Somewhat of a situational combo, but works great for punishing bad tags.
s.HK > s.HP > LK.Tatsu > s.HP > SRK. = 367
In the corner you can get the c.MP into s.HP
s.HK > s.HP > LK.Tatsu > c.MP > s.HP > SRK. = 381
One thing people should also note is that Akuma does 310 in as few as 4 hits. That means you tag in your partner with only a 60% damage reduction and a great set up.
got around to showing off that stand hk to reset, manipulate, whatever you want to call it the juggle limit. Other than that nothing to intresting but blah crap I had on tape I guess…
[media=youtube]EqZBlqF-WcU[/media]
I hope you guys enjoy this! I put some work into getting the combos, music, and overall presentation down! I think it worked out great! Also, there’s a surprise near the end that’s good for a laugh. Anyway, as a fellow Akuma fan I hope all of you watch and enjoy this! If people like it I’ll make a part 2 with better combos. I think I maxed out at 17 hits, 522 damage.
Dude that juggle with far s.hk midscreen was sweet, I couldn’t make out the damage in the vid so gonna work out that now. But daymn dem cl.hk corner combo’s
I did it guys! I found out how to combo into Misogi at mid screen. It is the most impractical way and the biggest waste of meter as well, but it can be done.
So with my team Nina/Gouki, all you do is stand/low forward ~ RH ~ launcher xx tag cancel, wait just a second, Misogi. 3 bars to pull it off, so technically one would be better off doing a cross art, but it does work. lol. Now to find a more practical way to do it. Also I have an interesting idea. The misogi homes, but the part that has to hit is the little energy waves. So instead of going for a cr. fierce which knocks back really far causing Misogi to miss, one might be able to do tatsu, cr. jab, stand jab xx Misogi. But I’m going to sleep, so someone try it, or I’ll try it when I get up.
I am still using crouching fierce to stop cross up attempts. Is anyone able to land a juggle combo off of crouching fierce anti-airs? I just realized that it was possible last night because I am retarded. :looney:
Yea unfortuantely to be honest I can barely even read the damage since my TV is so old ha. But yea for how big the corner combo is, it honestly doesnt do that much damage. Again simple stuff always seems to work the best in this game. But I guess the idea is there that you can use stand hk always as a freebie sorta hit I suppose in juggles. So kinda… neat I guess.
So after messing around here are areas I think Akuma benefits and drawbacks under the new system from SF4.
Benefits 1. The new tag system actually allows Akuma to get damage off AA SRKs that he couldn’t in SF4. Now you can tag out and get a sizable combo with your partner. In addition Akuma’s c.HP now can cause a juggle into damage. While his c.HP doesn’t have as good of a hit box, it is still very good. Overall Akuma’s AA in this game is a beast and that is good in a game where AA is generally weaker 2. His new super is incredibly good. It basically punishes all sorts of crap from full screen. No raw tags, no fireballs, etc. 3. The combo system seems to benefit him quite a bit since he was a character who worked off juggles before hand.
**4. ** His sweep is 5 frames now instead of 6 5. His high mobility seems like it will be valuable in this game since it will be a footsie game and also a game of jump in angles.
Drawbacks 1. His EX Airfireball is weaker in this game since the two fireballs don’t combo as easily. 2. His s.HK always whiffs on blockers now 3. He won’t be as vortex heavy in this version. He still has the mix up potential, but his Okie game will shift more towards solid pressure which he is capable of. 4. His low health will be a problem in this system where the average combo is 400-500 damage. It will be much like Vanilla SF4 where the character is going to be hard to play effectively. 5. Some characters when they come down from reversals count as crouching! Annoying for Akuma’s heavy punishes 6. DAMN AUTO COMBOS SCREW UP DEMON INPUTS!
Outside of slight differences those are my observation on the major changes Akuma players will have coming from SF4.
Nice, could I contribute with my thought? or at least discuss them too
Benefits: 6. A lot of match tend to finish at time over and it’s true fact, onestly the “untouched” mobility, sho, cr.HP, st.HP, air hado flow (yes, normal one with different strength) helps a lot to manage that situation in lead life situation, keep an eye. The opponent may tend to mistake or try a desperate move here. 7. Like a lot of other characters here… the overhead is really usable now. On block is just -2 I think (i guarded a shoryu). And a trial is to combo a c.MP after it (but for a stand up character like sf4, didn’t try yet with the crouched one).
Drawbacks: 6.1. This things literally make me crazy… but they didn’t have beta testers? it’s unfair to negate the possibility to remove the quick (useless) auto combos… especially when impact a shortcut command for a specific character… ok fine, but what about the karas with HP/HK? like the kara throw? shame on capcom. 7. With the screwed vortex (actually, at least) akuma is oriented to be a more zoning character, and just a damage dealer on tag combo looking for a mixup right after them. Seriously the 400 or 500 + combo (and if it’s with cross assault it’s near 600, not recoverable) it’s a two error equals to death… and didn’t count power up gems x.x, so attacking is a risky choice 9. Ok the sweep is -5 on start up, but it’s -12 on recovery now o.o, a lot of supe arts punish it clean… no more spam time looking for a KD and setups.
I would agree. Akuma’s zoning is still strong in this version. Also the overhead combo is a 1 frame link, but totally possible.
The Kara throw in the game isn’t good anyways, but yea the autocombos are worthless and harmful to the player. You can test it out by draining your meter so the autocombos don’t come out. It works, but the range on it isn’t that great.
Grabs in general aren’t going to be as good.
Nah I would say he is still offensive, but you have to change your mind set in how you play your Oki. This was actually something most Akuma players didn’t understand back in SF4 and it is the reason many had trouble with characters like Blanka or Deejay. You can still play offensive without your vortex. Your main goal is safe pressure.
His frame traps are still very good in this version. When he gets in he can still do work.
I would say this doesn’t really change a whole lot because the sweep was punishable in SF4 though. Fei, Chun, Ibuki,Vega, etc could all punish it on block and at the very least they could get another poke out before you. The main key is to understand your opponents options against the sweep and to make sure your spacing is good.
Though canceling into Demon still works off of sweep. Bait the response and punish