Akuma Strats. He's legal now!

Scrubby question:

People have been talking a lot about the shungo being too predictable for use in high level games…but surely you could use it to counter whiffed hurricanes, and other rather telegraphed moves?

How about using it as a meaty attack?

meaty is no good

and yeah, if there is stuff they throw out with a ton of recovery or that is super telegraphed then you can punish hard, for example if t.hawk does hawk dive way too early in the jump or too far away and slides on the ground without cancelling it into anything, demon can eat it up

most practical use i’ve seen so far though is using it as an anti-air as they land in front of you in their attempts to get in closer. don’t try it if there’s a chance of crossing up, though. at high level play though this could be countered with a reversal upon landing…i’m not sure if certain reversals can be thrown or have complete invincibility on startup…that would probably be a good thing to take note of

Can you cancel into it from anything?

Yes. It depends on the spacing though. You’d have to hit them towards the end of the Tatsu. You can use it in the combo j. HP > s. HP > HK Tatsu > Shoryuken. The timing can be tight, but that combo does 80% :wgrin:

It’s a bad meaty attack due to the unthrowable time on wakeup. It’s best used like other supers: As a counter move. If someone does some shit in your face, use the Demon. Countering Ryu’s Shinkuuhadouken with it is fucking priceless.

I don’t think it’s any more or less predictable than any other super in the game.

I was also thinking this. It’s not like you can’t block other supers anyway, or even jump over them. Infact, it might have a nice little fear aura going. When you get super (Often near the end of the match/last half), the enemy will be like “Shit, here comes the demon”. You better believe that bitch will jump at least once if you shove out a pair of jabs.

Fuck it, I’m going to get super awesome at landing this move and do it to anyone who doubts me. lawl

You can do it every time with the crossup hk or mk. Its harder to do if you just hit them with a random hk tatsu…but then again if you are throwing out random hk tatsus you are just going to get yourself killed.

everyone is seriously making demon rage sound like its very average or flat out sucks. you guys have no idea what the potential is on that thing. ill give a hint, treat it like an spd =)

:rofl:

I agree with you. The demon’s properties are amazing, but oh god, the mind games! I swear, you don’t even have to do the demon to get someone to back off. If you have meter, just press jab a couple times. A lot of people will jump away. :rofl:

Oh, and for the red fireball, it’s awesome to use over the blue hadouken after a knockdown. Lots of pushback and decent chip damage.

Loaded raging demon means:

–opponents cannot do jump attacks
–opponents cannot throw fireballs
–opponents can’t do anything with laggy recovery (ie dragon punches)
–opponents should be wary about pressuring on your wakeup (either they get grabbed or you escape for free)
–opponents should be wary about doing things with laggy recovery (ie dragon punches and most supers) on their own wakeup
–if you can get a jab air fireball on the opponent’s wakeup from a certain range, the opponent is going to take damage, either by jumping into the fireball, standing still into demon, or doing a move to get through the fireball and landing into demon

And yeah, I agree Angrynord, it’s an awesome threat.

just want to pick you up on a couple of things. You can still jump out even if you jump in with an attack, you just have to be aware that it might happen and be prepared to re-jump (always possible after regular jumping attacks).

And that last point, they’re not always going to take damage. You could invincible reversal out of the fireball set-up or reversal out of the demon (and you wouldn’t necessarily land in it again). You could make the TK air-fireball safe (negating the initial reversal) but some characters can always get out of the demon set up.

You can only get out of that setup if A) you have an invincible special move and B) your invincible special move moves you far enough off the ground that you’ll float over Akuma and avoid the demon. That’s only a few characters. And raging demon lasts longer than most supers, so even most supers won’t get you out.

Akuma keeps looking dumber and dumber.

WHY NOT RYU?!?!?!?!?!?!?!?!!?!?!?!?!?!?

Gief just gets grabbed. Akuma has no hitbox while he’s in raging demon, so he can’t get hit and he can’t get grabbed. Akuma v Gief is 9-1 in my opinion.

Would Dhalsim be able to teleport out?

I have like a 99% success rate whenever i use the demon. Shit is almost too easy to land of a cr jab.

