I must have watched 80+ guides , maybe 100+ across all characters and this has been my favourite one so far - straight to the point and clearly explained. Great job bro - already levelling up my akuma.
Notably demon isn't actually invincible on start up, you can get hit before the freeze. This makes it kind of weird to setup into it as some setups can just get jabbed out, though of course with enough conditioning it's still very usable. It can also be kind of awkward to use as a fireball punish but akuma has so many other options for this. If you want you can even clash your fireball with the opponents at close range then cancel into demon to ensure you don't miss time it.
@@bklynborn1983 RD is in fact a throw, but afaik every Street Fighter game is hard-coded to prevent a character from being grabbed while they're still blocking your previous attack; Specifically in SF6 characters are un-throwable until they've been out of blockstun for at least 2 frames; So in a combo, they need to be on the ground for it to connect, and in mixup, they need to be not in blockstun to get Raging Demon to connect.
One extra thing that I think is worth mentioning is that his stand fierce has a 19f confirm window, and ex Adamant Flame will combo even with a maximally-delayed cancel. As a result, when you have your opponent near the corner, you can fish for it and kill them on hit. One of his best features, IMO. Even though EX palm is safe on block, it being hit confirmable out of a strong, long-ranged normal means that people just melt if you're able to clip them with it. Combined with EX palm comboing out of crouch strong as a buffer, and you get a really obnoxious game of damned if you do damned if you don't when you have your opponent on the back half of the screen, where they can easily be caught whiffing, walking, or attempting to stuff your pokes. Very strong!
I don't really have the time for Street Fighter anymore, but I saw your video pop up and wanted to say thanks for making all the content! When I first started getting into fighting games I had no clue what I was doing and these videos helped me to get into the game. I never was very good, but I met some cool people and had a lot of fun. Cool to see you're still at it.
Pretty good 1 drive bar extension is bHK L fireball DR stHP M Tatsu. Getting a bHK is rare, but you can do it after a successful DI or PunishCounter H Flame for example. You can go into all 3 supers from the stHP and you can cancel into H Flame for some more damage before the lvl3. If you reach the corner with the M Tatsu you can link L DP and lvl3 off that. Another one when approaching the corner is EX Flame into DR fHP~HP H Tatsu. This one is a bit stage positioning dependent. If you don't want to risk it, forward teleport will leave you pretty plus. Also from what I know routing into L Flame + followup into Demon is always more damage than usual routes into CA. Not accounting for the better corner routes. The oki is the exact same as well.
I ended up finding stronger routes into CA than demon in this video actually (5000 VS 4800) so I had to take my CA punish combo out lol. It's prob stronger to do demon than CA after some drive rushes but the damage loss of using light adamant flame in the basic route I show ended up net lowering the damage even though demon is the stronger super
This is very good tutorial. Most tutorial either focus fully on brain dead basic shit or pro level advance shit. Both cases they look over the middle ground between basic and advance. I like how this vid acts as bridge between those two extremes.
Combos starting from standing medium punch are important because it's Akuma's plus on block buttons, cr mp gıves better combos but unlike Luke's it's minus on block. You only get lights on a normal hit, but most of the time if you hit with it its going to be a counter hit so you can link into cr. mp instead (you can confirm it, so no need to guess whether it's going to be a counter hit or not). You can also cancel it into the mp -> mp target combo, then cancel the second hit to fireball if it's blocked.
If you do the full back+taunt while using Akuma's fighting style in World Tour, your avatar doesn't get access to KKZ and Misogi (probably to avoid input overlap with other SA2s you may have slotted in). But hey, at least the jelly doughnut was delicious.
Next big Sf6 tournament needs a side bracket that is "all Asura Akuma" and just, everyone starts the round by doing the rice ball taunt and its just 60 people fucking around with op akuma and his crazy ass supers.
