Is the combo counter glitched?
It just combos because it hits OTG (off the ground)
Interesting are there other cases of otg hits combing in the game and are they also escape able?
Urien’s throw. Anyhow, more combos, less scrub talk:
The 2 linked here that stand out are CH s LK, c LK, s LP, LK tatsu, DP and s HP into Super. I know they nerfed Ken and I see Ken mains on that “casual match” seeing what button Akuma can combo into Super! I’m a Cammy main and know the value of having a CH s LK c LK s LP string!
Also of note is s MK, QCB+LK, s MP into Demonflip. I thought you had to do c MP after QCB+LK but no, s MP is also a combo! Use HCF+LK for the Demonflip Setup so you can get the Demonflip grab and avoid a crossup!
https://www.youtube.com/watch?v=O3olWzOMFTQ https://www.youtube.com/watch?v=b6Tm-ZpgflQ
https://www.youtube.com/watch?v=g3R0mafksLw https://www.youtube.com/watch?v=IxlyW1pyNnY
https://www.youtube.com/watch?v=urdkU-j5YgU https://www.youtube.com/watch?v=WXW2zHbQnls
https://www.youtube.com/watch?v=VuuHG6dqOc4 https://www.youtube.com/watch?v=KCemMUP2iUU
https://www.youtube.com/watch?v=oZpufSPz_i0
https://www.youtube.com/watch?v=RHXqrQIkyr4 https://www.youtube.com/watch?v=YmCpFxrexIs
https://www.youtube.com/watch?v=y5eMLt6Gjfs https://www.youtube.com/watch?v=suFYsqSk_xg
f+HP isn’t really scrubby, it’s pretty useful in rushdown and in general for its + frames, combo potential and weird jump. I just meant scrubby as in the non combo that was escapable.
Crap I forgot that in V Trigger Akuma gets a regular fireball after LK tatsu before DP mid stage! In the corner he might get 2 regular fireballs in V Trigger after LK tatsu as well. Think I saw that in this combo video. It’s my favorite Akuma Combo video in SFV so far. It should really be called “Akuma corner Combos” because it’s mostly VS cornered combos. It shows some pretty advanced stuff, like using meter for EX demonflip in the corner.
At the start of the video he does a combo where he spaces the double V Trigger air fireballs to hit once while Akuma is airborne then again while Akuma is landing from the jump so he can combo into HCB+P etc. I think that’s so smart.
He also does a few where he activates V Trigger after a far, non knockdown fireball then does instant air fireballs by jumping right after. Very smart as well. It’s like Akuma gets a second jump-in mid combo!
More damage less stun
j.HP , HK~HK , st MKxxSakunetsu (LP)xxVT.Hado,SRK [394/585]
EDIT:
Actually if u replace HK~HK with cr HP u do more damage and stun , 399/616
Please use regular QCB+LK type of notation I have no idea what shitgasetsu is. Anyhow, more combos. In the second video I show how after f+HP, s LP, QCB+LK completely whiffs VS crouching opponents. EX DP misses after f+HP, s LP, QCB+MK. So no meter f+HP max damage is 119? In the third video I taunt at the end. I heard Akuma say “eat sh1t” while he taunts. My imagination? The last combo is what I think might be Akuma’s max damage. Yes/No?
https://www.youtube.com/watch?v=kyz6-DCUtvg&feature=youtu.be https://www.youtube.com/watch?v=pcdeurQ9VFM&feature=youtu.be
https://www.youtube.com/watch?v=SUbyuHELKQM&feature=youtu.be https://www.youtube.com/watch?v=8Y2l-pohiBw&feature=youtu.be
Outside of the corner it seems as it is the maximum damage , if have your opponent with his back at the corner u can deal more.Dont know if it goes more but i found one that deals 581/580.
j HP , b HP (2 hits)xxSRK MPxxSuper , SRK HP (2 hits [u have to delay a bit)xxVT , SRK
417 VS 395. So without meter activating V Trigger before your combo if the opponent is stunned is going to net you more damage! In the second video I show Akuma’s max damage mid stage combos almost also obey this rule of doing more damage with V Trigger already activated but it doesn’t obey the rule by a few points of damage. Probably because Akuma’s s MK does pretty good damage, 60 points. The 3rd combo is probably Akuma’s most damage for a stun with 1 bar. But TBH I just use j HP, c HP, s MK, I never use the s HK,HK target combo because s HK is very slow so you have to time your jump-in perfectly or you’ll drop the whole combo AND do a slow high,high and die. Using the s HK,HK target combo is actually extremely risky.
