Ryu Combo #1 - Jump-in HP, low MK, WP Shoryuken cancel to Shinkuu Hadouken, juggle with Shinkuu Hadouken, juggle with HP Hadouken Position: Anywhere. Explanation: This one's pretty simple. You just have to wait a moment after the first Shinkuu hits so that the second will get all 5 hits. The last HP Hadouken must be done as soon as possible after the second Shinkuu. Combo #2 - Jump-in HP, low HP, EX Tatsumaki, juggle with Shinkuu, juggle with EX Joudan Sokutou Geri, juggle with WK Joudan Sokutou Geri Position: In or very near the corner. Explanation: Use the Shinkuu immediately after the EX Tatsumaki hits. To land the last WK Joudan, wait until your opponent is just about to pass over your head, then do the WK Joudan towards the corner ­ it'll attack the other direction automatically. Combo #3 - Jump-in HP, HP, EX Joudan Sokutou Geri, juggle with Shinkuu, juggle with EX Joudan Sokutou Geri, juggle with HP Shoryuken Position: Pretty much only in the spot in the movie. =) If you're too close to the corner, your opponent will fly over your head after the EX Joudan. If you're too far, the second EX Joudan won't hit. Explanation: After the first EX Joudan, you have to wait until your opponent is right in front of you before you use the Shinkuu, or it won't get all the hits. After the Shinkuu, use the second EX Joudan immediately, then wait for the last possible moment before using the HP Shoryuken. Ken Combo #1 - Back+throw, juggle with Shippu Jinrai Kyaku Position: Close to the corner with your back to the corner. Explanation: This combo is just for show. It actually does less damage than the throw does by itself. =) Just back throw into the corner, then immediately do the Shippu for one showcase hit. =) Combo #2 - Jump-in HP, low MK, HK Tatsumaki (one hit) cancel to Shinryuken Position: Anywhere on screen. Explanation: Input the low MK, HK Tatsumaki buffer very quickly, then immediately perform the Shinryuken. Using any Tatsumaki will work and, in fact, WK does the most damage in this combo. It can actually be done with the EX Tatsumaki but it's so fast, I was afraid the movie framerate would be too low to see it. =) This can also be done with any super but I chose the Shinryuken as a throwback to SFA and SFA2. =) Combo #3 - Jump-in HP, low MK, WP Shoryuken, juggle with WP Shoryuken cancel to Shoryu Reppa Position: In or very near the corner. Explanation: Just do the second WP Shoryuken as quickly as possible and super cancel it. Akuma Combo #1 - Jump-in HP, low MK, HK Tatsumaki (one hit) cancel to air Messatsu Gou Hadou Position: Anywhere on screen. Explanation: Exactly like Ken's except that you must use the HK or MK version. If you do the super cancel too quickly, the super will come out on the ground. Do it a tiny bit more slowly to get the air version. Combo #2 - Jump-in HP, low HP, WK Tatsumaki, juggle with HP Gou Shoryu (one hit) cancel to Messatsu Gou Hadou, juggle with HP Gou Shoryu (one hit) cancel to Messatsu Gou Hadou, juggle with MP Gou Shoryu Position: Completely in the corner. Explanation: You want to perform each Shoryuken super cancel as high as possible to keep your opponent high enough for the juggles to hit. Combo #3 - Jump-in WP Zankuu Hadou Ken, HK, Shun Goku Satsu Position: Anywhere, but the corner is easiest. Explanation: This one is kinda tricky. It's also possible to do with jump-in HP, but it must be really deep and well-placed. The HK must hit with the far version (the roundhouse) and not the close, two-hit axe kick. The actual method I used to pull off the combo in the movie is this: Jump in, perform air fireball with WP (WP#1) WP right before I land (doesn't come out because I'm still recovering from the air fireball) (WP#2) After landing, I quickly did toward+HK. The toward is just part of the Shun Goku Satsu (toward) Before the HK actually hits, I quickly tap WK, HP to complete the SGS motion and it all combos together (WK, HP) = SGS 17 hits =) Alex Combo #1 - Low HP (just second hit), juggle with MP, EX Air Knee Smash Position: In or very near the corner. Explanation: You have to be in the correct position for just the second hit of the low HP to hit. It's about one character length away. From there, just cancel the MP into the EX Knee Smash quickly. Combo #2 - HP Flash Chop, Sleeper Hold, Boomerang Raid Position: Anywhere on screen. Explanation: I was always lead to believe that this combo was only possible in the corner but after experimenting, I found that to be false. On some characters, you'll get all 4 of the hits, then whiff the throw, making this