Bison looks hairier than I remember... Also for maximum hilarity you can punish a reversal with DR HK, which links into itself so you can get double the parties started
I only realized this during editing surprisingly but I don't think any of the combos I show but thankfully I think I didn't show off any unoptimal combos for it
5MP~MP is a 16f confirm (tough but doable, 16f confirms feel harder in sf6 than in sfv) But 5MK~HK is only a 15f confirm unless you get a counter-hit, and it's not really low risk because the follow-up is easily interruptible
I think the Shin Akuma install is a really neat little feature (and technically it's a boss character, since the SIRN akuma Giant Attack event had the moves by default). I hope we see more stuff like this in SF6's future. Maybe something similar for Gill or Urien if they ever get added.
Sorry about this game burning you out and all, I am myself a victim of “omg I gotta play this” with any excusespossible, causing me to tunnel vision onto a game into oblivion. I don’t know what it would be like if I “had” to do it for my RUclips job/career, causing more pressure or future excuses for producing content. (It doesn’t help that flawed/imperfect games cause bigger burnouts) Congrats on the success with the medical education, and I personally really enjoy your off branching content like the oot randomizers and discussion streams
do you think that DR H adamant flame is an appealing option to punish an opponent checking drive rush? I only see it some of the time (probably because of the speed) but the safety seems nice
Forward, then qcf + then punch, then an immediate qcf+punch again. You do the 2 qcfs so close they count as a super motion but just punch in the middle for your dp
Hey Bafael, do you have a Discord server or some sort of platform for community discussions? I started watching your videos when trying to learn 3S and even now for 6 I find your videos easiest to process, would like to be able to keep up with your releases and interact with fellow viewers.
Its really cool you routed all these max damage routes, but its a touch disingenuous to say they are bnbs since the vast majority involve landing party starter. Focusing so much on mp tc also doesn't really help players looking for general confirms due to its short range, could have mentioned cmp more in some capacity when it comes to that for a more complete guide.
just to add, air to air combo can be further extended and corner carry. of course can cut short combo and save drive meter ruclips.net/video/haZmmbUoM1k/видео.htmlsi=lxDH_joREyyQmmQW
Input display is already on. Do yourself a big favor in learning to easily read it because it will be extremely helpful for you in the long run for things like cleaning up execution
I must have watched 80+ guides , maybe 100+ across all characters and this has been my favourite one so far - straight to the point and clearly explained. Great job bro - already levelling up my akuma.
Notably demon isn't actually invincible on start up, you can get hit before the freeze. This makes it kind of weird to setup into it as some setups can just get jabbed out, though of course with enough conditioning it's still very usable. It can also be kind of awkward to use as a fireball punish but akuma has so many other options for this. If you want you can even clash your fireball with the opponents at close range then cancel into demon to ensure you don't miss time it.
Demon needs to be fixed I've got people blocking it online all it does is push them to the end of the sequence.
@@bklynborn1983 This means that they were still in blockstun when you tried to hit them with Demon; It'll fail just like a regular throw would.
@@DoubleCFiend wait not to sound like a complete noob but isn't demon a throw type attack making blocking a sure fire way to get raged?
@@bklynborn1983 RD is in fact a throw, but afaik every Street Fighter game is hard-coded to prevent a character from being grabbed while they're still blocking your previous attack; Specifically in SF6 characters are un-throwable until they've been out of blockstun for at least 2 frames; So in a combo, they need to be on the ground for it to connect, and in mixup, they need to be not in blockstun to get Raging Demon to connect.
demon has a single frame of invincibility and like 20-30 of fireball invincibility, it is very much possible to punish fireballs iirc
One extra thing that I think is worth mentioning is that his stand fierce has a 19f confirm window, and ex Adamant Flame will combo even with a maximally-delayed cancel. As a result, when you have your opponent near the corner, you can fish for it and kill them on hit. One of his best features, IMO. Even though EX palm is safe on block, it being hit confirmable out of a strong, long-ranged normal means that people just melt if you're able to clip them with it. Combined with EX palm comboing out of crouch strong as a buffer, and you get a really obnoxious game of damned if you do damned if you don't when you have your opponent on the back half of the screen, where they can easily be caught whiffing, walking, or attempting to stuff your pokes. Very strong!
