^^^
If you just do an uppercut to red fireball (no combo into the srk) then mp - fp shaku is the most dmg right? 310?
^^^
If you just do an uppercut to red fireball (no combo into the srk) then mp - fp shaku is the most dmg right? 310?
Got a nice one to add. A shallow Dive Kick (one that hits around their knees or lower leg) can go into far roundhouse confirmed into BnB. But there’s an easier one which I think is very sweet that I found while playing around against CPU Sagat in vs mode.
You can combo the roundhouse more easily from his more damaging jumping HK. For the range, all it needs to be at is around the same distance the fight begins and when you hop over an anticipated fireball to punish from there. (the CPU always opens with a Tiger Shot) It’s very consistent around that range.
Not the most advanced new combo, but I didn’t see it up and it’s very punishing. Jump HK-HK roundhouse-cr.MP-Tatsu-Shoryu is very reliable for easy use at 429 damage without any meter, resources expended or tricky requirements.
You can also do Jump HK-HK roundhouse-close HP-Tatsu-Shoryu which is much more strict and range dependant, but is worth 453 damage.
Haven’t yet tried with cr.MP-close HP following the roundhouse to check that damage coz this one alone was tricky enough for me to get. More advanced players can feel free to have a look at all the FADC options and such for maximising the damage for this if they wish.
Still, I suggest these could be added, as in my opinion the cr.MP one is a great BnB for the given situation.
Those combos are very important vs Sagat.
It is not possible to do HK (far) > 2MP > HP (close), you’re always to far to connect an HP (close).
For more combos after Jump HK, HK (far) using FADC and so, you can use HK (far) combos i have posted, they all work in this situation.
^^ by no means am I a “top player”… but I have no trouble with combos and testing the and blah blah. Anyway, The jump HK-HK-HP(close) seems WAY too range dependent to be a greatly viable option. Just feels like you’d have to be guessing too much …with a miss being a lose of hundreds of damage as opposed to gaining very few for the thing landing with the HP. But if someone could find a way to add it into a round it would indeed be cool…lol. half a bar from a jump in… the c.mp one though… I have been looking at myself since yesterday so its funny you mention it…
edit: yea… the damage is pretty awesome from HK combos…
A similar combo I actually was trying out in training yesterday is (when in the corner) ex-air FB - Jump HK - HK- c.mp- lp.tatsu - HP SRK… 454 damage/690 stun using 1 ex-bar. And of course there are the usual little changes such as adding in red FB or something different instead of the c.mp (such as c.lp, c.mp instead).
btw: ex-air FB, Jump HK, HK, c.mp, lp. tatsu, LP SRK-FADC-HP RF does 484 damage and 820 stun.
As long as they are in the corner the fireballs will both hit… even if you are almost at the complete opposite side of the screen. And the Jump in will hit correctly from about 1/3 to 2/3 of a FULL screen away…close and you should just walk up instead of jump in.
Feel like s pending 3 bars of EX? Then:
ex-air FB, j.HK, HK, c.mp, QCF+HP (fireball…)-FADC-HP©, lp. tatsu, HP SRK is a 12 hot combo for 488 damage and 720 stun.
how about 5? lol… (during the combo you actually are able to make up one bar worth of special before the last FADC, allowing you to perform a combo involving 5 ex bars…yay)
ex-air FB, j.HK, HK, c.mp, QCF+HP -FADC- lp. tatsu, lp. SRK -FADC- RFB is a 13 hit combo for 516 damage and a whopping 850 stun.
hmm…wait…who has 850 stun points before they get stunned…hmm… OHHH…RRIIIIGGHT AKUMA!!! lol
I did the training of it against sagat so I didn’t get to see just how bad the damage scaling after a stun from a 13 hit combo but I can imagine if you FA dash some form of BnB someone you’d probably get to around oh… 600’s?? but it WOULD be a SEMI-natural 20+ hit combo so that would be cool…lol…
Correct. It’s also not bad as a decent damage AA option.
For the standing HK combos - I seldom seem to be in range for the crouching light punch link into LK tatsu. Is there a good rule of thumb for being able to tell when you can link into the cLP -> tatsu after performing a standing (double) HK?
Not that I know of, it’s best to adopt cr.MK-Hadoken as a secondary and regular option to go with that combo for anytime the roundhouse hits outside of the range the cr.LP would reach.
Frankly, I whole heartedly suggest upgrading to cr.MP over the cr.LP; it’s only 1 frame slower to link (can be done very easily and consistently once you get the hang of links in general) and carries a lot of nice little bonuses over cr.LP on top of allowing you to link the full combo from most of the ranges the roundhouse will hit.
cr.MP-fireball still covers a roundhouse from the furthest ranges out, but I seldom have to fall back on it compared to when I was using the cr.LP.
[PS] for 3 frame block or otherwise punishment, Akuma’s standing close MP is 3 frames at 70 damage and easily cancels straight into the BnB for over 290 damage; higher than anything else I know of that you can get from here without using close HP at 4 frame punishment.
