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Pro Tip: For Drive Rush demon, input the first LP at the same time as you input MP+MK, double tap it, then immediately press forward+LK+HP and if you do it fast enough, the DR screen freeze will eat your jab and you'll just end up with drive rush demon
That doesn't quite work. you can't press forward+LK+HP at the same time, in sf6 the input reader doesn't understand it. So, only adding to your comment, press FIRST forward, and then LK+HP at the same time, this is the fastest way to do it
@@hotdog5927 you didn't understand what I said, you can't press forward and LP+HP at the same frame, it's a fact bc I myself tested it. You must have at least 1 frame of "forward" before the frames of LP+HP (those 2 can be done at the same frame)
@@janematthews9087 Ken got buffed slightly, but Ryu does ridiculous damage, space control, has great hit confirms and frame advantage, degenerate Perfect Parry minigames with tis Hashogeki. I personally think Ryu is better than Ken in this version
Any button for opening a combo drive rush , do the combo you like but finish with light down back punch while on the skill animation mash the raging demon buttons all at the same time work 100% of the time
Every time I see him all I can think is how they’ve made him look more & more like a Gorilla lol Still great a design, but yeah it’s good seeing Tokido getting back his character. They even brought back his color too, straight SF4 nostalgia
OD fireball...can get it from any cancel and they are forced to eat it and demon from that, if they try parry the fireball they eat a punish counter demon too.
If OD Fireball hits, you can’t connect Raging Demon due to them being airborne. If it’s blocked, they can literally just stand there and Raging Demon will whiff or they can jump to avoid Raging Demon on reaction to Raging Demon super flash. You can however, if you think they will jump after OD Fireball to avoid Raging Demon, (not that they have to but muscle memory kicks in sometimes lol) hit them out of their jump startup with a LP and convert into a grounded combo. From there you can extend into a combo that can finish with Raging Demon if desired. After setting up your OD Fireball on block, an example combo to catch someone trying to jump Raging Demon would look like this: Blocked OD Fireball, s.LP, DR s.LP, c.HP, 214LP-f.P, Raging Demon Happy Raging! Lol Note: If you cancel OD Fireball from a Light then it will not be a true blockstring leading to you clipping the opponent if they were preemptively inputting jump to avoid Raging Demon after the OD Fireball
@@coleparker2434 The point was guaranteed demon, meaning connecting it on block, not from a combo... st.LP DR st.LP already guarantees you the demon, no need for the rest of the combo on block. I am not convinced of your comments on OD fireball either, others have tried this and it works (though I dont know if they have had the dummy in both jump, poke) From my practice (limited) a simple MP TC into OD fireball demon connected and the dummy could neither jump or poke.
@@Stinkyremy It’s not guaranteed on block though from OD Fireball. (A link to a video or something of what you are meaning would be more helpful in case I’m misunderstanding what you are saying) You can literally just stand there and it will whiff or jump on reaction to Raging Demon super flash after OD Fireball from a blockstring. (I set Dummy to jump after blocking and Raging Demon would whiff from the dummy jumping it after blocking OD Fireball) I figured since it’s not guaranteed to connect on block after an OD Fireball that I would put an alternative option to beat them jumping the Raging Demon after OD Fireball and still convert into Raging Demon or another combo route (since jumping it is an extremely common option to avoid it) I also tried what you said about MP TC into OD Fireball and the Dummy could still stand there, doing nothing, and make it whiff or jump on reaction to Raging Demon super flash after blocking OD Fireball, because it’s not guaranteed from OD Fireball on block. They were also able to PC Raging Demon with c.LP pretty consistently. (With the odd time being counter hit instead but more in favour of the defender it seemed)
@@coleparker2434 Well if you tried the dummy to jump OD fireball is not guaranteed then, as it jumps of first frame it can. Same if you get it to do a LP or LK poke. Demon is not invincible on first frame, you can get poked out of it. Seems DR LP is the only guaranteed way then. That I know of.
@@Stinkyremy Actually Raging Demon has exactly 1 frame of invincibility, that frame being the first frame lol So you can use it “safely” against safe jumps and avoid the meaty jump in. (although they can anticipate this and immediately jump back upon landing and punish Raging Demon on a read) And DR LP on block with dummy set to jump still avoids Raging Demon. The only really guaranteed Raging Demon I know of is Raw DR into Raging Demon (Raw Drive Rush in their face and input Raging Demon fast enough where it comes out without LP coming out) or Dash Raging Demon on oki if you have enough frames to get in their face afterwards.
@@Morebadass0 Oh he uses drive rush/parry the normal way mp/mk? I thought most people who have swapped to those extra button designs were doing it specifically for the drive impack and parry (more so parry) as on last frame reaction to moves you could get a plink instead of the input and get hit instead?
@@jupiterapollo4985 HP+HK and MP+MK macros are already in the game, only need setting them in your control, I said Tokido use his extra button for Drive Parry/Rush (MP+MK legal macro input) and Throw (LP+LK legal macro input). His Hitbox have 10 button, so the last button is used for LK+MK+HK legal macro to do Ashura Senku easier with Gouki
after tekken 7 complaints, capcom did not wanted to take the chance with gouki buffs until it was deemed necessary so this doesnt surprise me one bit. we should be glad thag raging demon cam even combo link now which was deemed impossible until #SVChaos allowed his raging demon to link into combos
The devs went a little overboard with Akuma's Shun Goku Satsu. Don't get me wrong it's awesome to see but had they left it with SF5 version but made him do a knife hand clothesline move would have been great
u can just crmk drive rush demon raw, the jab doesn't come out if you have fast execution edit: I put a clip of it since someone called me a liar /watch?v=obEtb-vOP6Y
Having it unscaled on top of a combo would be too rewarding. There has to be scaling to offset the reward of using it as a combo ender. It's the same thing when they nerfed Ryu's combo into CA damage in SFV after they allowed him to cancel into CA after V-Trigger 2 DP.
@@MoyosoreOgunbiyi It does less damage then using his regular level 3 in a combo. Its a bad super because youre just going off a gimmick to land it or off raw drive impact
I'm calling it now. Ken is the best shoto. It's such a joke that they nerfed every other top 8 character except for Ken. His broken ass got BUFFED. The nerf to Cammy spin knuckle makes it useless. There's no reason to use that move in neutral. Thanks capcom. We know Cammy was winning Evo/Evo Japan. Oh wait
Yeah it really sucks. Making all these changes every year (or more) doesn't really do anything but waste everyone's time re-learning the game. The pros don't really care who is the best character to win with; they will play whoever is best no matter who. I don't understand the point flipping the tier list every season. Now everyone has to re-learn the game again. Like would chess be better if they changed the rules every year? No. As a casual who just has enough time to learn the bare minimum and get one or two things to work--taking that away from me is very discouraging. So I should learn a new character now so then they can be completely changed in a year depending on what happens in e-sports-land? Playing this game once a week or so is just not working.
@@vacantseaofplanets this is straight cap. No character has been changed so much that they are bad or need to be played differently. You just want cheap easy stuff, Cammy is still a beast