Woah, so I can stand fierce, ex adamant and then the world is my oyster?
@@Bkearney91 not only that, you can stand fierce, wait to be sure that it hits, and do a delayed cancel. It's like Ken's st.HP hit confirm on crack
I don't really have the time for Street Fighter anymore, but I saw your video pop up and wanted to say thanks for making all the content! When I first started getting into fighting games I had no clue what I was doing and these videos helped me to get into the game. I never was very good, but I met some cool people and had a lot of fun. Cool to see you're still at it.
Alright time for the Bison guide get to it chop chop
Pretty good 1 drive bar extension is bHK L fireball DR stHP M Tatsu. Getting a bHK is rare, but you can do it after a successful DI or PunishCounter H Flame for example.
You can go into all 3 supers from the stHP and you can cancel into H Flame for some more damage before the lvl3.
If you reach the corner with the M Tatsu you can link L DP and lvl3 off that.
Another one when approaching the corner is EX Flame into DR fHP~HP H Tatsu. This one is a bit stage positioning dependent. If you don't want to risk it, forward teleport will leave you pretty plus.
Also from what I know routing into L Flame + followup into Demon is always more damage than usual routes into CA. Not accounting for the better corner routes. The oki is the exact same as well.
I ended up finding stronger routes into CA than demon in this video actually (5000 VS 4800) so I had to take my CA punish combo out lol. It's prob stronger to do demon than CA after some drive rushes but the damage loss of using light adamant flame in the basic route I show ended up net lowering the damage even though demon is the stronger super
Oh damn, that's interesting.
Worth looking into again to see what the thresholds are. Thanks.
This is very good tutorial. Most tutorial either focus fully on brain dead basic shit or pro level advance shit. Both cases they look over the middle ground between basic and advance. I like how this vid acts as bridge between those two extremes.
Can't believe you got a guide out for the new character that fast!
Combos starting from standing medium punch are important because it's Akuma's plus on block buttons, cr mp gıves better combos but unlike Luke's it's minus on block. You only get lights on a normal hit, but most of the time if you hit with it its going to be a counter hit so you can link into cr. mp instead (you can confirm it, so no need to guess whether it's going to be a counter hit or not). You can also cancel it into the mp -> mp target combo, then cancel the second hit to fireball if it's blocked.
I’ve seen a few jp players using mp tc into fireball oB I still need to implement it
Bruh I forgot about this channel, never knew this was the video I was waiting for to bring me back to sf6
hi back
And kudos for adding the “if you’re a beginner” part with anti airing for those that could use the info
Thank you Bafael for helping me learn Akuma the same day M. Bison releases
Thank you! I love you Baf!
If you do the full back+taunt while using Akuma's fighting style in World Tour, your avatar doesn't get access to KKZ and Misogi (probably to avoid input overlap with other SA2s you may have slotted in). But hey, at least the jelly doughnut was delicious.
To notch guide. Well done 🍻
Next big Sf6 tournament needs a side bracket that is "all Asura Akuma" and just, everyone starts the round by doing the rice ball taunt and its just 60 people fucking around with op akuma and his crazy ass supers.
Make more of those for other fighters this amazing help a bunch can’t wait to try this later
PLEASE MAKE MORE AKUMA THIA IS AMAZING. Exactly what I needed thank you I’m subbed now
excellent video!
your tutorials are the best, waiting for the bison one
Bison looks hairier than I remember...
Also for maximum hilarity you can punish a reversal with DR HK, which links into itself so you can get double the parties started
Oh I think I forgot to say in my last comment that stHK only inflicts extra scaling mid combo, not as a starter.