a combo you don't want to actually use. However, on some (as seen in the movie) you'll whiff the 4th hit and the grab will connect unless they immediately jump away. In this case, you actually get decent damage off the whole thing. To perform it, just use the Sleeper Hold (after a HP Flash Chop, in this case) and the instant you recover from the hold, use the Raid. Chun Li Combo #1 - WK Hyakuretsu Kyaku, Houyokusen Position: Anywhere on screen. Explanation: The purpose of the jump-in whiffed HK in the movie is to allow time to go into the WK Hyakuretsu Kyaku. As far as I know, there is no way to combo into the 4 hit WK Hyakuretsu (necessary for the combo) starting from the ground or a jump-in hit. To perform the combo, you want to do the WK Hyakuretsu for as short a time as possible (4 hits) then immediately link into Houyokusen. Combo #2 - Kara Universal Overhead, Kikou Shou Position: In the corner if they're standing, anywhere if they're crouching. Explanation: The kara part is just for show. =) Besides that, just use the uni-overhead from as far away as possible so that it hits late, then use the Kikou Shou. If they're crouching, not only can you do it anywhere on screen, but it's easier to connect. Intermission #1: Rolling Thunder vs Gigas Rolling Thunder covers ground so quickly, it will actually put Dudley in range to be grabbed by the Gigas if they're both performed at the same time. Remy Combo #1 - Jump-in HP, HP, EX Rising Rage Flash (one hit) cancel to Supreme Rising Rage Flash Position: Anywhere on screen. Explanation: You have to charge down as soon as you jump and keep charging until right as you need to do the HP. Move the stick through neutral, hit HP, then push up, two kicks, then quickly perform the super motion. Combo #2 - WK Light of Virtue, HK Cold Blue Kick, juggle with Light of Justice Position: Opponent in the corner. Remy pretty much exactly where he was in the movie. Explanation: Just do each move as quickly as possible and it'll all combo. You can do it with Supreme Rising Rage Flash as well, but I thought this looked cooler. =) Combo #3 - Jump-in HP, HP, HK Light of Virtue cancel to Light of Justice, Light of Justice Position: Completely in the corner. Explanation: Just perform the super cancel very quickly, then perform the second Light of Justice as quickly as possible after the first finishes. Combo #4 - Jump-in HP, low HP, juggle with WK Cold Blue Kick, juggle with WP Light of Virtue cancel to Supreme Rising Rage Flash Position: Completely in the corner. Explanation: This combo is all about being quick. Perform the first jump-in HP very deep so you can connect the low HP, then perform the WK Cold Blue Kick as soon as possible. As soon as you perform the WK CBK, charge back for the WP Light of Virtue, then throw it as soon as you recover and super cancel. Yun Combo #1 - Jump-in (WP, toward+HP), low MP, low MP, EX Tetsuzan Kou (one hit) cancel to Sourai Rengeki Position: Anywhere on screen. Explanation: This one is harder than it looks. The main problem is that jumping in makes the second MP very hard to land. You have to perform the second low MP as quickly as possible to get it to link with the first. Then just 2-in-1 into the EX shoulder and super cancel. Combo #2 - Jump-in (WP, toward+HP), WP, WK, MP, WP Tetsuzan Kou cancel to Genei Jin, low MP, HP, toward+HP, juggle with HP Zesshou Hohou, juggle with HP Tetsuzan Kou, juggle with toward+MK, juggle with HP Zesshou Hohou, juggle with HK Nishou Kyaku, juggle with MK super jump cancel into jumping HK Position: In or near the corner. Explanation: There are just so many Genei Jin combos, but I had to pick one. =) After activating the Genei, perform the low MP as quickly as possible and chain the other standing hits quickly too. When you perform the HP shoulder correctly, your opponent will be knocked out of the corner and switch sides with you, so perform the rest of the moves in the opposite direction. You'll want to use the second HP hopping punch a little late so that the HK uppercut kick will hit. Combo #3 - Neutral Throw, juggle with You Hou, juggle with MP Tetsuzan Kou, juggle with HK Nishou Kyaku Position: In or near the corner to end with the HK Nishou Kyaku. To use a normal finish, you can do it anywhere on screen. Explanation: Use the neutral throw and as soon as you let them go, perform the You Hou, from there, just juggle as usual. To use the HK uppercut kick, wait until they're pretty low before performing it or you'll only get one hit. Yang Combo #1 - Jump-in (MK, down-toward+MK), MP, EX