Against so many characters the palm landing is totally safe at distance, and it’s a great wait to build meter along with air fireball - also, less focused/skilled opponents get impatient at you flipping around and throwing stuff on the screen, I like that.
Not only that, but sometimes he does the dive kick just outside of akuma’s own range. He does this because the dive kick has a pretty good hitbox and you can catch an opponents poke with it. I’ve been trying it myself too lately.
Against a knocked down Ryu when I demon flip, I almost always get AA’d with a light SRK. I read in the matchup thread, that it is prolly the spacing. My question is, is it only the spacing, and if it is, where should I do it (further away, closer, sth else…).
Thank you, for the accurate and quick answer. Also I was just watching your Tokido playlist and I think it’d be sweet to have a Tokido breakdown, from combos to stuns to setups, and more importantly his strategy. I know for example that he’s always looking for a KD but I don’t always understand what he’s doing and why…(like why sometimes he does a different bnb, not only the start of it). Just my thought here.
PS: ofc someone with your knowledge understands, at the least, the bigest part, but I greatly lack that.
How to utilize air fb zoning.
When I do it is always AA bait with ex or TK to get in or NJ to stay safe.
I see tokido doing jumpback air fbs all day in some matchups.
When I try to recreate this I seem to get backed into the corner so easily.
The UKD is so Tokido can apply his wake pressure on the opponent. He has devised several setups and option selects to put him at a greater advantage when the opponent is knocked down.
The more you play the more you will come to understand exactly what is going on.
Thanks again, but still, I wish there was a place where all this were explained, most of the information I can find are more about combos and general strategies, I need the details.
PS: Forgive me, I did confused you with 0ShinnAkuma0.
Yoooo I got mad questions to be answered that have been bugging me like crazy.
Vs sakura after her forward throw she has a setup where she walks forward a little bit and then does a jump in FP. Everytime I try dp it, my dp never comes out or I get stuffed. I know my timing is on point because I can dp just about everything. Is this setup of hers an unblockable? I asked a high ranking BP sakura player what the dillio was but all he said was that If I tried to dp it’d turn into a cross-up. I know I can teleport but in some situations I don’t want to resort to that.
Vs Bison. Does his jump in FP stuff akuma’s cr.FP AA? I’m not talking about on wakeup for akuma but for when he’s just doing jumpin FP. It beats me out consistently and sometimes when I try to DP it’ll whiff and he’ll cross me up. My timing for the DP could be off for this I’m not sure.
vs Bison. On his devil stomp, everytime I try to fadc it, I always seem to end up focusing the wrong way? What’s up with that, does it hit as a cross up or something? Everytime I focus it, I end up the wrong way and then bison ends up behind me with a free throw/combo? Can I cr.forward to lower my hitbox for the devils stomp/reverse in order to avoid the attack? This would be awesome cause then I could kara it into demon.
counter hit cr.strong into st.RH. I have gotten the link down good, but what I need to know is which normal is best used to follow up after the st.RH. Is it cr.jab, standing jap, or cr.lk? I’ve seen tokido mainly use cr.lk and standing jab, but why? I’ve gotten cr.jab to work sometimes when linking the Counter Hit cr.strong from max distance. Is this character specific.
Crossup demon flip into dp. When doing an empty DF into DP to cross up an opponent, I always get grabbed out of my DP attempt. When I input my dp motion I usually buffer it to come out as if I’ve already crossed my opponent over. Should I do it late and input it as if I haven’t crossed the player? I get mixed results when I try both methods, neither method is consistent.
For 5. What you can do is this. Let’s say you’re on the left, demon flipping to the right. By the time you press punch to get the palm, input right, down, downright. And then the moment you land, you press a punch button to get the shoryuken. This works because the game is pretty lenient in the time between doing the motion and pressing the button.
It depends on what character you hit. For instance a character like Abel can’t be tatsu swept, so it’s better to go for standing jab to sweep. However for other characters, you would want to go for cr.lp tatsu sweep or cr.mp tatsu sweep if spacing allows it. Cr.lk is also a good follow up if you can plink it correctly as it has pretty good range. If you are far away after hitting the RH you can always go for a HK tatsu.
So you’re saying cr.lk has the best range and you’re also saying that you can HK tatsu after st.RH? I’m not a fan of sweeping after tatsu’s I quickly gave that up once I realized that after a lk tatsu it’s more fun to st.fp or to cr.strong into DF to continue my mixups. I know it doesn’t lead to a UTKD, but it leads to some crazy damage/stun if you guess right.
This tip comes straight from PICKACHUAKUMA (A.K.A. JR Rodriguez himself):
After a cross-up DF palm, go for the cr.lk + lp tech as most people will try to throw you when you land. You can then go into the BnB of your choice. I tried it in practice mode and it does work. Now I gotta work up the confidence to use it online…
Yea that’s what i’ve been doing it works wonders…cr.lk,lp,mp into light tatsu into cr.mp into mk.DF into more mixups DANGEROUS!!!, but sometimes i’ll get thrown out of it, mainly by sakura for some reason. That’s why sometimes i want to switch it up to the dp, invincible/non grabbable start up frames.
A good opponent will always punish your reset attempt. After st. RH, I usually just do cr.MP into lk tatsu or hk tatsu. If the range is too far for cr.MP, I’ll just do cr.mk.
Ok so im not a noob or anything but i am somewhat new to fighting games. My question is not about akuma really but just footsies in general. Its seem as everytime im shimmying back in forth doing that SF dance and trying to sweep or walking backwards while my opponent is walking forwards and then trying to sweep I always get jumped in on. I see tokido and momochi always throw sweeps like it is nothing. Why does this happen?? I mean i feel like i shoryu jumpins to condition my opponent but sometimes they still jump in. Is it just that people online are retarded and feel the need to jump in or what? Please help
cross up demon flip kick
any tips?
I can just about do by positioing myself just far enough that standing MK will miss and then with medium flip… but
inconsistently…
(I was fighting this akuma Axel84. maimed me about 10x. only beat him once I think… and that was just stupid demons)
point is one of the ways he kept fucking me was doing a demon flip kick that felt impossible to block or even counter on wake up. I tried SRK counter, teleport just got me sweeped, even trying to use raging demon invincibility doesn’t work. And blocking just left me where he wanted me… I MUST LEARN THIS TECHNIQUE