example: doctor doom jumps in the air to do finger lasers, you can either jump or super jump towards him (depending on positioning). Once in the air you’ll have to determine which demon jump will get you close enough to him to do demon flip>M causing him to get a “bounce” allowing you to continue with your BnB.
Maybe I’m not sure what you’re asking for haha.
What I’m talking about is when he jumps.
This is the combo if I hit my demon flip M
DF= Demon Flip
(This is just an example so I’m doing his simple combo.)
Why I do this is because I have many friends that play zone and I’m one of the only rush down players around here. Demon Flipping allows me to trick my enemy thinking that I’m about to land, so they either super or use a projectile to punish me. Once you see them throw out a projectile you can flip.M to come down on them to punish.
Also I’m no pro, all this is just from experience playing with my homies.
Demon Flip M will never reach Doom in the air. It’s startup is quite big, and Doom’s recovery will be a lot faster.
You should reach hmi with Demon Flip’s palm (L).
H demon flip M will reach him if he jumps dashes up and does a projectile. If he super jumps of course you’ll have to super jump to compensate for the distance.
sorry, but you’re mistaken. if you do, in fact, connect demon flip~M(reverse dp + attack~M) on an **AIRBORNE **opponent, then the above notations you’ve provided describes not one, but two separate combos, or a reset. without the aid of an assist, your combo ends at demon flip~L.
make sure you’re not confusing his demon flip divekick for his other divekick (down+M in air).
I’m finding the risk of Akuma on anchor to be not worth it (low health, needs to eat whatever the opponent has which if hit, leads to death). Using him on point with Joe 2nd (using voomerang) and Doom as anchor. Right now I’m trying to figure out which assist is better for both characters. Both seem to work well, but plasma beam helps me take control of fireball wars. Missles is just great in general, but I have no idea on how to “get in” with Akuma and Joe, so it doesn’t help out a lot.
What is considered the better assist with Doom and how can I approach better using it?
1: Switch Akuma and Joe. Akuma gains nearly nothing with Joe behind him, while Joe can actually make use of Tatsu. Joe/Tatsu is probably good at the start of the round against a lot of characters.
2: Honestly, the better assist here is a matter of personal preference. While Akuma loves beam assists, Missiles gives him very strong lockdown and air control. Joe “suffers” from the same issue. From what you say, you appear to prefer Plasma Beam, so use that.
BTW thread, does Akuma have much synergy in front of behind the following characters? (MODOK, Magneto, Hawkeye, Thor) I’m looking to replace my Akuma/Dorm/Sentinel team (mostly because my Dorm is laughably bad) with something of equal or greater quality. I’ve grown extremely fond of Akuma with Drones, so I’m not willing to sacrifice that. I’m debating the pros and cons of each character currently:
-MODOK: Good assist, good in front or behind, but beam is duckable. Also is a bit of a pain to learn, but he’s as close as I’ll get to Anakaris here.
-Magneto: See MODOK, but remove all the flaws. Only problem is that I have to play a fair character.
-Hawkeye: Assists complement each other very well, but I don’t see much synergy beyond that.
-Thor: I’m sure he can use Tatsu, but that’s about it.
I know Hawkeye/tatsu is pretty good. Hawkeye’s main problem obviously is getting rushed down. He can get OTG extensions off of poison arrow + tatsu, or get pretty good pressure with slide + tatsu. If it hits, confirm, if not, it keeps the normally unsafe slide safer. I know there’s more and I’m not very well-versed in the duo in general, but I know there is definite synergy. I wish Hawkeye was a better second or else I’d run Task/Hawkeye/Akuma because Task/Akuma is amazing. Hell I almost wonder if Task/Akuma/Hawkeye would be any good…
I’ve been playing Akuma since vanilla but now I’m starting to realize that my Akuma is straight up ass. I play Zero/Akuma/Doom (Missiles), but I can never get a hit with Akuma, his normals are terrible. I don’t know how people confirm hits. Do people just rely on fundamentals and play footsies or something? Maybe I’ve just been playing brain-dead/auto pilot but I’ve been getting kinda frustrated. So basically how does Akuma open people up alone? he has no cheap shit (dont consider tatsu or demon flip as cheap) so is it all on your skill?
i knew it was thought impossible before, but wasn’t sure if that was still the case. anyway, i discovered a way to do it, but it’s useless. this is how you would do it though: grounded tatsu xx air fireball/beam hyper, xfatcor, air fireball/beam hyper. also, if you’re quick enough, you can get a second air hyper without xfactor.
Man, its been getting harder and harder for me to open people up. Maybe because it’s online (lol), but I feel like if your opponent doesn’t respect you, it’s very difficult. I have a easier time opening up good players vs when I’m playing mashers/ people who press their buttons mindlessly.
Or it’s just me sucking at this game, as usual lol.
eh, haven’t really been able to find a use for it. you can actually fire off three air hypers before touching the ground, xfactor isn’t even needed either; still useless though.
i believe there’s more exploring to be done, mainly with his st.M and his incoming set ups with an assist. check out this tricky set up at 3:03. http://www.youtube.com/watch?v=hwukBfFK2-A
Hmm, I already know about demon flip cross-ups like that, but still it’s pretty good. I can never set it up in a real match though lol. The downside I see is that it could be beaten by mashing grab, least from what I saw.
yeah, everybody knows about demon flip cross-ups; however, since most people have akuma on anchor–and most like to keep him there–their incoming mix-ups aren’t multi-layered like they could be with an assist. also, i’m not sure if it could’ve been beaten by mashing grab; i thought tenderizer hit meaty.
I’m not really an Akuma player, but lately I’ve been messing around with Akuma/Spencer/Strange as one of my goofy side teams. I think this team is actually pretty sick, so I made a video of what this team can do, and I’m pretty sure a lot of it isn’t even fully optimized.
Good stuff yo. I’ve always been thinking about bolts with Akuma, and this video makes it look like it could be a decent shell. A problem I see though is that they can just hard-tag out of the demon flip OTG slant shot stuff, but that’s not a big deal since this is one of you’re “goofy” teams.
Besides that, since you’re a Morrigan player, how well do you think Akuma can fight Morridoom?
Yeah I’ve been made aware that hard tag blows up the grapple resets. Luckily akuma does nice damage so that they are usually not necessary due to the common characters having relatively low health and doing chip in the neutral.
I think akuma by himself as an anchor(as we usually see him) does not do very well. The fullscreen beam is a nice tool in the fight, but as an anchor he will have varying amounts of meter and XF available, and the main problem is he will be coming into a morridoom that is already set up.
On point he could have a decent shot, maybe even a slight edge with the right support. It’s hard to say exactly as I can’t say I’ve ran into many akuma on point players lol. But your assists and overall support will matter a lot. Akuma has good ground movement, superjump conversions, a good throw game, a move that nullifies projectiles, and good damage. One of his biggest weaknesses in this match is his low health which makes him easy to chip out. But having assists, and a chance to play before she is already setup can change the match a lot.
I think Akuma may have what it takes to take Morridoom down.
Tatsu nullifies Soul Fists, and if he hits Morrigan and Doom on a happy birthday once with that tatsu, he can kill them both.
That’s something I really wanna try, but I dont have any Morridoom player around to test.