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Effenhoog

[P4AU] Akihiko - Combo Thread

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***WORK IN PROGRESS***
P4U2_Header_Combo_Thread.png
 
 
*Note* - When browsing the Akihiko forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -> Site Rules.

Information
  • If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for CHARACTER. Also refrain from using move names and abbreviations.
  • Please refrain from going off topic in this thread. This thread is for posting of combos only.
  • Only the most optimal combos will be listed in this thread.

Collapsed: General Notations Used:
[table]
>Gatling/cancel the previous move into the following move.
,Link the previous move into the following move.
|>After landing.
jJump
sjSuper Jump
hHop
hcHop Cancel
adAir Dash
iadInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
dcDash Cancel
OMCOne More! Cancel
AoA~CAll Out Attack into C ender
AoA~DAll Out Attack into D ender
CHCounter Hit
FCFatal Counter
[ ]Hold Input
(N)Attack must deal N amount of hits.
[???] xNRepeat ??? N amount of times.[/table]
Collapsed: Guide Specific Notations Used:
  • Notations in red are for prefixes only. Notations in blue are for suffixes only.

[table]

c.The attack must be used as close to the opponent as possible.
f.The attack must be used as far away from the opponent as possible.
[sS]Side Swap combo
[CO]Crouching Opponent
[AA]Anti-air or Air-to-Air
[RP]Roll Punish
[sD]Shadow Only Combo
[N%]Player SP % required before combo start.
[N/N%]Damage/SP Gain %[/table]

 

 

Challenge Mode Combos

[COLLAPSE=]
Mission #01
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Mission #02
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Mission #03
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Mission #04
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Mission #05
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Mission #06
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Mission #07
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Mission #08
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Mission #09
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Mission #10
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Mission #11
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Mission #12
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Mission #13
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Mission #14
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Mission #15
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Mission #16
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Mission #17
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Mission #18
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Mission #19
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Mission #20
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Mission #21
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Mission #22
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Mission #23
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Mission #24
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Mission #25
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Mission #26
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Mission #27
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Mission #28
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Mission #29
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Mission #30
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[/COLLAPSE]

 

 

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Midscreen

Collapsed: ]

 

5AAAAAA => 8A => 4B => 8B => 4D => 2C
(character specific)


5AAAAAA => 8A => 4B => 8B => 4D => 6C => 6B
(character specific)

5AA > 5B > 2B > 236A => 8A => 4A => 6A/B

5AA > 5B > 2B > 236A+B => 4B => 8B => 4A => 8A => 6B > 236236B
*you have to input the super facing the same direction you started, and wait a moment for them to bounce back closer to you

5B[FC:

> 236B => 4B => 8B => 4A => 8A => 6B > 236236B
easymode 5B fatal counter combo, only do this if you autopilot into 236B or if you know that it will be enough to kill and you want a virtually undroppable combo

5B[FC] > 236C => 4B => 6C => B+D => 2B > j.B > 5B > 2B > sj.B(1 hit) > j.214B => 6C => 8B => 4C => 4A => 8A => 2C => 236236B

5B FC [AA] > j.B > 2B > j.B > 5B > 2B > sj.B(1 hit) > j.214B => 6C => 8B => 4C => 4A => 8A => 2C => 236236B

hook (any strength or cyclone level) FC => 6C => B+D => 2B > j.B > 5B > 2B > sj.B(1 hit) > j.214B => 6C => 8B => 4C => 4A => 8A => 2C => 236236B

5C [OMC] 2A > 5B > j.B > 5B > j.B > 2A > 236A => 6B

5c CH > dash > (2A) 5B > j.B > 5B > j.B > 2A > 236A => 6B

5c CH > dash > (2A) 5B > j.B > 5B > j.B > 2A > 236A => 6B

j.C CH > 236C => 6A/B

j.C CH > 236A+B => 6A/B

2B CH > jump back > airdash j.B > 5B > j.B > 5B > j.B > 2A > 236A => 6B

j.A CH jc > j.A > j.B > j.214A

j.A CH land > 5A > 2B > sjc j.A > j.B > j.214A

j.A CH counterhit airdash j.B > 5B > j.B > 5B > j.B > 2A > 236A => 6B

AoA > C launcher > j.A > j.B > j.215A




 

Corner

Collapsed: ]

5AA > 5B > 2B > 236A => 8A => 4A => 8A => (4A) => 6A/B

5B > 2A+B > 236A => delay 8A => 4B => 8B => 4D => 6B [??:

214C 6B
(this works off of 5A but you have to input exactly 5A 5B sweep, no 5AA 5B, no 5A 5B 2B, etc.  Timing is harder on some characters.)

