SF4 Akuma Combos

It should be easier to get close fierce vs some characters too, for example close fierce is difficult to get against Hakan’s weird ass hitbox after the tiniest amount of pushback.

cl:hp: xx hk tatsu FADC should be the regular Blanka Bnb, more damage, and force stand so well that the last lk tatsu connect.

Hey I’m kind of curious, I see a good amount of akuma’s to their bnb with lk.tatsu xx srk FADC shaku hado and I was curious are the 2 bars to FADC worth getting in the shaku hadoken? Can anyone explain why do they this? I’m not an Akuma player so I was just curious as to why they chose that instead of finishing the SRK. It doesn’t seem like much more damage, could it be a spacing issue leading to a setup? thanks SRK forum

Sadly no.

Back in Vanilla it was a useful combo that did more damage than a standard SRK, but any more it is a waste in most cases. You can do more with less meter. I only do it if I realize I need more damage.

This was one nerf I was sad about because I liked the combo. It was my first FADC combo I learned. :frowning:

What’s not to to miss about 412 damage?

i’m having a lot of trouble pulling off clp clp clp lktatsu. I keep ending up with slk or nothing comes out at all. Any advice? Also, what hit confirm combo’s do you guys use against crouching opponents? lately i’ve been doing clk clp cmp hadu but i’m wondering if there’s something i else i could be doing to shell out more damage especially if i have meter.

You have to link the second jab, you can’t chain it. Delay the second jab.

There is but you’re not going to like it…DP FADC cl.mp. Besides that no, just link to cr.mp xx EX Fireball/Tatsu. Fortunately Akuma’s best mixups are left/right nowadays and demon flip divekick forces stand anyways so it’s not too big a deal.

You can also do stuff involving cr.lk -> cl.hp but that’s a 1 frame link and good luck confirming.

hit confirming with cr:lp:, cr:mp: is a mistake, on block you’ll be wide open to focus, and reversals.
I do it all the time cause I’m not smart.
Also dive kick force stand only on hit so it’s not something you gona put in the formula of hitconfirm on crouchers.
You have 3 main options to finish a combo on them, the :mk: or :hk: tatsu if close, the ex tatsu if too far for others, and FADC to force stand moves. For the masters there’s kh tatsu FADC right after hitconfirm and close as it force stand too and let you link cl :mp: or cr:lp:, cl:hp: etc…

I don’t think cr:lk:, cl:hp: can combo at all.
but there’s cr:lk: cl:mp: xx fireball
and you can still cr:lp: cl:hp: xx fireball for hit confirm on crouchers. if blocked, you’re safe at range, if you see the hp connect (the fireball is already processing anyway because whatever happends you input it) and you react with fadc.
The only time you want the opponent to stand is right before the tatsu, so cr:hp: after the last FADC but at the beginning of the combo, you don’t care.

Yeah, I meant s.:mp:, not s.:hp:.

A must see SF: The Real Movie Combo Video

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As horrible as this game was IzumojinX combo video makes it absolutely fun to watch. The Akuma stun combo was hilarious and sick at the same time. Enjoy!!

Just saw Eita punish makoto ultra II on block with “mid screen” far :hk:, cl:hp: xx tatsu ex SRK.
I thought HK, HP was linkable only from counter hit HK very close, or from FA backdash + walk in corner.
Weird, or I’m missing something on the frame data for far HK advantage ?

F.Hk is +5, cs.hp is 4f, so a 2f link, quite easy actually, but the spacing is strict. Blocked dp’s should be punished this way for maximum damage, stun and meter gain.

damn, I’ll put this in my drills asap.

What’s a DP?

a :f: :df: :f: :hp: is a DP

True Demon Execution

Sombody commentet saying there is no such thing as true demon execution.
Well I know about the true kara demon and all that but what i am talking about is the execution behind it all. I mastered that since third strike learning it from a vid by harmonaz. I found it to be the best way to execute aalmost any demon and I believe it should be at the core of any demon that requires speed and precision timing.

I see lots of people press lp twice when you can double tap it to gain speed and when after that you plink lk to hp the demon actionly becomes kind of 2 button move. Double tap lp is like pressing ONE button because your hand goed down only once and plinking lk to hp also is like pressing ONE button because your fingers only go down one time. So in fact in the time it takes you to press jab twice you can actionly input the whole demon move allready. Also the way you hold your stick is important because you can hold db and go to back but you can also be holding back and go to db right between the double tap and the plink to get a complete and crisp clean input. That’s why i call that true demon execution. It’s trully without shortcut but still as fast or imho even faster that the sf4 series shortcuts.

This way you can get all kara’s with dead on precision, specially with st mp & cr.mk (anti air) which require speed.

I hope somebody gets this… I’m really bad at explaining things even though its crystal clear in my mind…

Funny found (maybe it’s known) and even if hitconfirm isn’t easy, I succeed doing tatsu cancel pretty condidently against bison in corner with :
Bison crouching
command dive into cr:lp:, cr:lp: xx HK tatsu FADC cl HP for a 5 hit combo.
I always though the best normal follow up after tatsu fadc was cl.s.mp
It’s damn hard to link even a cr:lp: after a clean tatsu FADC on crouchers in trainign room but for some reason I can get plenty of frames with this particular combo. I have a feeling FADC can be done early or late and late give better results.

Edit: Hourray ! I got it mid screen too with Bison crouching, 4 hits combo cr:lp:, cr:lp: xx HK tatsu FADC cl:hp: and on my weak side for FADC. So I guess it’s a piece of cake for the good players here :slight_smile:

So more damage than a fireball cancel, stand opponent straight, Will check if it works at that range on others. Exciting anyway to find a new toy. I can play with.
cr:lp:, cr:lp: xx HK tatsu FADC, cl:hp: xx LK tatsu, HP SRK = 311 damage 425 stun
Works on makoto not even point blank.

Ok more new tech for ya :
Honda crouching, this works like a charm :
cr:mp:, cr:mp: xx HK tatsu FADC cl:hp: xx LK tatsu , HP SRK = 371 damage 525 stun
the regular one is :
cr:mp:, cr:mp: xx HP fireball FADC cl:hp: xx LK tatsu , HP SRK = 355 damage 525 stun
Tested mid screen and corner. If you want to go for a cross up or empty cross up in the corner you can’t do cr:mp: x2 but cr:lp:, cr:mp: xx HK tatsu works to stand the opponent, even after a cross up MK or dive kick connect.

cl:hp: xx HP fireball, FADC, cl:mp: xx HK tatsu, HP SRK = 427 damage 655 stun

For some weird reasons after a first tatsu FADC, a cl:hp: xx HK tatsu hits only on the second hit making the tatsu not FADCable… but it bwork with cr:mp: or stand close :mp:

On Blanka cr:lp:, cr:lp: xx HK tatsu connects first hit so FADCable. and cl:hp: follow up works too.
So now the good question is what’s the result of a HK tatsu on block, safe like shotos ones ?

[media=youtube]BFfPQr1MKOQ[/media]

Can someone give me tips on executing cr.jab x3 / cr.jab cr.short cr.jab / (etc.) xx short tatsu? I can never combo into it for the life of me, not even once after going into training mode and practicing for a number of times. I can do cr.jab fierce xx short tatsu, cr.jab x2 cr.strong xx short tatsu and far roundhouse cr.jab xx short tatsu but whenever I try to do two or more crouching light normals into short tatsu it absolutely never works for me. What am I doing wrong?