天"Mere Changes Cannot Harm Me!"天: The SF4 to SFXT Akuma Changelog

Seems kinda iffy. Sometimes they get pushed back and misogi wont connect. This has given me new ideas though. :tup:

It’s better to do on someone’s raw tag and it works much better from full-screen’s distance using a :hp: Air Fireball.

You can also combo into this via an EX Shakunetsu but you must be at full-screen and you have to be good at predicting Raw Tags since that’s the best time where it will work.

Uses up all your meter though :frowning: so it would be better to do in Cross Assault situations instead. Similar to how you can do EX Shakunetsu into EX Demon Flip > Slide. Not really worth the meter.

Your opponent has to be standing and not juggled. You can use the hitstun of the fireball to combo into Misogi. EX ones work better because another one will hit the opponent after the first which will give you a bigger window. With the normal fireball you have got to be more than half-screen far from the opponent.

Seems like a meter waster to me… Why not EX Demon Flip Dive Kick into full combo for potentially over 300 damage with only one meter spent? Or, you could burn two meters for up to 41 more damage? Maybe for the KO or unrecoverable life, but otherwise seems sketchy.

EX Demon Flip can be a little sketchy just because the EX homes in on the character Akuma aims at first.

If this character tags out, the EX Demon Flip will home in on that character thus there is a chance that you can whiff the incoming character with your demon flip.

Plus the Divekick isn’t as strong as it used to be, it doesn’t force stand on hit and it is a little slower mainly because he starts at a higher level before performing the divekick.

Hence for one bar it is much better to use the Palm follow-up and then switch from there.

Sometimes, it’s a good idea to charge your demon flip to gain a counter hit and then as soon as your opponent raw tags, walk forwards and do a :hk: demon flip so that you won’t have to worry about the tracking and you’ll get the ground-bounce juggle as well without having to waste one bar of meter before-hand.

All of that makes me wish that his Regular Demon Flip > Palm ground-bounced on regular hit as well but we can only dream :wonder:

Ok, well that still begs the question as to whether using a Misogi there would be better than EX Flip. EX Flip -> Palm would work pretty well, but I don’t think the damage would be as high.

Well you get a maximum of 340 off of an EX Demon Flip > Palm by doing

Walk Back > Far St.:hk: > Close St.:hp: > :hp: SRK

But this combo is a little difficult to do midscreen, arguably some better solo ones to do are:

Cr.:mp: > Close St.:hp: > :hp: SRK for 310 Damage

&

Cr.:mp: > Far St:hk: > Close St.:hp: > :hp: SRK (2 Hits) for 324 Damage

Although this doesn’t work on bigger characters so you’ll have to substitute the Cr.:mp: with Close St.:mp: for I think 316 Damage (You’ll get one hit off your :hp: SRK in this instance.)

You do keep kind of close to your opponent if they don’t roll afterwards but they are techable.

Honestly the only advantage of going into a Misogi on a Raw Tag is either to get easier more guaranteed damage, confirm a KO or a hard knockdown which leaves you in a good position to mix-up on their wake-up.

You are put at a decent distance away afterwards so it isn’t THAT bad.

Thus the choice is yours would you rather go for 2 bars for a maximium of 360, safe guaranteed damage and hard knockdown.

Or 1 bar for a combo you may drop for a minimum of 310 Damage and a techable knockdown.

With gems it gets even deeper as your opponent may have a Defense Gem that will reduce the damage they take should you use a Super Art or your Combo does over 5 hits on them or something like that.

The choice is yours depending on the situation and that’s what makes this game interesting in my opinion.

Nice. Well, if I ever go back to Akuma I’ll try messing around with both. I am a combo monster though so I’ll probably go with the EX Demon Flip Palm option. :smiley:

Speaking of corner combos, Far HK, Cl. HP xx EX Tatsumaki, Far HK, Cl. HP xx HP SRK. Damage is retarded, I forget the exact number, but it’s around 450. Easier to perform from a jump-in.

You can do Far HK, Cl. HP xx EX Tatsumaki, Far HK, Cl. HP xx HP Red Fireball. HP SRK for slightly more damage. Slightly stricter though.