You can’t Anti-Air with Demon since it has no invincibility on start up. if it land it’s only because the guy was not pressing buttons. it works like the super in AE.
After a Sweep, Jump HK is safe, as usual. And I think the set up, grap 2xdash cross up tatsu is safe. (I did not try on everybody) but peolple can roll so maybe there is an OS.
It can be done. I’ve already hit like 20 people with it. Just much harder to actually hit with. It’s just like it was in 3S, you wait until very late in their jump to demon them.
Something feels very different about him but I can’t put my finger on it. I’m an audio based player so maybe it’s just the online audio glitch messing with me.
Also confirmed s. HK xx Demon still works if second hit whiffs on crouch blocking opponent. Also f. M xx Demon works.
EX Demon Flip Palm > H Shaku c. MP c. HP L Tatsu Cross Assault works if you have a meter gain gem.
It may not work on the entire cast I just randomly tried it in the lab, not sure of viability though.
I still haven’t found a good way to combo into or land Misogi however.
You are right, I was doing it a little too early, but the timing is too tight . Akuma’s super are hard to use in this game.
when do you guy use misgogi? and is the a way to input it faster. I’m having trouble to hit confirm it.
How do you buffer the jabs when you land Demon with s.HK?
Just practice it and it’ll come to you more naturally. The overhead demon seems to be the way to go. Also I don’t like the far RH into demon. That seems more like a gimmick and if they punish quickly enough, they can stop you from doing it.
Err… I’m having difficulties with getting my new capture card to work properly, so I uploaded some matches with this crappy Dazzle. link below. I have some better matches where I do some demon set ups, but I’m too lazy to actually get those uploaded right now. www.youtube.com/Mastalink180
Just a note, non-DF dive kick seems to land in the right corner, but not in the left. Might change depending on fatter characters like Hugo, but I haven’t tested it. So I suppose it’s possible to threaten cross-up j.mk or same side dive kick in the left corner although it’s a bit telegraphed.
i’ve been having better luck with regular dive kick then with the df versions, especially in the corner. his fireball seems like there’s more recovery on it now and he just isn’t that great atm. everything i stick out in the zoning game gets stuffed or trades and coming in from the air is obvious because df is slow and so are regular jumps. so far i use mostly st.hk and cr.mp to try to get in because his fb seems so damn easy to jump over on reaction and punish. maybe it’s my imagination but i feel like his ground fireballs are ass outside of redfireball. air fireballs are ok but they don’t cause as much stun as they did in sf4 so doing them higher so you land just as they get hit by it is good enough for a confirm. insta air fireballs are ass atm. haven’t found any good ways to use them because of shit hit stun. not really liking akuma as much as i did the first day playing this but he’s gotta rely on different bnb’s now so there’s still a lot to learn and get used to with him.
I don’t buffer for that, I just time it so the forward hp is input right at the end of the RH
I agree it’s gimmicky but on characters that are turtley or quick to try and whiff punish it’s great. Ill only do it if I’m sure it will connect aka once I’ve got a feel for my opponent.
anyone figure out how to apply cross art for akuma after he gets tagged in from a launcher. I know this is nubbish but i was doing st.:lp: :st:lp: into :qcf::mp: :mk:
I don’t have Twitter or Facebook or any social media. Could someone else raise with them that’s it important for Akuma players that they do something to change this quick combo system?
yea they should make a option to disable the auto combos. it just causes way to many problems.
also akuma hp srk is so nice to team cancel from if the two hits hit. it gives sagat enough time to come in stop wait a sec jump hp land srk/super/ srk and team cancel again. the whole combos are just akuma and sagat taking turns uppercutting the opponent. mind you there might be better combos but for right now that the best i came up with akuma and sagat.