View Full Version : Perfect Raging Demon?
CrakAWuT
02-16-2005, 10:25 AM
Is there anyone out there that can pull off the hk>RagingDemon combo?
If you are not completly ontop of your opponent and you use hk with akuma you can cancel it while he is still turned around into Raging Demon, making it un-avoidable(comboing it). Ive never seen it in any match vids, or even in a combo vid. Is this becouse its just too hard to pull off in a real match? Or is it just not worth the 2 super bars?
(I can pull it off ) :encore: :encore: :encore:
It's not that hard to do. I've done it in training mode but its not practical for real matches. Standing Far High Kick doesn't come out too fast and can easily be parried/blocked. That's why you don't see it in match videos.
Something cool(almost) to do with the RD is turn on some system direction options so that any special move can combo into a super, then from far distance throw out his 3 hit red fireball and cancel it into the RD. If you've done it right, Akuma will slide past the fireball, grab the opponent and start beating him as the fireball flies past. Not practical in a real match at all, especially since these options are never on for tourneys. Just something to do if you get bored...With Akuma I have made some wild combos with the system directions altered. If anyone's interested I could post them or if anyone else has done it post some of yours!
with that option on you can combo Tatsumaki and Air FBs the lock down is perfect. Parrys wont sotp it either Jump Fireball MK tatsu land LK Tatsu cancle after 1st hit with air FB Land sweep LK Tatsu. . . and so on Its LAME
However the HK RD is not used often because frankly for that much meter its not worth it, the Chip or full blast from 222+Px3(Raising storm wanna be) IS far better. I've never seen it full parried in a match and it chips like hell(more then any other move) its a great way to finish the job.
Thongboy Bebop
02-17-2005, 02:44 PM
turn on some system direction options so that any special move can combo into a super, then from far distance throw out his 3 hit red fireball and cancel it into the RD.
You don't need System Direction for that. Finish the demon right as he releases the fireball.
N
MegaFool_X
03-07-2005, 03:44 PM
You have to be close for the h.k to do a sort of two hit combo to catch your opponents off guard, do it during the first hit, while the foot is going through it, then by the second hit, it should stun then back a little then he'll slide right up to them and kill them (depending on who it is).
amuse_me
03-07-2005, 07:13 PM
hey yo i was just reading this forum and was wondering if there is a way to to a hurrican kick to raging demon? :xeye: so i try it and yes you can do it :encore: because if they block the hurrican kick u can get them with the raging demon. try it and see if u guys can do it
CrakAWuT
03-08-2005, 07:43 AM
.......
kal el
03-08-2005, 12:59 PM
Akuma can CANCEL ANY of his attacks into Demon. but out of all of them, only far s. roundhouse actually combos into Demon because of it makes your opponent turn around ala Alex's Flash Chop.
the more useful Demon cancel is the kara one where you see the initial frames of Akuma's twds + strong overhead.
or you can bait your opponent to parry s. fierce (or s. roundhouse) while he's in the air. once your opponent parries Akuma's s. fierce while airborne, cancel into Demon. he'll have a nice welcome party for him when he lands :lol:.
:rock:
Archer V2.0
03-08-2005, 01:50 PM
Ghetto the raging Demon... do a c.rh.. if its blocked, cancel into raging demon.
CrakAWuT
03-09-2005, 10:50 AM
Well i found that using it in to first place is just way to risky, but when i KNOW i can land it, like when im waking up and the opponet is right ontop of me,so you cant even see the inital slide frame of Raging Demon and it just looks as if it a point blank invicable grab. And Kal el is wright, you can cancel practialy any of akumas moves into practally any of his SA's (including Raging Demon) but the only one that well combo is s.hk>Demon, otherwise ANYONE could just jump and make you look stupid.
Pyrogamer
03-12-2005, 12:28 AM
by raging demon, do you mean shungokusatsu? Thats the L.punch,L.punch,foward,L.kick, H. punch move right? Never been to to street fighter forums, don't know any terms...
kal el
03-12-2005, 03:47 AM
:lol:
i'm surprised you used Shungokusatsu. most people just refer to the move as Raging Demon. or RD. or just plain Demon. but yeah, they're one and the same. just different terms.
:rock:
BananaWeed
03-12-2005, 09:42 AM
Just learn how to dash into Raging Demon. Hard to escape.
nanitaberu
03-13-2005, 06:09 PM
Ghetto the raging Demon... do a c.rh.. if its blocked, cancel into raging demon.
uhhum navid i have a feeling u learned that from a akuma pro
but ya there are a thousand RD (shun goku satsu) setups out there like whiff cr.rh XX RD, reset dash-in kara RD, cross up land and RD, etc.etc.
far rh xx RD is not very useful so forget about it.
eLJames
04-01-2005, 04:23 PM
Akuma can CANCEL ANY of his attacks into Demon. but out of all of them, only far s. roundhouse actually combos into Demon because of it makes your opponent turn around ala Alex's Flash Chop.
the more useful Demon cancel is the kara one where you see the initial frames of Akuma's twds + strong overhead.
or you can bait your opponent to parry s. fierce (or s. roundhouse) while he's in the air. once your opponent parries Akuma's s. fierce while airborne, cancel into Demon. he'll have a nice welcome party for him when he lands :lol:.
