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               * * * * Akuma Combos, Strategies, and Match-ups * * * *
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                               Neoseeker.com and Shoryuken
                               Neoseeker.com and Shoryuken


Line 42: Line 42:
- Videos
- Videos


+*****************************************************************************+
*****************************************************************************  


--Basic moves
--Basic moves


+*****************************************************************************+
*****************************************************************************  


Here are Gouki’s general Punch and Kick attacks and the damage they do.
Here are Gouki’s general Punch and Kick attacks and the damage they do.
Line 65: Line 65:
or for a fast cancel into a special/super move. Damage =15%.
or for a fast cancel into a special/super move. Damage =15%.


B+MP -Thrust punch -its reaction time is a bit ropey i myself haven’t found a
B MP -Thrust punch -its reaction time is a bit ropey i myself haven’t found a
really good use for it yet but the damage is pretty good Damage= 15%.
really good use for it yet but the damage is pretty good Damage= 15%.


F+MP -Double judo chop -This move can have some good uses and priorities it
F MP -Double judo chop -This move can have some good uses and priorities it
really helps to stun an opponent Damage =12%
really helps to stun an opponent Damage =12%


Line 98: Line 98:


Here’s a few basic moves that can be useful during play.
Here’s a few basic moves that can be useful during play.
Jump in Air DF+LK -Knee bash -Gouki can do a jabbing knee bash in the air with
Jump in Air DF LK -Knee bash -Gouki can do a jabbing knee bash in the air with
quick reaction time. Damage =6%
quick reaction time. Damage =6%


D+MK -This crouching style leg jab can come in handy for certain combos and
D MK -This crouching style leg jab can come in handy for certain combos and
linking moves.
linking moves.
Damage =13%.
Damage =13%.


D+HK -The common sweep can also be good to knock the opponent off their feet
D HK -The common sweep can also be good to knock the opponent off their feet
whilst you retreat or prepare to execute a super Art. Damage =20%.
whilst you retreat or prepare to execute a super Art. Damage =20%.


D+MK -In the air -Dive Kick  -This dive kick as good priority and can come in
D MK -In the air -Dive Kick  -This dive kick as good priority and can come in
very handy for starting a devastating combo. Damage =15%
very handy for starting a devastating combo. Damage =15%


Throws
Throws
Throw 1 -LP+LK -Gouki does a simple over the shoulder style throw to put the
Throw 1 -LP LK -Gouki does a simple over the shoulder style throw to put the
opponent on the ground. Damage =15%
opponent on the ground. Damage =15%


Throw 2 -F or B +LP+LK -Gouki tosses them with his leg across the screen this
Throw 2 -F or B LP LK -Gouki tosses them with his leg across the screen this
can be quite good for following up a move with as long as the
can be quite good for following up a move with as long as the
timing is perfect. Damage =16%.+
timing is perfect. Damage =16%.  


+*****************************************************************************
*****************************************************************************


--Special moves
--Special moves


+*****************************************************************************
*****************************************************************************


Gou -Hadou -QCF+LP or MP or HP
Gou -Hadou -QCF LP or MP or HP


command - | \ --O + LP or MP or HP
command - | \ --O   LP or MP or HP
           O  O
           O  O


Line 136: Line 136:
  Damage =9%.
  Damage =9%.


Flame Gou Hadou -HCB+LP or MP or HP
Flame Gou Hadou -HCB LP or MP or HP


command - O-- \ | / --O + LP or MP or HP
command - O-- \ | / --O   LP or MP or HP
               O O O
               O O O


Line 146: Line 146:
Damage =6 to 7%.
Damage =6 to 7%.


Air Gou -Hadou -Jump in air then press -QCF+LP or MP or HP
Air Gou -Hadou -Jump in air then press -QCF LP or MP or HP


command  -in the air -| \ --O + LP or MP or HP
command  -in the air -| \ --O   LP or MP or HP
                       O  O
                       O  O


Line 154: Line 154:
attacks from below. Damage =9%.
attacks from below. Damage =9%.


