Ditto a lot of the questions Druggish had.
*Duggish

About his command roll-
B version: short distance, no invincibility, but cancels into specials
D version: long distance, startup invincibility, cannot cancel
EX version: long distance, startup invincible, cancels into specials =D
these also can never cross the opponent up...makes it useful to EX as reversal and input the command accurately
If someone does a shoryuken esque move that sends them off far away you can just run towards them s.B (long range) and cancel into hcb, f, P for 200 something damage. If you get closer or feel confident s.B can be canceled into dp+K into super or HD canceled and followed up by s.B dp+K super neomax for pain. The basic punish is relatively safe though and nets you good enough damage.
Thanks, this has been working out great, using the EX throw for extra damage is really satisfying =D
Had some time to play with Daimon since my last post:
...j.CD is amazing, and has been helping me get in on the zoning and runaway games...using it when they jump to keep the pressure on as well as occasionally netting huge damage has been good for sitting characters down
- on counterhit the wallbounce is great...i try for hcf+A (qcb+B, hcf+C...) but don't mind settling for a j.CD to carry them to the corner, where we want them
- Landing it near a corner allows you to hcf+C into super. when i know its going to hit (jumping a fireball or seeing a slow poke) i like to activate HD with j.BCD and go into a neo max combo
...I've been using the running st.B xx hcbf+C/EX command throw to punish the regular rolls. also learned that apparently the GC rolls are completely safe...so i guess just be glad they spent a bar, or maybe set up pressure if you can? *shrug*
...Against the ranged pokes i was having trouble with, like King's and kula's, i've been having success using the qcb+B xx dp+B/hcbf command throw, once they get hit by that my options open up more as they're more cautious. also, more j.CD helped again =D
...Noticing that a lot of the stuff I'm doing takes many drives and super stocks, I think that Daimon should definitely be second or third in a lineup. I play him in both slots, but always behind a good battery, and tend to have enough meter going into the match to just end it with a few mixups, which is daimon's strength.
still having trouble with ice tatsu >.>
still can't get the multiple df.C juggle in the corner as consistently as I'd like...any tips?
back to the grind...