Senkyutai, juggle with Tenshin Senkyutai Position: Anywhere on screen. Explanation: 2-in-1 the MP into the EX Senkyutai very quickly or it won't connect. Then, just juggle with the Tenshin. Combo #2 - Jump-in (MK, down-toward+MK), MK, juggle with HP Tourou Zan, juggle with WP Tourou Zan, juggle with Tenshin Senkyutai Position: In or very near the corner. Explanation: This takes some seriously difficult timing. What you want to do is land the first HP mantis slash as early as possible then continue with a second mantis slash, but use a WP version this time. If you do it too quickly, it'll whiff. If you do it too late, it will either become another first mantis slash or it won't give you enough time to juggle with the Tenshin. Then, perform the Tenshin as quickly as possible. This combo is a lot easier on some other characters like Q, Elena, and Necro. I chose to perform it on a shoto to show that it was possible. =) Finally, the reason I didn't use more than two attacks before the super is that the game only allows three total attacks after the close MK, it seems. Makoto Combo #1 - MK Tsurugi, juggle with HP Hayate, juggle with Seichusen Godanzuki Position: In or very near the corner. Opponent jumping. Explanation: Just perform a MK Tsurugi, HP Hayate combo as usual, then wait for them to fall almost to the ground, then perform the Seichusen. Combo #2 - HK Abare Tosanami (super jump cancel), juggle with late WK Tsurugi, juggle with HK Abare Tosanami (super jump cancel), juggle with MK Tsurugi, juggle with HP Hayate, juggle with HP Hayate Position: In or very near the corner. Explanation: The only hard part is the transition from the end of the first Abare to the beginning of the second. You have to super jump cancel the first (as usual) but then perform the WK Tsurugi after you've already begun to descend from the super jump. If you do it too early, you have to fall too far to reach the ground and you can't do the second Abare fast enough. If you do it too late, your opponent is too close to the ground for the second Abare to hit. It basically feels like super jump, hit the peak of the jump, pause for one beat, WK Tsurugi. After the second Abare hits, just continue with whatever corner juggle you want. =) Q Combo #1 - HK Capture and Deadly Blow, juggle with MP Dashing Head Attack cancel to activate Total Destruction, juggle with Total Destruction (QCF+punch) Position: In or near the corner. Explanation: It's really pretty easy. Just time the MP dashing punch to hit them pretty high and super cancel. Then quickly perform the QCF+punch. Combo #2 - HK Capture and Deadly Blow, juggle with WP Overhead Dashing Head Attack, juggle with WP Dashing Head Attack cancel to Deadly Double Combination Position: Anywhere on screen. Explanation: I actually came up with this combo on my own and was later disapointed to find it on Skill Smith's page. =) You should charge down-back as soon as you perform the HK C&DB to give you enough time. The down-back is to prevent you from walking backward. As soon as you perform the WP overhead dashing punch, charge back again. Once it hits, immediately perform the WP dashing punch and super cancel. This ends the combo so you can't follow up with another dashing punch as you usually would. Intermission #2: Tanden Renki vs EX cross counter The set-up you don't see is Makoto doing her full taunt (to increase her attack power) then activating the Tanden Renki to further increase her strength. The EX cross counter makes Dudley take 2x the damage and his opponent take 3x. Twelve Combo #1 - EX N.D.L, juggle with HK Position: Anywhere, but you have to be close when you do the EX N.D.L. Explanation: Yes, I know this combo is lame, but I wanted more than just one for Twelve. Don't blame me; blame Capcom. =) Just perform the HK immediately after the EX N.D.L hits. Combo #2 - MK (super jump cancel), X.F.L.A.T Position: Anywhere. Explanation: Twelve's close MK can be super jump canceled, so do the close MK, super jump cancel, and -immediately- perform the X.F.L.A.T. It has to be done very quickly. The easiest method is to do the "Tiger Knee" motion for the super jump cancel, then quickly rotate again + kick. So, the motions look like this: MK, down, down-toward, toward, up-toward (causes a super jump), down, down-toward, toward, kick. Dudley Combo #1 - Jump-in HP, HK, EX Machine Gun Blow, juggle with WP Machine Gun Blow (last hit), juggle with MK Ducking Upper (two hits) cancel to Corkscrew Blow Position: Anywhere except in the corner. Explanation: Just perform each juggle attack as