Gou -Shoryu -F,D,DF+LP or MP or HP
Gou -Shoryu -F,D,DF LP or MP or HP


command - --O | \ + LP or MP or HP
command - --O | \   LP or MP or HP
               O  O
               O  O


Line 167: Line 167:
straight into the Gou -Shoryu move. Damage =19 to 21%.
straight into the Gou -Shoryu move. Damage =19 to 21%.


Gou -zankuu -kyaku -QCB+LK or MK or HK (Can be done in the air)
Gou -zankuu -kyaku -QCB LK or MK or HK (Can be done in the air)


command - |  / --O + LK or MK or HK
command - |  / --O   LK or MK or HK
           O O
           O O


Line 176: Line 176:
Damage =14% ,Air version Damage =12%.
Damage =14% ,Air version Damage =12%.


Hyakki gouzan -F,D,DF+LK or MK or HK
Hyakki gouzan -F,D,DF LK or MK or HK


command - --O | \ +LK or MK or HK
command - --O | \ LK or MK or HK
               O  O
               O  O


Line 186: Line 186:
HP -Hyakki gou shou , Damage =19%
HP -Hyakki gou shou , Damage =19%
HK -Hyakki goujin, Damage =15%
HK -Hyakki goujin, Damage =15%
LP+LK -Hyakki gousai -next to opponent. Damage =16%
LP LK -Hyakki gousai -next to opponent. Damage =16%
The range of the hyakki gouzan depends on which Kick button you press.
The range of the hyakki gouzan depends on which Kick button you press.


Demon spirit teleport -F,D,DF+PP (to teleport long distance)
Demon spirit teleport -F,D,DF PP (to teleport long distance)
F,D,DF+KK (to teleport short distance)
F,D,DF KK (to teleport short distance)
If you want to teleport backwards then press -B,D,DB+PP or KK buttons.
If you want to teleport backwards then press -B,D,DB PP or KK buttons.
Gouki mysteriously ghosts across the screen through his opponent.
Gouki mysteriously ghosts across the screen through his opponent.
Its best used to get out of corners if your playing against someone who uses
Its best used to get out of corners if your playing against someone who uses
Line 201: Line 201:
will lose ALOT of energy you have been warned!
will lose ALOT of energy you have been warned!


+*****************************************************************************
*****************************************************************************


--Super Arts
--Super Arts


+*****************************************************************************
*****************************************************************************


Messatsu -Gou -Hadou -QCF,QCF+P Super bar I
Messatsu -Gou -Hadou -QCF,QCF P Super bar I


command - | \ --O, | \ --O +P
command - | \ --O, | \ --O P
           O  O    O  O
           O  O    O  O


Line 219: Line 219:
Messatsu -Gou -Hadou its also a great suprise/wakeup move too.
Messatsu -Gou -Hadou its also a great suprise/wakeup move too.


In the Air -Tenma gou zankuu -QCF,QCF+P on Super bar I
In the Air -Tenma gou zankuu -QCF,QCF P on Super bar I


Command in air | \ --O ,| \ --O +P
Command in air | \ --O ,| \ --O P
               O  O    O  O
               O  O    O  O


Line 229: Line 229:
moves like the Shoryuken. Damage =25% The Air version Damage =27%.
moves like the Shoryuken. Damage =25% The Air version Damage =27%.


Messatsu -Gou-Shoryu -QCF,QCF+P Super bar II
Messatsu -Gou-Shoryu -QCF,QCF P Super bar II


command - | \ --O, | \ --O +P
command - | \ --O, | \ --O P
           O  O    O  O
           O  O    O  O


Line 241: Line 241:
  Damage =32%.
  Damage =32%.


