Akuma Combos, Strategies, and Match-ups!

The quicker you are, the better it is to catch oppoent on air and not on the ground…
Beside that, I’m pretty sure that damages are better when opponent is as near as possible to the ground…
Hard to verify though…

Yes. If you catch em as fast as possible and high off the ground the damage is worse

:u:I’ve always suspected the same thing but have had no way to check…

As Long as you get the first big hit than you’re pretty much good.

EDIT: But there could be damage difference on that too depending on hight.

That’s how I learnt it.:tup::bgrin::pray:

The first hit will miss if you do it too quckly. I normally only get 8 hits and I think that’s the reason.
Also, if you start with a very late air tatsu, the lk tatsu will hit them higher giving you more time.

I only realised you could do that after I’d already learned it the hard way :mad:

I don’t think you can get all 9 hits out of an air reset (not that I’ve seen), but I think you still get the first hit. I only say this because the first hit cannot be parried and I haven’t seen anyone parry out of the air reset setup so far. Post if you’ve seen otherwise, though.

No I think you’re right. I suppose the couple of times it’s happened in a game were because the opponent thought it would hit and didn’t try to block :confused: The damage is much higher than normal when that happens.

You definetly can’t parry the first hit afaik

^ Oh yeah!

Well I tested it a bit in training with cpu set to auto guard and I got 9 hits now and again… not sure why.

I thought the whole super had something like 11 hits…maybe I’m mistaken

I think it’s 9 total when they are standing.

I’ve been watching again the Uraken vs Hirai set. And I noticed that Hirai jumps a lot of times when Uraken does a demon flip and gets hit by it. First I thought he wanted to catch him with with jRH. Or you think it could be a way to get out of demon flip mixups and pressure? Any input?

Because if opponent gets on top of you while you are in flip animation, then you’re usually screwed since you can’t parry and no attacks that aim upwards.

I think it’s all that and what 'Naz said. I saw him jump back rh a dash-in when Uraken had full meter. Hirai had shit covered.

So it’s sort of a win win. Sacrifice a little dmg and get out of a lotta setups/combos. If it hits you airborne fuck it, back to neutral state. Thanx guys

i have troubles regarding spacing with demon flips after SAI hits…

yeah, you guessed it right, it’s becuase of that damn kuroda vs ino vid im hooking up with gouki, i cant manage to crossup with a demon flip, how o you do it…

eg. cr. mkxxSAI, st. mp, dash, fp flip, and then (?)…do i have to walk a bit? also what are the variations with characters that stand up quicker?

this vid has some stuff near the 2 minute mark along with some fake crossup stuff.

I think it has to do with the width of the character (there’s clearly quite a bit of walkup in the video vs makoto that I’m certain isn’t necessary on others).

Who gets up the fastest? Yang? It might not be possible on him (never tried).

‘cancelling’ a flip is where you determine whether you cross the person or not.

Basically - there are certain frames at which cancelling the flip actually changes the distance at which you land.

Don’t forget one other thing - SA1 can hit at any distance, so setting up the crossup is dependant on how far they were from you when the super hit. Its not as obvious as - pushes them as far back as possible.

What I do, is dash, then RH flip. I cancel the flip, but I never know what side I will land on. Even when you dash, if the towards command from your demon flip comes out AFTER your dash finishes, then you’ve moved forward slightly before your flip comes out.

Anyways - with practice you’ll get the feel for it.