quickly as possible for them all to connect. Combo #2 - Jump-in HP, HK, HP Machine Gun Blow, Rolling Thunder, juggle with toward+MP Position: Anywhere up until the last hit. To perform the toward+MP juggle, you must reach the corner during the combo. Explanation: As far as I know, this combo only works on Makoto. I've tried it on several other characters with no success. Anyway, to perform the combo, just use the Rolling Thunder the instant you recover from the HP Machine Gun Blow. If you end up in the corner, you can tack on a toward+MP (and this is true against most characters). Combo #3 - Jump-in HP, HK, EX Machine Gun Blow, juggle with HP Jet Uppercut (only first hit), juggle with HP Jet Uppercut (two hits) cancel to Rocket Uppercut Position: In or near the corner. Explanation: This combo has several variations that are possible on most of the characters. However, Elena has the coolest version, so I did that one. =) This combo has only one tricky part, the rest is just timing. You have to land the first HP Jet Uppercut juggle low enough that you land the first hit of it (where he doesn't spin around like mad), but high enough that you don't get the second hit and you have time for the second HP Jet Upper. Elena can be hit very close to the ground, which makes the second HP Jet Uppercut possible. You can use an EX Jet Uppercut against some other characters. Against the rest, you have to use an EX Jet Uppercut first (also just the first hit), then you can land and juggle with a super or a low MP into super. Ibuki Combo #1 - Low HK, HK, juggle with (MP, back+HP), HK Kazakiri Position: Anywhere. Explanation: For some reason, the specific chain of MP, back+HP as a juggle, allows a follow-up attack to hit, if it's buffered after the back+HP. You can actually use that chain juggle for more useful purposes, but this is still a decent combo. =) Combo #2 - Jump-in (WK, toward+MK) WP, MP, HP, EX Kazakiri, (WP, toward+HP), EX Kazakiri cancel to Kasumi Suzaku Position: Anywhere, though in the corner is much easier. Explanation: Ah, my claim to fame. =) The first part of the combo up through the first EX Kazakiri is pretty standard. After that, you have to do the WP, toward+HP as soon as possible after the EX Kazakiri and it should hit on the way down, still part of the first combo. Then -immediately- do another EX Kazakiri (it will only get two hits) and super cancel it. Basically, this combo only works on Urien (or Gill). It will work on Hugo only if he's stunned. It won't work on Q because he's too skinny. It won't work on anyone else because they're too short. Sean Combo #1 - Taunt, dash, low WK, low WP, low WK, Hyper Tornado Position: Anywhere. Explanation: Sean's taunt has a weird property that sort of pins the opponent in place if it hits at the same moment that another attack does. If you do the first low WK too early or too late, the last low WK will whiff. Basically just time it so that the basketball hits at the same time that the low WK does and you're set. Combo #2 - Jump-in HP, HP, Shoryu Cannon, juggle with HK, Shoryu Cannon, juggle with HK, taunt Position: In the corner. Explanation: The only part that's difficult at all is the HK juggles. Just hit HK at the first possible moment after you land from the Shoryu Cannon. The taunt at the end is just for show (like most of the taunts in the video) but for some reason, if you combo into Sean's taunt near the corner, the ball goes through his hands. =) Oro Combo #1 - Jump-in HK, MP (two hits), EX Yagyou Dama, dash, juggle with MP (two hits), juggle with HK Position: Anywhere except in the corner. Explanation: This combo is pretty simple. Just make sure you dash quickly enough (takes two dashes) to make it over to your falling opponent in time. Combo #2 - Jump-in HK, MP (two hits), activate EX Tengu Stone, (juggle with HK, juggle with toward+MP)x2, juggle with HK, juggle with MP (two hits), juggle with HP Nichirin Shou, juggle with HK Position: Anywhere, but the ending can only be done in the corner. Omit the HP Nichirin Shou if you're not in the corner. Explanation: This is one of the combos in the movie that's actually very useful in real match. The damage is awesome and it's easy to do. Much like Genei Jin, there are many EX Tengu Stone juggles that you can do, some do even more damage than this one. The combo I did in the movie is the one I typically do (without the jump-in) when I play Oro. The only part that's at all tricky is making sure you do the HKs and toward+MPs fast enough. If you do the toward+MP too late, it will still hit, but