SF4 Akuma Combos

um, does cr:mp: cr:mp: cr:mk: xx fireball FADC give you more of a window to land st.:hk: ??

i think this is my favorite akuma combo… that is, to win matches with nothing but this attack repeatedly… cr:lp: cr:lp: cr:lp: cr:lp: cr:hk:

or in a corner. cr:lp: cr:lp: cr:lp: cr:mk: xx fireball FADC cr:lp: cr:lp: cr:lp: cr:mk: xx fireball FADC cr:lp: cr:lp: cr:lp: cr:lp: cr:hk: 15 hits

j:hk: s:hk: cr:hp: xx fireball FADC s:hk: cr:hp: xx fireball FADC s:hk: cs:hp: xx teleport xx DA

give Akuma Oni’s attacks too imo, i want to be able to do target combo + :lk: slash FADC instead of fireballs

Sure but this is Online play and I can’t trust the animation on the screen to know when I’m free of bloc stun. So cr:mp: is safer, but indeed I can do a worthwhile combo instead of this one. I train against AI at the moment. I just use it to train my FADC and plink. And I need to train it bad…

And yes set, it’s the combo that give you the good range to land st:hk: on Cammy from point blank (see the list in last page of akuma setup thread).

Actually online I would be way more worried about dropping your combo over s.HP. Both come out in the same time frame and if you want a safer version use s.HP > Fireball which gives you enough time to confirm into FADC.

I need to relearn to start s:hp: xx fireball with a single clean :hp: button then cause I plink and often screw it up with :mp: coming out or cr:hp: … While my technique give me enough confidence to do a 16 hit combo straight in training starting standing fadc’ing like crazy, I can’t do any cr:lp: st:hp: … nor with a jumping attack before it.
I’m a scrub !

how to beat juri and t hawk 101… neutral jump their condor dive and that other diagonal across the screen juri does into a bnb combo… who else is neutral jumping effective against?

a sagat tiger knee perhaps?
a zangief grab?
do neutral jumps beat grabs btw? like if you jump right in next to someone and they try to grab you and you try to neutral jump, who wins?
an abel ground roll?
a cammy spin fist?
an oni slash dash?

where else is neutral jumping effective?

adon jaguar tooth?
oh what about balrog lunge punches?
selth’s wall kick across the screen?

no idea what else…

Sagat tiger knee: sure if you are 100% certain it’s going to happen (but if you’re far enough to safely neutral a knee, then you may as well just shoryu it). Otherwise, you’re asking to be step kicked x2 or just uppercut. If you’re close and you anticipate it, you can simply throw out a standing fierce or crouching forward to stuff it on it’s startup. I think crouching roundhouse also stuffs it, and that would be your best option if you know it will land.

Zangief grab: yes, but I prefer to back dash, cross up or teleport since he has no way to follow a teleport. Unless of course it will put you too close to the corner.

Yes, neutral jumps on empty jumps beat normal throws, otherwise you would never be able to neutral jump and crouching short anyone.

Abel ground roll: smarter to simply do a crouching forward or just throw him out of it since a neutral jump will likely get you thrown if he has meter.

Oni slash dash: I don’t have a lot of experience with any good Oni players yet, but I do know that many really love to spam the hell out of the EX version if they have meter. When I’m going against that, I either try baiting them or simply jump in and air fireball at the last second. I’m not sure if you can DFK an Oni that has meter (or at least, I don’t know the exact timing yet), because it often seems to catch it and then you’re eating an ultra.

Adon jaguar tooth: you can, but no smart Adon players will use that move that often on Akuma. Standing fierce/shoryu/ultra punish it consistently.

Balrog lunge punches: better to crouching forward/roundhouse or standing roundhouse depending on the distance since he also has AA punches.

Seth’s wall kick across the screen: This is one where I think neutral jumping and tossing a fireball on the way down is pretty useful. What’s funny though (don’t expect smart players to do this) is catching that crap with an ultra. You wouldn’t believe how many people jump in on me when I have an ultra, thinking they are safe.

C.Viper is definitely a character that you’ll end up neutral jumping a lot. Rufus as well, although technically you’re not just neutral jumping.

walk forward grab is monstrously effective against dash punch happy Balrogs

can someone please describe for me exactly how to input a jump-in option select.

for exemple instead of j.:hk: you do j. :f: :d: :df: :hk:~:hp:
in the air all you see is a :hk:, if it connect you land and nothing, if it whiff you insta shoryu on landing.
It could be tricky sometimes cause you can easily [S]whiff [/S]hit and get the shoryu no matter what, by doing the OS too late at the end of the jump.
Another OS while you perform a DF palm meaty is just to mash a :d::hk: right after the input of the palm button. This to be sure you sweep any backdash knowing that if palm connect you’ll have enough hitstun time to stop mashing and switch for the good follow up.

ok got it, too bad it isn’t very useful… the only really useful os is lp + lk + down and away. if it werent for that, this game would be quite lame… as you would simply have to guess each time your opponent gets close to you if it will be an attack or grab

what is the best akuma reset option, excluding grab?

i would have to say tatsu, cr:lp: into jumping dive kick or cross over :mk: as unfortunately you can’t reset into a raging demon without getting shoryuken’d

You’ll get flames for that statement lol
Os is a key in this game if you want to close your opponent escapes. You just can’t cover all the option with one move/plan.
The first required step before you can develop your game plan is to make the opponent respect you and block instead of reversaling mashing a move, back dashing, jumping away or teleporting, on his wakeup.
And you can’t do it if you don’t :

  • time your setups => do a predictable set of move that put you in the same position every time (F.throw / sweep setups)
    -> this cover his reversals and turn off this option for your opponent
  • use OS to cover escape back dashes and teleport (OS tatsu, OS ultra, OS DF, …)

Now the prey is scared enough and start to block, opening another option for you, the grabs.

