The Akuma Combo thread

Only 766 Views as of the time I type this…sad considering the cool combos. Is this from the current build? Pretty sure Lord Akumer only gets to parry 1 hit before a lengthly recovery time. It says video published 9 January 2017 though. Pretty far after the start of Season 2 I think.
https://www.youtube.com/watch?v=xSyQN90nZ7k

https://www.youtube.com/watch?v=2AbhbbDkEec

c HP, s MK did more before!
https://www.youtube.com/watch?v=859Zubvrjn0&feature=youtu.be

at the jump’s peak QCF+HP, land, a F microwalk, s MK into whatever!
https://www.youtube.com/watch?v=yo7zOC3PRdc&feature=youtu.be

Showing Akuma’s Blockstring c MK s LP s MK!

It starts low which is nice. If the opponent mashes a crouching attack and gets counterhit by the s LP, Akuma can combo into s MK to stand his opponent up to hit a QCB+LK or a V Skill, MP+MK,K. A normal hit hit confirm window and a second counterhit hit confirm window.
https://www.youtube.com/watch?v=1e9gD2uF62I&feature=youtu.be

Sako got a counterhit close c MP to start the combo but I doubt that is why I can’t do the combo with the f,f dash before the V Trigger fireball without having the EX demonflip miss completely. It took me many tries to hit this. Is there a way to make it more consistently? I haven’t been able to hit the EX demonflip once if I do dash in-between the activation and the V Trigger fireball.
https://www.youtube.com/watch?v=YyrDY22AFFA&feature=youtu.be

I just did it somewhat near the wall to make it much easier but at Thaiger Uppercut Sako did it nowhere near the wall! c HP, s HP, V Trigger activation, F to walk pretty far, EX red fireball, another pretty far microwalk, V Trigger DP!
https://www.youtube.com/watch?v=WayIbu2JVlM&feature=youtu.be

As a Cammy main, I was surprised when I saw Akuma’s s LK was special cancellable! If s LK hits on counterhit, Akuma gets c LK, c LP, QCB+LK etc., like Cammy. Sako did s LK special cancelled into demonflip overhead punch VS RB at Thaiger Uppercut.
https://www.youtube.com/watch?v=DGkKap7GoAA&feature=youtu.be

I often do c MP, s MK as my blockstring, mixing it up with c MP, microwalk, throw. Here’s another option after a blocked c MP. Microwalk, s LP, c MK, QCF+LP! You can’t do QCB+K, it misses due to range limitations. But, if you have V Trigger, you can dash, s MK for a good combo! I like the sequence.
https://www.youtube.com/watch?v=a8y64uf__l0&feature=youtu.be

Deep j HP, wait a moment before hitting the EX DP to hit them lower to the ground to get more damage and hits!
https://www.youtube.com/watch?v=rwV1o89hAe0&feature=youtu.be

hey guys, I’m new to SFV and have a question about which links to double tap and which to plink. I can do Akuma’s combos alright but have read that using the double tapping/plinking techniques will make your combos more consistent(less drops). Plinking is for 1 frame links and double tapping for 2 frame+ links correct? But how do I know what is a 1 frame link looking at Akuma’s data? If c MP is +5 on hit and s MK has a start up of 5 frames what is the amount of frames I have to make them link? I guess my question is more about reading frame data. If someone could give me an example of an Akuma 1 frame link and also a 2 frame link I think that would help me figure this out.

Technically Cr.Mp into St.Mk is a one frame link. But with the input leniency in this game being higher a combo like that is much simpler. Watch this Desk video to gain some further understanding of how easy it is to combo in this game:

https://www.youtube.com/watch?v=OTgMaUYi3T8

Frame data in short:

Cr.Mp is +5 on hit. This means it links into 5 frame normals/specials and below (4F, 3F etc). It won’t link into anything above 5F due to the hit advantage on being +5. That’s why meaties and counter hits are so important in this game. They grant more advantage on hit to allow new combo possibilities.

That is a 1f link, but you dont need to plink, since with the buffer window 1f links become around 3f links, it is quite rare to see someone drop a combo in sfv, since the links are way too lenient, that being said, there are certain situations where you still need to plink stuff (akuma’s kara vskill demon or alex knee smash plink’ed throw to kill 1 frame), anyways, you are new to sfv, so dont bother with things that are mostly not used in this game, focus on neutral (footsies, anti air) and combos first

Made an updated Combo Vid:
Akuma Combos