SF4 Akuma Combos

He speaks the truth, you can’t grab anyone out of block or hitstun anymore with the demon (unless they’re idiots).

The *'s in this thread have taken my akuma places. Specifically the ones ending in QCB LK, DP HP. Absolutely game changing.

Welcome to Akuma. :smiley:

I’m glad everyone is enjoying the recommended combos. I have a few more to add. I think I’ll get on that right now!

Could you make a video and upload some of them on Youtube, plz? I think a lot of people would love to see these combos being performed, it makes practicing a lot easier.

If Tragic’s too busy, I could record them and get them up on youtube or something. I posted one combo already in the video thread…

p.s. - Tragic, you know how this goes… New game, new reconnection so you can show me what’s up on Live! At least this one’s guaranteed to last longer than DOA4

Thatd be awesome, Id rep you if I knew how to. :lovin:

The first page is updated with some a “recommended combo section”. I will expand this if people like it and find it useful.

I may make a video, but right now I am focusing on the basics/foundations of Akuma combos so people can jump right in and have something to start with. Combo videos usually have insane stuff… and while I like doing those types of combos, it takes a lot of work (not to mention the editing!).

Quick question: What do people use for their demon flips (specifically demon flip for diving kick)? I am now using heavy kick to start it off and heavy kick to start the diving kick just for simplicity’s sake but I was wondering if people were using all three kicks to gauge the distance on their demon flips (for diving kicks) or just going with heavy kick and using HK to start the dive whenever. Thanks.

Well, of course that would depend where you are in relation to your opponent…

Updated with more recommended combos (added some basic Focus Attack recommendations).

As for Demon Flip combos… it makes no difference what button you press to activate the actual dive, as it always comes out at the exact same angle. The initial button press determines the distance of the flip portion.

Let me know if I’m missing anything.

What I was wondering wasn’t the button pressed to initiate the diving kick but what people use to start the demon slip. Currently I do HK demon flip because it can take me the max distance but I use HK (/any kick) to start the diving kick, either taking it the max distance or interrupting it for a diving kick earlier. I was wondering if people actually use the LK/MK to gauge distance or just use HK and interrupt with a kick for the dive.

I use the kick that takes me an appropriate distance of course. If they’re right in front of me, I’m not going to use a HK flip (unless I am intending to go past them for the purposes of making an AA whiff).

Likewise, if they are far, I will use a HK flip, unless I am intending to go short because again I am intending to make them whiff an AA.

Not sure what you mean by “gauging the distance” in this situation.

Haha, nevermind. I went in to training mode to double check what I was thinking and found out I was waayyyy off base with my rationale. Just negate what I said earlier :slight_smile:

Hey, thanks for the easy-to-read combos, Trag. I’m new to Akuma and you helped me quite a bit.

nice combos :stuck_out_tongue:

I dont know if i am posting it in the right thread but, i fought Ehonda today an the was a little lag, and then something strange happened, i jumped in, HK > DP HP (and when the first dragonpunch hit landed) > super, and it connected…

ehonda was blocking evreything but couldnt jump away of my demon super, i dont know if this was becuase of the lag, i didnt try it in training mode though.

What kind of button mashing is going on for you to cancel DP+HP into super:rofl:

lolol

Dont know if this has been posted but I found a little pressure game from full screen… QCF+lp->fadc-> ex dp+k,k. If the dp+k hits the fireball will hit at the same time. Hit a few ppl with it online and at a friends.

I think you could do a lot more chip damage with 3 bars up close than you would canceling a long range fireball into ex flip. All they have to do is block and that would be pretty much a waste. Cool trick tho, if you can make it pay off.