Hey everyone.I’ve finished hella most of the faq, it’s like 90% completed
I would really like you to see these combos as a teaser for the Faq
It’s bout Shin-Akuma.First here’s the guide
I.Notations:
f Forward direction (Move forward)
u Up direction (Jump)
b Back direction (Move backward)
d Down direction (Crouch)
f/u Foward+Up direction (Front jump)
b/u Back+Up direction (Backward jump)
b/d Down+Back direction (Crouching,could charge b/d)
f/d Down+Forward direction (Crouching,Could charge f/d)
f,f Dashing
b,b Back dash or retreat
d,u Super jump
d,u/f Super front jump
d,u/b Super backward jump
360 Motion pad from u to clockwise or anti clockwise motion tell it reach u agian
u,u/f,f,f/d,d,d/b,b,b/u,u
f270 Motion from f clockwise tell you reach u
f,f/d,d,b/d,b,b/u,u
b270 Motion from b Anti clockwise tell you reach u
b,b/d,d,d/f,f,f/u,u
WP Weak Punch "A"
WK Weak Kick "B"
SP Strong Punch "C"
SK Strong Kick “D”
SP+sK Right throw, throws opponent to the other side (C+D)
WP+WK Left throw, forward throw (A+B)
-Power Bar diffinations: (proportioned to both the red and yellow life bar together)
1/4 Means 1/2 of the first yellow bar
1/2 Means the whole first yellow bar itself
3/4 Means 1/2 of the second red life bar
Full Means the whole first and the second bar themselves.
-Conuter:While guarding, SP+SK.Doesnt deal any damage.Takes a bit from super Bar.
-Guard forward step: While Guarding, quickly press either f,f or f Plus any button.Must be done quickly.
-Guard Back Step: While Guarding, Quickly press either b,b or b plus any button.Must be done quickly
-Guard crush: Happens when you guard alot untill your guard meter finishes up.Guard crush effect is stun to opponent,giving you properties of free hits.
-AA: Anti Air combo or charecters strategies and tactics.
-Sweep Distance: the excution of the juggle range must be takin in such a place as follows, the furthist possible range that a sweep move can sweep opponent is called Sweep range.
-Half Screen: Juggle Must be excuted starting from Half of the screen.
-Special Maximum Cancel: Mainly maximum cancel is like cancel a Special move or special hit or super moves into one to another.Some charecter’s like Sagat,Dimitri,Akuma,or Chun-li are like able to special cancel(mainly most of the charecters can special max.cancel),Example: Sagat, f,d,f/d+SP for tiger uppercut,if you did SP or WP just quickly as soon as you excute Tiger uppercut(maximum bar for maxim cancel),he will cancel the uppercut into a tiger fireball(qcf+Punches or Kicks).These kind of stuff are special maximum cancel’s,mainly most of them are aint usefull that much like dimitri’s f,d,f/d+SP into SP.(any charecter that can cancel an uppercut into fireball are mainly useless maximum cancel cause they can never connect).Note:Mainly any charecter with charging move cannot special maximum cancel.
Here are some simple examples of maximum special cancels:
-Dimitri: f,d,f/d+SP >> SP(For fireball)
-Sagat: f,d,f/d+SP >> SP(For fireball)
-Chun-li: Qcf+WP >> qcf+SP(For super)
-Genjuru: qcf+SP >> SP(For uppercut) or vise versa
-Traps: What are traps?? Traps are a non combo strategy but more to Tactic.It is were you get opponent to trick them in order to fall into other hit’s connection(it maybe either followed by combo’s,super,Special move, Throw…etc)
Example of some traps: Akuma and Shin Akuma Death could be used as trap,simply jump in deep to opponent with SK and then normally excute Death super(WP,WP,f,WK,SP).This will not be counted as a combo,but totally guarenteed and non escapable.
Look at the strategies for Shin-Akuma and Dimitri,these charecters hold lot of traps.
-Arieal Rave: A series of combo while you and opponent are in air and you are preforming a combo,a charecter who can arial rave: Like Kim kaphuan.
-Combos or juggle: A series of hits that can guarenteedly hit opponent while he can never escape.
-Super moves: A special move which accumelate super bar, in order to preform a super move
Exceed: A superable Move, which it’s likely near to super.Great deal of damage will be dealt if it hits, and also only preformed one time in the whole battle and must be on the red HP bar.
-Normal Combo:Combo’s that doesnt need the help of the Maximum bar,so that means no maximum cancel will be used in any of the followed juggles that will be mentoined.
-Maximum Combo:Combo’s that does need the help of the maximum bar,so that means maximum bar will be use in any of the followed juggles that will be mentoined.
-EX Combo:Combo that involve excuting of an Exceed.
-Finisher: Finisher is the final finisher that end’s the juggle,where you cannot juggle after the final finisher(Could be either a move,Special hit,A normal hit,Super or exceed).
-Tactics and Strategies:These are small info bout some usefull tactics and strategies that you may use in the game.
-Tips:Small Notes and tips just to help in any prevoius mentioned combos or tactics for the mentoined charecter,or it maybe some small info bout the charecter that may come in handy within the game.
