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 :tdown: 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 :lovin: 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