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== | == Combos == | ||
=== Target Combos === | |||
= Combos | |||
*'''cl.MP>HP''' | |||
=== Combo List === | |||
Akuma's combos heavily rely on your distance from the opponent and whether or not they're crouching. Generally, combos into 214HK Tatsu will always work, as the first hits won't whiff crouchers and even farther hits will land on a majority of crouching characters. It is your lowest damage option however, and if you can confirm standing, you would rather launch with a 214LK Tatsu for a followup combo with much higher reward. His only force stand normal is 5MP, which whiffs on crouchers at far ranges, so there isn't really a reliable way to land light Tatsu every time. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | |||
|+ Basic Combos | |||
{| | |||
|- | |- | ||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |- | ||
| | | cl.MP/cl.MK/2MK > 214HK || Anywhere || 41 || 17 || Easy || All of your medium normals will combo into Heavy Tatsu, giving you a reliable knockdown and some corner carry. Close normals will always combo into the first hit, but farther out hits may not, which can lead to Tatsu whiffing on crouching characters. | ||
| | |||
|- | |- | ||
| | | (Cancellable Normal) > 623LP/HP || Anywhere || 53 || 29 || Easy || At point blank range, any of your cancellable normals will combo into Light or Heavy DP. Heavy DP is higher damage, but Light will connect at farther ranges without falling out. You are left negative on hit if these fall out, so be sure to confirm your range! | ||
|- | |- | ||
| | | (Cancellable Normal) > 214LK, 623HP || Anywhere Standing || 53 || 34 || Medium || The signature Akuma BnB. Light Tatsu launches for a damaging Heavy DP followup, which gives tons of damage and stun plus a great knockdown to set up air fireball mixups. The catch is that you can only do Light Tatsu on a standing opponent, so making sure to confirm they're standing is key. | ||
|- | |- | ||
| | | (Cancellable Normal) > 214LK, cl.LP > 214HK || Anywhere Standing || 49 || 30 || Medium || An alternate juggle after Light Tatsu that gives much more corner carry in exchange for less damage. Useful when you want to rushdown more, as Akuma's corner pressure is scary enough that sacrificing 4 damage is generally worth it. | ||
| | |||
| | |||
|- | |- | ||
| | | ... > 214MK, 623HP || Anywhere (Character Specific) || 53 || 35 || Medium || Medium Tatsu also launches, and is much more reliable in combos, so learning this combo can be incredibly beneficial. Works on Chun, Makoto, Q, Alex, Necro, Twelve, and Elena. | ||
|- | |- | ||
| | | ... > 214MK, 623MP || Anywhere (Character Specific) || 50 || 33 || Hard || The alternate Medium Tatsu followup, which works on any character the above combo doesn't work on. | ||
|} | |} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" | |||
|+ SAI Combos | |||
{| | |||
|- | |- | ||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |- | ||
| | | 2LK > 2LK > 236236P || Anywhere || 44 || 5 || Medium || Low confirm into SAI, useful during offense to confirm big damage from a fast low. You only get two hits to confirm it, but this works on everyone. | ||
|- | |- | ||
| | | 2LK > 2LP > 2LK > 236236P || Anywhere (Character Specific) || 45 || 7 || Medium || Longer confirm that lets you react to the hit easier, but drops on Q, Necro, and Urien, forcing you to use the 2 hit version. | ||
|- | |- | ||
| | | 2MK > 236236P || Anywhere || 49 || 3 || Easy || Low poke into SAI, great for punishing long range things or after a parry for more damage. | ||
|- | |- | ||
| | | ... > 623LP > 236236P || Anywhere || 59 || 25 || Easy || Punish combo into super. Cancelling a Light DP into SAI does more damage than cancelling Medium or Heavy, so you'll always use that for SAI combos. | ||
|- | |- | ||
| | | ... > 214LK, 623LP > 236236P || Anywhere || 64 || 30 || Medium || High damage punish combo after a Light Tatsu launch. You can also cancel any of the DP's after a Medium Tatsu combo into SAI for more damage if needed. You will need to delay Light DP to ensure all hits of SAI connect: if you have trouble with that, cancelling after 2 hits of Heavy is easier and more consistent. | ||
|- | |- | ||
| | | ... > 214LK, 623LP > 236236P, 623LP || Corner || 69 || 34 || Medium || Extra corner damage after an SAI cancel. Can be done after any cornered 623LP > SAI, even if the combo started on the ground! Heavy DP only gets 2 hits here, which does one less damage, but it is slightly more forgiving. | ||
|- | |- | ||
| | | ... > 214LK, 623LP > 236236P, 623LP > 236236P, 623LP || Corner || 80 || 36 || Very Hard || The max damage corner combo, does almost 10 more damage than a raw Raging Demon for the same price. Extremely difficult, as the Light DPs require slight delays in order to hit them low to the ground. You can replace any Light DP with a Heavy for a much more forgiving combo, though you'll come out lower than a Raging Demon would've been. | ||
|} | |} | ||
