Combos 1-7. Are enders you can do after an LK Tatsu, you may have to switch to cr.:hp: for crouching opponents.
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The first combo that you’ll learn as an Akuma Player, it was mine as well as other guys on here as well. It does some decent damage but this isn’t the best thing to punish your opponent with. Use it mainly for switching out.
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My personal BNB off of a st.:hp: mainly because, it’s easy (ier) than the other enders and does some good damage. Also has some good switch cancel potential.
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One of his most powerful combos off of a st.:hp: this is for those who struggle to do 5 and 6
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Same combo only I just want to show off one of Akuma’s Buffs that one being his Far St.:mp: being special cancellable. This allows you to go into a Cross Art for a 325 Damage Combo with I think 50% scaling on it.
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Nice damaging combo off of a st.:hp: mainly impractical though as you’ll use one bar of meter plus the link between the :lk: Tatsu and cr.:mk: is pretty tight so you can drop this combo pretty easily.
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The HARD one but the most rewarding as it’s your strongest punish off of a st.:hp: it does good damage and has some decent set-up potential.
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Same combo only you lose 7 points because of the :hp: SRK. The upside though is better set-up potential for your partner.
Combos 6 & 7 are easier on bigger characters e.g. Sagat, Zangief, Hugo etc.
From a Raw Launcher (Midscreen)
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The basic launcher entry combo. Nothing too difficult here.Good set-up potential as well.
Although you’ll move a little bit forwards to get the st.:hp: to connect
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A little harder to do, does more damage but is character specific, doesn’t work on bigger characters.
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The NEW big and bad launcher entry. This does the most damage without having to burn meter. It’s the most difficult to perform as you can screw up the entry from the st.:mp: whiffing.
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Me messing about, not a very practical one…but that said, if your partner happens to be Lars, this is the best ender off of his HK Lightning Screw.
Cross Rush/Launcher Entries in the Corner
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His most damaging meterless combo in the corner. Very difficult to land due to the recovery of that :hp: Red Fireball. The ender of combo 30 will work just as well in this situation for less damage
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Same one, only this one uses one bar of meter and it’s easier to finish the combo this time around.
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Same one only this uses more Red Fireballs! Look at that damage though off one raw launcher in the corner :D.
You can also throw another one, but c’mon that’s like all your meter gone for about 20-30 more damage.
Trade Uppercuts!
Trade uppercuts are cool in this game due to the juggle system. Akuma benefits a little from it.
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For shallow jump ins this is if you can’t reach for the st.:hp: afterwards. The spacing is a little awkward at first but you’ll get used to it as you interchange between this and 16.
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Use this if you’re up close and personal, you’l be rewarded with 303 damage compared to your opponents’ 100.
Counterhit cr.:hp: Juggles. Good juggles to use if cr.:hp: is your main anti-air of choice.
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Difficult because you need either good reactions or a counter hit stored. Unless your opponent loves to bunny hop at you like it’s Marvel, this one can be really difficult to land. There is also the idea of meter management involved.
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CADC Pressure!!! Even if this is a normal hits you can still get in your opponents’ face and pressure them afterwards or charge a Demon Flip for a solo re-stand.
Tatsu ender will leave you behind them, good for pressure and good for if you are near the corner as your opponent will roll straight into it should they decide to.
- Same thing, only the ender is an SRK. Good for switch cancels.
Jump ins: Good for Raw Tag Punishment!
20: Standard jump in combo, relatively easy, good for first time Akuma Players.
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Good BNB off of a dive kick. The cr.:mp: > cr.:hp: link is a bit annoying though. so sometimes, it’s just better to do 2 cr.:mp:s and then launch.
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My personal jump in BNB, 403 damage is a lot for something meterless and not needing the corner. to pull off.
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Akuma’s strongest meterless jump in combo. The last part is difficult because it’s a one framer. But hey if you’re always accurate to 1/60th of a second all the time then go for it.
Counter Hit Combos
- Anyone who remembers my write-up on Heihachi, I hope you now know what I meant when I was talking about sticking normals in his overhead pressure.
For a counter hit juggle this does some good damage considering I haven’t used a stronger ender as well.
