Put the latest version of Demon Flip Mix ups in the first post.
Sorry for the Delay.
Thanks again Pherai.
Put the latest version of Demon Flip Mix ups in the first post.
Sorry for the Delay.
Thanks again Pherai.
Demon flip mixups (sans punch) win more matches than anything for me. Pherai, haven’t been on here in a while but you seem much more versed in the ways of Akuma since last time I read a post from you…
Haha, thank you! There is some stuff I posted on here a while back I’d be pretty embarrased to see again. Hopefully I’m posting some useful information. I don’t know how I ever won without abusing the demon flip :wonder:
Kara UOH - Hold forward while doing UOH.
It’s more like “Forward then do UOH while stick returns to neutral”…
Range gain is really significant, you can do UOH SA1 link from nearly midscreen to corner…
That would be quite a mastery over spacing, since the spacing has to be perfect anyway (I can almost never get it off of just positioning myself, I have to do a poke string to be reliable). So, I don’t really think kara-uoh xx sa1 is worthwhile.
what do you think about cr. mk (blocked) lk tatsu (whiff) demon. i landed it today on ken but he tried to hp me out of the tatsu so the demon landed. i’m guessing you can be jabbed out of it? i havent seen that in any video so i’m assuming it’s a bad idea?
Its one of those setups that works very infrequently. It won’t work against any characters that will get hit by a lk tatsu when they are crouching (Urien, Akuma, Sean, Dudley, Q etc.) unless you whiff the tatsu while they are waking up.
Random character spacific demon flip sillyness:
VS Ryu or characters with the same number of wakeup frames on a quick roll:
Anything into mk tatsu, juggle with mp srk, immdiate rh demon flip, if empty canceled it crosses up.
Only works mid screen, must be modified slightly near corners:
Crossup air tatsu, wait a split second, then mk demon flip that’s cancelled immediately into the dive kick (if done correctly Ryu will be directly under you as he quick rolls causing him to roll toward where you will land instead of away), then as you recover from the dive kick do an instant UOH which will jump over Ryu as he’s waking up for the crossup.
You can crossup ryu with a late divekick if you do close standing forward into mk demon flip although the timing is strict.
you can crossup ryu with a late divekick if you do far standing strong into rh demon flip although the timing is strict.
VS Dudley:
crossup air tatsu, wait a split second, then rh demon flip that’s cancelled immediately into the dive kick (if done correctly Dudley will be directly under you as he quick rolls causing him to roll toward where you will land instead of away), then as you recover from the dive kick do an instant UOH which will jump over Dudley as he’s waking up for the crossup. (you can also replace the UOH with a dash, as Gouki can dash through Dudley’s quick roll)
also against dudley: anything into mk tatsu, as you land do a mk demon flip (this has to be done on the first frame so make sure to double tap), if done correctly the mk demon flip will crossup when empty cancelled as dudley quick rolls.
You can crossup Dudley with a late divekick if you do close standing forward into mk demon flip although the timing is strict.
VS Yun:
crossup air tatsu (difficult to hit him with it, must be started just above his head) into immediate mk demon flip, empty cancel the flip and you will land right on top of Yun as he quick rolls, you can either walk forward to crossup or walk back/ stand still to fake.
mk tatsu, juggled with rh tatsu, into rh demon flip (this has to be done on the first frame so make sure to double tap) empty cancel the flip and Gouki land right ontop of yun if he quick rolls. (this ones really messed up, if you walk forward, you will crossup, if you walk back slightly or do a late dive kick you will fake, but if you empty cancel and do nothing Gouki lands visibly infront of Yun on the ground as a crossup but as Yun quick rolls he rolls infront of Gouki and it ends up to be a really strange fake; that one crossed up me aswell as i had no idea what was happening, just watch it and you’ll see)
Close mk, canceled into mk demon flip, if the dive kick is timed correctly you can hit Yun from behind and you can also link a cr lk x2 after the crossup dive kick which doesnt work on the taller characters. Works mid screen.
