Just cause I found it easier, I mapped my 3p button (whatever the hell it is, the 4th one on the top) to M as well (using the default layout). I only put it there exclusively for raging demons. Most people (me included) find pianoing alot easier/faster when descending rather than ascending so I just stretch my ring finger over after the 2 jabs then push m~h with ring~middle. Much easier that way for me.
Also since mvc3 stores all 4 directional inputs, doing the traditional 3s method doesn’t work for your kara if you wanna overhead kara.
3s method is f+mp~lp, lp, df+lk~hp. In mvc3 going from forward to down/forward doesn’t count as another forward motion anymore so you have to go back to neutral again, making your mvc3 input: f+m~l, l (stick back to neutral), f+m~h.
Nope, they gotta be holding up BEFORE the flash, if they arent already jumping before the super animation, they eat the demon
EDIT: Made this to show you how it works, note that Chun is not point blank but still within sweep when the animation occurs, and still gets snatched once i set the dummy to jump
very true. I have one friend & I always have to end the match with a SGS(no matter which game we’re playing)! In fact, he even gets nervous when I do an Ashura Senku.
I like keeping my akuma as my last character. And if i kill an opponents character and they have another one coming in I will SGS right when they land.
Careful of characters with flights, double jumps and what not.
All demon finishing animations are cool, but I like how in SF4 it looks like he’s Demoning you the player, not the character the way you get a face full of Akuma’s ugly mug as he tells you to die a thousand deaths.
One thing I’ve noticed is that the Raging Demon doesn’t connect on opponents as long as Dormammu’s Hell’s Grasp is active. (I think that’s by design as Hell’s Grasp disables jumping.)
Yes they can stall, but if you wait until just before they land to do the super they can’t do anything unless they were already holding jump to escape it.
Trouble is, this gets predictable. But it still works.
The x-factor to SGS thing without a jab is really really important… if someone has you in a blockstring and you have a lvl 2 or 3 xfactor + 3 bars ready to go, just xfactor -> SGS and then watch their character crumple to the ground.
Hey found a pretty basic tick into raging demon, you just go for a cr. :l: x 2 on a blocking opponent and then :f: :h:. Its pretty straight forward, but the beauty is it looks like a regular block string into overhead so your opponent either tries to hit you out of it or stand gaurd, both of which lose to the demon. It also allows for a mix-up since if your opponent starts looking out for the demon, their only option is to jump away, which should lose to the overhead into a full combo. You can also go for cr. :l: , cr. & :l:(hide the :l: input in the ) :f: :h: to make it look like a regular block string. It seems pretty legit, but feel free to critique.
Very good point, back to the lab I guess, ill work on something to counter act that push block. Well least you have a set-up thats almost free on anyone who doesn’t push block.
VS|breslin from www.versus-scotland.co.uk and criptic where in the lab and found some raging demon set-ups for Akuma. These work if the opponet doesnt push block and doesnt initate a jump before the overhead or forward heavy kick