mp then the fireball motion with no second punch input, and the punch as well as the fireball comes out… strange, but it seems to be consistent enough to rely on, any advice here?

also, how safe is cr.LP, cs.HP ? can it be interrupted with a reversal on block?

If you press the buttons on the same frame or subsequent frames, you get an EX. If you don’t press the buttons on the same frame or subsequent frames, you don’t get an EX.

That’s called negative edge. If you didn’t know what that was, that tells me you might get something from watching these videos. Go to 1:14 for the explanation of negative edge.

Spoiler

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After they block the cl.hp you’re boned if you don’t cancel it because it’s unsafe. If you cancel into fireball it’s moderately safe. They can uppercut in between cr.lp and cl.hp.

i see no advantage to a sweep after tatsu rather than a srk, you’re sacrificing like 100 damage there for not much reward… you can’t DFDK in because that will be stuffed by a reversal, same with cross up attempts, the only thing you can do is bait a dp with a safe jump, which is not as easy to do as a simple input, and the best way to avoid that is to not do a dp reversal, but just an anti air normal… so theres nothing special about getting a knock down, is tthere,

^ Ignore this scrub talking absolute bullshit…

Actually, there is. On a character like Balrog for instance, keeping him on his back allows you to continue applying pressure and (hopefully) getting another UTKD and keep the cycle going. I’m not a great Akuma player, but when I can sink my teeth into an opponent via contineous knockdowns, I usually get an easy win. Akuma’s vortex options may have been somewhat gimped since AE 2012, but when you get a chance, you should never overlook the opportunity to get that UTKD.

Akuma’s game still relies heavily on getting those knockdowns, especially since our damage and stun output got nerfed further in the last patch. Damage is good, but you need a way to get in and do that damage. The only way to do that is to keep applying pressure… And one of the best ways to do that is via UTKDs…

Switch to Ryu.

ok, so you get a knockdown, big deal… the worst thing you could possibly do is a dfdk, your only option is to do something that will wiff, which they should know, a df grab is nothing special, and they could just use an AA normal to stop it. so the advantage of getting a TKUK doesnt seem worth the sacrifice in damage, esp since you can otherwise EX the dragon punch. and then there are so many characters who can easily get out of akumas jump ins after a knockdown with their specials.

i would never play a shoto other than akuma… why would anyone not want to have air fireball, demon flips, and teleports… talk about making your game 50% less interesting

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good demonstration videos, but these dont explain why a sweep is a better choice than a SRK or EX SRK… your only safe option is to do a wiff jump-in, you can’t even jump over anymore with the 2012 nerf, meaning your opponent will just do an os grab, thus he escapes…

im only stating what i know, im hoping someone can convince me otherwise.

Sweep is better because you cannot recover from it and instantly stand up after you’ve fallen from the ground. Akuma has a lot of different options on a knocked down opponent; and while yes, they can “guess right” and prevent your attack from hitting, they have to guess a lot more than your typical block high, block low, block crossup, tech throw scenario. For every attack option that Akuma has, you can come up with a reason to not do it. Thing is, that only matters on paper, because people are not robots that rely on reaction only. The only time certain attacks truly fail is when you’re completely predictable with them. The worst thing about Akuma is that about half of the cast cannot be swept after a tatsu. But that’s what standing fierce reset shennanigans are for.

he has the same amount of options on an opponent that is not knocked down, if you are knocked down, just escape with a special or do an AA normal on jump in, simple as that, “guessing” is for the sake of doing damage mainly. trying a DFDK is just asking to get slammed with a reversal, so unless a knockdown gives you more options that are “safe”, then its a bad idea, whereas if your opponent is in motion, mid animation, then you can react appropriately to connect, unlike on knock-downs.

although with a sweep, you’re not even really going to do a jump-in attack anyway, since you’re too close to your opponent for a normal jump, so it would have to be a lp.dfp wiff, which isn’t exactly as much of a bait as some throw into a safe jump to bait a DP.

it seems that from sweeping range, the only safe dive kick is a MK.DFDK, as it goes more or less, over the head of the opponent on wake up, so their reversal attempt will miss, but if they don’t reversal you will land right behind then to be grabbed, is it possible to tech their grab in this case? or upon landing in do they have frame advantage to grab you first?

i would agree that a sweep is definitely the better choice providing that you could then cross-up the opponent on wake up, i don’t know how possible this is though, if it is possible, then i myself am just not good at it, as i’m either jumping too early and getting hit with a reversal on the backside, or jumping too late and getting hit on the front side. any advice/comments on this?

if a cross up is possible in all cases of a sweep, i think that a tatsu-cross up has to be the worst choice, since you can’t combo from that

unless you want to do something stupid like tatsu, dp fadc, dp fadc, (taunt instead of shaku)

i never like the shaku after fadc fireball, it spends meter and does less damage than an EX shoryuken instead… if you could FADC a DP and then HP into reset on the falling opponent rather than a shaku… that would be miles more effective.

Shaku after an FADC isn’t worth it anymore and I don’t believe it’s been worth it since vanilla for pure damage. Where it’s somewhat useful though is for positioning against some characters, especially when followed up directly with a roundhouse DFK. You’re also not completely wrong about the options you have on a knockdown vs someone standing, except that a) you’re already essentially right on top of them so they can’t create space and b) you’ve actually cut away some of their options.

I don’t know how many average or below average players you play, but once you start playing people that actually “think” while they are playing, the vortex works much better. When you’re playing people that are pretty scrubby, then doing a shoryu actually is almost always the better option. At least that’s what I’ve experienced, and you have to really dumb down your play to compensate for wakeup ultra/reversal junk and you aren’t always in a position to safe jump.

Watch this video. Look at how -6 does not get a good vortex attempt at all in the first match, and then look at what happens in the second.

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Also, what’s up with all of the high level players that do standing ultra against jump in attacks? You would think that they would know to crouch first…

ok. ty for your response. ,… and what about cross-ups after sweep?

am i right that akuma has no use for MP.SRK, LP and MP.Shaku, MK.Tatsu

is it a given now that akumas best ultra option is DA combo’d off a HP?

im guessing this is his strongest combo, anyone know how much dmg this does?

j.HK, s.HK, cs.HP xx fireball FADC, cs.HP xx EX tatsu, EX shoryuken

then

j.HK, s.HK, cs.HP xx fireball FADC, cs.HP xx fireball FADC, cs.HP xx teleport xx DA

vs jump in attacks, do you have to just crouch before inputting an ultra or do you have to buffer it in a crouching attack instead? (cr.HK)

i must say, cr.HK xx raging demon is a beautiful ultra setup if the cr.HK is blocked, as the opponent naturally will then try to attack the blocked sweep from frame advantage, victim to the raging demon. i’ve seen Tokido do this,

awesome video there btw,

i didn’t kn0w you could combo s.HK, s.HK on counter hit, very nice

is cr.MP, cs.HP considered difficult to do?