This game is not random. It seems like it only because you can’t achieve this level of play and execution at our level. But it’s still the goal. You’ll never win by trying another way around.

response: lol

you’re missing the point. playing against good players, they’re not going to be back dashing away from your jump-ins for that reason. in fact, 99% of the time, no one dashes away from jump ins, especially not back dashing, which is why i say it’s not very useful; and despite players thinking you can “train” your opponent to react a certain way to your mix-up game, this is not true with akumas mix up, because your opponent knows you can select different options, he might even know you are attempting to get him to think you are going to do something repeatedly, so he will in fact be expecting something different from you. secondly, you can’t even os demon flip jump-ins. reversals are only really attempted if they are going to land, if you’re trying a jump-in, it is highly possible that a reversal will not work, so they will attempt a normal anti air, which is safe. if you attempt a DFDK from across the screen, like an EX, it is likely that a reversal will hit it, thus they will attempt a reversal. so typically, they will be blocking, or more likely, an anti-air normal, which beats your jump in attacks as well as dive kicks, and recovers in time to handle a palm wiff. it’s as simple as that. the consequences of back dashing and trying a reversal on jump-ins are well known.

apart from jump-ins, and grab techs, and jab-sweep, i dont know of any other akuma os’s, much less any that could be useful

is the roundhouse loop a 1 frame link or?

lol @ “our level” as opposed to “higher level”

when it comes to the gamers themselves though, it is a known fact that PC street fighter players are considered the best in the world, xbox and ps players are mediocre in comparison.

Why is anyone still replying to that guy?

I agree with sol. This ‘ste’ asswhipe keeps asking noob questions in the wrong parts of the forums (which he’s been reminded of) and ignorantly doubts the answers given to him by people who actually know what they’re talking about. Basic lack of decency and respect. Do not bite the hand that feeds you kittycat. You’ll get put down.

His opinion is worth jack shit.

Well I tried, but seems he’s flying way higher than I thought…
by the way I meant
"This game is not random. It seems like it only because WE can’t achieve this level of play and execution. But it’s still the goal. You’ll never win by trying another way around."

oh my, people get so angry over the most worthy things, let me tell ya.

can you at least address the points i’ve made about os and how they are true or false.

i apologize if i have been rude, but really, the craziest and wildest fighters have assembled from all around the world to join in the fight, but ONLY ONE will be declared THE BEST. so, we have to go through the process of narrowing it down. so far, xbox and playstation are out, just accept it and get over it, it’s no big deal really.

rikudou, it’s your badass attitude that makes you so cool, keep it up. :stuck_out_tongue:

anyway,

it seems that the more i play this game, the more i come to the conclusion that no attack is safe, so the best way to play is defensively to allow the opponent to attempt to attack you, making himself vulnerable, even with a character considered offensive, like akuma. this becomes more difficult with projectile characters however, as it more or less forces you to attack. ryu and sagat for example. as the common strategy of those who play them is to continuously throw fireballs at you to force you to jump in, which they are waiting for to SRK.

it is a shame that the outcome of this game is so heavily dependent on random chance, players just tossing out a bunch of attacks until one provides an opening at the time where the other character is able to take advantage of it due to his “move” not being in animation, or these random moves happening to express themselves in such a way that a certain collision occurs. i am not addressing the controlled aspect here, for that which IS controlled, i am addressing the random aspect, which, even at high skill levels, is significant.

anyway, i’m not claiming to know what i’m talking about, as i’m not a very good or knowledgeable player, just addressing things for how they seem to be for the sake of hearing your opinions on the matter, i have played MasterOfStrings online before, he seems to be quite good.

unfortunately, i find that as much as 50% of the matches online are unplayable due to lag or disconnects, it’s a shame

question: how do you deal with guy charging at you… as this usually means he will do 1 of 2 things, his high jumping kick or low slide kick, meaning you will have to guess correctly without the time to react properly.

next, is to jab immediately following your blocked jumping attack safe or can it be grabbed? i just want to make sure you don’t have to input an os grab tech here

correction shabrout, this game IS random, insofar as you don’t know what your opponent is going to do. his actions and reactions, from the opposing player’s point of view, are random.

“skill” and “level of execution”, are determined by how these random actions are handled

This proves that you don’t know anything about fighting games. Everyone has tendencies, weaknesses, and other patterns that can be analyzed and exploited. That is how you beat players. You exploit their weaknesses while hiding your own and playing to your strengths.

If people think they can get away from your jump-ins by doing dashes, they will fucking dash. It’s not magic, it’s common sense that you do things that help you win.

If you don’t OS/reaction-punish their backdash, then you let them get away for free. OS’s aren’t useful for low level players so it’s not worth focusing on them over combos, footsies, and anti-airs. OS’s are extremely important in high level play because backdashes are so useful in this game.

The game is only random to people that don’t understand all of the opponent’s options. You’re not even playing the same game as other people are right now because you don’t understand the consequences of, say, Akuma’s cr.hk being punishable on block by Chun’s ultra 1 (but if you have U1 you can reaction counter-ultra).

[list][]shoryuken[]focus attack against slide[]Block and punish[]The overhead is slower than the slide and can be blocked on reaction.[*]Block and punish. This is there twice because the risk/reward is in your favor since both are punishable by full combos.[/list]