Messatsu -Gou-Raisen, -QCF,QCF+K Super Bar III
Messatsu -Gou-Raisen, -QCF,QCF K Super Bar III


command - | \ --O, | \ --O +K
command - | \ --O, | \ --O   K
           O  O    O  O
           O  O    O  O


Line 281: Line 281:




Kongou Kokuretsu Zan (Gateway to Hell) -DDD+PPP , Any super bar on MAX
Kongou Kokuretsu Zan (Gateway to Hell) -DDD PPP , Any super bar on MAX


command - | | | +PPP
command - | | | PPP
           O O O
           O O O
gauge - <------MAX------> 2
gauge - <------MAX------> 2
Line 373: Line 373:
Corner: c.mk, tatsumaki, shoryuken xx SA1, SA1, Shoryuken
Corner: c.mk, tatsumaki, shoryuken xx SA1, SA1, Shoryuken


Corner: c.mk xx tatsumaki, f+lp (air reset, can add more lp's if enemy is stuned)
Corner: c.mk xx tatsumaki, f lp (air reset, can add more lp's if enemy is stuned)




Line 385: Line 385:




Kara Demon - f + mp, lp, lp, down-forward, lk, hp
Kara Demon - f   mp, lp, lp, down-forward, lk, hp


Kara UOH - Hold forward while doing UOH.
Kara UOH - Hold forward while doing UOH.


Kara Throw - f + mp, lp + lk
Kara Throw - f   mp, lp   lk




Line 422: Line 422:
Ok, so you're in the flip...now what?
Ok, so you're in the flip...now what?


Like I said, the kick is your main option, so lets talk about that. Its tempting to always late cancel the flip so you can combo. The first thing you learn in Mixup 101 is always doing one thing in a situation = death, so you have to early cancel this thing too. Once people start getting knocked by the early cancel, they wont be so tempted to try to AA you everytime, or parry, and an early cancel kick can lead to RD setups or kara throws or more flips. Its a good sign if they just start blocking the kicks, because you are getting close to locking them down, and you have them unprepared for throws. The blocked kicks should be followed up pretty much the same way as an early cancel kick. Either land, normal > demon flip, kara throws, or if you can, an RD. I also like going for the f+mp overhead after blocked or early canceled kicks.
Like I said, the kick is your main option, so lets talk about that. Its tempting to always late cancel the flip so you can combo. The first thing you learn in Mixup 101 is always doing one thing in a situation = death, so you have to early cancel this thing too. Once people start getting knocked by the early cancel, they wont be so tempted to try to AA you everytime, or parry, and an early cancel kick can lead to RD setups or kara throws or more flips. Its a good sign if they just start blocking the kicks, because you are getting close to locking them down, and you have them unprepared for throws. The blocked kicks should be followed up pretty much the same way as an early cancel kick. Either land, normal > demon flip, kara throws, or if you can, an RD. I also like going for the f mp overhead after blocked or early canceled kicks.


You also have the cross up kick. I'm just starting to use this thing, but its really great because its ambigous. What sucks though is you really need to know what situations it will cross people up on. Most of the time, a cl.mk > mk flip, and early cancel the kick will lead to a crossup. If anyone can give some insight on crossups with demon flips that would be great.
You also have the cross up kick. I'm just starting to use this thing, but its really great because its ambigous. What sucks though is you really need to know what situations it will cross people up on. Most of the time, a cl.mk > mk flip, and early cancel the kick will lead to a crossup. If anyone can give some insight on crossups with demon flips that would be great.
Line 490: Line 490:




- Kara Demon: Twds + mp, lp, lp, down forward, lk, hp!
- Kara Demon: Twds   mp, lp, lp, down forward, lk, hp!
(if done right, then the raging demon will come out before the first hit of mp)
(if done right, then the raging demon will come out before the first hit of mp)



Revision as of 04:48, 7 July 2007

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                             Neoseeker.com and Shoryuken



[-------------------------------------------------] [* * * * Table of Contents * * * * [-------------------------------------------------]

- Basic Moves

- Super Arts

- Cross Ups

- Combos

- Kara Techniques

- Demon Flip Mixups

- Raging Demon Set-Ups

- Blockstrings

- Meaties

- Punish After Parrying

- Wake-Up Moves

- Strategy

- Match-Ups

- Other Links

- Good Japanese Players

- Videos

***************************************************************************** 

--Basic moves

***************************************************************************** 

Here are Gouki’s general Punch and Kick attacks and the damage they do. Standing LP -A fairly straight forward jab punch with not much priority Damage =3%.