=== Super Art 2 === | === Super Art 2 === |
Revision as of 17:11, 10 March 2023
Combos
Target Combos
- cl.MP>HP
Combo List
Akuma's combos heavily rely on your distance from the opponent and whether or not they're crouching. Generally, combos into 214HK Tatsu will always work, as the first hits won't whiff crouchers and even farther hits will land on a majority of crouching characters. It is your lowest damage option however, and if you can confirm standing, you would rather launch with a 214LK Tatsu for a followup combo with much higher reward. His only force stand normal is 5MP, which whiffs on crouchers at far ranges, so there isn't really a reliable way to land light Tatsu every time.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cl.MP/cl.MK/2MK > 214HK | Anywhere | 41 | 17 | Easy | All of your medium normals will combo into Heavy Tatsu, giving you a reliable knockdown and some corner carry. Close normals will always combo into the first hit, but farther out hits may not, which can lead to Tatsu whiffing on crouching characters. |
(Cancellable Normal) > 623LP/HP | Anywhere | 53 | 29 | Easy | At point blank range, any of your cancellable normals will combo into Light or Heavy DP. Heavy DP is higher damage, but Light will connect at farther ranges without falling out. You are left negative on hit if these fall out, so be sure to confirm your range! |
(Cancellable Normal) > 214LK, 623HP | Anywhere Standing | 53 | 34 | Medium | The signature Akuma BnB. Light Tatsu launches for a damaging Heavy DP followup, which gives tons of damage and stun plus a great knockdown to set up air fireball mixups. The catch is that you can only do Light Tatsu on a standing opponent, so making sure to confirm they're standing is key. |
(Cancellable Normal) > 214LK, cl.LP > 214HK | Anywhere Standing | 49 | 30 | Medium | An alternate juggle after Light Tatsu that gives much more corner carry in exchange for less damage. Useful when you want to rushdown more, as Akuma's corner pressure is scary enough that sacrificing 4 damage is generally worth it. |
... > 214MK, 623HP | Anywhere (Character Specific) | 53 | 35 | Medium | Medium Tatsu also launches, and is much more reliable in combos, so learning this combo can be incredibly beneficial. Works on Chun, Makoto, Q, Alex, Necro, Twelve, and Elena. |
... > 214MK, 623MP | Anywhere (Character Specific) | 50 | 33 | Hard | The alternate Medium Tatsu followup, which works on any character the above combo doesn't work on. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
2LK > 2LK > 236236P | Anywhere | 44 | 5 | Medium | Low confirm into SAI, useful during offense to confirm big damage from a fast low. You only get two hits to confirm it, but this works on everyone. |
2LK > 2LP > 2LK > 236236P | Anywhere (Character Specific) | 45 | 7 | Medium | Longer confirm that lets you react to the hit easier, but drops on Q, Necro, and Urien, forcing you to use the 2 hit version. |
2MK > 236236P | Anywhere | 49 | 3 | Easy | Low poke into SAI, great for punishing long range things or after a parry for more damage. |
... > 623LP > 236236P | Anywhere | 59 | 25 | Easy | Punish combo into super. Cancelling a Light DP into SAI does more damage than cancelling Medium or Heavy, so you'll always use that for SAI combos. |
... > 214LK, 623LP > 236236P | Anywhere | 64 | 30 | Medium | High damage punish combo after a Light Tatsu launch. You can also cancel any of the DP's after a Medium Tatsu combo into SAI for more damage if needed. You will need to delay Light DP to ensure all hits of SAI connect: if you have trouble with that, cancelling after 2 hits of Heavy is easier and more consistent. |
... > 214LK, 623LP > 236236P, 623LP | Corner | 69 | 34 | Medium | Extra corner damage after an SAI cancel. Can be done after any cornered 623LP > SAI, even if the combo started on the ground! Heavy DP only gets 2 hits here, which does one less damage, but it is slightly more forgiving. |
... > 214LK, 623LP > 236236P, 623LP > 236236P, 623LP | Corner | 80 | 36 | Very Hard | The max damage corner combo, does almost 10 more damage than a raw Raging Demon for the same price. Extremely difficult, as the Light DPs require slight delays in order to hit them low to the ground. You can replace any Light DP with a Heavy for a much more forgiving combo, though you'll come out lower than a Raging Demon would've been. |
Super Art 2
Everyone
Super Art 3
Everyone
Shun Goku Satsu
Specific to:
Yun, Akuma, Remy, Ryu, Q, Oro, Necro, Chun-Li, Dudley, Ibuki, Makoto, Sean, Twelve, Hugo, Alex, Yun and Ken
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Far ![]() |
Shun Goku Satsu | - | - | 598 (52%) | 5 |
Kongou Kokuretzu Zan
Everyone
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Tatsumaki Zankuukyaku (![]() |
Close![]() |
Kongou Kokuretzu Zan | - | ??? (??%) | ? |
Crouch ![]() |
Tatsumaki Zankuukyaku (![]() |
Close![]() |
Kongou Kokuretzu Zan | ??? (??%) | ? |
Corner
You can add Akuma's dive kick or a J+ before these combos for more damage.