So at 3:14 the combo that mentions to do on crouching opponents. You can actually do it on standing opponents too, BUT it requires you to hit a specific spot on their body while standing in order to chain the combo. You have to do the J.D+MK onto their shin/ankle and then chain the combo. Which the likelihood of that happening is small. But just a little side note
If you try doing this to a standing opponent that is standing & you hit the upper part of their body, you will not be able to chain it. But I THINK because of you hitting their shin/ankle with the kick, it makes them do a bent over animation in which you can chain it into MP-MP then finish it. You could also go into QCB MP -> P route if you want as well. Not sure if you could chain THAT into something more or not though, I've tried but I think it's because I suck I can't do more 🤣
Are we talking Akuma or Vesp? Akuma kinda did fall off. Demon being limited to a CA hurts more than people are pretending (it now combos on hit stunned opponents, but that doesn't make up for it imo.) It's input can't be plinked anymore, either. Flip no longer being jump ambiguous is also a pretty big deal (red launch animation + sound on activation.) Losing Flip's throw is also a sizable L. That said, it's too early to be certain, but he does feel tamer than some of his more recent iterations.
@@jaybeam1466 He's referring to the meme people say when they are early on a RUclips video "Oh it's been x amount of times with x amount of likes, bro fell off". (Better example. "1 like in 52 seconds? Bro fell off")
Jumping back and throwing fireballs is too much and not fun for the modern player to deal with, but visual confirming between stand/crouch for combos is a fun skill to preserve in the game! I don't get this phillosophy sometimes.
Lk tatsu has always whiffed on crouch. And recognizing crouching or standing opponent mid combo is actually a great skill to have for lots of characters and games. Tons of games have crouch only or stand only combos. It’s like saying hit confirming is stupid and a dumb skill to have. Play sim homie
@@xmiiasma3997 I know it has, to elaborate my point I suppose I am saying I feel like some of the things the modern games remove in the persuit of better quality of life can take some actual fun nuance juice out of the game, and some of the things they choose to keep around like doing a different combo on stand/crouch...well, who is out there saying oh you know what I love in fighting games what i personally get off on in fgs is crouch confirming lol
@@Tremuoso While I agree that crouch confirming can be kinda annoying and isn't a particularly fun way to test the player's skills, the reason they removed jump back fireball has nothing to do with making things less skill intensive for modern players. The strengths of JBF promote a very passive way of playing, where risk and reward are both greatly minimized. Trying to deal with and Akuma playing this way isn't overly difficult, just incredibly tedious. I don't quite see what sort of "fun nuance juice" you're talking about here. The removal of JBF is to make the game MORE fun and nuanced. Removing one strong option can in practice open up many more options that were previous much less viable, and thereby add more interesting variety to game.
ya they changed the scaling. came back from a break and feels like if you land a light just go into a special. drive rish after lp scales so bad. akuma also feels really tame. i do i gotta learn how play again but fuck he feels weird lmao
I feel slow for asking but @6:34 in what situation would you be able to land a punish counter on the second hit of the Mk/Hk target combo? I thought pc was only on recovery and you can’t whiff into target combo
Thanks for the vid, amazing content. The MK - HK target combo punish counter at @6.34 does that actually work? In the vid the dummy blocks the 1st hit and is hit by the second hit, then the rest of the combo works. But does it work if you land both its of the MK - HK target combo as a punish counter? Or does the 1st hit have to be blocked for this to work? Thanks for the hard work!!!
No, it's only if the second hit lands as a punish counter. it's a fringe case if people fail to block the overhead correctly after a tap parry (you get PC if you don't), so I decided to put that in for completion's sake!
You can input the first shoryuken as forward, quarter circle forward and punch: this will count as the first half of the super motion; you then complete the motion by doing another qcf and kick to get the LVL 3. Aside from that it's just about doing it fast, especially DP LP doesn't have that big of a cancel window.