-Combo Analyser:A simple combo analyser for some Hard combos or important combos.It will just bhelp in uderstanding the way for preforming the combo.
-NEW*: Means that this is a combo newly edited and listed with the new Faq version
>> Maximum Cancel move (Only when mximum bar is on)
>S> Special Maximum Cancel (Only When Maximum bar is on)
[] Charge
"" Take A note
() Simple explination
{} Not guarentee to hit, or use for purpose of non guarentee move
_ You could also use(Meant Or)
– Connected move togeth
Here are Shin-Akuma’s Combos:
@Maximum Combos:
~~~~~~~~~~~~~~~~
01|-When in close, f+SP, f,d,f/d+SP >> hcb+SP >> hcb+SP(for super cancel) >> qcfx2+SP
02|-In corner,When in close,f+SP, f,d,f/d+SP(1 hit only) >> hcbx2+SP , f,d,f/d+SP(1 hit only) >> qcfx2+SP
03|-In corner,On Earthquake or Hugo only,From sweep distance,When in close,Super Jump Toward opponent and quickly f/d+WK_b/d+WK, d+WP,d/b+WK,d/b+SK, qcb+WK, hcbx2+SP(For super)(do not do it very quickly or else it will not connect after landing qcb+WK), f,d,f/d+SP
04|-On Earthquake or Hugo Only,In corner,From sweep distance,Super Jump Toward opponent and quickly f/d+WK_d/b+WK, d+WP,d/b+WK,d/b+SK, qcb+WK, f,d,f/d+SP(1 hit only) >> qcfx2+SP
05|-From sweep distance,Super Jump Toward opponent and quickly , f/d+WK_b/d+WK , SP, f,d,f/d+SP >> qcfx2+SP
@Normal combos:
~~~~~~~~~~~~~~~
06|-*In corner,from sweep distance, u then qcf+SP, quickly jump and then qcf+SP.......Infinity
07|-Jump in deep with SK,then excute Death super(WP,WP,f,WK,SP) (Trap)
08|-In croner,From sweep distance,Super Jump Toward opponent and quickly f/d+WK_d/b+WK, d/b+WK,d/b+SK, qcb+WK, f,d,f/d+SP or qcfx2+SP(For super) or hcbx2+SP(for super)
09|-From sweep distance,Super Jump Toward opponent and quickly f/d+Wk_d/b+WK, sp, qcfx2+SP(for super) or hcbx2+SP(for super) or f,d,f/d+SP
10|-On Earthquake or Hugo Only,From sweep distance,Super Jump Toward opponent and quickly f/d+WK_d/b+WK, d+WP,d/b+WK,d/b+SK, qcf+SP
11|-In corner,From sweep distance,Super Jump Toward opponent and quickly f/d+WK_d/b+WK, d/b+WK,d/b+SK, qcb+WK, hcbx2+SP(for super), f,d,f/d+SP
12|-Anywhere, From sweep distance,Super Jump Toward opponent and quickly f/d+WK_d/b+WK, d/b+WK, Wp,WP,f,WK,SP(for exceed
@Tactics:
~~~~~~~~~
-SHin Akuma's Exceed is totally not escapable,the only way to escape it is by Teleportation or evade.You can use it after Sweeping opponent to the ground,but it must be correctly timed in where it must be done while opponent getting up from the ground(in order to guarenteedly connect the exceed).This tactic is usefull specially in corner,in where non evader or teleporter charecter can evade it,you could also use this tactic after Shin akuma's Infinity
Here are the charecter's the could escape Shin-Akuma's exceed:
01-Dahalsim: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
02-Dimitri: b,f+SP,WK or f,b+SP+WK
03-M.Bison: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
04-Shin-Akuma: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
05-Akuma: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
06-Shiki: d,d+SK_WK or d,d+SP_WP
07-Earthquake: hcb+WK(Must be done as late as possible) or hcb+SK
08-Vega: SP+WP Only (Due to the long evade)
09-Goenitz: qcb+SK or WK
10-Mars People: hcb+SK or WK
@Tips:
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-Exceed is homing specially when it's done in corner, the only way that you could get pass through it is by teleportation(any charecter that can teleport, like Dhalasim,Shiki,M.Bison,Akuma,Shin Akuma And voilent ken)
-Shin Akuma's super are infinit! except for the death
-Shin Akuma's Death is faster and longer in distance but weak in damage(As comparing to Akuma)
-*Shin-Akuma's infinity Must be done quickly and with short jump, and dont Jump forward or backward by mistake or else the infinity will be cancled.
-Any Combo that Involve Air hadouken then this combo could be used as a semi infinity to life combo juggle, Example;From sweep distance, jump qcf+SP, quickly jump agian into a quick qcf+SP excution....etc, until you reach 22 Hits, Super jump toward opponent and quickly f/d+WK_d/b+WK, d/b+WK,d/b+SK, qcb+WK, f,d,f/d+SP >> qcfx2+SP(for a maximum combo), or end it with qcfx2+SP for non maximum combo.
thanks for reading