SF4 Akuma Combos

also a combo i have yet to try with akuma but i have seen done with another shoto would be

stuff > LK tatsu > HK tatsu

i think this combo would be good because of the amount of area it takes up aka it pushes them really far… so you can corner them or get breathing room.

Its definetly not XBox overheating, More likely then not it is a hardware issue or a computer issue on the line/network.
During peak times cablevision/roadrunner will slow you down so that everyone using a computer can get good speed, that will cause games to lag for the most part,however that is usually the most unlikely culprit to the problem.
I find that 9/10 times it happens to be a router issue where someone doesnt know/forgot to forward a port to their xbox or they are downloading porno…

Here are somme combos i have posted on a french site.
Some are already listed in trag’s post and some are not so it might be interesting.

QCF+P, FADC, HK(far) rulez !

PS : Dommage = Damage and “/” means “or”

WITH HK (far)

HK (far) -> 2LK/2LP/2MP/2MK/HP(close) -> QCB+LK -> DP+HP
(Tension : 0%, Dommage : 319/329/369/369/399, Stun : 470/470/520/520/620)

HK (far) -> 2LK/2LP/2MP/2MK/HP (close) -> QCB+LK -> DP+LP -> FADC -> QCB+HP
(Tension 50%, Dommage : 367/377/417/417/447, Stun : 590/590/640/640/740)

HK (far) -> 2MP/2MK -> QCF+HP -> FADC -> HK (far) -> 2MP/2MK -> QCB+LK -> DP+HP
(Tension 50%, Dommage : 458, Stun : 711)

HK (far) -> HP (close) -> QCF+HP -> FADC -> HP (close) -> QCB+LK -> DP+HP
(Tension 50%, Dommage : 465, Stun : 780)

HK (far) -> 2MP/2MK -> QCF+HP -> FADC -> HK (far) -> HP (close) -> QCB+LK -> DP+HP
(Tension 50%, Dommage : 476, Stun : 771)

HK (far) -> 2MP/2MK -> QCF+HP -> FADC -> HK (far) -> 2MP/2MK -> QCF+HP -> FADC -> HK (far) -> 2MP/2MK -> QCB+LK -> DP+HP
(Tension 100%, Dommage : 475, Stun : 781)

HK (far) -> 2MP/2MK -> QCF+HP -> FADC -> HK (far) -> 2MP/2MK -> QCB+LK -> DP+LP -> FADC -> QCB+HP
(Tension 100%, Dommage : 479, Stun : 771)

HK (far) -> HP (close) -> QCF+HP -> FADC -> HP (close) -> QCB+LK -> DP+LP -> FADC -> QCB+HP
(Tension 100%, Dommage : 495, Stun : 860)

Those combos are pro. I love RH(far) combos.

Yo, I saw a really long combo, possibly an infinite on Abel. st.roundhouse -> st.jab, repeat. This is GDLK, he got up to 8 hits then mis-timed, but it looked like it woulda worked if he got it in.

MagnetoManiac I know those combo but they are not infinite. You will miss with the LP (far) after several repeat. So it is a loop, not an infinite.

It also works on different characters like Sagat, Guile and Zangief (lesser loop on Zangief).

And usually, this kind of combo are not very usefull as damage scaling ruined them.

HK (far) -> LP (far) -> HK (far) -> LP (far) -> HK (far) -> LP (far) -> QCB+LK -> DP+HP is 415 damage. You can add another loop but then it is 416, not worth it.

And you can implement the loop in an FADC combo though damage scaling is so bad that it is always a bad idea but you can do things like :

Jump MK (cross-up) -> 2LK -> 2LP -> 2MP -> QCF+HP -> FADC -> HK (far) -> LP (far) -> HK (far) -> LP (far) -> QCB+LK -> DP+HP

Though it is barely more damaging than
Jump MK (cross-up) -> 2LK -> 2LP -> 2MP -> QCF+HP -> FADC -> HK (far) -> 2MP -> QCB+LK -> DP+HP
and far more difficult. Very flashy though !
But i’m not using it in my game.

Nice combo list/breakdown from the french, what’s the ‘Tension’ thing referring to?

I would have estimated something like the difficulty of the combo, except it doesn’t make sense to put percentages there. It seems consistent with how much of the EX bar it takes up though.

well as for it being worth it…how much meter does it build and how much stun does it amount 2

Yes Tension is the amount of EX bar you need to perform the listed combo.

I don’t know about ex meter build but i’ll give it a shot for stun tonight.
Note that this type of combo is hard to pull consitantly in actual match. The LP (far) -> HK (far) link timing must be spot-on each time.

Tonight i will also add some Focus attack combo of mine.

Yeah I see a lot of top Akumas EXCEPT Momochi use FADC combos. I don’t know if it’s because it’s hard to land hits and worth the 2 meters, or if the people that follow Momochi tend to have an easier time by saving for EX demon flips or FADC out of bad shoryus. I guess I’ll find out for myself…

i actually printed this out haha thanks! there were quite a few i never tried before. thanks again

Trying to make Crossup MK, c.LP c.LP, MK, QCF HP my BnB. I’m not sure if it’s possible or if my timing is off, but it always seems like they block the second MK.