https://www.youtube.com/watch?v=vLNCFnkt3MQ&feature=youtu.be https://www.youtube.com/watch?v=4Ur_z2M93Eo&feature=youtu.be
https://www.youtube.com/watch?v=KPpVRdazk4Y&feature=youtu.be
Just some things that stand out to me about Akuma’s combos.
His s MK is probably his most important button because it forces crouchers to stand, which in turn allows his QCB+LK tatsu to hit crouchers, which, unlike Ken’s QCB+LK tatsu, misses crouchers. Akuma’s combos are somewhat similar to Ken’s, but because of how Akuma’s QCB+LK tatsu misses crouchers, Akuma needs to always use s MK in all his combos.
If the first hit of Akuma’s QCB+MK tatsu misses crouchers or is simply out of range and whiffs and just the 2nd and 3rd hits of Akuma’s QCB+MK tatsu hit, the combo is over. NOTHING hits, not EX or V Trigger DP, not even his Super.
c HK not giving a hard knockdown means Akuma should end the combo with just the most damage and try to find good followups from there, probably DP or EX DP.
You can do QCB+LK, s MP or c MP, and 2-in-1 into LK Demonflip. But, if they back tech, they avoid all of the Demonflip options completely, except maybe the slow, punishable slide.
I also don’t know what to do after I get c MP, s MK blocked. s HP is in range so I use that sometimes. But c MK whiffs most of the time, and Akuma is too close for a divekick; the divekick will be too high on their body to not be punishable. I thought about 2-in-1ing the s MK into LK Demonflip, but I’m still in the process of hit confirming the c MP, s MK block string and doing that would give up a successful s MK hit.
Just over 13 minutes long thanks to XusesGB’s great editing, this Akuma highlight video has some great combo options I hadn’t considered. Using jab DP to end combos seems to give you lots more time to try to get a meaty, for starters.
https://www.youtube.com/watch?v=M3aP9QzaNH4
Do we have any combos over 589 damage?
How many bars needed?
Jump in?
VT?
I haven’t lab his damage up if truth be told.
589 is max with fully stocked VT and CA
I saw WFX Samurai do s LP, c MK, c MK. I saw RB Snakeyes using c MP, c MP, s MP a lot. RB Snakeyes did really well at Genesis 4 2017 with Akuma. The one starting with c MP is all about counter hits. On CH, c MP, c MP combos, and c MP, s MP combos! Not sure the reasoning behind LP, c MK, c MK is though. c MK, c MK is never a combo. s LP, c MK is a CH combo though.
It’s too bad s MK doesn’t combo into s MP on counter hit. If it did, c MP, s MK, s MP would obviously be Akuma’s block string. But it doesn’t, so I’m starting to think that c MP, c MP, s MP is Akuma’s best block string. Snakeyes 2-in-1ed s MP into fireball sometimes. One time after the blocked fireball, he immediately did EX tiger knee air fireball. He uses EX tiger knee air fireball really well. I thought Akuma’s EX air fireball looked not very useful but Snakeyes make it look very useful!
https://www.youtube.com/watch?v=lnVZBL6ffL4&feature=youtu.be
I feel like one of Akuma’s most useful and reliable hit-confirms and 5-frame punish is cr.MP>st.MK xx VS xx MK xx MK Demonflip xx palm (instantly)>forward dash>cr.HP
On quick and back rise, the cr.HP hits meaty and is positive on block allowing for a block string, on delay rise you can follow up the cr.HP with a double dash into a v-trigger activation into a meaty throw or Raging Demon (perfectly timed the VT activation eat’s reversal inputs), or cr.MP which results into another meaty that can be followed up into a blockstring, or into the original combo on hit.
It’s fucking great, I just find it difficult to confirm on stray hits but I’m garbage at the game so that doesn’t say much. It has good damage, meter build, frame traps and has great corner carry