Akuma Strats. He's legal now!

I don’t doubt it, I just wanna be hit in the face with proof…uh, ever harder than I already have been :confused:

Wow, the RD’s properties sound really weird.

Check the complete changes list, it says under nerfs that he has the same startup and less recovery than ryu.

It’s just you

From Sirlin himself at http://www.sirlin.net/articles/sf-hd-remix-complete-change-list.html

Also, for Sagat:

I believe Ryu’s fireball has 12 frames of start up. So Akuma’s fireball is better than both of them, but not by much.

Apparently it was the only way it wasn’t “overpowered”. It has been turned into a counter. I still think they made it far too easy to evade.

I’m just glad Akuma is a serious fighter now in ST.

Highlight Guile…press up.

Just tried this, he probably just didn’t try to reversal or something. Akuma will hog up for about 1 second to the opponent before actually grabbing him. Guess non-grabbable state also works for Demon?

It’s a killer reversal tho, landed it against a few people who thought it would be a good idea to try and fireball trap Akuma. He goes right through the second fireball to grab Ryu and eat his face.

Have you actually gotten it as a reversal?

Yeah, screw the demon, this is where the real action is at. TK fireball is sweet, totally removes the bounce. Pretty much always a free combo if it connects too. Stuff like, crossup jab tk fireball, mash low strong, sweep into short hurricane, meaty jab tk fireball, etc, is fun. Just low strong(s) into tk fireball over and over will lockdown noobs online I bet.

What’s up with the teleport though? Anyone having success with teleports into the corner? Does it stop instantly like in other games? I also can’t get a grip on what part is invincible really. I’m getting hit sometimes when I usually don’t? Is his head vulnerable or something? Maybe I’m crazy.

As P1, against Ken, both teleports wouldn’t crossup in the left corner. In the right corner, both would crossup. Also really easy to get the wrong-way moves after them (Akuma punching into the corner). There’s a neat little combo of wrong-way jab dp, fierce dp, but… blah. Now someone go test against other characters. :stuck_out_tongue:

Yeah, it’s possible to do it. What’s more is that you can buffer the motion while in block stun and if you do it fast enough and go back to holding backwards after doing it, it’s “safe” if you happen to not get the reversal and not throw a st.fierce or something.

Definitely good reversal tho since he’s fully invulnerable when he does it.

Oh snap edit: It’s possible to do crossup roundhouse hurricane kick into fierce dragon punch. May be useful for ambiguous crossup situations?

I wonder if you can negative edge parts of the Raging demon? I could see it being a pretty safe move if you could neg edge the Fierce punch.

Crap yeah it is. It doesn’t even have to be crossup, it can be neutral jump hurricane kick. And it doesn’t have to go into dragon punch, it can go into jump instant hurricane kick even. This guy is crazy at combos and setting up awesome situations. I don’t know exactly what to do when I hit Guile (for example) with an air hurricane kick 2/3 of the way to the corner and what exactly I’m trying to set him up for, but I guarantee that within a year we’re going to have all sorts of crazy combo-air fireball-hit/whiff/tick/demon/etc setups for him.

Go into training mode, turn on hit boxes, and do the teleport. The initial charge up is invincible, but then for the actual move he has a small hit box on his arm. I would really have preferred it on his head or something, because he gets hit by just about anything that isn’t a low attack. Was it always like this?

It’s as easy to evade as any other super in game if you just throw it out there without a setup. Most supers in super turbo can be jumped over on reaction if they’re not done as a counter or in a combo. If you want to ensure the demon hits, use it as a counter like any other super or kara it and hope they freeze up.

The counter potential on the demon is AMAZING. It goes straight through every attack in the game. If they’re in recovery it’s a free grab. Ryu just threw a midrange fierce hadouken or a shinkuuhadouken? Demon. What? Boxer just tried to turn punch you? Demon. I’m worried that it might end up being considered TOO powerful and Akuma getting banned again. :sad:

Heh, I’m surprised at the number of people who I’ve grabbed with it with just us standing there. Deer-in-the-headlights effect I suppose. You’d think by now when people see a midrange jab for no reason they’d go “Shit! Incoming Demon”.

I think the best way to land the super is: Do a move, buffer jab jab within the move, wait, if they do anything finish with towards short fierce.
The input timing for the demon is looooong so you can afford to look for reactions like that while hiding the input.

edit: Hell you can even do walking super to bait a sweep!

I used akuma a lot today not really playing to win more like playing to figure out reliable strats regardless of who I’m up against. First of all his redball is a godsend it does CRAZY knockback and damage/chip so much so that my game plan is to get a knockdown with air fb and chip to death with redball and crossing up with air fb into low forward or throw mixup is gdlke as well.

Teleport reversal out of corner is awesome however, you can be hit out of teleport at any time:wasted:

Once again I’ve done repeated wakeup demons and no one seems to be able to get out of them.

i hate demon in this game… only because it doesn’t say “15 hit combo”

I’ve been trying to corner someone and do st hp xx ppp teleport into demon but I cant get the demon to work. Outside of the corner I can demon out of the teleport but in the corner it seems to go behind them for a split second then come back in front. I was able to do cr jab tick into demon and shit like that after but I couldnt go straight into the demon. Still you can get a ton of throw setups and shit off of that.

If anyone was wondering about crossups, I find his hk to be about as easy as his mk. Brain dead easy crossup combo is j.hk land hk (3 hit combo). It does enough pushback and damage for most situations if you just want ease of use.

Killer crossup combo is j.hk land hp xx hk hurricane land hp SRK. Does about 70 to 75% damage.

you can land srk after hk tatsu?