It also pushes them back for far links on hit nicely so you can link close MP-far LP-HK roundhouse, though unfortunately it seems to push the opponent too far for the Tatsu after the cr.MP so I think you have to go for something shorter like a heavy SRK link for less overall damage.
Tried out the close MP stuff last night, going into BnB it’s really nice IMO.
I wanna ask an important question to the more experienced Akuma players here:
What’s the best or optimum staple followup to a successful stun on the opponent?
It’s a difficult question to answer because of the nature of the links and combo options available plus the levels of scaling involved, but for the sake of my game style, lets presume it comes from a simple 6-7 hit BnB combo.
If I have meter, I’ll use a Super or Ultra here for flash and irrespective of damage as there doesn’t seem to be a big difference in the damage you can get. But without meter, I’m currently just going with a level 3 Focus, dash into cr.HP-Tatsu-Shoryu. Are there obvious combos to expand on that and get a bit more damage perhaps? I’m unsure of the focus as it increases the scaling further.
Should I back away and try to measure the distance for a shallow jump-in into the roundhouse here?
With the stun mostly coming from BnB combos, they’ll be in the corner often enough so feel invited to include a corner combo with EX Tatsu into Shoryu or whatever if you know the distance is right.
Just looking for a new staple and get an idea of what’s possible because I haven’t yet explored options following stuns.
Ohhhh, you just made me realize something… You should be able create a big combo out of hitconfirming HK with:
HK -> cMK -> Hadoken -> FADC -> cHP -> LK Tatsu -> FP DP
I suppose you could even do:
HK -> cMK -> Hadoken -> FADC -> cHP -> LK Tatsu -> MP DP -> FADC -> LP Red Fireball
Nice… assuming that works, haven’t tried it yet.
If the stun is coming off a combo (which it usually is), scaling is already going to be very high. For this reason, I don’t recommend spending any meter on a combo. IF it was just a one or two hit combo, then maybe a straight ultra might be worth it. Otherwise, i’d just go for lv.3 FA into cl.HP, LK tatsu, reset mixups (again because scaling is already so high, finishing with the srk is not as desirable). If your links are solid, you can insert a cr.MP before the cl.HP.
ive seen someone do the HK -->cmk -> hadoken -> fadc -> clp -> cmp -> fadc -> HK --> FP -> cmp -> light tatsu -> F dragon punch…lol
My links are… developing. I’m at the point where I’m able to do a lot of simple stuff with increasing consistency and start trying out and exploring further options. I’ve tried cr.MP-close HP in practice in the past but haven’t yet worked on properly integrating it so it’ll hit about 20% of the time for me, which will improve over time when I start working it into my game.
I think this forum really needs a proer reset thread; where all the options, set ups and guessing games can be covered unlike recently where a lot of the stuff being mentioned is still unclear on how to approach for those of us who haven’t tried them yet.
Is there a trick to getting off all 4 of the HKs?
I can get 2-3 cycles if I start at the exact closest you can be without doing the HK(close) version, and then my last LP always wiffs, too far out.
Also starting out with HK (far) > 2LP (far) > LP (far)… is actually easier for me to cycle into a second time with s.LP, but I am too far after the 2nd iteration.
Is there a kara HK (far)? Even if I am timing it correctly and start as close as possible I can’t finish 4 loops.
There’s no Kara HK in this one. THe combo will connect on both Sagat and Abel.
Though watch out versus Guile and Gief, you cannot do as many loop on those two.
I have landed HK loop in actual match several time, pretty cool :lovin:
has anyone heard about Akumas infinite?
Don’t think he has one. The closest he has is the far HK into the far LP back into the far HK to repeat. This is a loop rather than an infinite, as it pushes the opponent back with the hits even when they are in the corner so it doesn’t last and the scaling wrecks the damage completely after the third loop.
Unless there’s another one you are thinking of.
Dose he even have one? :wonder:
Not on the main page, but it’s stylish and fun so…
c.LK-LK, LP(f), HK(f), c.LK -> QCB+LK, DP+HP (must be close)
and
Focus Attack combo:
(in corner) MP+MK (full), back dash, HK(f), LP(f), HK(f), c.LK -> QCB+LK, DP+HP
That one I only seem to land 50-60% of the time… distance seems tricky to have perfect for some reason… or my timing’s just off but I get a lot of whiffed jabs after the first HK. If the LP connects - you’re golden.
Both of these tested/work vs Ryu
i got 6 loops of this on sagat last time so i thought it was an inf but i guess it’s a really long combo even longer if you ex dash cancel the hits once you start getting pushed too far away
That’s cool for extending the combo and such. For matches though, I’d suggest finishing up into the BnB ender after the second or maybe third loop. The scaling goes really high before long to a point where each new loop cycle is only worth 50 damage or maybe much less beyond that, so an FADC for extending it would be a bad use of two EX bars in a close or serious match.