Crouching LP -A low straight forward Jab punch but this can have a bit more priority and use than the Standing LP. Damage =3%.

Standing LK -This move also doesn’t have very much priority but it can prove more useful than the Standing LP. Damage =6%.

Crouching LK -This move can be great for chipping an opponents energy and can easily be cancelled into a super Art. Damage =3%.

Standing MP-This can be utilised in a pretty decent way particularly for combos or for a fast cancel into a special/super move. Damage =15%.

B MP -Thrust punch -its reaction time is a bit ropey i myself haven’t found a really good use for it yet but the damage is pretty good Damage= 15%.

F MP -Double judo chop -This move can have some good uses and priorities it really helps to stun an opponent Damage =12%

Crouching MP -This crouching punch can also be good for cancellations to moves or into a combo Damage =14%.

Standing MK -This is a bit too slow for a good attack and can be evaded pretty easily but again its damage is pretty good, Damage =17%.

Crouching MK -This is excellent to start a combo its great for cancelling and its great for using as part of a combo too, Damage =13%

Standing HP -This punch is quite strong and can be useful for stunning your opponent and take a fair amount of power off your opponent, Damage =21%

Crouching HP -This move also does a fair amout of damage but it doesn’t really have any good cancelling techniques or priorities, Damage =20%

Standing HK -This move has brilliant priority on an opponent in the air use this to bring them down when they jump towards you, Damage =21%

Crouching HK -This is a sweep move its priority can be good ive mentioned this further down the FAQ read about it there. but its damage is =20%

Here’s a few basic moves that can be useful during play. Jump in Air DF LK -Knee bash -Gouki can do a jabbing knee bash in the air with quick reaction time. Damage =6%

D MK -This crouching style leg jab can come in handy for certain combos and linking moves. Damage =13%.

D HK -The common sweep can also be good to knock the opponent off their feet whilst you retreat or prepare to execute a super Art. Damage =20%.

D MK -In the air -Dive Kick -This dive kick as good priority and can come in very handy for starting a devastating combo. Damage =15%

Throws Throw 1 -LP LK -Gouki does a simple over the shoulder style throw to put the opponent on the ground. Damage =15%

Throw 2 -F or B LP LK -Gouki tosses them with his leg across the screen this can be quite good for following up a move with as long as the timing is perfect. Damage =16%.

*****************************************************************************

--Special moves

*****************************************************************************

Gou -Hadou -QCF LP or MP or HP

command - | \ --O LP or MP or HP

         O  O

Gouki throws a pink fireball at his opponent depending on which punch button you press determines the speed of the fireball. Its best used against opponents who try to keep their distance from you or as a close up counter.just dont abuse it too much.

Damage =9%.

Flame Gou Hadou -HCB LP or MP or HP

command - O-- \ | / --O LP or MP or HP

             O O O

Its best used in a similar way to the standard Gou hadou but this version can stun opponents for a second or so for you to start a combo it can be cancelled into SA I and II easily too. Damage =6 to 7%.

Air Gou -Hadou -Jump in air then press -QCF LP or MP or HP

command -in the air -| \ --O LP or MP or HP

                     O  O

Gouki throws a diagonal air fireball which can also be great for evading attacks from below. Damage =9%.

Gou -Shoryu -F,D,DF LP or MP or HP

command - --O | \ LP or MP or HP

             O  O

Gouki raises his fist and jumps up with a huge uppercut smashing his opponents face in. the height of this move once again depends on which punch button you press. Its best used when an opponent is in the air to counter them or to do as part of a combo e.g After a jumping HK that hits the opponent straight on then motion straight into the Gou -Shoryu move. Damage =19 to 21%.

Gou -zankuu -kyaku -QCB LK or MK or HK (Can be done in the air)

command - | / --O LK or MK or HK

         O O

Gouki drifts off the ground with his leg stretched out and spinning repeatedly. Its best used to juggle your opponent in the air for a devastating combo. Damage =14% ,Air version Damage =12%.