:rock:
nice, i never thought of that, i'll try it against jumpers-and-parryers ^^
Blake FF
04-02-2005, 04:13 AM
Unavoidable: Stand distanced from your opponent. If they jump at you, start by crouching and do the two jabs when they're at the peak of the jump and by the time they're right above your head, finish the raging demon. No matter what they do, the raging demon will catch them.
Many good baits too. Do any hurrican in their face. If they're blocking it, have teh RD come out the second you land and if they try to counter, they'll be caught.
Dash cancel to RD is the best choice I think, but is very difficult until you get the timing down on it perfectly. I still can't do it =/.
hugomeister
04-02-2005, 11:40 AM
ppl who do you think will a land the SA?
Hugo's GIGAS or Akuma's RD saying you've done the unavoidable moves?
that's an exciting moment to see who wins don't you think? :clap:
Blake FF
04-02-2005, 02:14 PM
If timed right, the Gigas will win..I've also been hyper bombed out of raging demon.
ereet
04-02-2005, 07:15 PM
I've seen hugo's regular 360 piledriver take out a raging demon headed his way as well.
Blake FF
04-02-2005, 09:08 PM
Any throw can take you out or RD.
Mufasa
04-05-2005, 03:30 AM
Unavoidable: Stand distanced from your opponent. If they jump at you, start by crouching and do the two jabs when they're at the peak of the jump and by the time they're right above your head, finish the raging demon. No matter what they do, the raging demon will catch them.
.
If the opponent is Ryu, he can Ex hurricane in the air when hes just about to land. The RD wont connect and Akuma will get hit.
Maybe there are more ways to escape this, but I can only think of that one right now.
grahf swe
04-05-2005, 03:31 AM
Im sure a kara-demon takes out everything except for gigas and shin. However they have to be seeing the kara coming. Otherwise it takes out everything. At least that's what comes up to my mind.
Blazn
04-05-2005, 02:51 PM
wake up RD never failed me once..
or after overhead hop whould work..
or after ashura warp if u do it rite..
Blake FF
04-06-2005, 10:21 PM
wake up RD never failed me once..
or after overhead hop whould work..
or after ashura warp if u do it rite..
All of those only work if they're standing right next to you and throw out a move the same time you RD, no guaranteed hit.
l337v1n337
04-08-2005, 12:43 AM
most useful setups in my opinion are wakeup and hop over after knockdown. ofcourse very situational and cant be overused.. even though I do them way too much. if its wakeup, if the person does an overhead or something, bye bye meter. For cross/hop over if the opponent does a dragon punch.. ditto.
as blake said, only works if youre right next to the person and they dish out a move same time. if the opponent is rushing you down after your knockdown, you could do it (assuming the opponent is grounded) but its still situational.
kal el
04-08-2005, 01:34 AM
if you're fast enough, dash -> demon is best.
whiff a dive kick (as in land right next to them) -> demon is also nasty.
c. forward/c. fierce x short Tatsumaki -> s. fierce x forward/roundhouse demon flip -> press K right when you're about to land -> demon is hot :lol:.
basically, demon works best if 1) you're point blank on activation and 2) you cancel any of Akuma's moves when your opponent parries.
#2 is kinda conditional. you also have to be wary of what move you cancel from. like, you can't just throw a far s. strong and expect someone to eat the demon if you cancel from it. an ideal normal cancel is c. roundhouse as it doesn't have to be parried for you to capitalize. people usually have a habit of wanting to immediately punish a blocked Shoto sweep. you sweep and your opponent blocks, cancel it into demon. your invincibility frames on start up will avoid whatever attack they throw out and you'll grab'em good.
:rock:
nanitaberu
04-08-2005, 03:11 PM
kara demon works with most of the classic shoto throw mixups
whiff close mp and or just simply dashing in
i stopped taking akuma seriously ever since gumby's akuma is 100x crazier than mine haha
CrakAWuT
04-13-2005, 09:37 AM
Akuma is completly conditional. the rhk.>Demon isent rational in a real match, i ussualy just do wake up demon, or IF your fast enough, u can throw out an obviouse move and bait the parry to cancel into Demon (down mk. or close hp). hmmm im not sure about the name of the move but the little down>down>down PPP move where he hits the ground is pretty good too. The unparryable factor is so good to use on crossover happy people or just people that like to high jump all over the place. :tup:
Slipkid
04-29-2005, 04:53 PM
If you knock your opponent down and then input Shungo before they wake up so you are right next to them when they return to neutral, how soon do they have to throw, jump, or hit you? Does it hit instantaneously or just grab the next frame?
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