I’ve deleted all of my posts since they weren’t relevant.
I couldn’t really see if cause the video decides to get shaky around that area, but on paper it sounds like a solid reset, I currently can’t think of any ways to improve it, it seems to cover all possible options. Although I wonder how it would work if akuma was alone, is there anyway to make it work without an assist?
does akuma really have one? i guess i should just ask flyingve…
Nope, i remembered wrong.
Sorry.
wtf is up with raging demon? i don’t think even capcom knows how many hits it can produce. the bible says it can range from 15 to 30 hits. a few months ago, with the help of the turbo function, i discovered that 31 hits were possible, a week after that it was 32, a month after that i saw a video of it doing 37 hits. and just now i was able to get 44 hits, resulting in 552,000 damage output.
update: 47 hits now, 561,000 damage.
what the f*ck? 0_0
I wouldn’t even waste my time, even at lvl 3 x-factor, some characters can survive getting hit by a raging demon. So I really don’t see the point.
Really, there is ONE thing that is good about the Raging Demon. It’s FAST. I mean from animation time to damage dealt and recovery, it’s probably the fastest damage for a punish
there are times when raging demon is your only chance of surviving, or even winning. however, this isn’t even what i’m talking about. i just want to know how many hits total are possible, and it’s starting to bother me that i don’t know; and nobody else seems to know either for that matter. that’s all. i’m not arguing it’s practical uses at all. besides, are you telling me that–while keeping in mind the bible, along with this guide, says it’s only capable of 30 hits total–if you noticed it can actually produce 47 hits, you wouldn’t mention it? of course you would.
True that, true that. Its quite an odd move, the guide does say only 30 hits. Even though its obviously an approximation, you’d think they woulda narrowed it down a little more lol. Even the damage is off, shit says it maxes out at 510 while your reporting you got it all the way to 561, talk about odd.
the guide says only 30 hits because that’s all they could get out of it; i’m sure if they got more than that even once, they would’ve mentioned it. for a while, it was really hard for me to get 30 hits even with the turbo function. next time you’re in the lab, see how many hits you can get from it without turbo.
Hey guys, here’s a discussion for you all. We all know Tatsu L is our go to jump in, but maybe jL would be better. It’s got 9 active frames, it can crossup, the hitbox comes in before Akuma(I think), but most importantly, unlike our other jump in options, it can be canceled. It cancels into Tatsu to combo, and it cancels into Flip for continued mixup options. Thoughts from anyone?
I honestly don’t know, I haven’t given it a shot yet, in fact the only :l: normals I use consistently are his st. and cr. :l:'s(which isn’t that bad considering thats 2 out of 3). How’s the hitstun on his j.:l:? It doesn’t seem like it would be a lot, in addition to not seeming like it would have a lot of priority. Of course, Im not experienced with the normal so I don’t know, in general though :l:'s rarely ever seem like good jump in normals.
On a side note, check out this vid http://www.twitch.tv/sixfortyfive/b/346288770 its sumbrwnkid(wolvie/dante/akuma playeR) vs some dude playing akuma on point. The point akuma player is clearly a few steps behind the wolvie player but he does some cool stuff in a few matches, plus brwnkids akuma makes a number of solid comebacks either.
It’s not great hitstun, but you can combo into Tatsu L midair on the way down and combo the full way. It’s priority should be decent. I had a match once where an opponent of mine did nothing but jumb back Knee and it kept beating my stuff. Honestly, it’s a good hitbox and most jump ins are usually not that good unless they have good active frames or hitboxes that hit below them. That’s why Tatsu’s a good jump in: it’s got a lot of active frames and it’s only got a small area beneath it that if hittable.
Well, to add on to what Karst was saying 2 months ago about the ridiculousness of DHC’s from Dormammu to Akuma, if you DHC from Stalking Flare to Messatsu-Gohado Ungyo (Beam) just to punish the opponent for pressing a button from full screen, the beam will keep them in hit stun long enough for the Stalking Flare to start hitting them as soon as they bounce up from the beam. This gives Akuma enough time to dash the full length of the screen, super jump and perform :h: Demon Flip->Palm after the last hit of Stalking Flare to get a relaunch into double super. If the opponent is not quite in the corner after the launch, end the super jump string with j.:s: and use Dark Hole assist to extend off of the OTG into a relaunch j.:h: xx :l: Tatsu xx Balls.
Also, Dark Hole is fantastic for Akuma because it allows him to turn any random mid range fireball, be it aerial or ground, into a full combo. It also, obviously, provides him the lockdown that he needs to be scary as hell, as well as eating up projectiles like it’s nobody’s business.
On another random, but similar, note since my main team is Spidey/Dormammu/Akuma, calling Web Ball assist in conjunction with a grounded tick throw setup allows Akuma to get full combos off of a ground throw. That assist is just fun as hell with Akuma.
FYI; I figured posting a link to this is better than creating a thread in every forum with the info, haha:
i was messing around with this in the lab yesterday. not sure if this is helpful but here goes.
you really have to predict if which way they’re gonna tech. but regardless the this is set up will force them to block.
if they roll forward, do what brain typed out. but if they roll backwards, i found that if you dash forward instead of back and do everything the same, you’ll get a cross up.
Also, with different timings, you actually might fake a cross up!
i think setting up for the forward roll (back dash +teleport and assist) is your safest option, cause they have to block no matter which way they roll cause of the fireball coming down if they roll back, and if they roll forward they’ll have to block the assist
thanks for this info brian! finally have a solid reset besides the brain dead ones
So just watched this match [media=youtube]-ugD8Wm4ASU[/media] at 4:44 megaman steve lost because of a pixel of health on ryu(niggaz in the theory thread be telling me health don’t matter) my question is other than not dropping the :s: at the end could steve have optimized that combo in any other way? I can’t think of anything because the combo starts with an AA :f: thus using up his ground bounce very early.
yeah, he could have gone for the same jump loop that he gets from an air throw; however, in that specific situation, i’m pretty sure he didn’t expect to AA him and would probably be tough to react accordingly assuming he knew he had time for a jump loop after :f: recovered. then again, the overhead does hit twice, so maybe you can train yourself not to cancel it off the first hit and go from there.
So guys, what are your thoughts on what Akuma could get buffed should there be a 2013 update?