Akuma Strats. He's legal now!

Most of those raging demon setups are so easy to get out of.

Something odd I found goofing off in training mode. With Ryu, I can land cross up forward, low strong, low fierce xx Hadoken on Fei Long. Old news there. But I can’t land the same combo with Akuma. I get the first 3 hits, but the fireball is always blocked, which makes no sense being that the frame data says Akuma’s fireball has faster start-up.

I know I’ve been told up and down that I’m wrong about this, but I’m POSITIVE that his startup is longer. I’ve experienced what Iceman is saying on a few occasions, but also, if you start around with Akuma v Ryu, for example, and both characters kick off the round with a Hp Hadouken, Ryu will hit Akuma first. Given that we’ve found out things about Akuma’s normals that weren’t mentioned in the change list already, I have renewed my doubts about Akuma’s fireball startup having the exact same startup.

I’m convinced that his hp fireball has a longer startup than ryus. I’d have to see video proof or do it myself in training mode to be convinced otherwise.

Is this known? Against certain characters, if Akuma jumps forward, then INSTANTLY does j.Fierce xx RH air hurricane, the hurricane crosses up… it even works if they’re in the corner!

^ This.

That’s madness. Which characters?

T.Hawk, Zangief, Sagat and Balrog. Further testing indicates it might not work in the corner against all characters. It definitely seems to against T.Hawk though.

Bear in mind I’m testing this in training mode, and given some weird shit I’ve observed (e.g. in the corner, the hurricane will hit Vega in his front if he doesn’t block, but will cross up if he does block) you might need to test it in an actual match to see if it really works the way I think.

^ that happened in other games with other shotos.

But what I don’t get, is jump-in punch, canceled into air hurricane. The hurricane whiffs every time.

There’s a hitbox there, but it whiffs all the same.

But, I am THANKFULL for this. :stuck_out_tongue:

DC had 3 versions, Gouki/Shin Gouki/Ten Gouki. the last 2 are similar to the CPU version of Akuma but Ten Gouki has the Raging Demon super. To know which version was used in Remix you guys try his roundhouse hurricane kick it travels as long as Ryu’s Rh. Hurricane kick unlike OG ST Akuma RH version which travels the same distance as O.Ryu’s hurricane kick.

Well, if Ten Gouki is the one that has the Raging Demon super, then it’s based off that one - that’s what Sirlin said, anyways.

Is (blocked) st.Fierce xx Demon particularly useful? I just like it 'cause it looks cool, haha.

I messed around with Akuma in training mode for about a half-hour.

Is there anything worth cancelling into Raging Demon? Ever?!

I was thinking about the new tiger knee motion for the air fb, and I tried some shoto juice kick type motions with it; they work fine. I’m not surprised, but what I’m wondering about is whether or not any mileage can be gained from them. Doing an instant jab air fb with the (shortened) backwards jump seems like it would be a nasty way to stop overaggresive rushes. Not sure if there’d be any point in doing it with a straight-up jump.

Edit: The input I’m using is qcf, u/b, (short pause), lp. My execution is too flaccid to do it consistently, but I’m sure that players who don’t actually suck should have no problems. Timing is way harder than juice kick. I feel like it would be useful for something, I’m just not good enough to confirm that, haha.

Is reversals the only way out of ticked raging demon? Because my friend was ticking me w/ standing jab or c.jab straight into raging demon and I couldn’t get out even if I held up after the jab. What I found out is that you can reversal out of the tick, but its really weird and different from other reversal timings cuz of the flash (or atleast that is what I’m experiencing).

Er, as far as I can tell there isn’t a foolproof tick for the RD. I can tick the demon so fast off of a s. jab or s. fierce that the hit or block spark is just starting to appear…and yet, I’ve found that it is still possible to jump out. Akuma will grab nearly instantly, but it seems like the jump still works, because you can’t actually grab someone in block stun I believe. Ticks are mean, but as far as I know there are no full proof ticks.

Now, there are some Demon set ups that are particularly nasty, mainly used in conjunction with the air fireball. Those sort of set ups make it so your opponent WILL eat damage. They either eat the air fireball or they eat the demon. I don’t know, I never use the demon as an offensive tool. It’s waaaaay too valuable as a defensive/counter tool for me to blow the meter like that. I use it mainly to counter other supers, or to have a full proof way to escape the corner if I need to. Also, as I said before, Akuma is intimidating as FUCK when he has meter. Half the time I can get people to jump or back off just by hitting jab jab. Try it sometime. The hilarity will ensue. As far as I’m concerned, no one, fucking NO ONE can bait a jump like Akuma can.

Oh, something I found today playing an Akuma online. For anyone who has ever played Honda, you know that the Shotos could be some of the more difficult matches for him in ST due to their rock solid AA and hadoukens keeping him out. With HD remix, it’s easy to bait hadoukens from Shoto players and get in on them with jab headbutt, forcing them to deal with Honda like we nonfireballers have had to do for years. Guess what? Akuma doesn’t have this problem. He can zone Honda the old fashioned way using strong or fierce red fireball. Honda’s jab headbutt will only destroy one hit of a fireball. I do alright with Honda online, considering I don’t main him and only play him for fun…but Akuma players can own me for free almost. Yeah, if I get in I wreck them very quickly with headbutts, ochios, and hand slap pressure. However, getting in on Akuma using Honda is damn hard against an Akuma that knows what they’re doing. I don’t know all the little tricks that Honda players have used all this time, so maybe that’s why it seems tough. I’ll find a way around it one of these days.

Forgive me if the above has already been stated.

Yeah, it works. Even if you throw your opponent behind Akuma, he goes in the wrong direction.

Here it is in action, be sure to turn your volume down because my capture card sucks: [media=youtube]RYO4NmNxjBk&fmt=6[/media]

:rofl:

That’s priceless. Akuma moonwalks the fuck on out of there.

For some odd reason I lol’ed really hard. That’s hilarious.

People were saying earlier in the thread about how they felt sometimes their demon inputs were being dropped and so their demons weren’t coming out. I know it has been said that the game drops inputs to keep up with the speed online, and U. Dave was saying maybe that the game has a way of recognizing qcf motions and things like that when part of the input is missing, but since demon is just LP,LP, f, LK, HP, not a motion, maybe the system doesn’t do it as well for demon. Well I took that theory and I change up the way I do demon, and so far I haven’t really had many problems with it executing online. The way I do it is this:

LP, LP (hold this LP for the remainder), f (hold forward for the remainder), LK+HP

I don’t know if this is why it works, but my reasoning was that if the game drops inputs, it probably wouldn’t drop held inputs, and I’m sure some of us noticed (I know at least one person already posted as much) that you can hit LK and HP at the same time. As an added bonus it comes out a lil faster than the standard input. Also, of course, you can replace f with df if your doing demon from crouch. If any of you guys adopt this over your old way of inputting, let me know if you notice decrease in the numer of failed demons

This is exactly how I do demons. I hold both the second lp punch and the forward. I didn’t know you could input lk and hp at the same time…I might have to mess around in practice mode so I can get the extra speed.