5C [OMC] > 2A > 5B > j.B > 2A > 236A => 8B => 4C => 4A => 8A => 2C > 236236B

5C counterhit > dash (2A) > 5B > j.B > 2A > 236A => 4B => 8B => 6C => 4A => 8A => 2C > 236236B

j.C counterhit > dash (2A) > 5B  > j.B > 2A > 236A => 4B => 8B => 6C => 4A => 8A => 2C > 236236B

j.A counterhit > 5B > j.B > 5B > j.B > 2A > 236A => 4B => 8B => 6C => 4A => 8A => 2C => 236236B

AoA non-fatal D ender 236A 8A 2C

AoA fatal D ender 236B 4B 8B 6C 4A 8A 2C 236236B


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*reserved*

 

still a work in progress obviously.  I based this thread on the format being used on other character subforums, i have some stuff typed up already but i am still working on the formatting to make it match

 

obviously I am not a mod and am not attempting to pretend to be one so the stuff about infractions and whatnot is just the basic site rules statement copied from another thread

 

if you have any combos that you think should be included above feel free to post them and I will try to add them in when I can.  Please do me a favor and try to format them appropriately to make it easier on me if you can

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5AAAAAA > 4A > 8A > 2C Basic Auto Combo Silence Ender

 

5AAAAAA > 8A > 4B > 8B > 4D > 2C Does not work on everybody

 

5AA > 2B > 5B(1) > Kill Rush B > 4B > 8B > Double Uppercut > 5B > j.B > 2AAAAAA > 6B Basic combo on crouching

 

Double Uppercut [Counter] > 66 > 2AA > j.A > j.B > 2AAAAAA > 6B Double Uppercut Counter starter

 

Corner Air Grab > 2A > Kill Rush A > 8B > [DELAY] 4B > 4C > 4A > 6B > 214C > 6B If anybody can find something better then please lemme know

 

Near Corner: 2B [Counter Anti-Air] > j.B > 5B > j.B > 5B > j.B > 2A > Kill Rush A > 8B > 4B > 4C > 6B > 214C > 6B Nearly 4k damage from this one. I've seen people like Barzorx and Domi use this gem

 

That's about all I got. This thread is going to become a beautiful thing

 

Edit: OMIT the 5B > j.B on the crouching combo. It doesn't work

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Basic BnB(Midscreen): 5AA < 5B < 236A < 8A < 4A < 4C < 6A = 2322(sub 6B in place of 4C for sideswap, 2300)

EX Kill Rush: 236AB < 4B < 8B < 4A < 8A < 6A < 6A/6B = 2947(3044 w/sideswap)

j.B Loop(Tall characters only): 5AA < 5B(1) < jc < j.B < 5AA < 5B(1) < jc < j.B < 5AAAAAA < (delay) 6A/6B = 2147(2195 w/sideswap)


Easy 5B Fatal Counter: 5B < 4B < 8B < 4A < 8A < 6A/6B = 3638(3770 w/sideswap)
Standard 5B Fatal Counter: 5B < 236C < 4B < 6C < DP < 2B < jc < j.B < 5B < 2B < sjc < j.B(1) < j.214B < 6C < 8B < 4C < 4B < 8B < 2C = 4691 w/Silence


5C < OMC < 2A < 5B < jc < j.B < 5AAAAAAA < 2C = 3125 w/Silence
                                               (( < 2A < 5A < jc < j.A < j.B < 5AAAAAA < (delay) 6A/6B = 3244(3301 w/sideswap))

I'll post some more bits later.

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does anyone use s.akihiko? i've been trying some shadow rampage combos 

near corner 5b FC 236c 4b 6c dp 2b j.b 5b 2b sj.b1 j.214b 6c 8b 4a 6a SRc 236c A uppercut B uppercut B uppercut EX uppercut 7.6k 

 

also i wrote down some of bazorx stuff from his 30 minute video. i could post it if you want to update the first post. 

 

EDIT: moar shadow rampage stuff. in every instance, 236A+B is delayed.