combo at 6:35 is not practical/possible, you are never gonna hit that second hit of the target combo as a punish counter, there is no possible situation
You need to use a 1-9 on joystick, dunno why you would try to invent a new key that’s more complicated than the existing one. CLK CLK CLP QBCC LK WTF? 2lk 2lk 2lp ???? lk is 100% easier to read and write
True and based. Oldheads use this weird street fighter specific notation. Same thing with how they'll call heavy buttons fierce because of old arcade cabinets
Numpad works for people who are used to it but is a bit of a hurdle for new players/outsiders. "C. Mp" is descriptive, it's just an abbreviated "crouch medium punch". With "2mp" people unfamiliar with numpad have to visualize where the two is in numpad, then infer that's a crouch so it's crouch mp. Also lots of people don't know the numpad layout, they have to look it up because they don't know for sure where it starts counting and which direction. As someone casually looking into GG+R (I beat the arcade with A.B.A. after a million tries or something!, multiple days effort lmao) decoding numpad has taken me way more time than if it just said c.mp instead of 2mp. I understand it's visually cleaner and that it's nice to have a single universal notation, but I figured I'd also add the new player perspective. At least for me, it took some time getting used to it, and a more literal notation would have been easier to understand
Akuma feels like the 1st character that has a “build-a-combo” element to him…he’s even forgiving to panic mashes mid-combo. Incredible 💯
oh? I found his combo options extremely limited outside of corner. doesnt even have any good drive rush extensions.
@@thuroria7631His combo game is way better grounded in the corner but midscreen he gets dope air ex hado combos
that just means more people doing bad combos
@@thuroria7631 His Drive rush really sucks
MK forces stand on crouching opponents and opens up L Tatsu opportunities. I haven't played since SF4, so I was glad to see they brought that back.
I guess he will have to do until 2026 when they introduce Gouken again …..
Already!? Damn, bro. I'm over here tryna learn Hitbox. This is some serious homework. Thank you!
Thank you Lord Vesper, just in time like always 💪🏼
Thank you Vesper for your work, I grinded all these combos for like 7 hours I got them all.
Awesome as always, my go to for combo guides!
Lots of homework here, thanks for making this!
For the last combo dont do the second cr.HP Drive rush cause it burns you out, is harder to do and scales the damage a ton
when you're going for max damage to finish your opponent then you get all the damage you can, burnout doesn't matter
Going into my sf6 playlist to practice thank you
loving Akuma!! so fun❤
The goat is finally here
So at 3:14 the combo that mentions to do on crouching opponents. You can actually do it on standing opponents too, BUT it requires you to hit a specific spot on their body while standing in order to chain the combo. You have to do the J.D+MK onto their shin/ankle and then chain the combo. Which the likelihood of that happening is small. But just a little side note
If you try doing this to a standing opponent that is standing & you hit the upper part of their body, you will not be able to chain it. But I THINK because of you hitting their shin/ankle with the kick, it makes them do a bent over animation in which you can chain it into MP-MP then finish it. You could also go into QCB MP -> P route if you want as well. Not sure if you could chain THAT into something more or not though, I've tried but I think it's because I suck I can't do more 🤣
Here before that one guy gonna who says bro fell off 🙄
53min in and @john-baptiste223 only has 1 like, bro fell off
You’re just as bad
bro fell off🙄
Are we talking Akuma or Vesp? Akuma kinda did fall off. Demon being limited to a CA hurts more than people are pretending (it now combos on hit stunned opponents, but that doesn't make up for it imo.) It's input can't be plinked anymore, either. Flip no longer being jump ambiguous is also a pretty big deal (red launch animation + sound on activation.) Losing Flip's throw is also a sizable L. That said, it's too early to be certain, but he does feel tamer than some of his more recent iterations.
@@jaybeam1466 He's referring to the meme people say when they are early on a RUclips video "Oh it's been x amount of times with x amount of likes, bro fell off". (Better example. "1 like in 52 seconds? Bro fell off")
Thanks Vesper! You're the best.
Wow y'all work fast
22 minutes OH MY GOOOOD
5:22 Corner DI
8:08 DI Corner Carry
10:57 fireball DR
11:47 Air Juggle DR Corner Carry
15:02 OD Fist Corner Combo
21:34 This combo has a better ender in OD Flip Tatsu into LP DP Lvl 3 instead of the last DPC. 6894 vs 6656.
What to say... ❤ Vesper 😊
Akuma is looking like Marvel vs Capcom character with all these anti air combos.
Optimal meterless level 1 confirm for mk is just going from mk straight into level 1
Jumping back and throwing fireballs is too much and not fun for the modern player to deal with, but visual confirming between stand/crouch for combos is a fun skill to preserve in the game! I don't get this phillosophy sometimes.
Don't think akumas had jump back fireball in most of the iterations I've played
Lk tatsu has always whiffed on crouch. And recognizing crouching or standing opponent mid combo is actually a great skill to have for lots of characters and games. Tons of games have crouch only or stand only combos. It’s like saying hit confirming is stupid and a dumb skill to have. Play sim homie
@@xmiiasma3997 I know it has, to elaborate my point I suppose I am saying I feel like some of the things the modern games remove in the persuit of better quality of life can take some actual fun nuance juice out of the game, and some of the things they choose to keep around like doing a different combo on stand/crouch...well, who is out there saying oh you know what I love in fighting games what i personally get off on in fgs is crouch confirming lol
@@Tremuoso While I agree that crouch confirming can be kinda annoying and isn't a particularly fun way to test the player's skills, the reason they removed jump back fireball has nothing to do with making things less skill intensive for modern players. The strengths of JBF promote a very passive way of playing, where risk and reward are both greatly minimized. Trying to deal with and Akuma playing this way isn't overly difficult, just incredibly tedious. I don't quite see what sort of "fun nuance juice" you're talking about here. The removal of JBF is to make the game MORE fun and nuanced. Removing one strong option can in practice open up many more options that were previous much less viable, and thereby add more interesting variety to game.
@@Guitar-DogHe thinking of mvc lol
The Demon combos by Vesper or Demon Vesper
LFG SiRN Vesper!!! 😎
Thank you Vesper, any tips for consistently hitting B.HK in the corner? I miss it a lot after OD QCB P
Some of scaling looks so bad. Its insane to look at the screen and see this intense fat combo....deal like 40% of its original damage
ya they changed the scaling. came back from a break and feels like if you land a light just go into a special. drive rish after lp scales so bad. akuma also feels really tame. i do i gotta learn how play again but fuck he feels weird lmao
No clue what these inputs mean gg
I feel slow for asking but @6:34 in what situation would you be able to land a punish counter on the second hit of the Mk/Hk target combo? I thought pc was only on recovery and you can’t whiff into target combo
Thanks for the vid, amazing content. The MK - HK target combo punish counter at @6.34 does that actually work? In the vid the dummy blocks the 1st hit and is hit by the second hit, then the rest of the combo works. But does it work if you land both its of the MK - HK target combo as a punish counter? Or does the 1st hit have to be blocked for this to work? Thanks for the hard work!!!
No, it's only if the second hit lands as a punish counter. it's a fringe case if people fail to block the overhead correctly after a tap parry (you get PC if you don't), so I decided to put that in for completion's sake!
@@mir2266 thanks for the clarification. Great work
any tips on shoryuken into lvl 3 ? i can’t get it reliably. this mf pretty hard
You can input the first shoryuken as forward, quarter circle forward and punch: this will count as the first half of the super motion; you then complete the motion by doing another qcf and kick to get the LVL 3. Aside from that it's just about doing it fast, especially DP LP doesn't have that big of a cancel window.
How is it humanly possible to do F mk to Lvl2 !!! I tried both stick and leverless and I don't see how it is possible to achieve such a motion !!!
Please do Honda season 2 guide 🙏
combo at 6:35 is not practical/possible, you are never gonna hit that second hit of the target combo as a punish counter, there is no possible situation
Hive mind go brrrr
Williams Betty Jones Richard Gonzalez Jose
You need to use a 1-9 on joystick, dunno why you would try to invent a new key that’s more complicated than the existing one.
CLK CLK CLP QBCC LK WTF?
2lk 2lk 2lp ???? lk is 100% easier to read and write
True and based. Oldheads use this weird street fighter specific notation. Same thing with how they'll call heavy buttons fierce because of old arcade cabinets
not to be a killjoy, but writing that in numpad notation would be the exact same number of characters
@@mir2266 but it wouldn’t look like someone hit the key board I just prefer the other system, like how I prefer petrol cars to a horse and cart
Numpad works for people who are used to it but is a bit of a hurdle for new players/outsiders.
"C. Mp" is descriptive, it's just an abbreviated "crouch medium punch". With "2mp" people unfamiliar with numpad have to visualize where the two is in numpad, then infer that's a crouch so it's crouch mp. Also lots of people don't know the numpad layout, they have to look it up because they don't know for sure where it starts counting and which direction.
As someone casually looking into GG+R (I beat the arcade with A.B.A. after a million tries or something!, multiple days effort lmao) decoding numpad has taken me way more time than if it just said c.mp instead of 2mp.
I understand it's visually cleaner and that it's nice to have a single universal notation, but I figured I'd also add the new player perspective. At least for me, it took some time getting used to it, and a more literal notation would have been easier to understand
5000 damage off drive impact back hk qcf hk qcf ex haduken drive rush light drive rush back hk qcf hk hk qcf lp qck hk
i can never do a combo that consists of 2 lights
lol
347 views in 28 minutes? Bro fell off
0 likes in 6 days? I would say bro fell off, but bro had nowhere to fall from