if the stones don't hit too, the combo will end. Intermission #3: SGS vs Hyper Bomb Once Akuma gets past the initial invincibility of the SGS, he can be grabbed by any normal, command, or super throw. The red fireball is just there because it looks cool, the way Alex keeps overlapping it as he does the backdrops. Necro Combo #1 - Neutral throw, juggle with down-back+HP, juggle with Magnetic Storm Position: In or very near the corner. Explanation: The only tricky part of this combo is landing the back-down+HP after the throw. Don't hold down-back during the throw (as tempting as it is) or you seem to move back just a bit and be out of range. Wait until after the throw, then hit down-back and HP together. After it hits, jus use the Magnetic Storm immediately. Combo #2 - HP Tornado Hook, HP Electric Blast (three hits) cancel to Slam Dance (misses), juggle with HP Electric Blast Position: In or very near the corner. Explanation: Slam Dance is used in an almost Aegis-like way in this combo. As long as the last hit of the MP or HP Electric Blast (WP version has only one hit) doesn't connect, you can still continue to combo. Normally, there's no way to stop the last hit from connecting without super canceling. Using either of the other two supers would just be a normal combo, but the Slam Dance will actually whiff quickly and allow you to land more hits. You can use several different attacks to finish the juggle, but I chose another HP Electric Blast because I thought it looked cool to keep hitting them with the same move. =) Combo #3 - HP Tornado Hook, back+MK, MP Tornado Hook cancel to Electric Snake, juggle with WP Electric Blast, juggle with down-back+HP Position: In or very near the corner. Explanation: This is another one of those useful combos for real matches (though you're unlikely to land the HP Tornado Hook part). This combo looks cool, does good damage, and does a hell of a lot of stun. To perform the combo, just make sure you do the WP Electric Blast juggle and the down-back+HP juggle as quickly as possible. Elena Combo #1 - Jump-in HK, low MP, EX Spin Scythe, juggle with EX Rhino Horn, juggle with HK Scratch Wheel Position: Anywhere. Explanation: Yep, it's another combo that's actually useful. In fact, this is Elena's best combo, in general. Even though it's pretty well known, I wanted to make sure everyone that had read about it knew what it looked like when performed. To use the combo, make sure to perform the EX Rhino Horn as quickly as possible after the EX Spin Scythe finishes. At the end of the EX Rhino Horn, you'll switch sides, so perform the HK Scratch Wheel in the opposite direction. If you're in the corner, you won't switch sides, so do all the attacks in the same direction. Combo #2 - Jump-in HK, low MP, EX Spin Scythe, juggle with Spinning Beat, juggle with Spinning Beat Position: In or near the corner. Explanation: What a waste of a super. =) But hey, it looks cool. You have to use the first Spinning Beat almost immediately after the EX Spin Scythe. Wait until your opponent falls just a tiny bit before doing the super. If you timed it correctly, your opponent will just barely bounce off the top of each of the three kicks, for just 3 hits. As soon as you land, immediately perform the Spinning Beat again. Combo #3 - HP Mallet Smash, HK Scratch Wheel cancel to Brave Dance Position: Anywhere. Explanation: Normally, HP Mallet Smash link into Spinning Beat or Brave Dance is a great Elena combo. In this case, I linked into a HK Scratch Wheel after the HP Mallet Smash to show it could be done. =) The HP Mallet Smash must land very deep or you won't have time for the HK Scratch Wheel. You can use an EX Scratch Wheel to make it easier, but again, I didn't want it to be easy. =) Combo #4 - Jump-in HK, low MP, EX Spin Scythe, juggle with EX Rhino Horn, juggle with WK Scratch Wheel, juggle with Spinning Beat Position: In or near the corner. Explanation: This combo is pretty simple. Just do the WK Scratch Wheel quickly after the EX Rhino Horn, then use the Spinning Beat after you land. Hugo Combo #1 - Ultra Throw, HP Palm Bomber cancel to HK Megaton Press Position: Anywhere within half-screen of the corner. Explanation: This is yet another functional combo. In fact, this is the best way to get damage off of the Megaton Press (unless you just land it clean). Just be sure to time the HP Palm Bomber to hit right as they fall into range and the combo is easy. Combo #2 - HP Palm Bomber, WP Palm Bomber cancel to Hammer Mountain Position: Anywhere. Explanation: Yeah, I know, Hugo's