It’s all about the dash-in demon my friends. This setup is the most reliable to me then any other of his demon setups.
I’ve been in training mode with Akuma for the past couple of weeks now. I was messing around with some dash-in demon setups and found a more efficient way of masking your inputs when doing SGS. You can actually mask your 2 light attacks while wave dashing with Akuma.
There are two types of wave dashing techniques:
1.) Dash cancel by crouching, the traditional way of wave dashing
2.) Dash cancel using any attack button
Both can be used to mask your 2 light attacks while also covering ground if needed. The second wave dash technique is the easiest of the two to perform this setup. Topped with X-Factor this setup will most likely produce great results. Especially, if you mix-up with his normals, overhead, or teleport.
Updated with Video
[media=youtube]v8F9hIXUvN8[/media]
How do you manage? When I try that the jab cancels my dash.
I have a button setup for dashing like :l:+:m:+:h:. When I perform the demon, I press the button for :l: at the same time I press the button for :l:+:m:+:h:. I suggest doing it slow at first when canceling his dash. It should work the same. That way you can get a feel of how to to perfrom it. You should also take a look at the first part of the video. It shows how the inputs should be done correctly to work.
Thanks, will do. FYI, are you planning on running akuma on point in ultimate? If so what team are you planning on using?
Haven’t got my hands on Ultimate yet, but as soon as I do I’m going to mess around with some of the new characters. As for Akuma, I’m still going to use him with my old team of Doom/ Wolverine/ Akuma. I’ll try him out on point, even though I still believe he is best used as an anchor. Nothing beats X-factor lvl 3 Akuma. Definitly can’t wait though.
I’m not an Akuma user by any means, but I think I found something.:party:
If you use a multi-hitting physical hyper, (ala Viewtiful Joe’s Mach Speed or Felicia’s Dancing Flash) then DHC into the Raging Demon, Akuma will start right in front of them. Now, most Akuma players know he has invincibility during the Raging Demon, but everyone else (including me 15 minutes ago) does not know this. This gives Akuma a crazy mind game by baiting a punish, which will ALWAYS whiff because Akuma is invincible. The only way out is to jump. And even then, there are still a few characters who can’t punish Akuma, making this move somewhat safe.
Your thoughts?
If you are going to DHC into Demon I suggest doing it from a Hyper with no stun (hit or block). For example, Wolverine’s Berserker Charge. To me that’s a real waste of meter to land a Demon you’re hoping your opponent doesn’t jump out of.
I will admit, the best use for DHC-ing into a Raging Demon is to make a hyper safe when it is about to be punished. For example, if you use a mlti-hitting physical hyper and your opponent uses a beam hyper, you can DHC into a Raging Demon to punish them for attempting punish you.
It’s tough but I found the quickest method of input is to do 2 piano motions off :f:+:m::
:f:+:m::l:, :l::f::h:
Exaggerate the motion as you tilt your hands for each pass. You want to roll the first part with your whole hand, raise the pinky side and arch your fingers so the :l: will hit far apart from and then immediately :h: as you tilt your hand back in that direction. This give you a gap to wedge in :f:. It still needs to be fast to cancel the :f:+:m: in time, but this is the best way to do a bufferless input without throwing out a hitbox to screw it up. If you do screw up, you’re left with a cancelable overhead with better stun then a standing :l:.
So the first part will feel like a plink :f:+:m::h: as your roll your hand right to left, slight pause, arch your fingers, roll left to right strike :l:, tap :f:, plink :h:
Honestly after giving it much thought, and playing akuma for a few months, I’ve come to the conclusion that its just not worth it. Other than using the moves invincibility to go through an opponents hyper I really don’t see any reason to pull this move out in a match(that and style points of course). It just doesn’t do enough damage, and can’t even be comboed off properly. Ill learn how to input it simply so I can punish full screen chip attempts and shit like that, but honestly it really isn’t worth it. Capcom need to re-evaluate this move and figure out a better way to include it in the game.
Having it beat out hypers is good to have. Even if not used, it’s a tool they must respect and so it may prevent certain tactics. While it is limited in use, it has it’s moments where it can steal a kill on someone turtling such as a sneaky teleport into raging demon when you are right on them. It would probably see more use if his beam wasn’t so good at beating out everything on reaction anyway. It is useful beating out someone trying to hyper punish you when you can’t win with your lvl 1 hypers.
I wish they would make the motion easier, as the double L’s really fuck up timing it in time when it is a good choice.
It has many uses, it’s not meant to be an SF4 style anti-air or anything too fancy. Think Haggars level 3 but it also moves across. I don’t see anything wrong with it. Of course you’ll get more damage off a hit confirm, but you can always DHC into it to punish something or even use a super that gets next to them and then DHC. It’s a level 3, it’s just something to add to your game, not to base your whole game off of. It’s the easiest thing to do for an x-factor guard cancel and with level 3 XF if does over 900k iirc. Chuck a TK air super at the end and you’ve got a kill.
You can even kinda use it like U2 in SF4 since you can cancel it off teleports. Kinda do a teleport to try and bait something and as soon as you see something then demon them. It’s worked for me against Striders with Ourobouros on.
Is it possible to cancel the overhead into the Demon before the overhead actually causes blockstun? It doesn’t look like you can get the input in fast enough, and I don’t know of any shortcuts that can make this happen.