Good/Bad matchup:
-Weaker to fireballs / Beats fireballs easily
-Lack of reversal options / Reversals (i.e. anti-meaty, anti-oki, YOLO factor vs. Akuma’s health)
-Cannot chase teleport / Can deal with teleport easily
-Lack of speed and dominating pokes / Good walk speed and can challenge Akuma’s stubby normals
-Low damage / High damage
I don’t see what else merits consideration, to be honest. What do you think?
Assuming you only did one DP motion, the Playback Timer keeps going during the V-Trigger and RD animations.
This eats the Ex-Shoryuken input.
To further explain, the DP is timed to come out at 0.8 seconds of playback. Due to the activation of V-Trigger and RD, the playback timer is well past this point when Ken lands, so he is not receiving any inputs. It’s actually at 0.1-0.7 when Ken is originally airborne.
Im well aware of what you are saying; i did other tests where the input was done with a record duration of 0.2 secs so that it would loop itself, still same result.
It is apparently a glitch that cancels buffered buttons after vtrigger activation animations and it happens outside training mode. Basically this tactic takes advantage of that glitch and the fact that raging demon catches on frame 1 upon landing.
Read through a lot of comments, I feel for yall in neutral, especially as a vega player, but it’s something you gotta deal with as he had monster options and damage up close. Fireball is really good poke and there is a range where if block you can throw another for free. That’s an important range to know.
Being able to get 300 damage off light attack with VT stocked is great also.
You can delay the demon easy with a later button press, no problem. You want to be + so you can counter hit and low hit jumps and attacks. This set up I show I am +1.
Ok so it’s more for the frame trap setup and manual timing the demon, makes sense, but manual timing demon still gonna be a bitch but I guess that’s what t mode is for.
So, are you using akuma or something? Would be a nice change of pace from vega I would imagine.
Thinking about it. He seems really fun and I can play neutral patiently, but Im doing a lot of research for my buddy who is using him.
My friend does this, lol. Also he karas the s.hk. He’ll do stuff like c.mp, walk up c.mp, kara demon and it grabs. You can react to it since you see the start up of the s.hk, but its fast. It’s not like SF4 where he moves a billion squares instantly.
Probably common knowledge but I got to spend a bit of time in training mode finally and vskill kick > hk flip punch dash cr hp covers both tech timing 3f wakeup vega style. There needs to be some precision in the timing of the flip palm but seems legit. Does only a few points less damage than ending in hp dp and I can’t see much better than having both wakeups dead to rights after bnb combo.
I’d say if you can, just go for the Kick Skill -> Demon Flip Palm as your BnB, as you’ll see Tokido do. Agreed that HK.Tatsu seems a bit useless atm, and its hitboxes are such that it wouldn’t really stop jump-ins either. Needs to be super close for the first hit to catch crouchers, so I dunno; maybe someone more creative than me in the ways of HK.Tatsu can chime in.
Feels like a lot of his damage is “normalized”, so to speak: 100 for a HK.Tatsu, 100 for a Flip palm, 100 for a LP.SRK, and a shitty 120 for HP.SRK with shit oki.
Hk tatsu is good if you do lk.tatsu instead of vskill kick for whatever reason (like range most likely). This is because it does a bunch more stun than shoryuken and better oki.
Also good if you want to do a side switch combo with vskill kick into whiff lk.tatsu.
Basically if you have choice between shoryu and hk.tatsu most of the time hk.tatsu seems to be the way to go. It’s slightly less damage for quite a bit more stun and slightly better oki. This is obviously outside of vtrigger.