awesome, that is tons of fucked up. Are some of those normal cancels comboing into demon?
Is a blocked low fwd, cancel demon unjumpable?
awesome, that is tons of fucked up. Are some of those normal cancels comboing into demon?
Is a blocked low fwd, cancel demon unjumpable?
Wait, I’m confused. How do you do this? Something to do with QCF’s instead of forward was the only thing I understood.
Actually I thought people came to the conclusion that many normals guarenteed demons, at least 75% of the time.
It is, as is this discussion about that you can cancel all of akumas stuff with raging demon in the first place. As is… well most this other crap to. No one bothers to read other posts though. They sure as fuck have no problem telling other people to read the threads/read the posts before you post. But when they think theyve found something thats already been posted, they have like umm well no problem forgetting about it. Seriously this theres a thread in this forum about doing akumas tiger knee fireball, and that its faster. Is it not common sense, that obviously if you do the move lower, and has a property of going up in the first place, it can only go so much higher up, so its going to be faster? Yet this was seen as new. … . . . . Yawn Dont expect people to read posts. But be expected to be called out if you missed a post. That is the one, and only rule.
Well I don’t know about anyone else, but I certainly did after spending a couple of hours researching it. Unfortunately no-one ever pays attention so crap like the crouchblock myth keeps getting thrown around.
If Akuma is close enough, any* blocked attack into Demon cannot be jumped 75% of the time, but can be jumped 25% of the time. Cancelling any normal move into Demon from point-blank (or a very short distance away) counts as “close enough”.
where did those percentages come from? there are 2 things people aren’t taking into consideration when talking about this bullshit “sometimes you can escape and sometimes you can’t” theory.
1.) we know a demon can be cancelled at any time during a normal move animation.
2.) a character is stuck in blockstun for a set period of time.
so pretty much, if they jumped away, you had slow fingers that time. or maybe you didn’t and it’s just not an inescapable setup. the point i’m trying to make is that until someone comes up with a means of eliminating the human factor and consistantly cancelling a normal into a demon at the absolute earliest possible frame, this issue will continue to be debated and magical percentages will continue to be thrown around.
I’ve fully tested it over a very long period of time with over a thousand individual Raging Demons being performed using every blockstun setup you can possibly think of. Every individual test involved cancelling a blocked point-blank attack into RD at the earliest possible moment, and holding up to jump out of it before the super flash had even come out (also tested holding up at various other times with the same results). This isn’t hard to accomplish when using certain input sequences, abusing the pause button, and skillfully controlling P2 with your feet.
I’ve also given a detailed explanation in another thread as to why this seems to happen.
I’ve produced realistic answers derived from large statistical samples and backed up by theory.
Don’t call something “bullshit” when you don’t have a clue what you’re talking about.
well now, i completely humble myself. never saw that particular post you made in that different thread (could have been useful to post in here as well). the testing i’ve done have lead to demons being inescapable if cancelled as early as possible… but sometimes not for some reason. when 1 single frame could mean the difference between jumping away and getting caught, i still think that eliminating the factor of human error is the only way to prove anything. but again, i’m humbled.
you mentioned the engine sometimes processing the jump away frame first rather than the frame akuma would be using to grab. just want to quote you here.
“On each frame, the game processes the players in a random order… If this is correct, then it would make it difficult to patch as it’s an issue relating to grabs in general rather than specifically Raging Demon, so adjusting it without affecting other things would require some pretty nasty game engine hacking.”
on certain normals, it really is not difficult to cancel into the demon as early as possible (strong and forward being the best examples, fingers are in the best position for these). it’s incredibly easy for akuma to get in point-blank range, along with a 75% chance of an unavoidable super (maybe moreso, it’s definitely hard to react on the flash when you’re point blank) this screams broke. if what you’re saying is true, and as the problem lays within the game engine itself (we will most likely never see a patch for this particular aspect), it won’t be long until people learn how to properly cancel demons and turn the game into an akuma-only party. would you agree this could “possibly” turn akuma into the only viable tournament character?
