Akuma Combos, Strategies, and Match-ups!

Wow, sweet. I guess while we’re discussion spacing I’ll add my two cents. I’ve been working on trying to spacing to link UOH into SA I. Assuming you’re at point blank…

Shotos:
Cr. lk, cr. lk, walk back a bit, UOH, SA I
Cr. lk, cr. lp, cr. lk, walk forward a bit UOH, SA I
Hp srk juggle in the corner, dash back, (optional air fireball for pressure), UOH SA I
Demon flip throw in the corner, UOH, SA I

Wide characters like Dudley, Makoto, Chun:
Cr. lk, cr. lp, cr. lk, UOH, SA I

Basically if your hit confirm is blocked, you can get a second opportunity. Hopefully this will help at least someone.

Can someone explain to me how this is done at 0:46 [media=youtube]eXSHi6wT3VI[/media]

just cancel rh.hurricane to super fast…

if you do it really fast, he will super grounded…
if you do it fast enough but slower, he will super in the air

Well while it doesn’t always end up being the true kara demon. Its always a good way to trick the opponent. At least that’s what I do. Since I just have a gamepad. I like to call it. The False Kara Demon.

I guess the timing’s strict then… Too slow then you don’t get any super at all, no?

EDIT: I was talking about air super from the tatsu btw… O.O

AFAIK, it is not possible to cancel any other hit than the first one of ground tatsus, and you’ve got 6 frames to cancel the hit.
Air tatsu can be cancelled on any hit, probably within the same frame window…

Any idea what’s the difference between getting a ground or air sa1 in those 6 frames?

damage???
and it would seem hard to know if they are blocking or not in that short of a time frame. 6 frames is just slightly faster than i masturbate… FAST!!!

You mean cancel a ground tatsu to air SA1?
I don’t think this is possible…

IMO, that is completely useless and hard as hell to do…Yuki probably did not want to do that trick…

In the KYSG Akuma video they do it. I think any tatsu xx sa1 cancel is impractical, but it looks awesome

^

Oh yes… It… Does!

yeah its possible… just depends on your timing…

I checked this vid before answering :smiley:
When did it happen in it?

edit: got it, 18 sec…
I wasn’t able to cancel ground tatsu in air SA1 yesterday (frame by frame), but i think that’s cause i didn’t do this LP before…
Have you seen this without this LP before?

Very impractical, very stylish.

I sometimes get the air version when doing the following combo on a standing opponent like shotos or chun

cr.lk, cr.lp xx tatsu xx sa1

Looks sick on (standing) Oro if you do cr.lk, cr.lk xx tatsu xx sa1

How’d you dig up that old post? :rofl: Anyway, even though it seems like a good way to trick your opponent, any time you put your opponent into hit stun then demon, your opponent can jump out on reaction. So you’re better off either mastering TKD, or finding a way to buffer the jabs (close mp, dash, dive kick).

Got bored started lookin through the thread. I do nothing but geek out when I get off work.

A really weird combo i came up with 2day was a dudley jumped at me 2day an i parried the hp but then i did close lp in rh tatsu nuttin new there but then i did a sa1 after the huricanne kick finished an it linked into sa1 damage reduction wasnt bad either an ti cant be parried unlike lp reset dunno if its worth usin

question, in the Kuroda vs Ino vidz

[media=youtube]RCwpps4CvwY[/media]
[media=youtube]PuVwjHZeWVk[/media]

when Kuroda hits a super he does a standing strong, and then what does he exactly does? To me it looks like a Roundhouse demon flip, “cancelled” in the last second, so nothing comes out, and then goes straight into a standing fierce, now ive been trying to do it but I can’t.

2 main reasons:

1.- I don’t seem to travel as fast as Kuroda, no idea why, it just doesnt looks the same
2.- I cant seem to know exactly when to hit kick or punch to avoid the sweep demon or if I do the recovery seems to much to go straight into a fierce when Ken is recovering, Im asuming the standing strong serves to know the timing for Ken’s recovery and do an ambiguos crossup like Ken’s super jump forward, so can anyone explain exactly what he does and how.

Ty =D

It would have helped if you had included a time stamp. But your understanding of the cross up is correct. I have no idea why it doesn’t work. You might be a tad slow, so your opponent might be waking up earlier. As for properly empty demon flipping that’s something you’ll have to get used to in practice mode. However, since you’re jumping over your opponent, it doesn’t matter if you hit kick too early and get the dive kick. That’s only a problem when you’re jumping into your opponent, because the attack will connect. But since the attack won’t connect, you’ll still land on the other side no problem. I hope that helps.

Edit: I just came up with a question of my own. When do you use j. mk and when do you use j hk? I like to mk, but I really can’t pinpoint why. It’s fast, which is nice. You can jump in and thow in a late mk. It also seems better for tick throw set ups (j mk, UOH, kara throw).

n44by:

You are doing standing strong, dash, then rh flip right? You didn’t mention that, so just making sure. I would say practice empty demon flips on their on. There is a small amount of time when if you press kick near the end, no kick will come out, and the sweep won’t come out either. However if you want to fake the crossup, you could just do a normal flip dive kick. The only other difficult thing is doing the flip right after a dash.

I only use j.mk as a crossup. It has shorter hit stun so it makes sense it would work better for tick throw setups. Otherwise I don’t see much use for it over rh.