Most useful RD setups

YOU SON OF A BITCH

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10:21 WHAT HAPPENED TO KARA DEMON THIS FOO AFTER STUN HANG YOUR HEAD DOWN IN SHAME SOLDIER!

What is the difference between lk tatsu to lp reset into dash demon vs lk tatsu to standing hp into dash demon? Does the hp put the opponent into air reset or a different condition since you cant juggle anymore after the hp?

Also is it really all that necessary to do kara demon after the dash or can you get away with just DD most of the time?

discuss please…

The timing of the dash is different IIRC. After the hard punch you need to pause a moment before dashing in. (however a dash kara might be good in this case, may eliminate the need to pause)

Dash kara demon is really only useful if you need that little extra distance.

However if your opponent is within dash range it’s just better to straight up dash demon most of the time.

Almost sure that using dash kara demon instead of dash demon has saved my ass from some throw, thanks to forward MP…
You know, when you see opponent with his arm extended during the black screen…

Only works on arcade of course…

I’ve actually had that happen with a straight up dash demon, as the start is invincible.

Invincible doesn’t mean unthrowable. If this happens with a normal demon, i think it’s probably cause the throw hasn’t been done on the right frame window to catch the demon…

Yeah it does.

Invincible means it cant be affected during the invincibility. Look at KKZ. You think you could throw that?

Just tested, seems you’re right…
Though, i’m almost sure to see this happen at least a couple of time…

For KKZ, i read somewhere here that someone has been throwed out of KKZ by Makoto HP chop or something like that, never seen myself though…

I just finished demoning through hyperbomb head to head.

Depends on the circumstance.

However it is a certainty that you cannot touch Akuma during the start up animation, basically until he hits the ground.

I’ve KKZ’d a Urien to death with chip off the pillar while aegis was in me.

from my experience …

ken’s ex shoryu can cancel KKZ
you can throw akuma out of KKZ(yes its possible)
akumas air hadouken can cancel it
ryu can shinshoryu through it unharmed

all of these happened late in the animation though

Chun SA II :wgrin: I’m sure everyone got what you meant, though.

Any super with beefy invincibility will beat KKZ. However I’m not actually sure how beefy it needs to be. I know Shinryuken can also beat out KKZ on reaction (though it’s really hard to actually get the super out on reaction. I’ve also had AI sweep me out of KKZ (I don’t know how that happened, but I do know that it traded, so maybe meaties can beat KKZ).

Yes, but KKZ invincibility ends after Akuma hits the ground with his fist.

However during the invincibility, nothing will hit him.

Chun SA2 is not invincible.

If your character can avoid being hit by the pillar in KKZ, they can attack and hit Akuma afterwards.

However they cannot hit him during start up animation, and meaties will not beat KKZ.

Like he said, I’ve yet to see something stop the ‘pillar’ in the kkz coming out. That ALWAYS comes out and nothing stops it.

I’ve had a few characters grab me out of demon STARTUP. Most of the time it was Urien.

i.e. I would do kara demon in his face, and just when I think I’ve won, I get grabbed. Weird.

I’ve had AI Makoto stop my KKZ with a HP chop. I think it was before he hit the ground but from what ShinAkuma and Naz say it may have been just as he hit the ground. Regardless, I said “WTF?!” out loud.

Also, I have been wondering about regular demon vs kara demon. It seems that one sacrifices some instant invincibility, with regular demon, for extra distance with kara demon. Could just be a timing issue?

One more question, about “Fake Kara Demon.” In a vid I noticed Naz do FKD (sweet end to a match with a stupid Chun by the way) and I wonder if it has the same property as TKD?
If it’s done at point blank range with proper timing does it eliminate the possibility of a jump away escape?

Thanks for the info guys.

Fake kara demon?? That’s new to me…

Woops! Please remove the “Fake” part and insert the “LATE” part… LKD. : -(

AFAIK, in 3S, cancelling something to special/SA doesn’t modify this special/SA’s properties, unlike CVS2 and roll cancel for example…

Wouldn’t you say range is a property of a special/SA. Kara canceling adds extra range to specials/SAs altering their properties? Just a thought.

Am I wrong in thinking that TKD done close enough gives raging demon a “no escape past activation” property? Not sure.

No entirely.

No matter how close the demon is, if your opponent inputted jump before activation, they will be allowed to jump, even if it appears as though they should be grabbed.

Super close demon regardless of kara canceled or not will grab if the jump is inputted after activation. Kara cancel just adds a bit of range and hides the jabs.

It’s the move cancelled that adds the range: forward MP -> move begins, char slightly moves forward, then -> demon cancel fwd Mp.
Properties of demon didn’t change…