Really? From the matches I’ve played, this actually seems like a pretty even and tricky match for both sides. Gief has to get through a ton of FB spam, but if he does he’s in good shape. I’ve had a pretty hard time getting out of Gief’s meaty paws if he ever gets in - he can shut down the teleport on reaction with either lariat, and he has more room for error, I think.

Is demon guaranteed after a blocked crouching tick? Ie, crouching short (blocked) demon? They have to have crouched to have blocked it, after all.

As to why Akuma kills Zangief? First off, think of Akuma as a better ST Ryu. All the things Ryu could do that made his matchup with Gief basically even in ST, Akuma can do better. Better grounded fireball recovery, better knockdown fierce fireball, just as good normals, faster-startup fully invincible dragon punch to beat ticks, and more damaging hurricane kick combos to beat spd/bear grab attempts. Frankly, I think Akuma beats Zangief on the ground.

Second, whenever Akuma corners Zangief, the round is over. At the range where Akuma’s jab air fireball hits Zangief’s feet, Zangief can do nothing. He can do green hand, but if he does, Akuma recovers first, and Akuma gets a free knockdown combo into air fireball trap. Gief can also roundhouse bear grab under a fireball, but again, Akuma recovers first and gets a free combo into knockdown into air fireball trap. And the thing about this is, it’s not even that hard for Akuma to put Zangief into the corner. Virtually all of Akuma’s combos throw his opponent a huge distance backwards, so if he ever gets a hurricane kick or dragon punch or fierce fireball, Zangief is almost or actually is cornered.

Third, raging demon kills Zangief. Wanna lariat 1/3-1/2 a screen away from Akuma in expectation of a fireball? Boom, demon eats lariat for free. And Gief has no way to escape Akuma’s air fireball-demon trap, which is where Akuma jumps in with an air fireball that goes just over the opponent’s head and does demon on landing; Gief’s only way of escaping the demon is to jump into the air fireball. Because Akuma has no hitbox while in demon, demon always beats spd ticks, and reversal spd always loses to demon ticks. When Akuma jumps in with regular air fireball, he can either do a low attack xx combo or do raging demon; if you expect demon, you hold up to jump, and if you expect low attack, you hold down, but demon beats holding down and low attack beats holding up. Either way, Akuma is safe, and Zangief has no way to get himself out of this bad situation other than guessing correctly.

Don’t even bother with teleport, it loses to too many things.

So what do you guys do after you land demon and you’re standing right next to your opponent? I usually do meaty jab dragon punch. Beats whatever they have outside of super or Ken/Akuma strong dragon punch, and you’re safe after you do it against most characters. Against the characters I’m not safe against, I do jumping away/toward hurricane kick (away if I’m not cornered, toward if I am).

My favorite Akuma combo I’ve developed thus far is definitely crossup j.forward -> cr.forward xx forward hurrcane -> juggle lp shoryuken. It dizzies Cammy instantly (spelling instant death for Cammy), deals 70% if you land the whole combo, and Gief doesn’t stand a chance either. You just srk Gief when he’s jumping/lariating/hopping towards you…so very easy to crossup Gief. It’s honestly a beautiful combo.

The input looks something like this:
:uf::mk::d::mk::df::r:+:mk:(slight pause if necessary):bdp:+:lp:

Edit: After some testing, I can’t get it to deal more than 60%, and most of the time it deals 50%. Either way, it’s a ToD on many characters, including Gief, Blanka, and Cammy (still testing the rest), and it’s extremely easy to pull off.

i prefer to end the hurricane kick to dp combo with a fierce dp, mainly because that’s the distance and timing i learned to do crossup air fireball with afterwards. i mess it up more often if i end that combo with a jab dp.

i also do jab dp after a raging demon. i guess we’ve all experienced people trying to spam you while you’re recovering from that animation, and jab dp just takes care of all that.

Jab dp is win after Raging Demon. For some odd reason, when I first started playing Akuma this morning, I decided I thought it was a good idea to either sweep or fierce DP after Demon. Oh lord how quickly I found out I was wrong! Jab dp is definitely the way to go. It just so happens that most of the time when I land a Demon, it takes them down to just enough HP so that a jab DP finishes them off. If not, I land safely and wait for them to screw up because all the scrubs on PSN seem to panic when they’re low on HP.