At the moment I think a lot of characters are vastly overrated because people don’t know how to deal with them. I mean everyone was making a big stink about Hehachi and while I think he is a solid character I immediately found counters to most of the stuff people were praising. His overhead is massively unsafe.
Right now barring a major change in the metagame, footsie characters with good anti-air will be good in this game. Akuma fits that bill.
I am saying don’t sleep on Akuma. He is going to be hard to use, but I think people will find before the end that he will be a very good character.
Solid damage output, solid AA, teleport, good normals with the best walk speed in the game, 2 great supers with demon being worth only two bars, not three. How is he mid tier again?
A few setups i found, sry if they have been posted before
You can combo into misogi from anywhere on screen (even without using jab>cr.mp>(chain) cr.hp>misogi which is easy to hit confirm from a jump in or if you use the jab as a frame trap whille being right next to the opponent) :
After akuma is tagged in from a launcher he can combo into misogi from a jab, the input is down > down > jab > three kicks
[media=youtube]VKwnx-IceKQ[/media]
After cross up tatsu akuma can combo into misogi again from a jab with the same inputs as before, the further away you are from the opponent when you jump for the cross up the more chances you have of connecting the jab. You can also add a f.st.hk for more dmg but you increase the chances of the setup failing because in some cases the jab will not connect(spacing dependent like before).
[media=youtube]5ollVM9IOsU[/media]
The only way i have found to combo from the overhead while the opponent is crouching is by tagging your other character the moment the first hit of the overhead connects. Obviously you can’t hitconfirm this so you could be wasting a bar but it isn’t a total waste as you can mix up your opponent with the character coming in. You can link most normals after the overhead hits, hugo’s standing jab(6frames) connects easily, while linking hugo’s cr.mp(9 frames) is possible but is more difficult.
[media=youtube]mScad9FFmiM[/media]
I presonally prefer after the crossup tatsu to do f.st.hk > cr.mk >(chain) f.st.hk > tag other character and continue combo, but if your other character doesn’t do much damage after tag or if you want to style then misogi is nice.
Sry for the bad quality of the videos
I couldn’t get it to connect and i don’t see how it could, everything else besides jab pushes the opponent too far away and they also seem to fall faster
I actually find Misogi combos aren’t as useful outside of generating enough damage to finish a character off. It just seems I can do similar damage for less meter unless my partner is low on health and I don’t want to tag her in.
You can use CR.MP, CR.MP, CR.MK, LK.TATSU, S.HP, H.SRK
Or using your method, starting from S.HK, CR.MP, CR.MK, LK.TATSU, S.HP, H.SRK.
These are more spacing lenient, do more damage (I think) and the first one is less situational. I think damage can go over/very near 400 after a HK jump in.
First combo does about 322 which is only slightly more than you get from just HP > Tatsu > HP > SRK
Second one gives about 352.
And both you have to hit a 1 frame link. To me that is more work for less damage than just spacing a s.HK. In punish situations it isn’t hard and you have enough time to judge the spacing to see if you can s.HP or just c.MP.
Guess so. Guess it’s more work I mean. I’m not very good at executing it myself, but even though it’s a one frame there’s a lot of situations where the spaced HK isn’t viable, and it might only be slightly more damage than HP > Tatsu > HP > SRK but that isn’t hitconfirmable so.
Well in hit confirm situations you wouldn’t be using either of those combos. Those are punish combos or in situations where you can get max damage. So situations like raw tags, whiffed SRKs, etc that is when you might use the forementioned combos.
For hit confirms there are many other links you can use that aren’t as difficult.
As for most of the cast, using super can be a waste of meter. but as you mentionned, being able to tag in and launch misogi gives you another option if you need to kill. plus it can punish so mani things. it might be one of the best if not the best super in the game
Don’t know if this is known or not, but Akuma can connect a launcher in a juggle. Do cross up tatsu>st.HK>launcher. You have to cancel the first hit of far st.HK into the launcher manually with HK+HP. I don’t really know how useful this is, but maybe someone can make something of it.
As far as I know this is the only way to juggle into launcher in the game so far.
alot of meter wasted in those combos. i find tag canceling shoryuken is one of the best ways to spend meter. keeps you safe if blocked and gives you good follow up damage in combos.
and cr. strong -> tatsu whiffs on crouchers regardless of hit so you need to force stand with either:
st.:hk: