Advertisement
GoldAE

Crappy, Unpolished Tekken 7 Akuma Punish/Combo Guide by Gold

Sep 3rd, 2017
3,677
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.79 KB | None | 0 0
  1. Some notes before going down this shitty rabbit hole:
  2. 1) If you can manage to land a jump forward 2 or 4, depending on how low you are, you could do any of these punishes, though faster ones are advised for higher jump-ins (like from the peak of Akuma’s jump; dive kick especially usually only allows for i10 punishes). DFlip 4 allows you to do any punish regardless of height, but b+1 combos are harder on most characters (and sometimes forces a whiff due to crouching hitstun animation). Add 15 damage (or 14 for the dive kick) to all the combos if you land any of them.
  3. 2) Level 2 or 3 Focus Attack also allows for optimal punishment (including being able to land Raging Demon in a true combo! But it still sucks for reasons below), but you might end up off-axis in the middle of the combo. Even when you get the big opening, take care.
  4. 3) Super and Rage Art are not really mentioned here except when done raw. Meter is used more efficiently with FADC combos (or for getting out of sticky situations with EX DP), and Raging Demon is actually pretty bad despite being the only unblockable RA (the huge caveat is that it can almost always be jumped).
  5. 4) If there’s any cancelling involved, it’s noted by “xx”. This means on hit, you cancel the aforementioned normal into a special move. Sorry, I was originally a SF player and it can get quite confusing when you can’t exactly mesh the notations of both games neatly (at least in my opinion). Sometimes I’ll also use something like DP4 for just the DFlip (and not the moves OUT of DFlip) to note that the 4 version is preferred due to increased distance over the 3 version.
  6. 5) For FADC after fireball or DP, you have to buffer the 1+2, and input f,f just as the move hits. For b+1 xx DFlip 3 to screw, hit 3 just after the apex of the flip (or aim for their feet). The timing also slightly varies with different hurtboxes. Apologies again, these are the only tips for the hard combos that I can really feasibly give. Gotta git gud.
  7.  
  8. ~Punishes~
  9.  
  10. -i10-
  11. 1 - 7 damage, decent jab that can lead into a surprising amount of damage, such as 1,2 for 27 damage and wall splat, 1 xx DP1 for a 22 damage launcher with meter for FADC, and either 1 xx QCB+4 for 30 damage or 1 xx DP2 for 33 damage, which makes it one of the most damaging i10 punishes even without meter. All of these (except QCB+4, which is -14) are launch punishable, however, especially the DPs without meter.
  12. For lows, you have raw DP1 or d+1 xx DP1(or DP2) for similar damage as above. Very short range regardless, however.
  13. If you have a full bar, double QCF+1+2 is also a good raw punish for 58 damage, particularly for those moves with moderate knockback.
  14.  
  15. -i11-
  16. DP2 - 26 damage, some moves have too much pushback for 1 xx DP2 but are just in range of raw DP2. It’s weird.
  17. For lows, you also have WS4,4, which is 30 damage and thus pretty good for a WS4, but 2nd hit is launch punishable if blocked (so be sharp with your WS punishes).
  18.  
  19. -i12-
  20. d+2 - 6 damage, one of the main normals for cancelling into all special moves; good for short combos with QCB+3, punishing -12 lows that don’t have too much pushback, and for Fireball FADC combos which are pivotal for extra damage.
  21.  
  22. -i13-
  23. d/f+1,2 - 30 damage, only use if they are too far away for 1 or d+2.
  24. For lows, you have WS+1, which leads into the same combos as d+2 and deals 6 more damage, but hits high, so it doesn’t land on crouching recovery. You also have WS3 but it’s terrible damage. It’s only truly useful on counter-hit (maybe you can intentionally delay your WS punish with this move to catch them if they are mashing out of recovery).
  25.  
  26. -i14-
  27. b+1 - 17 damage, can deal as much as 60 damage with the combo listed later but requires some degree of cancelling into DFlip well, otherwise just leads to 35 damage if you don't get the screw or just let the DFlip go into slide. Without meter, this should be your big punish move, as Akuma lacks an i15 launcher from the ground.
  28. You also have 4,3 which has more range than b+1 but deals even less damage than d/f+1,2 at 29 damage (what is with Akuma’s damage lowering with slower punishes?!).
  29.  
  30. -i15-
  31. 2 - 15 damage, this is your big boy cancel move and the followup after fireball FADC if you have a full bar and are brave enough to not drop the 1f link after; use d+2 instead if you’re not that confident in FADCs. This should also be your combo starter after level 2 or 3 Focus Attack if you have meter to burn.
  32. For lows, you have WS2 (15 damage), which leads to the same combo as b+1 (or can also lead an alternate combo if you can't do b+1 combos).
  33.  
  34. -i16-
  35. d/f+2,1 - can deal up to 57 damage without meter, meter use here is not recommended, see below for the combo notation.
  36. f,f+2:1 - 34 damage, kinda tricky to get it at exactly i16 but it's possible; only use this if d/f+2 is out of range.
  37. If you have Rage, I believe at this point, Raging Demon will also connect (not sure if it’s faster than i16 though).
  38.  
  39. -i17-
  40. f+3 - 16 damage, only truly useful against very unsafe moves with extreme pushback; even then it might not reach if the hit is very shallow. Also continues the trend of degrading punish damage as the moves get slower.
  41. d+4 - 20 damage, again not really useful as a punish, but it DOES do more damage than f+3 and knocks down...
  42.  
  43. ~Combos~
  44.  
  45. Note: Most combos can be done out of multiple moves. In those cases, starting move damage is isolated from the actual combo damage, so add the two numbers for the total damage.
  46.  
  47. -d/f+2,1 (20 damage), jump Tatsu (10 damage), CH f,f+4 (27 damage), OR DFlip 2 (25 damage)-
  48.  
  49. d/f+1, 4,3 S!, microdash lvl2focus xx f,f, d/f+2,4,3 (37 damage) OR 4, d/f+1,1, 4,3 S!, deep dash d/f+2,4,3 (slightly more corner carry but 1 less damage. Also can't be done for DFlip 2)
  50. Note: 1) For CH f,f+4 and jump Tatsu, if you are too far away for d/f+1 in the first variation, just go straight into the 4,3 S!. Also if you can’t do WS2 cancels into DFlip just yet, you can do these combos as well from WS2 at the cost of 5-6 damage.
  51. 2) For DFlip 2, this whiffs on Bears. Do 2 xx QCB+3, DP2 instead, or, if you have meter, the CH WS3 combo.
  52. 3) This is also (as far as I'm aware) the best low parry combo you can do with Akuma without meter.
  53.  
  54. -b+1xx OR WS2xx (17 damage)-
  55.  
  56. DP4 3 S!, microdash lvl2focus xx f,f, 4, 2 xx DP2 (59 total damage, much easier) OR xx DP4 3(x2), dash 1(x3), microdash f,f+2:1 (1 extra point of damage plus much more corner carry but harder. Drop a microdash 1 for 1 less damage compared to easy combo if there's too much corner carry)
  57.  
  58. -CH b+2 (25 damage)-
  59. SSR lvl2focus xx f,f, 4,3 S!, microdash lvl2focus xx f,f, d/f+2,4,3 (69 total damage)
  60. Note: *could* slightly extend on Bears with d/f+1 after first lvl2 focus for 2 extra damage but is much harder. If you don’t react fast enough for the lvl2 focus, you can just use d/f+1.
  61.  
  62. -CH WS3 (20 damage)-
  63. Without meter: iWS4, 1, 4,3 S!, [d/f+2,4,3 (51 total damage, easier) OR microdash lvl2focus xx f,f, 2 xx QCB+4 (harder but 2 extra damage)]
  64. With meter: 2 xx QCB+3, DP1 FADC 4,3 S!, [d/f+2,4,3 (61 total damage, easier) OR microdash lvl2focus xx f,f, 2 xx QCB+4 (as above)]
  65. Note: The meter combo can be done out of pretty much any launcher, but there is very little damage added and is mostly for corner carry.
  66.  
  67. -DP1 FADC (at least 15 damage)-
  68. DP1, 4,3 S!, microdash lvl2focus xx f,f, d/f+2,4,3 (40 damage)
  69.  
  70. -2xx (15 damage), d+2xx (6 damage), or WS1xx (12 damage)-
  71. Without meter: (QCB+3,) DP2 (does 25 or 26 damage on top of the normal used)
  72. With meter: QCF+1(or 2) FADC b+1 combo OR QCF+1(or 2) FADC (d)2 xx QCF+1(or 2) FADC b+1 combo (can deal as much as 103 extra damage before normal is accounted for)
  73. Note: d+2 is much easier to link as it’s 3f faster, but 2 does 9 more damage.
  74. There are several combos you could possibly do if QCB+3 is done in the middle of the combo and you have one bar. After QCB+3, you can do DP1, cancel with lvl2focus xx ff, 4,3 S!, d/f+2,4,3 for max damage. DP1 should hit just before they hit the ground. You can skip the lvl2focus, ff and just go to 4,3 S! for 7 less damage, or just do lvl1focus instead of lvl2focus before the d/f+2,4,3 for a slightly easier but still damaging combo, or just do d+4 after the lvl2focus if you're not confident in the d/f+2,4,3 ender.
  75.  
  76. -CH any S! move-
  77. dash lvl2focus xx f,f, 4, 2 xx DP2 OR d/f+1,1, d/f+2,4,3 for an easier combo. You could probably do the hard b+1 combo if a DFlip 3 counter hits for corner carry, but it's very difficult to react to and deals less damage than the first combo.
  78.  
  79. -After f+3+4 xx QCB+3+4 S!-
  80. microdash lvl2focus xx f,f, d/f+2,4,3 (60 damage, harder) OR microdash 4, 2 xx DP2 (56 damage, easier)
  81.  
  82. -Directly in front of the wall-
  83. [1,2], [4,3], b+1, DFlip 3, d/f+4, last hit of d/f+2,4,3, f,f+2:1, and both f,f,f moves (1 and 3) all induce heavy wall splat. After this, re-splat with backdash d+3 xx DP2, followed by the regular wall combo: d/f+1,1, 2xxQCB+4. DP2 does 1 more damage than QCB+4 but I’m pretty sure it leaves you in disadvantage after. 1,2 or 4,3 can be used after FADC combos next to the wall; 1,2 is much easier due to being i10 over 4,3’s i14 for the max +15 advantage after Fireball FADC, but 4,3 does 2 more damage.
  84. If you have Rage, this is another one of those rare times Raging Demon will actually work in a combo, via use of the wall. After a regular wall splat, after the d/f+1,1, the ender should be d+1,2 xx RA. This is much easier if you input 1,2 almost instantaneously, and then quickly input 1,1,b+2+3 before the 2 comes out. However, the axis can greatly affect whether or not the d+1,2 will land, as this won't work on Akuma, Alisa, Bears, Eliza, Law, Lee, and Xiaoyu head on, but works on Alisa, Josie, and Law when they're slightly off axis. It also doesn't work on Leo off axis. If you really want to land that demon, the d/f+1,1 should just be replaced with a 1.
  85.  
  86. Thanks to Toko for listing most of these combos in the Tekken New Blood Discord.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement