I still seem to get more range from the cr. RH demon than the close RH. Must be my execution…
I’ve tested with FbaShuffle, inputting frame by frame commands from the same savestate where gouki has already done both LP. So each sort of demon are executed at the exact same position.
Frame by frame is the shit to test that kind of trick ^^
What are some option for an opponent who crouches in the corner on wakeup?
The Naz’ Demon ^^
UOH, kara throw.
I don’t know if you’re looking for advice against defensive players, but if they’re constantly defensive (don’t use reversal moves), go for a jump in. Off of a jump in you can either attack high (which is the most expected) or trick them into guarding/parrying high and attack low when you land with something like short short super, or cr. mk hurricane.
Grrrr…
The other day I was playing in the arcade, and ‘by mistake’ I did the jab dash under on Ibuki - and it worked :xeye:
Came home and tried it on console. Doesn’t work.
WTF??!?!!?!!?
I’m pretty sure I’ve done it on console before. Either way, FUCK IBUKI!
Please post any info that should be included in the front page. Sorry, I don’t have time to go back and look.
Thanks,
B&B
so I recently got a stick, and im already seeing major improvements the things im able to do as opposed to playing on a pad, the only issue is that I cant seem to demon anymore. I’m thinking its cuz the jab jab inputs aren’t reading well due to the type of buttons on the stick. can anyone confirm if this is a strong possibility?
The buttons aren’t great on those sticks but I don’t think they would cause that much of a problem.
Is it a specific demon you’re missing?
I found for a long time I was concentrating on spacing the inputs when I switched to stick and what made me about 80% more successful was hitting the df earlier (for TKD).
Demon issues when switching to stick is mainly because:
the forward is not timed perfectly in between the second lp and the lk. Usually cos tapping forward on a stick takes slightly longer than tapping forward on a pad.
quick noob question but i coudltn find any other place to ask and i just started maining gouki after starting 3s again. how does gouki deal wit chun? like half my shit gets stuffed by her random hits even if i see my move come out first.
Pray.
I have been struggling with Chun a lot lately, mainly due to the sudden lack of decent Chun players in Socal (a blessing or a curse?). Naz gave me a couple good tips…
Fish for forward parries. This helped me out a lot. Parrying a far fierce can turn the entire match around. When you think about it, among Chuns god pokes, only 1 can be parried low (c.mk), and the rest can be parried high (far and b.hp, mp, rh). Even better, since its a high attack, you can always punish with your bnb, or do a reset if you’re courageous enough.
Other than that, Akuma has some nice cross ups against chun.
lk tatsu > c.lp > dash under (very easy on chun)
rh empty demon flip after rh tatsu or fierce shoryu (she must tech roll)
c.mk > sa1 > dash > UOH > rh empty demon flip
There isn’t much else that will help. Linking UOH into super is easier on chun, and you can juggle with fierce shoryu after mk tatsu on her. Good luck.
thks bro. that helps alot. oh and bb, u might wanna add kuroda to the list of gouki players to watch. hes so nasty wit the tatsu comboes and resets. i know hes a q player but damn if he didnt impress peeps at the last sbo wit gouki.
For any pro Akuma player- I am seriously thinking about switch from Urien to Gouki as a main but I struggle with the advanced raging demon setups and kara’s. How vital is the RD to Gouki’s gameplay. I’ve got his mixups, pokes, zoning, combo’s, etc. down well but not the RD’s.
I wanna say from my experience and watching others play with him that it’s not that vital. Soon as you get those two meters your opponent will be more cautious of you. TKD, anti-air demon, and parry demon are the most efficient RD setups there are. Just search here in SRK to find out how to perform them.
RD is for show the majority of the time. The only dudes you see landing them on a regular basis in tournament are Jiro and JR, and they both play for flash. Theoretically learn every setup, but I think most players get by with regular kara demons, anti air demon, and dash demon, just so people know its a threat. I think its more practical to punish jumps out of demon setups. Learn Akumas numerous crossups. I get WAY more use out of those.
If you can’t use the demon, The opponent will catch on and Start to look out for Supers to punish.
Harmonaz Says Using The super will open up chances for RD.
Using RD opens up options For Super, Because Either one or the other, The opponent will be scared of one, And Not think of the other…
So I’d say it is Important.
If your opponent isn’t afraid of demon, I don’t think it becomes noticeably harder to land your super. You do get a couple kind of gimmicky options to counter attempted demon escapes though. After a tick (c.lk), you can jump tatsu to beat a jump out, or SGGK to prevent them from poking you out of the demon. Otherwise, if your opponent isn’t afraid of c.mk’s anyway, they aren’t very good, or are just one fearless mofo.
whats the property on c.mk xx mk hurricane kick into super ??? like sometimes super connects sometimes it doesnt…is it dependent on how many hits of the hurricane kick connect???
im outi
Roberth