Don’t know if this has been discussed but I just experimented with 1x dash, cr.mp, hk demonflip(after seeing Tokido use it) and the kick beats all of kens/sagats reversals from what I could notice. So I got on to Ryu and it seems to work against his reversal hp shoryu, although the timing is a bit tricky I’m trying to learn it, and I’ve already stuffed numerous hp shoryus with this technique in a game. awesome. If you master this, people(and ryu players) will be really scared to throw those wake up shoryus and then the real fun begins! You can also demonflip throw after the dash, cr.mp, hk demonflip but you have to delay it just a bit for the throw not to whiff.
’’
It also beats out Gief’s lariats which the standard dash forward twice, MK Demonflip didn’t and Fei Long’s flame kicks but the standard set up already did that.
To be honest, after posting here i returned to playing him and i started to hit the buttons earlier and it was working. So, wasn’t i pressing them too late ?
if you see your short animate then you get grabbed:
you’ve option selected too early. your short comes out close to the same time they grab, your short doesn’t become active, and you’re grabbed in startup, unable to tech.
perhaps by pushing earlier, you buffered cr.OS into another animation, then you hit it again after he grabbed, making it a proper tech…
RROD? u got da rings West?
after a sweep knockdown on sagat/ken,i find that sometimes my flip kick gets beaten by their dragon punches.am i doing it wrong or are they supposed to trade/beat your kick sometimes?
this also happens with the exploding fist technique btw,i double dash flip kick only to be beaten out cleanly by a dp sometimes.
You’re hitting the kick too early. You need to hit it as the flip is about to descend.
I started messing around a bit on the training mode.
I set the dummy on Turbo Throw and let it playing for a while. I was testing what i could do so that i could not get thrown by a wakeup throw when doing the c.lk/os.
It seems that the wake-up throw will always bait an early c.lk if the throw is done correctly.
Pressing a little big later will always end up on a tech hit.
But i also tested Tokido set-up with sweep >> empty s.far.lp >> flip >> whiff palm >> anything.
And it seems that it’s still ambiguous and if the opponent tries a wake up throw he will wiff the throw giving you enough time to start a rh loop. The only thing is that this option seems to be way less safe than the previous one as it seems the opponent can easly uppercut you out of it. In the situation where you dont go for the ‘fake tokido lp’ sometimes the opponent will throw an uppercut in such manner that you’ll still be able to block it and punish it.
Opinions ?
SRK/TU has invincible start up, delay your meaty and aim for the back of their neck when they stand, you will avoid the invincible start ups this way, if done right you will stuff it clean, even reversals. If done too late you could lose to srk or trade hits (if you trade hits with Sagat or Ryu they will get a free punish, very bad news for Akuma). Mix things up a bit, as well instead of going for the meaty - faux meaty with HK DF or MK DF if you are right next to them and whiff the cross up on purpose with palm or dive kick. If they are SRK/TU happy then they will whiff the reversal and you will land on the other side and get a free punish or Ultra. If you punish them with this a couple of times, they will block more on wake up to set up your other Vortex options, and the match will be in your favor b/c they are scared to use srk/tu. There is no way to safe jump on the Shoto’s so you have to resort to trickery against them. edit: (no true safe jump)
You can also cross up whiff with DF using his palm armor break and buffer to Ultra/Super for the quick grab when you land on the opposite side, but that’s another story.
Dont know if this has been mentioned already, but how about half-charging a focus when your opponent is on the ground, then immediately backdash out of it before they wake up, which can bait a srk or some sort of whiffed move.
I do that sometimes. I cancel a focus then cross them up, backdash or sweep.
I just do it a few times to trick my opponent into trying the same, then wakeup demon his arse for teh lulz >_>
Best used when he likes to shoryu on wakeup.
There’s this really sinister feeling you get when you pull off that bait…I love that feeling…
thanks a lot man!
thats exactly where i was going wrong!
so is there a consensus right now? after the exploding heart technique should we be double dashing then mk dmn flip? or single dashing, cr.mp, then rh.dmn flip?
rh demonflip gives u better throw range so other things being equal…id go with it
Just wanted to clarify something since no one is answering it, but whats the difference between safe vs neutral jumping?
I’m assuming that neutral jumping i just jumping straight up without doing anything while safe jumping is jumping towards the opponent but not attacking, right?
I typed out this whole amazing explanation and then got a database error what the eff. Anyways a safe jump is when you put out an attack that will recover before the active frames of a reversal move your opponent might do on wake up. This way the opponent has no option but to block lest they be punished. A neutral jump lets you jump and recover instantly on the ground so you can block or whatever.
So what would be an example of a safe jump in then? I mean if you want a completely safe move that would stuff srks or something, what could akuma use?
Well firstly you can’t safe jump ryu if that’s what you’re thinking any move you put out will be beat by his 3 frame reversal lp srk. I believe ken and akuma and the rest of the cast are safe jumpable though. Akuma’s best safe jump is demon flip palm though imo. You could use mk though that’s also a safe jump move.