5aa 2b 5b sweep 236A SRc 236B 236A+B 6a A uppercut B uppercut X2 SB uppercut 5707

corner 5aa 5b 2b 236a 8a 4a 4c 6a SRc 236D dp1 B uppercut X3 SB uppercut 5750

throw lvl0 sweep SRc 236A 236B dp1 B uppercut X3 SB uppercut 4485 

throw lvl1 8a SRc 236A A uppercut X2 B uppercut X2 SB uppercut 4809

5c SRc 2a 236A 236A+B 236B 6a A uppercut B uppercut X2 SB uppercut 5867

5c CH dc 5b j.b 2a 236A SRc 236B 236A+B 6a A uppercut B uppercut X2 SB uppercut 6429

FC 5aa 5b1 236B 4b 8b 4a 8a 6a SRc 236c A uppercut B uppercut X2 SB uppercut 6584

sweep 236a SRc 236B 236A+B 6a A uppercut B uppercut X2 SB uppercut 5318

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Some new stuff, hopefully:

 

Corner sweep combo, works on everyone:

5b > 2b > sweep > killrush a > hook a > sonic punch a > FA > 5b > 2b SJC > air a > air b > assault dive a OR after the FA, 2a > 5aa. 3200/3000

 

Character specific midscreen BNB: 

killrush a > sonic a > hook a > sonic a > weave c > corkscrew a. ~2600 depending on the starter.

 

Works only on Yosuke, Mitsuru, Kanji, and Teddy. 

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Hey guys. I'd just like to say a couple of things:

 

Whenever possible the optimal route for akihiko loops near the corner where he goes 2A>killrush A>sonic B.... is 

2A>Kill A>Sonic B>Weave C>Sonic A (delay so enemy is as low as possible)>immediately Hook B>Weave C>(slight delay)>Hook A>Cork B> (uppercut B super, or weave C>cork B).

 

This raises damage (not sure the exact amount of damage though... i think 2b ch near corner 3 jb loops to that should do about 4.3k?

 

Also @ narga, I HIGHLY recommend you learn that optimal situation for shadow akihiko. Seriously, double cork in corners adds so much damage its not funny. Give it a shot yourself with this basic fatal bnb (which is, and I am sure, NOT his best fatal counter combo, but, yknow... just been lazy to write another bible for shakihiko haha)

 

5B fc>duck C>hook b>duck C>DP>2B>jB>5B>2B>super jump>jB (1 hit)>assault dive B>duck C>sonic B>weave C>sonic A>weave c>hook A>slight delay Cork B>weave C>cork B>rampage>duck C>shoryu reppa B

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I will continue posting this later, but this is what I had time to write for today. Have fun!

 

Before I begin I want to first write up something i'll just call "The OMB route", so whenever i write within a combo something like >5b>[The OMB route]> just insert the following notations in place of the brackets
 
OMB>Weave D>sonic B>weave C>hook B>duck C>sonic A>weave C>hook A>SLIGHT DELAY cork B>uppercut B
 
And the other one being "Shortened OMB":
 
OMB>weave D>sonic B>weave C>hook B>weave D>cork B>uppercut B
 
 
 
NORMAL HITS, midscreen, standing enemy
5AA>5B>2B>Killrush A>Sonic A>Hook A>Weave C>Cork A - 2601
5AA>5B>2B>Killrush A>Sonic A>Hook A>Cork B - 2580
5AA>5B>2B>Killrush A>The OMB route - 5362 min - 5512 max (depending on execution)
You can use "The omb route" at any point from 5aa to killrush A safely
All of these can also be started off of 5B, 2B or jB midscreen, no problem
5AA>5B>2B>Killrush SB>Hook B>Sonic B>Hook A>Sonic A>Cork B - 3440 damage (with upper B, 5105)
5AA>5B>2B>Killrush SB>Sonic SB>Weave C>Sonic A>Hook B>Sonic B>Weave C(hold)>Hook A>Cork B - 3944 damage (5609 with upper B, 100 meter)
5AA>5B>2B>Killrush SB>Hook B>Sonic B>DP>Delayed Uppercut B>Uppercut B - 5268 damage (125 meter)
(to properly get this 2uppercut super midscreen to work, the first uppercut B must be executed THE SECOND THE ENEMY IS TURNING DOWNWARDS AFTER THE DP)
 
 
NORMAL HITS, corner, any enemy
5AA>5B>2B>Killrush A>Sonic A>Hook A>Sonic A>Hook A>Cork B - 2741 damage (with upper B, 4406)
5B>2B>Sweep>Killrush A>Delayed Sonic A>Hook B>Sonic B>weave D>Cork B>weave C>Cork B - 3849 damage
5B>2B>Sweep>Killrush A>Delayed Sonic A>Hook B>Sonic B>Weave D>2C - 3283 damage
(these last two work as long as 5AA arent the first hits - you can also use jB as a starter but avoid 2B as it makes it slightly harder to use)
 
