View Full Version : Raging Demon setups ^_^
Well, here are the one's I use:
Teleport, RD
whiff lk Hurricance, RD
demon flip over and whiff, RD
Block chain: clk,clp,cmk,whiff lk hurricane, RD
->mpXXRD after first phase
There's more, but those are the ones I use the most
marvelscrub
10-13-2003, 11:14 PM
I usually use the ones you use too.. but I always get hit out of teleport>RD. :( here's some more:
Anti-air RD - duck during the jabs
after any high jump attack, RD
after your opponent's high jump-in, RD
when the opponent gets up, in your face RD - ghetto but works
roll so you stop just in front of them, RD
roll so you end up behind them, RD - usually as they get up
dash, RD
jab command roll, RD (crossup, d.lp, d.hp, qcb+lp, RD)
high little jump attack, RD
little jump over them, RD
My favorite way is to use it against attacks.. goin' through FBs, sweeps and stuff. But it's harder. If you're really buff you can buffer it when you block and try to bust it out during your opponent's block strings if you can pick the hole.
my all time favorite: when cornered, use backward teleport to dodge an attack, the RD. :) That, and punishing rolls with RD.
Deathstroke
10-29-2003, 03:20 PM
air fireball, you down in the back, RD
jae hoon
11-21-2003, 02:02 PM
There is really only one way you will catch people in the raging demon in CvS2, use it as antiair, it actually works.
Gunter
11-23-2003, 10:33 AM
Originally posted by jae hoon
There is really only one way you will catch people in the raging demon in CvS2, use it as antiair, it actually works.
Actually, no... for many characters, if they are crouching when Akuma does a RD in their face, they can't escape it.
FMJaguar
11-26-2003, 01:32 AM
Can you clarify that for me? Why would it work for some chars and not all? Do they have different jump properties? or are you not talking about jumping to escape?
The only thing i can think of off the top of my head is that maybe it activates SJ mode, which might take longer to leave the ground. Thats a lot of guessing tho since i can't verify any of it =P. But even if that were true then crouching too long before the RD would negate that.
Gunter
11-26-2003, 08:13 AM
Originally posted by FMJaguar
Can you clarify that for me? Why would it work for some chars and not all? Do they have different jump properties? or are you not talking about jumping to escape?
A-Groove characters can activate to escape it. Some characters may be able to use one of their specials to evade it (I think Blanka can backhop out). But for characters without the options to evade it (he's completely invincible, so you can't attack), they're pretty much toast.
CYBORG COP
11-27-2003, 04:25 PM
I guess that's because there is some frame delay in leaving the crouch state? That's something that's never really been answered before, has it? Then again, have the mechanics of Raging Demon ever really been explained before either?
Strapazon
12-02-2003, 11:57 PM
Thanks Guys
RagingStormX
12-03-2003, 10:22 AM
d+mk in the air, RD
jae hoon
12-05-2003, 09:44 AM
Originally posted by Gunter
A-Groove characters can activate to escape it. Some characters may be able to use one of their specials to evade it (I think Blanka can backhop out). But for characters without the options to evade it (he's completely invincible, so you can't attack), they're pretty much toast.
Hmm ive jumped away from it with Athena before, I went from a crouch to jumping to evade it. I must have jumped acouple frames before he got the move off or something.
RagingStormX
12-05-2003, 10:30 AM
So Gunter, your saying if I'm in A-groove and Akuma RD right in my face and I'm crouching, standing, whatever I can just activate? If so, once I get my copy of CvS2 back I'm gonna practice that shit.
noodleman
12-06-2003, 03:07 PM
There's also the "empty" small jump xx rd. It's not actually empty cause you have to whiff a rh right before you land so you can start inputing the key presses for rd, but you have to do the rh VERY late in the small jump so it won't actually hit them.
there's knockdown, whiff close standing fp xx rd.
You can also trick your opponent...do lots of sweep xx fireball, and they'll be tempted to roll, so you can sweep xx rd.
One that i haven't been able to get is if the opponent is cornered, punch teleport into the corner xx rd. since the teleport will end practically instantly, its' very difficult for people to escape it. if you can do that..you can mix it up with sweep xx teleport into corner -> rd. It's hard as hell, but great if you can get it.
scoot-magee
12-10-2003, 06:15 AM
activate n groove bar- RD
dive kick into RD
HK into RD
foward+strong overhead into RD (must be done quick)
command roll into RD (i like to do a little string into the jab command roll. that usually keeps them blocking and catches the best of em)
dash in RD
damn there's endless ways to set up this move. basically if you can throw em you can rd em.
evil akuma
12-13-2003, 11:30 AM
what if i have k akuma i sweep than use a rd can that work
Yumi Saotome
12-15-2003, 03:19 PM
Against K-Groove:
When they jump above you, do a C. Fierce anti-air. If they JD it...pause a moment, and then cancel the C.Fierce recovery into RD! ^_^
I hit a bunch of people with that in the arcade a few weeks ago.