Let me know if it is or not.

Just adding my two cents to the combo library:

*445: j.HK, c.MP, HP© -> QCB+LK, DP+MP -> FADC, HCB+HP

You have to be close enough to link c.MP, HP©.

remember if you catch them crouching and hit a fp fireball fadc combo, c.fp will stand them up so you can combo into lk hurricane…something to keep in mind.

It’s been bothering me for a while.

After stun, do you guys think it’s worth trying FA3 -> FABDC -> far RH -> c. jab/c. mp -> lk tatsu -> fp shoryuken (or if you have bar, replace fp shoryuken with lp shoryuken -> FADC -> FP red fireball).

Might have to move 1 step forward after FABDC.

Don’t know if it’s better than FADC -> c. mp -> cl. fp -> lk tatsu -> fp shoryu

^^ Personally, if I got the stun off what was already a 6-7-8 hit combo, I try a lot for the LP reset after the LK Tatsu and go after the extra damage. If you just hit a 7 hit combo, then you do FA into another 7 hit combo, the damage scaling is going to be ridiculous. I also believe it’s not worth it to use the 2 EX bars in a combo after a stun, again because of the scaling.

On the other hand if you just happened to push him into stun with a one hit move or something then by all means, do it. I’ve been experimenting with the back dash after crumple to start far RH combos as well, and I think you do have to take a step forward before you start it. Problem is if you’re just a split second late, you’re kick will knock him into the air and reset him.

As for those 2 combos there, I can’t test it right now in training but I would wager that the 2nd one is the better damage?

I have juste tested some combo in training :

Versus Sagat

2LK > 2LP > 2MP > QCB+LK > DP+HP
(Damage : 269 ; Stun : 370 ; Super bar : approximatively 3/4 of a slot)

2LK > 2LP > LP (far) > HK (far) > LP (far) > HK (far) > LP (far) > HK (far) > LP (far) > QCB+LK > DP+HP
(Damage : 301 ; Stun : 505 ; Super bar : 1 slot)

Cross-up jump MK > 2LK > 2LP > 2MP > QCB+LK > DP+HP
(Damage : 300 ; Stun : 420 ; Super bar : approximatively 7/8 of a slot)

Cross-up jump MK > 2LK > 2LP > LP (far) > HK (far) > LP (far) > HK (far) > LP (far) > QCB+LK > DP+HP
(Damage : 302 ; Stun : 505 ; Super bar : approximatively 1 slot)

HK (far) > 2MP > QCB+LK > DP+HP
(Damage : 369 ; Stun : 520 ; Super bar : 1 slot)

HK (far) > LP (far) > HK (far) > LP (far) > HK (far) > LP (far) > HK (far) > LP (far) > QCB+LK > DP+HP
(Damage : 416 ; Stun 725 ; Super bar : Approximatively 1 slot + 1/3)

So Damage is not very consitant using loop combos unless you start with HK (far). Stun though is really better and Super bar gained is better too.

A French player i know attempting qualification for Tougeki in Japan told us that Tokido was using the loop combo starting with 2LK, 2LP … as B’nB vs Sagat.
He was finishing his combo by DP+HP (1 hit) (as DP+LP has too littel range here) > QCB + HP to gain better positionning and a bit more stun as damage added is shit after more than 10 hits.

In regards to the starred combos (and I’m sure there’s plenty of room for disagreement and discussion on this)

In the basics, cr.LP->cr.LP, LP srk should also be starred as it’s another hit confirm knockdown that is easy off of cr.LP, works at nearly all ranges, and doesn’t require meter. cr.LP->cr.LP, cr.MP->ex hado is starred for pretty much the same reason, but costs a stock, so a meter-free option should also be starred.

Off of f.HK, the link combo to BnB should use cr.LK, it works from the longest range. There is a range from which cr.LP will not reach and cr.MP will push them back too far for the LK tatsu to connect, but cr.LK will still work just fine.

For divekicks, it is very doable to hitconfirm into cl.HP, you don’t need the cr.LP chain and link. Chain is still useful though, because let’s face it, some times you’re not always on the ball for the hitconfirms and accidentally start chaining even though you hit. If you haven’t gotten the hitconfirm to cl.HP down yet though, it is still better to use this:

divekick, cr.LP, cr.LK->LK tatsu, FP srk

It actually does slightly more damage due to scaling, and also works off of shallower divekicks on account of not having as much pushback. It’s better than triple cr.LP in pretty much every way.

I disagree with it, on some character (Guile, Boxer, Blanka for exemple), 2LP will have more range, so it is really character specific. I agree if done against shotos though.

And LP (far) have very long range on characters like Sagat, Guile and Abel, LP (far) > QCB+LK will always connect. On this same characters 2MP > QCB+LK tend to connect pretty far too.

^ Ah, did not know it was char specific, thanks for that.

One more thing, on the combos where you hit with a non-juggle srk, then fadc to juggle with red fb, it does more damage to use MP srk than LP srk.

LP srk is only better in juggles because there are less juggle hits available so if you use MP then one hit of the red fb will whiff. This is not the case if the srk is the move causing the launch in the first place.