I only realized this during editing surprisingly but I don't think any of the combos I show but thankfully I think I didn't show off any unoptimal combos for it
5MP~MP is a 16f confirm (tough but doable, 16f confirms feel harder in sf6 than in sfv)
But 5MK~HK is only a 15f confirm unless you get a counter-hit, and it's not really low risk because the follow-up is easily interruptible
I think the Shin Akuma install is a really neat little feature (and technically it's a boss character, since the SIRN akuma Giant Attack event had the moves by default). I hope we see more stuff like this in SF6's future. Maybe something similar for Gill or Urien if they ever get added.
I would like to request for a ryu guide. Despite him being the poster boy, not a lot of people cover him sadly and he got a lot of new toys in S2
probably gonna copy this format for a sfiii dudley sa2 guide
Sorry about this game burning you out and all, I am myself a victim of “omg I gotta play this” with any excusespossible, causing me to tunnel vision onto a game into oblivion. I don’t know what it would be like if I “had” to do it for my RUclips job/career, causing more pressure or future excuses for producing content. (It doesn’t help that flawed/imperfect games cause bigger burnouts)
Congrats on the success with the medical education, and I personally really enjoy your off branching content like the oot randomizers and discussion streams
What about fireball clash cancel into Raging Demon?
I tried this repeatedly but couldn't get it, if it works then my execution was off.
I have a really hard time confirming level 3 after the light dp. Any tips?
Forward, qcf +punch, qcf + punch. The first qcf used in the dp, second one completes the super motion
do you think that DR H adamant flame is an appealing option to punish an opponent checking drive rush? I only see it some of the time (probably because of the speed) but the safety seems nice
Probably some merit to this as a weird drive rush shimmy yeah but boy it's slow
How do u cancel light do to super my fingers don’t work that well
Forward, then qcf + then punch, then an immediate qcf+punch again. You do the 2 qcfs so close they count as a super motion but just punch in the middle for your dp
Hey Bafael, do you have a Discord server or some sort of platform for community discussions?
I started watching your videos when trying to learn 3S and even now for 6 I find your videos easiest to process, would like to be able to keep up with your releases and interact with fellow viewers.
I do but idk how much fighting game discussion actually goes on in there discord.gg/vMhMWBhA
How does Raging Demon work on modern controls?
oh combo vid makers are gonna love that taunt, (or hate that they'll never get it up)
PLEASE MAKE A MUCH MORE EXTENSIVE GUIDE. Best on RUclips for real.
Pog
Its really cool you routed all these max damage routes, but its a touch disingenuous to say they are bnbs since the vast majority involve landing party starter. Focusing so much on mp tc also doesn't really help players looking for general confirms due to its short range, could have mentioned cmp more in some capacity when it comes to that for a more complete guide.
not playing sf6 yet personally but demon flip slide being plus is a weird thing to hear as a 3s player
just to add, air to air combo can be further extended and corner carry. of course can cut short combo and save drive meter
ruclips.net/video/haZmmbUoM1k/видео.htmlsi=lxDH_joREyyQmmQW
Sauer Views
STMK is better off st hk conversions in 90% of scenarios, especially if you go into supers or add in DRC
Bosco Gateway
Jacobs Spring
Hammes Stravenue
Howell Loop
on screen notations would have been helpful
Input display is already on. Do yourself a big favor in learning to easily read it because it will be extremely helpful for you in the long run for things like cleaning up execution
Brown Shoal
Eula Ridge
Purdy Mall
Dooley Neck
Ralph Spur
👀
Ullrich Brook
Trinity Fields
Dickinson Camp
Miles Turnpike
Runolfsdottir Forges
Bailey Ville
Ona Vista
Idell Trace
Price Heights
Edison Fork
Ted Forest
Lemke Ports
Unironically bs that they just don’t let you use those 2 supers whenever you want.
KKZ would be fine, but Misogi being allowed would probably make Akuma undisputed top 1.
@@fissilewhistle 5f punish from anywhere
Langworth Manor