Hyakki gouzan -F,D,DF LK or MK or HK

command - --O | \ LK or MK or HK

             O  O

When this move is entered there are a number of attacks at your disposal all these attacks mentioned here are done after the Demon Raid. Do nothing -Demon slide, Damage =15% HP -Hyakki gou shou , Damage =19% HK -Hyakki goujin, Damage =15% LP LK -Hyakki gousai -next to opponent. Damage =16% The range of the hyakki gouzan depends on which Kick button you press.

Demon spirit teleport -F,D,DF PP (to teleport long distance) F,D,DF KK (to teleport short distance) If you want to teleport backwards then press -B,D,DB PP or KK buttons. Gouki mysteriously ghosts across the screen through his opponent. Its best used to get out of corners if your playing against someone who uses juggle combos in the corner but a warning if you are playing a Ryu player using the Shinshoryuken or a Hugo player using the Gigas breaker teleport extremely cautiously as a skilled player can get you in these moves whilst you are teleporting and you will lose ALOT of energy you have been warned!

*****************************************************************************

--Super Arts

*****************************************************************************

Messatsu -Gou -Hadou -QCF,QCF P Super bar I

command - | \ --O, | \ --O P

         O  O     O  O

gauge - <--------------> 2

Gouki powers up and throws a super charged fireball doing huge damage. Its best combined with the normal Gou -Hadou for double damage , to combine it quickly do a Gou-Hadou then immediatly after that do the Messatsu -Gou -Hadou its also a great suprise/wakeup move too.

In the Air -Tenma gou zankuu -QCF,QCF P on Super bar I

Command in air | \ --O ,| \ --O P

              O  O     O  O

gauge - <--------------> 2

This super art is done in the air use this one to counter Ground -air moves like the Shoryuken. Damage =25% The Air version Damage =27%.

Messatsu -Gou-Shoryu -QCF,QCF P Super bar II

command - | \ --O, | \ --O P

         O  O     O  O

gauge - <--------------> 2

Gouki powers up and delivers a super Gou-Shoryu shich also does a huge amount of damage. It is best used to counter other super moves such as kens Shoryu-Reppa.

Damage =32%.

Messatsu -Gou-Raisen, -QCF,QCF K Super Bar III

command - | \ --O, | \ --O K

         O  O     O  O

gauge - <--------------> 2

This move can also be done in the air. Gouki stretches his leg out and spins round whilst going up in the air at the same time. It’s best used to counter an opponent who is in the air so you can counter them from below. Damage =35% Air version damage =36%.


Shun-Goku-Satsu -(Raging Demon)-LP,LP,F,LK,HP,Any Super bar on MAX

gauge - <------MAX------> 2

This is the ultimate finishing move Gouki charges up and glides towards the opponent if he grabs them the screen will go white and he will kick 15 shades of hell out of them literally wiping them out resulting in the demon symbol appearing and Gouki engulfed in flames. I usually jump in with a HK hoping they block it then I do a standing HK then when they block it I immediatly set the Shun-Goku-Satsu off and it usually gets them It can also be cancelled out of Gouki’s Over head chop ,I myself sometimes use it to get through other super combos and special moves to hit it. Another common way its used is after a super or Special move where the character goes into the air and comes down vunerable there you can perfectly time the Shun Goku Satsu and it will connect. Another simple trick is to throw a Flame fireball up close and Then as they are parrying or Blocking it cancel into the Shun Goku Satsu and it will get them. It can be cancelled out of a HP Gou shoryu but its very annoying to do so dont really bother with that technique. One other way that comes to my head is to do it out of the Hyakki Goujin and cancel into the Shun Goku Satsu but its hard to perfect but it can Be done.

Damage = 46%.


Kongou Kokuretsu Zan (Gateway to Hell) -DDD PPP , Any super bar on MAX

command - | | | PPP

         O O O

gauge - <------MAX------> 2

Another very powerful move, this time Gouki charges up his fist and punches the ground causing some purple spikes to come out of the ground and destroy his opponent. Without a doubt the best time to use this is when your opponent is in the air as they can’t defend against it. A good little trap with this is do do a HK Tatsumaki zankuu kyaku then as you land they will most likely attack you so as soon as you land pause for 1/2 a second then do the Kongou kokuretsu zan and they will perish if done right as they will be in their character will be in a move animation frame so they cant do anything, be a bit cautious though as some supers can over come you so really do it when they haven’t got any Super power stocked. Damage =52%.

