Akuma Combos, Strategies, and Match-ups!

*Alright, maybe someone here can help me clear something up. Is it in any way possible to super-cancel into Gouki’s Kongouko-kuretsuzan (2,2,2 + PPP)?

I know that it wouldn’t actually combo if a super-cancel were at all possible, but I’m just trying a few things out and it would really help me out to know whether I was wasting my time trying to super-cancel into it.

Also, I noticed that the command won’t allow for any kind of buffering during it’s input… is this correct? Or maybe I’m not hitting my buttons fast enough. :sad:

Anyone?*

I doubt you can even input it fast enough for sc it. The only working 'combo’s for the kkz are jab resets

Yeah, I know about the resets. I’m trying to work a KKZ in after a Shakunetsu (red) fireball, actually. I liked what JR was doing with the Sha-Fireball -> Demon set-up, and got around to thinking that there might be more to it. Like a possible messatsu gouhadou/ demon /KKZ guessing game on wake up off a sha-fireball. Vary the timing on the red fireball so that it hits sometimes, and … I don’t know, I just thought I might be on to something. Though it might just be a fuckin’ dumb idea. Whatever. :sweat:

Anyway, I haven’t been able to s-cancel into the KKZ or buffer during the command input… which just seems fuckin’ awkward. I can’t find an explanation for either, but whatever.

If anyone has a programmable pad/stick that they could test a KKZ s-cancel out on, it’d help. A lot.

Thanx in advance. :angel:

KKz cancels don’t work. Otherwise KYSG would have done it.

Wakeup moves:

Demon flip
teleport
hurricane
lp srk xx sa1
HP srk

The best by far: Block

Don’t work, or can’t work? Anyway, I’m probably just wasting time in trying anything with the KKZ. Thanks for the reply though, Naz.

don’t can’t both. You can only CANCEL a jab into KKZ, and you already know a practical application of that. I’ve tried it in training mode and nothing ever worked out. Obviously something like red fireball xx kkz would be the ultimate chip damage combo, but it just doesnt work.

Speaking of chip damage, taunt followed by kkz does tons of chip. Good luck getting the opportunity though.

Do any of you guys ever do the Demon Flip demon? I got a lot of stuff going on but there’s a 20-30% chance that I might get some matches in with the locals in my area and I was wondering how well it works on seasoned opponents? (I’m 100% certain I can catch them off guard at least once.)

EDIT: Fixed b.s. link

I’m gettin an error msg at Jida’s youtube url

-The url contained a malformed video id.-

works pretty good.

when i play with akuma, i use sa3, there are a lot more setups for it then you listed

i use cr.mk to light hurricance kick then you wait for a split seccond then do sa3
or
after the light hurricane kick do a shoryuken and cancel it into a sa3, there are variants of this but you can do this for sa3

SA3 has no links, low cheap capability, short range, u miss and ur dead, and does the same damage that SA1
this has been commented hundreads of times, that SA3 sux

SA1 >> SA2 > SA3

Ditto. I get best results when doing it on their wakeup while they’re trying to decide whether a demon flip is gonna hit them high or low then bam - demon!

The other is when cancelling a poke into a flip. I only use this against characters that dont have a srk.

yes I agree with harmonaz… one thing I do on a chun on wake up after a shoryuken connects. I do hk.demonflip you can cross them up if they tech roll, if they dont tech roll you can add a lk.demonflip… I cancel that into demon if I have 2 bars, works well most of the time…

wath is the exact input for the Dash demon?

I’m not sure which video it was but i saw a Akuma player catch J off guard.

You talking about this…

[media=youtube]mjjSKhXQIw0"[/media]

:r::r::lp::lp::r::lk::hp:

i just wanna say…

akuma fucking rocks to play :wgrin:

Yes, yes, that’s the one. Thanks for pointing it out.

Thats not the same one, and actually a bit easier.