VS Ken
anything into mk tatsu, mp srk, instant rh demon flip, crosses up on empty cancel
Crossup air tatsu, then immediately mk demon flip that’s cancelled right into the dive kick (if done correctly Ken will be directly under you as he quick rolls causing him to roll toward where you will land instead of away), then as you recover from the dive kick do an instant UOH which will jump over Ken as he’s waking up for the crossup.
(Very strict timing required, it is unlikely that you will get it every time so buffer a qcb during the UOH so if your a bit too slow and it hits meaty you can combo into mk tatsu then mp srk)
VS Chun
Crossup air tatsu, wiff a low jab, then mk demon flip that’s cancelled immediately into the dive kick (if done correctly Chun will be directly under you as she quick rolls causing her to roll toward where you will land instead of away), then as you recover from the dive kick do an instant UOH which will jump over Chun as she’s waking up for the crossup.
anything into rh tatsu, then instant mk demon flip (double tap) canceled into dive kick as early as possilbe (if done correctly Chun will be directly under you as she quick rolls causing her to roll toward where you will land instead of away), immediate UOH on landing for the crossup. This works only on Chun cause of her slow as shit wakeup and is comparatively easier to execute than the similar setups on other characters.
cr lk x2 into SA 1, super jump towards Chun, then mk demon flip, will crossup on empty, will fake on dive.
anything to hp srk, instant rh demon flip, empty cancel will cross, slight delay will not cross on empty.
Versus Makoto:
anything into mk tatsu, juggle with rh tatsu, rh demon flip into instand dive kick, UOH on landing which will cause you to jump over Makoto as she quick rolls. Only works mid screen.
more to come… all tested on ps2
Erm, against a good player, whiff lk tatsu = death.
well ive beed deaded many times of a whiffed lk tatsu, i guess i was lucky that time.
What about kkz resets. do you have to time it the moment they land, cause when i do it they’re still a few cm off the ground. is there any dmg difference?
This is why I stopped quick rolling…it offers nothing good cept getting owned by shit you had no idea about. Quick rolling = hello please combo me.
If you don’t quick roll, you know they can set you up for so much worse, right? You’re getting the easy side of the mixup by tech rolling.
Wrong. The more time between the knock down and the wakeup, the less effective the tactic. Same thing in CVS2…you ever tried doing regular wakeup tactics vs a C-groover that delays getup? It’s awkward as hell cause almost every player has a rhythm, and any time that rhythm is broken somehow, it fucks them up a bit.
Oh yeah, not to mention the simple fact of the matter, which is that more time to prepare for the wakeup = more prepared to time a response for the wakeup.
Ever watch fighting like UFC/Pride? Notice what happens 99% of the time when one guy gets the advantage by way of knockdown? The dude jumps on him to finish the match. Now imagine if this was SF, and the dude who got put on the mat had a few seconds to recollect himself and watch what the opponent was going for. More time to prepare = better.
what the hell? no it doesn’t.
Yeah it does. If you knew anything about 3S, you’d know that there are a ton of setups that exist only vs quick rollers. Quick rolling against a smart opponent who actually practiced setups in training mode = a gamble.
Here’s the way it is. Like EVERYTHING else in 3S… mix it up. Tech roll and don’t tech roll sometimes.
Well I can throw that back at you and say even people who don’t know nothing about 3s know that there are setups that work only on non-quick rollers.
To say someone should never quick roll is probably the dumbest thing I’ve ever seen posted.
Yeah, tell me these setups that only work vs non quick rollers.
Working on it.
jab aegis, cross up headbutt unblockable
cr.fierce, ex headbutt, jab/strong sphere XX strong/fierce aegis, whiff rh tackle unblockable.
throw, shoto DP super on dudley
cross-up seiei’ divekick after knockdown.
Various Oro sa2 stuff
Virtually all meaty attacks.
list goes on.