We already defeated Sheng-long! The Akuma Video Thread

I don’t see where you played lame or random against that Rose… You abused the DF palm setups pretty well in the 1st round (I wish I did that more against Rose players actually) and he had no idea how to get out of it (blooooooooooock!!!). And in the 2nd round, you were starting to troll which allowed him to make it closer than it should’ve been. The only thing I noticed is you completely flubbed the classic unblockable setup in the corner @ 1:33 (does it actually work against Rose? I think I need to check up on the matchup thread again… LOL) and that Super Demon setup was kinda unorthodox, but it did work.

Actually that set up in the corner was secret tech. I’ll let you guys figure out how it works if done properly. :slight_smile:

Looks like jump behind small DF kick to me but I have no idea why you would use a cr mp rather than just jumping behind.

There is more to it. Its a set up I found and it only works on 3 characters so far.

So it has nothing to do with jump behind DF?

It wasn’t a demon flip though. Just a normal jump.

And it has something to do with it, but the problem is what you see isn’t what was suppose to happen. Which is why I screwed up the follow up because I wasn’t expecting it to land that way.

I don’t think you understand what I mean.

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This type of setup, where you normal jump behind them and then LK DF or EX DF.

Anyway I’ve tested a few variations of the setup against all characters (very good on wide characters like Rose) which is why I wonder about the normal as I don’t see any specific value in it unless you are not attempting a similar setup. In which case I have no idea what it was you were trying to do.

The set up makes it so you can choose which side the empty jump lands on. You can make it land front or rear depending on your timing. Most of the time empty jumps always result in you landing in the corner, but against Rose you can make it land in front or behind.

For front/back 50/50 in the corner I use f.throw>backdash MK DF palm/HK palm.

I think I see what LoyalSol is saying… Because the MK/HK DF has a different length “arc”, while a normal jump is always the same distance making it more ambiguous as to where you’ll land.

I’d still like to know what that setup is though. It’s obvious the setup comes after fwd throw and then I suppose that depending on the input you do after it (like cr.MK or whatever) you’ll land either in front or behind Rose. Mind sharing with us loyal? :stuck_out_tongue:

Yeah it’s naturally more ambiguous but the ambiguity from a DF setup comes from dive kicking (front block) or palm strike (reverse block)

Finally!
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Whoa, Tokido has a neutral game now?!

damn afraid to mix with DF grab Mr. Infiltration ? so many DFk on block. :frowning:

Against Akuma you kind of have to. I use the dive kick 90% of the time because everything else is either risky or easy to escape.

Yeah but after all, DK grab is always a mindgame. It lose to everything(kind of) anti air or ground. After 2 or 3 DFk on Tokido wakeup, I thought it’s mixup time.
I always saw/read the Akuma strategy was to train OP to block then mix up with grab/cross/low.
After a year in this game, I think I can achieve the “training OP” part, just 5sec before the last round end… usualy losing. Online doesn’t help but I sucks mainly.

lol yes , honestly i thought INF would dominate the footsie game but if tokido got a knockdown then he would win… this match was played a lil different then i thought… but it was a good ft3… not too surprised by the outcome tho since tokido has eita and -6 to play against … he should be more experience against high level akuma players…

On top of that IMO Tokido kind of cracks under the highest levels of tournament pressure to get that #1 spot more often, so he performs much better in these matches, IMO again.

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Why U2 against Ryu? Had Fujino rocked U1, the match would’ve been over in round 2 when jyobin flubbed his U1…