Update 3: jchensor pointed out on ComboVid that all of this kind of stuff also works with the SFA3 version of Shin Akuma, so I'm wrong about that in my video intro as well. Given SFA3 Shin Akuma's super cancelable moves, I'm sure he can put on quite the show.
Update 2: I was featured on ComboVid.com :)
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Update: I fixed some typos in the transcript. Also, for those that noticed, in the video I describe Shin Akuma's Shun Goku Satsu and mention that only SF3 and games with custom combos allow throws to combo, but I forgot about SF4. Crumple stun allows throws to combo. Still, SF4 won't grab out of hit stun.
In the process of trying to kill time at work, I managed to find a relatively interesting Shin Akuma combo (@1:15 ) and it got me thinking about what he is capable of. Shin Akuma can make one of his double air fireballs whiff while the other connects. He can take advantage of the hit stun caused by his air fireballs to allow new "links" (if you can call them that). He can combo the Raging Demon, even. The problem with an old game like Super Turbo is that everything has been done, the challenge I found with this was coming up with something to complement the things I found that were interesting enough to warrant a combo video. Over all, I feel like I did a decent job of that. On to the transcript!
@0:15 crouching Zangief has a wide enough hit box to allow 4 jabs to connect and still give the Raging Demon enough time to combo. Its possible to get up to a 6th jab, but after 4 the Raging Demon won't combo. Due to the command required to do the Raging Demon, this combo is only possible with SSF2TR's easy mode.
@0:23 since the SGS combos, you can follow up just about anything that recovers fast enough. From a full screen away, you can combo the Raging Demon after a jab Shankensu Hadouken.
@0:31 due to Sagat's height, you can cancel Shin Akuma's nj.HK into a Tatsumaki and have it combo. After words, if you time it right you can do another Tatsumaki to set up a third air Tatsumaki, after which all juggle potential is spent. Against average height characters and shorter, this combo does not work. Combo works vs T.Hawk as well.
@0:39 a whiffed HK Tatsumaki is the quickest way to close the distance needed for this combo to work. The s.HK hits before the air fireballs, allowing Akuma to link the RD. The height at which the fireballs are executed needs to be low so they travel as little as possible before you can execute the Tatsumaki.
@0:48 when two moves connect simultaneously, the longer hit stun is used. In this case, the longer hit stun of Akuma's air fireball allows you to link c.LP to s.MP.
@0:56 similar to the previous combo, except with a cross up and a different link. Notice how Ryu is pushed toward you by the fireball despite it connecting at the same time as c.LK. Due to the distance between Ryu and Akuma, only two hits of the jab Gou Shoryuken connect, and it recovers fast enough to follow up with a juggle HK air Tatsumaki.
@1:05 the fierce Shankensu Hadouken is needed to knock down Dee Jay to set up the meaty jab Hadouken. Meaty Hadoukens link to fierce air Fireballs, which cause enough hit stun to wait a day and a half before executing st.HPXXShankensu.
@1:15 the following two combos, I could only get to work vs Honda and Blanka due to their low stances and wide hit boxes. The st.HK pushes Honda back into the fireballs as st.HK is canceled into a whiffed short Tatsumaki. There is enough time to link the Raging Demon after this.
@1:24 same concept as the previous combo, but with tighter timing. Unlike the Tatsumaki, the jab SRK doesn't move Akuma toward the opponent.
@1:35 Akuma can link c.MP and c.MK, and c.MK seems to be his only super cancelable normal.
@1:43 Akuma uses proper spacing to make one of the air fireballs whiff. This allows him to do a mid screen follow up of j.HPXXair fireball. The close st.HP cancels to a HK Tatsumaki, which only hits twice instead of its usual 3. It goes far enough to cross up T.Hawk, and the Gou Shoryuken motion is buffered "backward" to accommodate this, after which T.Hawk is dizzied.
@1:54 also Easy Mode only, as this combo involves canceling rapid fire jabs into the Raging Demon. Full screen LP air fireballs at the right height allow Akuma to follow up with HP air fireballs, which can be followed up with j.HPXXair fireball. After cr.LP x3, cancel to super. Some characters, due to their hit boxes, aren't susceptible to this combo. Some characters like Dhalsim can't be hit by 3 sets of air fireballs, others like Balrog can't be hit by cr.LP x3.
And that's it! Thanks for watching, and be sure you check out the sites I mention at the end of the video. They're great for fighting game news, strategies, combos, and everything else.
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