[----------------------------------- ] [* * * * Cross Ups * * * * [------------------------------------]

j.mk Dive Kick



[----------------------------------] [* * * * Combos * * * * [----------------------------------]

NOTE: u can add akuma's dive kick or a j.hp before these combos for more damage.


Midscreen or Corners:


c.mk, lk tatsumaki, shoryuken

s.hp, lk tatsumaki, shoryuken

c.mk, mk tatsumaki, HP shoryuken (works on Chun, makoto, Q, alex, necro, 12, elena)

c.mk, mk tatsumaki, mp shoryu (works on everyone except hugo I think? Someone will have to verify this)

c.lk, c,lp xx mk.tatsu, SRK (Doesn't work on all characters)

c.lk, c,lp xx mk.tatsu, SA1 (Doesn't work on all characters)

c.lk x 3 xx SA1 (Doesn't work on all characters)


SA1:


c.mk, SA1

c.lk x2 xx SA1

c. lk, c. lp, c. lk xx SA1


SA2:

Cl. hp, mp shoryu xx SA2

Cl mk, mp shoryu xx SA2

Jump-in HP, cl.mp/cr. mk, mp shoryu xx SA2

Cr. lk, cr. lk xx SA2


SA3:

C.mk xx SA3.


Corner Only!:

SA1:


Corner: c.mk, sa1, shoryuken

Corner: c.mk, tatsumaki, shoryuken xx SA1, shoryuken

Corner: c.mk, tatsumaki, shoryuken xx SA1, SA1, Shoryuken

Corner: c.mk xx tatsumaki, f lp (air reset, can add more lp's if enemy is stuned)




[----------------------------------------------] [ * * * * Kara Techniques * * * * [----------------------------------------------]


Kara Demon - f mp, lp, lp, down-forward, lk, hp

Kara UOH - Hold forward while doing UOH.

Kara Throw - f mp, lp lk




[----------------------------------------------] [ * * * * Demon Flip Mixups * * * * [----------------------------------------------]

I've been thinking a while that we need some advanced demon flip discussion in here, and the vid thread finally got me to start it.

The demon flip really gives you lots of options. The kick should be your main tool, since its the safest. With this, you can late cancel to try to combo, early cancel to stuff potential counters, or go for the cross up. If you are close enough, you have the throw option, which works really well against tall characters. To keep the kicks unexpected, you have either the slide kick, or an empty demon flip, which I generally follow up with a throw, or I sometimes just go straight into another demon flip. Anyway, lets talk about setups.

fp juggle into demon flip

This is either an air tatsu juggle into fp, or bnb ending in fp instead of srk. This attack string can really put pressure on the opponent, and is a good tool against characters without uppercuts. You won't ever be in range for the throw with this one.

just a standing normal into demon flip

You see JR use these a lot. This is your primary way of connecting the throw, which I use nearly as much as the kick, sometimes more than the kick depending on the opponent.

meaty demon flip

I don't use this often, but its a good setup because you stand a better chance against uppercuts, and have really great combo potential.

air fb, land, demon flip

This is a setup I've been experimenting with against makoto mainly. You don't have to worry so much about a dash under or anything.

Ok, so you're in the flip...now what?

Like I said, the kick is your main option, so lets talk about that. Its tempting to always late cancel the flip so you can combo. The first thing you learn in Mixup 101 is always doing one thing in a situation = death, so you have to early cancel this thing too. Once people start getting knocked by the early cancel, they wont be so tempted to try to AA you everytime, or parry, and an early cancel kick can lead to RD setups or kara throws or more flips. Its a good sign if they just start blocking the kicks, because you are getting close to locking them down, and you have them unprepared for throws. The blocked kicks should be followed up pretty much the same way as an early cancel kick. Either land, normal > demon flip, kara throws, or if you can, an RD. I also like going for the f mp overhead after blocked or early canceled kicks.