combos aren't that great. Nothing I can do about it. =) Hugo's only cool looking combos involve a stunned opponent. To perform this one, just do the WP Palm Bomber immediately after the HP one and super cancel. Urien Combo #1 - MP Metalic Sphere, juggle with HK Chariot Tackle cancel to HP Aegis Reflector (misses), juggle with HK Chariot Tackle, juggle with HK Chariot Tackle cancel to HP Aegis Reflector (misses), juggle with HK Chariot Tackle, juggle with HK Chariot Tackle Position: Anywhere within half-screen of the corner. Opponent jumping. Explanation: You know, before I discovered the EX tackle juggle, I used to do this combo every time I landed a sphere (if I had the meter). =) The EX tackle juggle kinda makes this one seem wasteful for real match play, but this combo does huge damage and will work on characters that the EX tackle juggle will not (though it requires a slight modification). The Aegises (Aegiss?) in this combo are only used to cut off the recovery time of the HK Chariot Tackle. The HP version is used so that it will not come into contact with your opponent. If you just do each Chariot Tackle as rapidly as possible, the combo's not too hard. Combo #2 - Jump-in HP, low HP (two hits), juggle with EX Dangerous Head Butt, juggle with HK Chariot Tackle cancel to Temporal Thunder (stunned), jump-in HP, low HP (two hits), juggle with EX Chariot Tackle, juggle with HK Chariot Tackle, juggle with WP Dangerous Head Butt Position: Anywhere. Explanation: There are actually some more difficult, more stylish versions of this combo, but I chose the easiest one because I thought it might be helpful to Urien players that might want to actually try the combo in a match. Of course, this particular version only works on Akuma, but, if done correctly, does 100% damage. Really, it's just two pretty simple combos linked together by a stun in the middle. You have to do the HK Chariot Tackle pretty soon after the EX Dangerous Head Butt hits or it won't connect. Once you have Akuma stunned by the first combo, just perform the second juggle combo as indicated. There's really not much else to say. =) If you know Urien, this combo is pretty easy. The 100% on Remy will be in the next combo movie. =) Gill Combo #1 - Jump-in HP, low HP (two hits), juggle with HP Cyber Lariat (two hits), juggle with HP Cyber Lariat (second hit), juggle with HP Cyber Lariat (second hit), juggle with WP Cryo Kinesis cancel to Meteor Shower Position: Pretty much only at the spot I did it in the movie. =) You can be a little closer or a little farther, but if you're too close to the corner, you can't do both of the one-hit lariats and if you're too far, you can't end the combo like that. Explanation: As long as only the second hit of a Cyber Lariat hits, you can keep tacking on hits until you reach the normal juggle limit. To make only the second hit connect, you have to do each Cyber Lariat as quickly as possible. The lariat also does a ton of stun, so on normal opponents, you'll stun them before you even reach the corner. In fact, though it doesn't really matter (because it's Gill) you can do an easy 100% combo with this combo without even using the super at the end. Just end with another Cyber Lariat (two hits) instead of the super, then use just about any combo to KO your opponent. It even works on Hugo. Combo #1 - Jump-in HP, low HP (two hits), juggle with low HP (one hit), MP Cryo Kinesis cancel to Seraphic Wing Position: Anywhere, though doing it in the corner is MUCH easier. Explanation: Damn, this combo was hard to do. The reason is simply because of the way the game (and just about any SF game) accepts controller inputs. In order to do this combo mid-screen, you have to walk forward one step after the first low HP, perform another low HP deep enough to land the first hit, then cancel that into a MP Cryo Kinesis and super cancel. Well, the game really doesn't like you to push toward (to walk a step), down (for the low HP), then down-toward, toward (for the Cryo Kinesis) and expect a Cryo Kinesis to come out. When it sees toward, down, down-toward, toward, it says "Cyber Lariat!" and that's what I got. A lot. It takes absurd manipulation of the joystick to get the correct move to come out, but it's possible, as you see. =) If you do it in the corner, the step forward isn't neccessary, so it's way easier. Finale: KKZ vs crouching Akuma Crouching characters take 25% more damage. KKZ already does a ton of damage, but the other Akuma also taunts first to increase his damage further. As a result, it's an instant KO.