- A pain to be honest. It’s a good move for frame-trapping though. Good damage, causes a hard knockdown as well
Cross Up Tatsu Combos
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Good starter combo to do, pushes the opponent back a little as well.
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Same damaging combo, different result, this one is for rush-down happy Akuma Players who like to push their opponents to the wall and back again.
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Here is where you the player come in with your characters’ synergy.
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Most damaging meterless combo off of a cross-up tatsu as you can probably tell, you can also hit these via a trade uppercut too.
Corner Combos
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Simple and practical, does good damage, a basic staple corner combo.
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A little bit more difficult because of the link between the Red Fireball and the st.:hp: does more damage though.
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The BIG one. Although it does use up all of your meter though 
Ground Bounce Palm Follow-ups
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Shouldn’t have put this one first lol! but it does good damage however it is character specific, it won’t work on bigger characters.
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Basic follow-up after a Demon Flip > Palm, minimum scaling makes it good for tagging in your partner.
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The tough one, maybe it’s because your timings have to be on point to land it.
The key here is to hit the palm as late as you can so that you end up in front of them and not behind them.
You then need to walk back for the Far St.:hk: and then walk a little forwards for the st.:hp: from there it’s just a simple cancel.
Misogi Set-ups
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The MIDSCREEN MISOGI! How can I make a combo video without it? It’s your strongest entry off of a launcher at 410 damage but I arguably think this should be made stronger considering you can stick an EX SRK at the end of one of the other launcher entries and still get close to this figure.
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Standard, Ground Misogi set-up. Surprisingly, this is his strongest one without the use of the corner. Whoa anyone seen that Kazuya combo that does this same amount but with one bar instead of two?
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A nice little set-up into a Misogi, I didn’t put the damage values in this one because of the first hit. but the overhead into super does 338 damage
The key here is to space the overhead so that you hit it at the tip. That’s harder than it sounds because if you screw up on counter hit, then you can ‘spin’ your opponent in the air. This is because the first hit causes a mini spin state on counter hit.
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Standard Misogi corner combo, possibly the only time where comboing into this thing isn’t such a drag. As most of you can see, you’ll have to chain the last two hits before the super otherwise it won’t work due to the height at which your opponent is at.
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A Trade SRK into MISOGI! This is good for if your opponent is in the corner or if you wall to wall carry them into it. Apart from that, reserve this for if you want to kill your opponent.
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Midscreen trade SRK Misogi combo. This combo can be done if your opponent is launched upwards near you and you’re close enough for a st.:hp: SRK afterwards.
You will have to buffer the first two ‘down’ motions after the second hit of the Far st.:hk: recovers, that way you can make the st.:lp: cancel into Misogi easier on yourself because the game stores your two down inputs meaning you’ll only need one for the cancel to come out.
- Same combo only this starts with a cross-up tatsu. It’s extremely difficult to perform simply because you need the perfect cross-up. The opponent has to be about above your chest level for the super to connect.
PANDORA!
- Akuma’s J.:hp: can cross up in the corner making some jump ins pretty ambigous if performed right.
The only challenge here is that you need a fast normal to continue the Pandora combo (possibly about 5 frames give or take 1 or 2)
- The M.O.A.A.C (Mother of All Akuma Combos) in my opinion. This thing worked after 20+ takes and if that doesn’t show the difficulty of it I don’t know what will.
This was only with one characters’ wallbounce. Different characters’ wallbounces are easier depending on how fast they recover after them. With Ryu’s being very easy whereas people like Lili’s and Heihachi’s are dificult
On a lighter note, Xiaoyu’s Asuka’s Wallbounces are easier as they push the opponent towards you. Your only challenge is to connect that st.:lp: into Misogi without any buffering.
Also despite this being really hard, it’s damage is really average. Some characters can get a stronger combo by just hitting a normal and cancelling it into their super, it will still do more damage compared to the amount of execution required to get this combo right.
You can also make this combo easier on yourself by equipping the Pandora Level 3 Speed Gem, this will make the follow-up juggles a bit easier for you due to his increased speed.
- Messing about with a Solo Cross Assault Combo. Could be a project in the future albeit it may be difficult to record due to a lack of a partner.