NORMAL HITS, midscreen, crouching enemy
5AA>2B>5B(1 hit)>killrush B>Hook B>Sonic B>Hook A>Sonic A>Cork B - 3371 damage (with upper B, 5036)
5AA>5B(1 hit)>Killrush B..... - 3175 damage (with upper B, 4840)
5aa>2B>5B(1 hit)>Killrush B>Hook B>Sonic B>DP>2x uppercut supers (delay required) - 5203 damage
 
 
NORMAL HITS, midscreen, jumping enemy
2B>super jump>jA>jB>Assault Dive A - 1517 damage
2B>jB>jA>jump>jB>delay jA>2B>super jump>jA>jB>Assault Dive A - 2126 damage
2B>super jump>jA>jB>OMC>jB>5B>jB>2A>5AAAAAAAA - 2820 damage
(relatively close to corner:)
2B>super jump>jA>jB>OMC>jB>5B>jB>2A>Killrush A>Sonic B>Weave C>Sonic A>Hook B>Weave C>Hook A>Cork B - 3934 damage (with upper B, roughly 5524 damage) (with weave C>cork B again at the end, 4106 damage)
5AA>5B(1 hit)>jB>5B>jB>2A>5AAAAAAA - 2419 damage
5AA>5B(1 hit)>jB>5B>2A>5AAAAAA>2C - 2036 damage
5AA>5B(1 hit)>2C>The OMB Route - 4488 damage - REALLY dont recommend this one if the enemy has a burst, as it's hard execution wise and they can recover by the hook A~ time
5AA>5B(1 hit)>2C>Shortened OMB - 4155 damage - This I recommend, totally unburstable after 2C, good finisher
5B>jB>5B>jB>2A>5AAAA>2C - 2711 damage
5B>jB>5B>jB>2A>5B>jB>2A>5AAAAAAA - 3116 (the mid 2A can be ommited, depends on height)
 
5B FATAL COUNTERS
(normal route)5b>duck C>hook B>duck C>DP>2B>jB>5B>2B>super jump>jB(1 hit)>assault dive B> duck C>sonic B>duck/weave C>hook A>sonic A> 2C - 4691 damage (6356 with upper B)
5b>duck C>hook B>duck C>DP>2B>jB>5B>2B>super jump>jB(1 hit)>assault dive B> duck C>sonic B>duck/weave C>sonic A>Weave C>Hook A>Cork B - 4899 damage (6489 with upper B, roughly)
5B>jB (hold block, bait burst)>2A>5AA>weave C>sonic B>duckC> weave C>sonic A>Hook B> duck C> hook A>cork B - 4136 damage (5802 with super)
5B>weave C>Sonic SB>weave C>hook A>weave C>Sonic A>Hook SB>duck C>DP>2B>jB>2B>jB>2A>5AA>Weave C>Sonic B>duck C>Hook B> duck D>Cork B - 5816 damage (7481 with upper)
(corner)
5B>66>2A>5AA>weave C>sonic B>duck C>weave C>sonic A>Hook B>duck C>DP>2B>jB>5B>killrush B>weave C> hook A>weave C>cork A - 4898 damage (6563 with upper)
5B>66>2A>5AA>weave c>sonic B>duck C>weave C>sonic A>hook SB>duck C>hook B> duck C>DP>5B>killrush B>weave C>hook A>weave C>cork A - 5255 damage (6920 damage with super)

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Sometimes during the OMB route, they fly over my head too quickly for me to get a 'clean hit' super(especially during throw>OMB where the timing gets really tight). Any tips on making it more consistent or do I just have to get my super out early without getting the clean hit in these situations? Apart from delaying Corkscrew B as much as possible after Hook A, I've tried delaying the duck C>Sonic A and it gives me mixed results(dependent on screen position?).

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Sometimes during the OMB route, they fly over my head too quickly for me to get a 'clean hit' super(especially during throw>OMB where the timing gets really tight). Any tips on making it more consistent or do I just have to get my super out early without getting the clean hit in these situations? Apart from delaying Corkscrew B as much as possible after Hook A, I've tried delaying the duck C>Sonic A and it gives me mixed results(dependent on screen position?).