ShinNeosnake
01-11-2004, 11:45 AM
Originally posted by evil akuma
what if i have k akuma i sweep than use a rd can that work
If the sweep connects and they are knocked down when you activate the RD, Akuma will be "pushing" the opponent when they're on the floor, but once they get up they can simply jump up and evade the RD, If the sweep is blocked, he'll just be coming at you and you can get hit, thrown, whatever out of the demon.
PokesYOU
01-13-2004, 09:44 PM
Originally posted by ShinNeosnake
If the sweep connects and they are knocked down when you activate the RD, Akuma will be "pushing" the opponent when they're on the floor, but once they get up they can simply jump up and evade the RD, If the sweep is blocked, he'll just be coming at you and you can get hit, thrown, whatever out of the demon. If the RD near the opponent comes out just as they wakeup they can't do shit about it. All they can do is activate, RC, or possibly lvl3 but im not sure on that.
do cr. RH, short hurricane kick x2, teleport behind, RD
It grabs them almost instantly on their wakeup.
ven0m111
01-15-2004, 12:14 PM
anyone still have that old video of akuma RD set-ups? i think the player was using n-groove to do all of these setups, and i would like to know if anyone has that video. thanks a lot
FMJaguar
01-15-2004, 03:26 PM
Originally posted by PokesYOU
If the RD near the opponent comes out just as they wakeup they can't do shit about it. All they can do is activate, RC, or possibly lvl3 but im not sure on that.
The only way i see that working is if the lvl3 flash somehow cancels the 'i can't be thrown when i get up' rule. But if that were the case, i'm sure people would have been FAB'ing people for free for years.
ShinNeosnake
01-15-2004, 04:17 PM
Originally posted by FMJaguar
The only way i see that working is if the lvl3 flash somehow cancels the 'i can't be thrown when i get up' rule. But if that were the case, i'm sure people would have been FAB'ing people for free for years.
I dunno, maybe it will hit since, you knock them down facing one way, when you telport, you end up behind them and you activate the RD, when they get up, they ave to do the "turn around " motion to face you and thats when youll grab em, I'm not sure on that though. If I see it done on me Ill confirm it
I'm pretty sure you can just jump.
Which brings me to something else. When I guess wrong with RD and they jump back on me, They usually try for deep hit (so they can combo). But RD runs out just before they hit me so they get smacked by DP.
I'm not saying it always works, but I usually go for the DP ragardless if they jump back. Why not right? Unless they start CCing thru it or something.
ShinNeosnake
01-17-2004, 11:00 AM
I went to CTF yesterday and PokesYOU tried to do the setup to me during the two games we played but he never got the dmon out, when he was facing the computer though, He caught the computer in the demon AS THEY WERE TURNING AROUND, so I'll confirm that that setup works, not 100% of the time (Supers, CC activation, etc) but it'll work
FMJaguar
01-17-2004, 11:16 AM
it either works 100% of the time or it doesn't, that is what my question was. I think i read the setup wrong the first time so i didn't see that you were going behind them. My guess is that it just makes it confusing to defend.
harder to defend? You can block RD? :)
I don't imagine the turn around stuff matters at all. If it did, you wouldn't be able to turnaround reversal anti-airs against crossups and stuff right? Or if you have a throw that leaves their head towads you.. they have to turn around while getting up from those too.
Just try it in training mode. No block, all jump. Corner them. cancel a sweep into teleport into the corner.
cheese_master
01-19-2004, 06:14 AM
you can't be thrown for some number of frames when waking up... they... can simply jump it. Unless the RD was done late as hell such... in those cases... people can just combo you into a super for trying the RD so late... its best to get someone in a fake block stun and do the RD... like cr Short, st jab whiff (they are still in block animation)... RD... that will hit... unless they reversal through it.
I think you can jump out of fake blockstun.
I think the best way to use it is as a super-throw, similar to how you use Gief's. Activate it when you're in range for the initial grab (he doesn't travel at all). This is what you're really talking about right?
The other way is as a counter to attacks. Use the invincibility to avoid or pass-through an attack and then grab. (travels long enough to cover the recovery of the attack if needed). Probably the most garaunteed way of landing RD.