Not only can he run away like hell to build meter, employ crazy good air-fireball stuff to lock you down when upclose, tick from any normal into super that you can’t rely on jumping out of…
He can also laugh at you when you REVERSAL out of the tick to stop the throw, because he’s totally invincible and you’ll whiff!!
Akuma is a douche. lol.
I have three questions:
What is the proper timing to “tick” the Raging Demon from an aerial fireball? In other words, when do I begin inputting Raging Demon’s motion after an AFB gets blocked/connects?
Can meaty, LP AFB, LP tiger AFB (d,d/f,f,u/f+LP), cr. HK, Fierce Hadouken be reversed or somehow avoided?
Is there a distance where after a meaty Fierce Red Hadouken a Fierce Blue Hadouken becomes un-jumpable/unavoidable (a la Sagat’s meaty LK Tiger Shot, HK Tiger Shot)?
Im confused about the red fireballs:
-why does the jab red fireball exist? It seems to serve no purpose of any kind right?
-strangely when I go into training mode and make Ryu block my fireballs, I find that a regular blue fireball does about the same amount of chip damage as all three hits of the fierce red fireball… this would seem to make all the red fireballs almost pointless, since you might as well chip with the blue fireball and have much better recovery. On the other hand, when my opponents have just a couple ticks of life left the fierce red fireball kills them while a blue fireball doesnt… not sure how this jives with the training mode results.
(the fierce red fireball does beat some moves like jab headbutt that would ordinarily go through fireballs, but whatever)
Well I don’t know if you know about this or not, but I actually like the Red Fireballs primarily because of their shifting hit-boxes. Whenever Akuma does the charge-up animation for the Red Fireballs, all his hit-boxes are pushed all the way to the back-half of his body for a brief moment. If you’re good with spacing, sometimes that small shift is enough to make an incoming jumping attack whiff, or totally mess with opponent’s cross-ups.
I’ve personally found the Red Fireball’s charge-up delay useful for mind games, especially during fireball duels.
This is the story of Akuma’s little hurricanes…
Technically, this is incorrect. Akuma can perform three light-kick air-hurricanes in a row. Example:
Catch an opponent in the air with a light hurricane, land, jump and perform another, land, jump and perform another. Goofy as all hell and very tricky. But possible! I do it when dicking around.
Try jumping at a standing opponent and smacking them with a light-kick air-hurricane. It will knock them down, but you land before they hit the ground. As such, scoop them up with dragon punch or another standing hurricane kick with the middle or heavy kicks to get your three juggle hits.
Similar to above. Jump at a standing opponent, air hurricane with light kick. Immediately jump upon landing and perform a fast air hurricane kick with light kick. Land, jump and perform ANOTHER light-kick air hurricane kick.
What’s the point of all this bullshit? Not much really. But its possible. It also looks funny - you literally end up hurling your opponent all over the screen with little hurricanes and hump a bit of meter. Hooray!
There was talk earlier in the thread re: his Raging Demon’s ability to latch onto opponents under all sorts of crazy circumstances. Akuma can grab Blanka from his electricity for example. How does it fare against Honda’s hands? Can he RD Vega’s claw-ball? Chun’s Lightning Legs? What about another Raging Demon? o_O I’d assume the last to perform the move incurs dominance and thus wins.
I’ve caught myself using Akuma now and then 'cos I just plain love juggling. He’s fun. The biggest catch for me is Akuma’s speed. He is slightly more agile than Ryu and not as ‘heavy’ as Ken, so I don’t feel I’m perhaps controlling him to his best potential. I need to smash out a couple fights until I’m able to shift into Akuma gear in terms of his speed/agility. I feel his Raging Demon is too dominant though - it sails through a LOT of attacks quite effortlessly which is a perhaps a little cheeky for a character who is quite powerful to begin with.
Don’t even get me started on standing middle kick. That mess is just plain silly. Great against Balrog though! Hooray!