 

The only way to get it consistently is to both delay the hook a and cork b as much as possible, so that the enemy will be almost at the ground. Yes, this is actually a kind of tight link, you can simply opt to use the super early and lose 75-150 damage, but it'll hit more consistently (I for one prefer to do that in most cases unless I really feel that I need that extra oomph to kill)

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Yeah I guess consistency is way safer, don't wanna do them Domi Rockets haha

Also, about 2B anti airs, is there a fancy option select people do to go down the appropriate combo route in case it's a counter hit/normal hit? Unless we kinda have to just react to it/watch what your opponent is doing, any tips for this situation?

 

Really like your videos btw, helped me a ton.

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Yeah I guess consistency is way safer, don't wanna do them Domi Rockets haha

Also, about 2B anti airs, is there a fancy option select people do to go down the appropriate combo route in case it's a counter hit/normal hit? Unless we kinda have to just react to it/watch what your opponent is doing, any tips for this situation?

 

Really like your videos btw, helped me a ton.

 

Sadly we are not narukami's that can simply do 2B>5C and then use that time to react appropriately haha, there's no real OS for that im afraid, you gotta react as quick as you humanly can. You can always go of course the safe route and just do 2B>super jump>jA>jB>Assault dive A but then you'll have some mad unoptimal combos at times haha. The trick is in really looking - and I do mean really LOOKING at what your enemy is doing and what he usually did  on similar situations whenever you are about to anti air him and sort of predict if it is going to be or not a counter hit.

 

And no problem, I'm glad you like my videos. That's why I make 'em. :)

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Barzorzx. Thanks for the knowledge. I will work on optimizing the ender as you described. Also, it seems there are a couple combos I am doing that have a "more difficult" but slightly better route if your numbers are correct so that is awesome.

I also would like to thank you for your videos as they have been very helpful to my growth with Akihiko.

Ran into you online as YanuCerda a while ago and you showed me some hit confirming with Akihiko that made me blush. Hope to run into you again and show you what im really made offffffffffffffffff

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You can usually send me tweets or messages if you ever want to play with me YanuCerda. And yeah I remember you. :) Let's keep this thread for combo talks though - you can always find me in twitter, youtube... hell I even answer pm's here (and I plan to be more active in this forum to try and bring some life to the Aki section / P4AU in general!)

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Just wanted to contribute the  FC 5B combo I use since I haven't seen anyone post it:

FC 5B > C Duck > B Hook > C Duck >  DP > 2B > j.B > 5B > C Duck > DP > 2A > 5AA > C Weave > B Sonic > C Weave/Duck > C Duck/Weave > A Sonic > C Duck > A Hook > B Cork > B Cyclone Upper
[6714 Damage]
[37 SP Gain]
[50 SP Cost]


The DP > 2A link is the tricky part. The trick is to hit them with Double Uppercut #2 cleanly (i.e. first active frame) and at the highest vertical height possible.Try and feel the sweetspot. Too far up and you'll miss the "clean" hit or even whiff; too low and the DP just won't launch enough. So, in the combo, if after j.B you notice you hit 5B kinda high, kinda delay the Weave > DP. If lower, cancel through your move chain as quick as is possible. It's a little challenging at first, but it's a solid 500 above your good old Challenge Mode punish. Just takes practice; you'll get an eye for it. Good luck guys!




Also, Barzorx, I really feel like they should make you a mod haha, I'd say your channel is a pretty good resume :P

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Haha thank you but I dont think I'm qualified to be a mod or anything like that (I have the staggering amount of what, 7 posts? ish?).

 

Expanding on your combo:

 

Yes, optimally you want to do 5b>duck>DP>2A - this is the utmost optimal version of (most) fatal counter routes for akihiko (in my combo video you see me use this, but detail it as "for tall enemies only") - though I believe I didn't add that particular one you mentioned (I mostly use it on 75+ meter 5bfc confirms, instead of the 50 meter one). The reason I classify it as tall enemies only though is because its too unstable in my opinion (but definitely NOT IMPOSSIBLE) and if you are able to do that in a real match then dude you're freakin' awesome lol. I just use that combo vs tall characters because i'd very much rather get 6.4k nailed down, than 6.7 with a chance of dropping a (very dangerous) DP mid combo (I THINK it's punishable).

 

But yeah that's a great addition man!

Keep it up :)

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About this combo:

 

5AA>5B>2B>Killrush SB>Sonic SB>Weave C>Sonic A>Hook B>Sonic B>Weave C(hold)>Hook A>Cork B - 3944 damage (5609 with upper B, 100 meter)

 

I can get to the Sonic B, but I have no idea how to make the Hook A connect. When do you start weaving? I always seem to be facing the wrong direction when I do it. Do you have to wait until after your cyclone meter resets and re-input 214C?