You also have the cross up kick. I'm just starting to use this thing, but its really great because its ambigous. What sucks though is you really need to know what situations it will cross people up on. Most of the time, a cl.mk > mk flip, and early cancel the kick will lead to a crossup. If anyone can give some insight on crossups with demon flips that would be great.

Unlike the dive kick, after a parried flip kick, you land at the same speed, so you should be able to go right into demon. Other than that, don't get parried. I also will throw out rh and mk tatsus after parried flip kicks from time to time.

Time to start using the throw. Not much to know here, except make sure you are putting yourself in range for this. You really need to be right on top of them. So you are either do c.mk > mk flip, cl.mk > lk flip, cl.fp > mk flip. Just know your ranges because whiffing this thing is a free combo for your opponent On characters like Q, if you go for a psuedo meaty flip, and just go for the throw right away, there is relatively nothing they can do to counter it.

The slide kick really allows the normal kicks and throws to work well. I follow up my fp juggles with this one a lot! Although, once you get this thing blocked or parried, its time to hold off on it for a while, because you have pretty bad recovery on this one. I very rarely dont land this one, but you do need to be very careful with it.

Lastly, there is the empty flips, and like I said, you should mostly go for kara throws, because if someone didn't try to AA you, they are probably blocking.

Don't really ever use this punch. No real reason. Bad recovery. It sucks.

Hope this is useful I don't want to sound like an expert, because I'm not. I'm still learning the demon flip, but I think its not discussed enough here.

How to Counter different reactions to Demon Flips

Opponent is AAing you out - Early flip kick

Opponent is standing blocking - Slide kick, empty flip throw, flip throw

Opponent is crouching blocking - Flip punch, empty flip throw, flip throw

Opponent is parrying - Vary flip strengths/kick timing (super late cancel works well), empty flip throw, flip throw

Opponent trying to go under flip - Early flip kick


Thanks again pherai for the mixups.



More Info By Typetenchi:


I was reading on the first page all the strategies for the demon flip mix-ups. It's all very good info but I kind of wanted to throw in my two cents if that was ok?

(Correct me if I'm wrong on any of this or if it's already been discussed)

I noticed in the section of "Demon Mixups" that when talking about the the Punch variation to the Demon Flip all that is mention is: "Don't really ever use this punch. No real reason. Bad recovery. It sucks."

Although what is stated isn't wrong I don't want to go so far as to say it sucks because it does have some uses that new Akuma players may not know. Allow me to expand.

Unlike every other jump in, Akuma's dive kick can be blocked high and low. So the opponent doesn't have to react and block high much if he is blocking low and you go in for a dive kick. Although most people will block high anyway.

So to counter that, people will do the slide and catch their opponent low should they keep blocking high or do the demon flip throw.

However, the throw requires proper distancing and the slide, if blocked, has terrible recovery.

So one use that I use for the Demon Flip Punch is if I Dive Kick and notice they will always block the Dive Kick low then that also eliinates my option to Demon Flip Slide.

Given that the Demon Flip Punch is an overhead, if I do a cl.FP canceled into Demon Flip, I have enough time to see if they are blocking low. So to mix it up, I'll use the Punch which then also knocks down. So then it turns into a wake-up situation.

I would say that much like the Demon Flip Slide the Demon Flip Punch is a good attack as long as its used sparingly. Also, if done really late the block stun from the punch will last long enough to make it hard to react to.




[-----------------------------------------------------] [ * * * * Raging Demon Set-ups * * * * [-----------------------------------------------------]


- Kara Demon: Twds mp, lp, lp, down forward, lk, hp! (if done right, then the raging demon will come out before the first hit of mp)

- HK: i actually tried this a couple of time and it seems pretty useful.

- Cl. mk, (walk up) cr. rh kara demon.

- Cl. mp, Kara Demon

- Cr. lk, Kara Demon (while pressing lk, press lp twice and hold another button--hp or mp will do fine--to keep the jabs from coming out.

- Divekick (does not matter which or if the divekick even connects), pause then Kara Demon.

