i found a high damage corner combo
j.:hk: -> chain St.:mp: :hp: xxx Ex tatsu -> cr.:hp: xxx fierce shaku -> strong DP = 476 dmg 1 bar used.
EDIT: take out the chain and use close st.hp instead for 503 damage.
i found a high damage corner combo
j.:hk: -> chain St.:mp: :hp: xxx Ex tatsu -> cr.:hp: xxx fierce shaku -> strong DP = 476 dmg 1 bar used.
EDIT: take out the chain and use close st.hp instead for 503 damage.
Akuma is one of the few characters that still got tick throws going. This is because of his fast walk speed and the crazy blockstun on c.mp
3 speed gems on akuma is just silly
Thanks for all the information. Shame his supers suck in this game.
Btw, Raging Demon out of cr.MK and cr.HK should still work; it doesn’t make a lot of sense for them not to work because Akuma’s command for it is by using normals. If he couldn’t start a Raging Demon out of normals, he’d have to wait until his stand fierce finished recovering before the super would start. So doing it out of normals is something that should work in any Street Fighter game.
As for the demon flip. I mean from the footage of the game I’ve seen; I’m convinced the flip of the move has been slowed down from SF4, where you say it’s faster. It may be buggy frame rates on streams playing with me; but I’d need convincing from you that you’re sure it’s not slower. From a design viewpoint, it seems like something they would consider doing.
My fingers are crossed for an improved cr.MK.
Last thing: how are tag cancels on air fireballs, EX air fireballs or demon flips (this would make him do the sweep as the partner comes in, I expect) for covering pressure? Obviously they won’t be good with willy-nilly spacing; but do the properties of the tag cancel creat some kind of advantage?
I would hope his cr. mk and fireballs have been buffed up a lot to compensate for weak wake-up setups. If he’s not a good rushdown zoner then we’re screwed. I’ll be posting some vids tomorrow of me in the lab. Looking forward to it!
A few notes: Kara grabs exist but it seems the game engine doesn’t allow for you advance close enough to throw. If you are just outside of normal throw range, the kara won’t work. I was testing it out earlier,it stops you from advancing just before normal throw range. But take a tiny step and your normal throw will grab. So for now, they are essentially useless.
Raging demon is pretty much the same as SF4’s super version. You can’t anti-air with it and indeed you can cancel into it at any point during a normal
You can’t combo into c.mk off off jabs or unless you chain, but you can combo into it from c.mp. So it seems like it is slower in this game. Ryu can link off of jab. So either Akuma’s jab doesn’t have as much frame advantage or his c.mk is slower.
You still need the counter hit c.mp to link into sweep (minus chain again)
Demon flip is his charge move. You can do ex air fireball off of his normal demon flip. You can’t do normal air fbs.
I won’t be able to pick up my copy of the game until the end of the week. Could you guys answer some questions for me? I’d really appreciate it.
[LIST]
[]Can you perform: lk tatsu, jab (reset), misogi [media=youtube]Y8owbwUoYl8[/media]
[]Can you perform a demon flip into another demon flip (throw, slide, or kick) [0:53] [media=youtube]t4DtGutE184[/media]
[*]Does hk tatsu whiff on crouching (blocking) characters?
[/LIST]
Jab won’t reset off a tatsu juggle state in this game, it will simply juggle them. Since Misogi is so slow, it may work like a reset if they used quickstand to tech back up after the jab; but Misogi in this game isn’t unblockable and leaves you wide open, so it will probably just get him owned unless there is some kind of ambiguous cross-up setup for it.
No, it doesn’t work, you can combo off of a juggle however. Misogi is not KKZ, it hits on the way down.
Yes, you can. It’s just two demon flips but they are nowhere near as good as in 3s. They are slow in this game (compared to 3s)
All versions of tatsu (exception of the first hit of mk and hk versions) whiff on crouch block.
lk tatsu whiffing crouchers is gunna be the biggest deal breaker for me with akuma.
I’d agree. It closes off his combo options; which means we’ll likely have to develope flexible combo and hit confirming techniques that can make use of cross rush on crouchers.
damn thanks guys. looks like i may end up abandoning Akuma. i’ll have to practice with him in training mode to see if i like him. i just want my 3S akuma. not a upgraded sf4 one. =(
Alright i see your point. I probably just suck. Like i said, never mained akuma.
Well, it could probably just be the changed engine fooling my eyes, all the colors and animations. But my friends (who are excelent players) just kept complaining that it was " to fast to anti air!"… At one point i was just spamming flips from normals all day.
Player more with it. Seems slower than ryu c.mk and slightly shorter range. In general akuma has sub-par chains and buttons compared to the rest of the cast. c.mp OS st.hk is the one thing he has going as it gives good range, forces stand and can be launch or tagged out of.
You have to cancel when the fireball hits, not when he performs it.
Regarding demonflip cancel, its pretty pointless. Using akuma to take the “risky” jump with his HP is silly
Not true. Works fine without counterhit. Does not even feel like a 1 frame link. He does however require CH to link into st.hk (obviously)
Have you guys realized you can use naked far stand roundhouse as a hit confirm to launcher? Throw out far HK and if the first hit hits, you can hit HP+HK as the second hit connects for a free launch. For example with ryu that means any far HK you hit is a guaranteed 324 damage midscreen. (far HK xx launch, ryu c.hp xx srk)
I have also realized the second hit wiffs on every crouching opponent in the game and its a free punish.
okay i found something that might of saved akuma a spot on my team.
since lk tatsu whiffs on all crouchers regardless of them being hit or not, the only 2 normals that force stand are far HK and cr. HP and it just so happens that cr.mp -> cr.hp xxx lk tatsu connects.
i don’t know if its character specific, i tested it only on asuka so it might work for majority if not all characters.
You can also st.HK after a cr.MP… that’s ridiculous xD
lk tatsu whiffing on crouched opponents also worried me BUT if you just apply the :hk: or cr. :hp: into your BnB it makes things much much easier. Still searching for a nice mid screen BnB to get over 500dmg
…lol…I actually try to do that in SF4…
How similar is Akuma’s crouching fierce to the SF4 version?
I’m wondering if the ‘quick combo’ feature gets in the way of the Raging Demon? Pressing LK and HP together gives quick combo #2. I noticed JR Rodriguez get this by accident a few times during the Raging Demon trial in one of his vids.
Can ‘quick combo’ be turned off? or can you assign a blank preset to the input so that it’s nullified?
Is his sweep still untechable/ cannot be rolled ?