He has all the combos, we are living the dream. No need for a thread.
…lol, demon flip throw distance feels huge.
Wow he feels so much faster than he looked in the original videos
holy shit it is.
Question. Can you still combo after super? I saw some vids in the leaked beta where you could, but now that it’s live, I can’t seem to get it.
Did they remove it, or is it just me?
Is it just me or does F+MP, F+LP, F+LP, DF, DF+LK, DF+HP not work for kara raging demon anymore?
Edit: It seems like the DF might not count as another forward anymore, I’ve been having to return the stick the neutral then input another forward.
What are you guys doing for it?
Edit 2: It also looks like they removed the input leniency they added in SF4: forward, LK, and HP now all need to be input separately again.
…apparently it doesn’t work at all against crouching.
Is raging demon pointless?
…back fierce AA has been beating just about everything.
If you don’t input it clean enough from crouching you will get a red fireball though.
Akuma throw loop is throw then dash throw. Cr.mp beats 3 fr
Dirty Akuma instant overhead Mixup
The b.HP into EX Red FB is a true blockstring, they can’t mash, gotta v-reversal or hold that. You can also neutral jump lp instead of diagonal.
So, what I’ve found so far in his frametrap game. First, st.lk can be thrown after on block or hit (not CH). Beats 4f moves on block
3f
st.lk -> st.lp -> st.mk (just go into a special if the st.lk hits)
cr.hp -> cr.mp xx Hadoken (if the cr.hp is blocked then the Hadoken only combos on CH. Not a true blockstring but safe)
4f
cr.lp -> cr.mp -> st.mk
cr.mp -> st.mp (needs a CH here) -> st.mk
5f
st.lk -> cr.mp -> st.mk
In terms of combos it’s basically finding your route to st.mk unless you start with cr.hp or can confirm they are standing. EX DF seems to be kind of ass in combos, EX Tatsu gives you an HP DP juggle in the corner for incredible damage, his VSkill Launcher does a bit more damage than an LK Tatsu but if you start with a heavy button you may not be able to get a 3 hit HP DP followup outside of the corner.
He does stupid amounts of damage off anything that isn’t light light special though. Midscreen you probably want to combo into Launcher xx DF Palm for the best setup or Launcher xx LK Tatsu -> HK Tatsu for the sideswap. You can also spend a bar to do MK Tatsu -> EX DP for ~40 more damage
In the corner you want to either go meterless for Launcher -> HP DP or with 1 bar for EX Tatsu as your first special -> HP DP, which provides a noticeable damage increase, Ryu eat your heart out. For a corner CA combo it’s first hit MP DP xx CA then link a LP DP after it.
For Crush Counters, if you are punishing a DP then st.hk -> cr.hp -> st.mk seems to be the most damage. You don’t really get anything extra off a cr.hp CC nor a st.hp CC; the former just goes into your normal combo while the latter gives you time to confirm to the follow up target.
Other combo notes: HK xx HK Target Combo links to st.mk. F.hp links to st.lp or cr.lp on normal hit, st.mk on CH. Command normal Divekick can be +2 to +6 I believe depending on where they hit, less so for DF Divekicks. HK Tatus doesn’t connect on crouchers more than 1 light attack away and will miss a hit even if they’re standing. If MK Tatsu hits from more than 1 light attack away you cannot juggle with EX DP (note that st.mk brings you back in). LP DP is your combo ender of choice against crouchers from light attacks.
Idk but in training mode akuma feels super buff.
His st.lk is like cammys or karins giving him a tick throw without moving forward, which gives him access to devastating frame traps and CH setups. …he has an easy as hell throw loop in the corner.
High damage, multiple ways to jumpin, has cr.mk/cr.mp xx fireball into super like ryu. Has combos into v skill that are confirmable. Has ways to get huge advantage on knockdown (ex demonflip juggle k)
He looks nice and strong. His approach has been toned down but he still has his crossups and can vary things with demonflip throw command grab. He seems to take a decent amount from his sf4 counterpart.
-EDIT
HOLY CRAP:
Ex demonflip (juggle do nothing into slide) dash cr.hp is a perfect meaty against non ex DP and all 3 and 4 frame wakeup moves. AND AGAINST BOTH QUICK AND BACKRISE! (And is +on block) this dude is savage.
Sooo
cr. mk is ass. shit has absolutely no range
cr. mp, st. mk, vskill kick, vskill punch builds about 45% of 1 bar of v-meter. does decent dmg and stun but knocks them halfway across the screen

…back fierce AA has been beating just about everything.
If you don’t input it clean enough from crouching you will get a red fireball though.
This is what I was figuring would happen, and it’s good to hear. Now I really don’t have to bother using that shit “parry.”
edit:
For combos ending in V-Skill Launcher xx Demon Flip > Punch (as soon as possible):
dash cr.HP will meat both normal and back recovery 3F jabs
whiff s.LK cr.HP will meaty both normal and back recovery 3F jabs in the corner
Oh, that cr.hp cr.mp xx Hadoken blockstring? If you have full V Gauge and confirm the counterhit in the corner, you can dash into a cr.mp cr.mk into whatever as well.

For combos ending in V-Skill Launcher xx Demon Flip > Punchs:
whiff jab cr.HP will meaty normal recovery 3F jabs
dash cr.HP will meat back recovery 3F jabs
whiff s.LK cr.HP will meaty both normal and back recovery 3F jabs in the corner
It’s all height dependent for when you hit them with the Palm.
Also, I take back what I said about EX DF in combos; it’s a solid midscreen ender for meter. Slightly less damage than EX DP, but you get the automatic timing as was noted above. You accomplish the exact same by doing Launcher -> Super Late DF Palm though, so I’m not sure it’s really worth the bar for 20 damage if your timing is good.
Oh, and that fuzzy guard b.hp EX Red Fireball setup is pure nasty.
^Ya, I edited the post because I found that the dash cr.HP worked for both if I did palm as soon as possible, maybe I’ll add that in.

^Ya, I edited the post because I found that the dash cr.HP worked for both if I did palm as soon as possible, maybe I’ll add that in.
Huh, you seem to be right. Maybe height doesn’t matter and I was just screwing it up.

edit:
For combos ending in V-Skill Launcher xx Demon Flip > Punch (as soon as possible):
dash cr.HP will meat both normal and back recovery 3F jabs
whiff s.LK cr.HP will meaty both normal and back recovery 3F jabs in the corner
NICE, an improvement on the oki. Very good, very good