- Dash up (kara) Demon. (quickly press the jabs while dashing)

- UOH Rh. Kara demon

- Cr. lk, st. cl. lp, Kara Demon

- If you do a fireball late enough, nothin will come out (of you time it just right, Gouki will still say "gou zanku") just like Demon Flip Kick. You can use this to jump in on an opponent, do a fake fireball, buffer the jabs and then do a Kara Demon.

- Parry into demon (you have to be fast)

- Raging demon on wakeup (if your opponent won't back off)


Thanks to Jida for the Set-ups.



[----------------------------------------] [* * * * Blockstrings * * * * [----------------------------------------]

after knockdown- c.lk, c.lp, c.lk, c.mk (into fireball/flip/tatsu)

after flip - s.mk, s.mk

cl mk, cr. lk x demon flip

cl mk, cr mk x mk demon flip dive kick

cr, lk, cl mk x mk demon flip dive kick

cr.lk, s.hp, x demon flip kick




[----------------------------------] [ * * * * Meaties * * * * [----------------------------------]


C.mk, easy to link with sa1.

C.lk

Air Hadouken

S.MP



[---------------------------------------------------] [* * * * Punish after Parrying * * * * [---------------------------------------------------]


Air Parry:

Air Hadouken

Tatsumaki, land, SRK (very precise)

Tatsumaki, land SA1/3.

lp,lk (air reset, not very useful)


Normal Parry:

Raging Demon (requires fast reflexes)

s.hp xx tatsumaki, SRK.

s.hk xx SA1/2/3

s.hp xx SRK xx SA1/2

CORNER: s.hp xx tatsumaki, SRK, SA1


Low Parry:

c.mk xx SA1/2/3

c.lk, c.lp, c.lk xx SA1 (works only on some characters)

CORNER: c.mk, tatsumaki, xx shoryuken xx Sa1




[--------------------------------------------] [ * * * * Wake-Up Moves * * * * [--------------------------------------------]


Demon flip

teleport

hurricane

lp srk xx sa1

HP srk

The best by far: Block!




[-----------------------------------] [* * * * Strategy * * * * [-----------------------------------]


Due to Akuma's weak defense and low stun gauge, spacing out is an advantage. Aggressiveness is the key! Don't let the defense and stun gauge fool you because the attack and speed make up for it.




[------------------------------------] [ * * * * Match-Ups * * * * [-------------------------------------]

As heard and said, Akuma has an advantage over Dudley and a dis-advantage over Yang. Also, Yun and Chun are some bad match-ups for Akuma too. Akuma has an advantage on Urien, because Urien has very little response to Akuma's corner pressure, particularly hurricane kicks, allowing you to throw them into your mixup without much fear. Although if you get predictable and do it all the time, it'd still be a problem (like anything else). I wouldn't worry too much about red parrying as you can mix up medium and roundhouse hurricane to throw them off.

Another point is that if Urien throws an Aegis Reflector on Akuma, he can just teleport out of it and laugh at Urien.

But if something goes wrong, Urien can mess you up badly for one mistake, so it's not like it's an easy fight. But the advantage definitely goes to Akuma for that one.




[-------------------------------------] [ * * * * Other Links * * * * [-------------------------------------]


Basic Strats and Combos:

http://forums.shoryuken.com/showthread.php?t=123256


More Match-ups:


http://forums.shoryuken.com/showthread.php?t=123682

Thanks pherai for the links.




[------------------------------------------------------] [ * * * * Good Japanese Players * * * * [------------------------------------------------------]


Nomoto - Fantastic ground work and patience.

Yuki Otoko - Vicious mixup and hella precision

Uraken - Fiercest rushdown ever; wild mixup

Match - Great defense and technical ability

Jiro - True Kara Demons and rushdown

J.R. Rodriguez - Smothering pressure and hella style

PaulT - Great reflexes/decision making skills

Thanks Jida.



[-------------------------------] [* * * * Videos * * * * [-------------------------------]


http://youtube.com/watch?v=2Mp6w8bs2lY - Dash-Demon http://youtube.com/watch?v=HpGOkZzUOig

For more videos check the "Vids" Thread.