Most useful RD setups

for the AA demons are yall hiding (is it necessary?) the jabs in anything prior, or are yall just straight up demoning.
I’ve only landed dash demons before I really started to play gouki, but I becoming more consistent with TKD so its only a matter of time before I start breaking it out in matches.
is there a preference for either? are TKDs pretty failsafe?

of course my gameplay wont revolve around demoning, but I do love the super lol.

tkd’s can be read, depending on your setup
and for aa demon I and everyone I’ve seen just does crouch jab x 2 and BAM.

Do you really need to set up TKD? As long as you’re almost point blank I thought you could just bust it out, but I’m still not comfortable using it regularly in a match so meh. Please explain RaishinX.

One thing that can be done is bait a jump in wiff punish by throwing out a cr.mk or cr.hk then cancel the recovery of your normal of choice with Raging Demon. cr. hk has a nice juicy recovery so it’s extra tempting.

ehh fuck tkd right now, I did like 10 yesterday, cant get it today.

annoying to master.

it [f+mp] has more startup than most of akuma’s moves so you run the risk or being hit. Although I must say that when point blank most players tend to throw and f+mp is unthrowable in most versions of 3s.

Backdashes, normals, jump back, dp, etc. a lot of things happen in neutral skirmishes that can stop tkd. Not to mention after the first one your opponent is probably looking out for it. I had Bodler jump out one of mine before I started AA jabbing him.

Also “Empty Jump” demon can be done with a super late jumping normal medium and hard punch and kick, be it forward or neutral, are doable. It’s not something I’ve incorporated into my game and maybe it won’t be but I thought I’d mention it.

cheers

Thanks for breakin it down RaishinX.

“Empty Jump” Demon is hella tight. You have almost no time to hit those jabs. Don’t think I’ll be adding it to my game anytime soon.

SesshaZL: Once you get down f+mp TKD then you need to graduate to cr.hk TKD. Gives the opp no warning and has a little more range. That shit is badass.

Set up I’ve been using lately that I don’t think I’ve seen mentioned

Really meaty UOH (blocked / hit) --> Kara Demon

dependant on how you train your opponent, how they respond to a blocked UOH etc. but has been working out for me =D

Quick question. What inputs do you guys use for the dash up demon? Right now I’m just using the raw command (buffer LPs during the dash and then forward + LK + HP after) but I was wondering if there’s a different or maybe easier method than this.

Something I only started doing in the last few years is two finger (middle then index) double tapping for dash demon. I used to just use my index finger and tap twice really fast but with the double tap my success has gone up drastically. It’s still the same input of buttons but different finger technique. Now I’m pretty comfortable with dash demon.
Only thing is, to do dash kara demon its a little tougher this way because with my original method, using only index finger, I’d have my middle finger ready to go over MP for the kara.

Well, I play pad, but I see what you’re saying. Is the kara dash demon more effective than just a dash demon? I thought the dash demon was inescapable if it was done close enough.

Dash kara demon is for when you’re not point blank next to them or when you dash and need some time for the demon to hit like after a cr.lp dash under into demon. There is a second where you finish the dash and they aren’t yet recovered from the reset so the kara fills in that time.

Oh, okay. So when you input the kara demon, can you press the f.mp and the lk+hp at the same time or do they have to be separate inputs?

they must be seperate

I remember someone saying in a thread about Gouki that when doing the dive kick into Kara Demon setup its best to only execute if the dive kick hits. Looking at the frame data it seems like a blocked dive kick leaves you at 0 but a hit leaves you at +4.
Do they recover from the block before you land or something?
Seeing the +4 makes the whole ‘wait a second before doing the kara’ make sense. Adding a Kara to Demon usually adds 1 or 2 frames right?
Comments or suggestions?

Those data are wrong. Dive kicks advantage/disadvantage depends on how deep it hits, like all (i think?) air attacks.
Fixed, thx!

I appreciate the clarification ESN.

So then what are the different falling dynamics/timing of a dive kick hitting, getting blocked and getting parried? I’m always trying to tightening up my dive kick pressure to make it less reckless.

My understanding of the Demon setup I mentioned was that one should hit (no block) high with the dive kick and then wait just a moment for them to recover then execute the Kara Demon. Maybe it should be a late Demon cancel on the Kara that is done right as you land?

Double tap is a must for dash demon

There’s no exhaustive frames data for dive kick afaik, but it’s pretty safe to say it goes from -x to +y (accurate, isn’t it?) for hit/blk advantages, with x and y probably around something like 6, maybe more.
The delay needed before demon is here to avoid activating during hitstun/blockstun which would lead to an escapable demon.
Kara is needed to get closer/point blank, and also probably to “waste” some frames for hit/blk stun. Btw, a regular kara demon usually adds between 4 and 11 frames, you can have a good idea with arm position during sa blue shadow.

By double-tapping, do you mean the technique where you use two fingers to on the same button to rapidly hit it twice? If so, I’m sure it could be a good idea for dash demon, but I just use one finger and find that there’s plenty of time. If I mess up the dash demon, the two reasons are either because I was sloppy with the last three inputs and didn’t get the order correct or I actually did the jabs two early in relation to the last three because I either mistimed the dash (too early) or I’m trying to “hit confirm” it and in delaying “lose” the jabs.

Double tapping is using your “fuck you finger” to hit the button then your “look at that thing finger” for the second hit in rapid succession. Takes practice to get the muscles in your hand to accommodate the awkward motion you need.
Using one finger and hitting twice always felt like two movements where as the double tap felt like a single smooth move.