...well, unless they just leave themselves totally open by whiffing an attack or something. :)
caliagent#3
01-21-2004, 02:04 PM
Originally posted by Drag
I think you can jump out of fake blockstun.
I think the best way to use it is as a super-throw, similar to how you use Gief's. Activate it when you're in range for the initial grab (he doesn't travel at all). This is what you're really talking about right?
The other way is as a counter to attacks. Use the invincibility to avoid or pass-through an attack and then grab. (travels long enough to cover the recovery of the attack if needed). Probably the most garaunteed way of landing RD.
...well, unless they just leave themselves totally open by whiffing an attack or something. :)
u can jump out of fake blockstun, but the reason u do it is to keep the opponent grounded, and to not accidentally "combo" into the demon. U r banking on the fact that your opponent won't jump in the firt place and the whiffed jab will make them think u r gonna continue hitting them
cheese_master
01-21-2004, 06:41 PM
basically what caliagent said... like... when you do one cr LK, and then whiff the LP and do it... sure they can jump out assuming you they hit jump while you whiff the LP... if the block animation comes out... they can't jump cuz of the time freeze crap. The mixup to prevent this? Simple... do cr LK, st LP whiff, then immediately cr LK X2 hurricane kick or super or whatever. Then point is... if they think you will RD during the st LP and go to jump away... they stand up and you hit them with the cr LK for the free combo... if they jump too early... they'll just eat the st LP... which sucks... but thems the breaks... but they usually don't. They key is to keep them ducking... cuz if they are crouching during the RD... up close it is guaranteed... since it takes frames to stand up and jump away. So use the cr LK X2 option as a test the waters thing since it doesn't waste the super. If you see it hit free combo and knockdown (to get up close and go for the RD since they may stay crouching this time)... if not... then next time you get in... you can go for the RD.
Most of this is prolly basic Akuma knowledge though.
Whiffing the s.lp xxxx RD after a crossup c.mk works very well.
Also, to make the RD more effective as an anti-air.
You can do the RD from a crouching position giving you more time to execute the RD right before the opponent's jumpin attack hits you.
You dont even have to stand up to do the RD.
d, c.lp, c.lp, df, lk, hp.
The most effective shortcut method that i use for the RD is:
c.lp, c.lp, qcf lk, hp (also works well with Morrigan's DI combo)
Bezerka
01-21-2004, 09:12 PM
I like to do a zangeif style tick with the raging demon, point blank standing lk then raging demon, if u time it right they wont be able to jump out after the super flash, unless they were already holding up before u got the demon out. U can also mix it up, and do an attack to hit them out of the air if they were holding up after the st lk. (ppl tend to do that after eating it once or twice) As with all ticks into grabs, u gotta watch out for reversal attempts as well.
Drizzt Do'urden
02-07-2004, 03:42 PM
Originally posted by Bezerka
I like to do a zangeif style tick with the raging demon, point blank standing lk then raging demon, if u time it right they wont be able to jump out after the super flash, unless they were already holding up before u got the demon out.
thats easily escapable
the only way this setup will work is if you whiff the short and your opponent tries to punish you with a ground poke
KneelB4Me
11-26-2005, 08:22 AM
Just been messing around with some RD setups. These seem okay in practice. I use Kgroove so. Run grooves only with these. Theyre both similar, one easy and one I find more tough to do 100%.
run cr.jab run cr.jb run st.short mp chop demon
run cr.jab run cr.jab run into demon
FMJaguar
11-26-2005, 08:56 AM
Originally posted by Bezerka
I like to do a zangeif style tick with the raging demon, point blank standing lk then raging demon, if u time it right they wont be able to jump out after the super flash, unless they were already holding up before u got the demon out.
thats easily escapable
the only way this setup will work is if you whiff the short and your opponent tries to punish you with a ground poke
It depends a little on your playstyle, if you like c.short x [1/2] , [s.short , red FB] | [s.fierce] | [throw] etc..., you can do the same with supers, if they try to escape the RD you can fireball super, or any lvl2 super...
haaris_abbasi
07-30-2008, 03:14 PM
There are a few more set ups not discussed here.
In the corner...
1. Teleport to corner with Punches and RD.
2. Cross up air fireball, UH cancelled into RD.
(Against tall players)
1. short jump and early medium kick or roundhouse, and then demon.
(Against Short Players with no DP priority mov
2. Low short, dash -> RD
3. Low short, run, wiff jab->RD [on short people actually].
With any demon setup... do remember that it is a setup... There are always ways to evade it.
RagingStormX
08-19-2008, 04:46 PM
Just whiff anything on their wake up then demon.
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