This was also my first post. Hi!
For timing dickery. I’ve snuffed many a jumping opponent with a jab red fireball and caught them out. The extended delay allows you to sometimes catch them on the way down.
As the round progresses and you incur more damage, the random aspect of how much damage attacks inflict becomes much more narrow to the point where many blocked specials inflict only one sliver of blocked energy. Thus, it becomes predictable and you can calculate accurately. When it comes down to this, Akuma’s medium and fierce fireballs rack you up three points of guaranteed, measurable blocked damage. This can work to your advantage in tight matches, especially when you’ve just knocked an opponent down, or you trap 'em. As an opening attack, an unblocked fierce red fireball where all three hits connect is particularly vicious.
Ya, its the multi-hitting aspect of it that makes this possible. Its also a bastard to dragon punch through with Ryu and Ken and it also can’t be nullified with Deejay’s machine gun punch. Think of it as three weak fireballs packed together. I always kinda hoped Akuma’s various red fireballs would soak up 1, 2 or 3 potential hits from Ryu’s super fireball to prove how much of a raw badass he was Alas, this doesn’t happen. That’d be cool tho and a great way to stand your ground against Ryu, but still take two hits to prove how much of a demonic badass you are >:D
Curiously, in ST (yet to see it in HD) there were circumstances in which his fierce red fireball could inflict two of the three potential hits and knock the opponent down, and continue sailing across the screen. Almost like a juggle. I could never figure out what caused this. This isn’t to be confused with a limb taking the first hit from a fierce red fireball and the remaining two potential hits sailing towards the opponent only to be later blocked. (This happens often against Dhalsim for example.)
Jab red fireball is great. From full screen, throw two or three fierce blue fireballs, followed by a jab red fireball. Watch people jump into the jab red fireball all day, for a knockdown!
I bet you are hitting people out of pre-jump when this happens.
When you hit people out of pre-jump, they get hit like they are on the ground, and will eat the next hit in a combo standing, but then magically pop out into the air.
Blue fireballs do more damage then the red ones from what I’ve noticed in training mode.
The only reason to toss a red fireball would be for a meaty attack so you can jump in to chip or throw.
So near the beginning of a round I was playing against a Ken player and after my Akuma got knocked down from a Fierce dp I did a wake-up (deep) Firece DP on his jump in. The 3 hits removed over 50% of his life! I have noticed akuma’s DP’s (not only his fierce) but all of them at times remove an insane amount of life.
Another wierd thing I have been noticing at times (and it works sometimes in training mode also) is when you do a jump in air fireball that connects to a grounded opponent while you are buffering to Raging Demon when you land the Raging Demon will do 1 of 3 things at random.
#1 it may come out when you land at slow down speed due to the air fireball connecting and will connect to the opponent if he doesn’t jump away.
#2 It won’t come out all do to the slow down of the Air Ball connecting.
#3 It comes out at ultra fast speed and ignores the slow down completely, opponent has no chance of escaping as its so fast it almost instant grabs. Its rather amusing to see Akuma zip forward at light speed and grap the opponent while he is stuck in fireball slow down.
Anyone else notice this?
This may just be my input, but I keep screwing up I get a knock down.
air hadou.
land on the other side, crouching mk and my tatsu rarely “get’s” out…
It may be the same thing because of the freeze your getting SteveTren
(Or it might be my norwegian scrub screw ups lol)
Also I’m having difficulities with doing, crouching mk, mk-tatsu on chun…
Also, I don’t know if this is new…
But I keep my Shungo buffered thanks to the mechanics.
I usually do the same throw setup over and over, like. Crouching MP. Throw.
Untill I get meter, I do
Crouching MP, LP, LP~press and hold forward, lk~fp
It looks like I’m going for the throw and there comes the shungo.
I can record it if someone wants me to. It’s very easy of every normal, works on DP/SRK too lol!
I went and made it as I couldn’t sleep
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