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About this combo:

 

 

I can get to the Sonic B, but I have no idea how to make the Hook A connect. When do you start weaving? I always seem to be facing the wrong direction when I do it. Do you have to wait until after your cyclone meter resets and re-input 214C?

 

 

Sorry for the delayed response, life caught me with assignments and shenanigans.

 

I hold weave immediately after sonic B. It helps if you delay sonic B itself a little bit (JUST A LITTLE) to make the enemy not-go-as-high as he could go. You can also ignore the hook and instead do weave D>cork B but then the damage is not really beneficial so...

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2B(CH)>C Weave> C Duck>A Sonic Punch>B Hook>B Sonic Punch>D Duck>D Weave>B Corkscrew>5B>jB>2A5AAAA>B Corkscrew/Sweep

 

A sweet, flat 4k/3907 midscreen combo. DOES NOT WORK POINT BLANK d-d-doe.

 

Kill Rush B(CH)>C Duck> B Hook>B Sonic Punch>D Weave>A Sonic Punch>A Hook>B Corkscrew>2A5AAAA>B CORK DAT BETCH

 

4131 damage.

 

Haha thank you but I dont think I'm qualified to be a mod or anything like that (I have the staggering amount of what, 7 posts? ish?).

 

Expanding on your combo:

 

Yes, optimally you want to do 5b>duck>DP>2A - this is the utmost optimal version of (most) fatal counter routes for akihiko (in my combo video you see me use this, but detail it as "for tall enemies only") - though I believe I didn't add that particular one you mentioned (I mostly use it on 75+ meter 5bfc confirms, instead of the 50 meter one). The reason I classify it as tall enemies only though is because its too unstable in my opinion (but definitely NOT IMPOSSIBLE) and if you are able to do that in a real match then dude you're freakin' awesome lol. I just use that combo vs tall characters because i'd very much rather get 6.4k nailed down, than 6.7 with a chance of dropping a (very dangerous) DP mid combo (I THINK it's punishable).

 

But yeah that's a great addition man!

Keep it up :)

 

Also, if I'm facing a "shorty" chracteur, I substitute the 2B with a 5B and everything still works!! (//*w*//) 4923 damage aintchubedman.

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2B(CH)>C Weave> C Duck>A Sonic Punch>B Hook>B Sonic Punch>D Duck>D Weave>B Corkscrew>5B>jB>2A5AAAA>B Corkscrew/Sweep

 

A sweet, flat 4k/3907 midscreen combo. DOES NOT WORK POINT BLANK d-d-doe.

 

Kill Rush B(CH)>C Duck> B Hook>B Sonic Punch>D Weave>A Sonic Punch>A Hook>B Corkscrew>2A5AAAA>B CORK DAT BETCH

 

4131 damage.

 

 

Also, if I'm facing a "shorty" chracteur, I substitute the 2B with a 5B and everything still works!! (//*w*//) 4923 damage aintchubedman.

 

 

Your 2B ch combo can be optimized.

 

I've done on a regular basis on my newer videos (particularly random mathes #7) a 2B ch combo that deals meterless 4.5k.

 

Its uh.

 

2B>weave d>sonic B>weave c>hook b>duck c>sonic a>weave c>hook a>cork B>5b>jb>2a>5aaaaaaa>cork.

 

Works point blank or not, its just different timings.

 

Also as a note:

 

You can SP-optimize all combos that follow this and your route: after any sonic a on juggled enemies just use ex hook>ex sonic for a nifty bonus. you can also drop the ex sonic and replace it with duck hook, but yeah.

 

Im actually working on a new video for all Aki players talking about this, so, as soon as it's ready i'll let you guys know.

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So what's the deal with the CH 2B loops ? xD 

 

After I hit the CH I can barely link the j.b :( Any tips ?? 

 

PS: I've been messing with some combos check 'em :)

 

J.c CH > Kill Rush A > EX Cork > B Upper DMG: 3680 (If you are awakened you can switch the EX Cork for a B one and do maziodyne(C,D or EX) DMG:4080)

 

I like to use this combo for a lucky hit and using it to finish the game.

 

5AA > 2B > 5B > Killrush A > 8A > 4A > 6C > 2AB > 8B > 4B(full) > 8B > 4D > 2C/6B > B Upper

 

This isn't a true combo, it splits on the first 6C so this should be used as a setup if you want to make a surprise attack (most of the time your opponnents try to punish you after you make a weave thinking you will go for the grab, so you use that to punish them :p) 

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