[Akuma] Technical Combo Questions

I got a couple technical questions regarding damage and frame advantage etc.

1st, Tatsu vs rk bnb ender:

In SF4 it was better for akuma to vortex by ending his bnb c.mk, lk-tatsu, c.hk (for the characters it worked on anyways) [3 hits? less damage and stricter timing, but faster recovery] instead of the standard bnb of c.mk, lk-tatsu, hp-shoryuken [5 hits, more damage, slower recovery].
In SF3 why is it that people still use HP-SRK to finish off the bnb instead of something with better recovery like HK-Tatsu or something else (what would be best)? Is there any benefit at all in this game to remove damage from a combo in order to recover faster (could be most useful vs players who tech roll every time).
Also what is the damage total of the bnb HP-srk vs the bnb with HK-tatsu ender? (im kinda disappointed that there is no in depth training mode like sf4 has for sf3 where it shows damage, inputs, combo length etc.) Where could I get something like that for PC?

2nd, Demon flip cancels:

You can cancel a demon flip with a punch or a kick button. It seems to be more lenient (larger frame window) to cancel with a punch and often akuma will grunt. I was playing around with both K or P cancels and I noticed that it seems akuma is frozen in neutral stance for a few frames when he lands when I used punch. I don’t know if this was just me landing and inputting too early when landing (or cancelling too early in the air?) and locking him up, or its that he’s always like that when u cancel with a P. If the latter then is cancelling demon flip with a punch useful in any situation? Or is it just useless compared to K cancel in any situation.**
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3rd, Reset hits:

Is there a reason why people prefer to use s.lp reset more often (I understand its the only reset that works for KKZ) but for example a bnb mk, lk-tatsu - you can then reset with just about anything here, s.mk, s.mp. s.hp etc. So why not just use HP? Is it because it sometimes pushes people further away? Is that character specific?

Unlike SFIV, Akuma’s DF Palm has recovery frames in 3S. But DF Kick seems to have little to no recovery frames

I think most people reset with st.lp because: 1. You can dash under or up to your opponent. Great mixup 2. Timing isn’t strict 3. St.lp recovers quickly, allowing you to follow up after 4. I’m pretty sure resetting with st.hp makes it so you can’t juggle anymore

Btw, I’m scrub and unintelligent with all things 3S

I wrote an article relating to this…

http://thirdstrikejunkies.com/?p=141

so that lk-tatsu, s.lp, dash, s.mk, sa1 combo for example, can you do that without dashing after the s.lp ? can you instead do s.hp sa1?

you could, but it wouldn’t be an ambiguous cross up anymore, and probably won’t work that often.

that and s.mk is hit confirmable to sa1. s.fp is not

But when you cancel the DF with a punch or kick the move doesn’t actually come out. Does it still get the move’s recovery when you land neutral?

I’m 99% sure yes. There is a noticeable pause when you cancel it with punch compared to when you use kick.

Is that because of the timing when you cancel it or whatever? Is there any frame data for move canceling? I swear it seems like sometimes it’s slower than others.

DF xx P is crap, you shouldn’t use it at all except if you’re sure your opponent always crouch block.
DF xx K can be cancelled very late to have practically no recovery (kick won’t come out at all). Kind of similar of DF xx P in SF4 iirc.

Btw, wtf does “vortex” mean?

Is it just me or did 2 people in this thread not understand what a demon flip cancel is?

Who and why?

If you’re talking about an empty demon flip then you are using odd terminology.

Addendum.

So I just found out that you can combo with MK-Tatsu, MP-SRK or HP-srk vs most/some characters. How come I never see anyone use this? I mean i’ve been playing for years now and I just now found out about it lol… It does seem a bit more strict on the timing, but what are the pros and cons of it vs the standard lk-tatsu, hp-srk? Does it do more stun/damage or something?

PS- I also just found out that when I try and kara demon i have 14 frames to demon cancel, and the 15th frame is the first hit frame and the 16th is the second. I always demon on the first hit… Ive been off by 1 frame all this time and I cant do it faster (maybe 2-3 times in my life).

everyone does that combo lol. what planet do you live on?

yeah that combo is pretty common. mk tatsu + mp shoryu is the best damage and it does just slightly less than lk tatsu + fp shoryu but really the only time you wouldn’t use lk tatsu + whatever is when the opponent is crouching and their character doesnt get hit by lk tatsu when they are crouching.

one nice thing about the mk tatsu combos is it opens up some situation specific hit confirmable bnb’s like

c.lk, c.lp x mk tatsu x whatever ender

Works against pretty much everyone in the corner and is really good damage for an easy hit confirm that doesn’t cost meter.