Well, here are the one’s I use:
Teleport, RD
whiff lk Hurricance, RD
demon flip over and whiff, RD
Block chain: clk,clp,cmk,whiff lk hurricane, RD
->mpXXRD after first phase
There’s more, but those are the ones I use the most
Well, here are the one’s I use:
Teleport, RD
whiff lk Hurricance, RD
demon flip over and whiff, RD
Block chain: clk,clp,cmk,whiff lk hurricane, RD
->mpXXRD after first phase
There’s more, but those are the ones I use the most
I usually use the ones you use too… but I always get hit out of teleport>RD. here’s some more:
Anti-air RD - duck during the jabs
after any high jump attack, RD
after your opponent’s high jump-in, RD
when the opponent gets up, in your face RD - ghetto but works
roll so you stop just in front of them, RD
roll so you end up behind them, RD - usually as they get up
dash, RD
jab command roll, RD (crossup, d.lp, d.hp, qcb+lp, RD)
high little jump attack, RD
little jump over them, RD
My favorite way is to use it against attacks… goin’ through FBs, sweeps and stuff. But it’s harder. If you’re really buff you can buffer it when you block and try to bust it out during your opponent’s block strings if you can pick the hole.
my all time favorite: when cornered, use backward teleport to dodge an attack, the RD. That, and punishing rolls with RD.
air fireball, you down in the back, RD
There is really only one way you will catch people in the raging demon in CvS2, use it as antiair, it actually works.
Actually, no… for many characters, if they are crouching when Akuma does a RD in their face, they can’t escape it.
Can you clarify that for me? Why would it work for some chars and not all? Do they have different jump properties? or are you not talking about jumping to escape?
The only thing i can think of off the top of my head is that maybe it activates SJ mode, which might take longer to leave the ground. Thats a lot of guessing tho since i can’t verify any of it =P. But even if that were true then crouching too long before the RD would negate that.
A-Groove characters can activate to escape it. Some characters may be able to use one of their specials to evade it (I think Blanka can backhop out). But for characters without the options to evade it (he’s completely invincible, so you can’t attack), they’re pretty much toast.
I guess that’s because there is some frame delay in leaving the crouch state? That’s something that’s never really been answered before, has it? Then again, have the mechanics of Raging Demon ever really been explained before either?
cool
Thanks Guys
d+mk in the air, RD
Hmm ive jumped away from it with Athena before, I went from a crouch to jumping to evade it. I must have jumped acouple frames before he got the move off or something.
So Gunter, your saying if I’m in A-groove and Akuma RD right in my face and I’m crouching, standing, whatever I can just activate? If so, once I get my copy of CvS2 back I’m gonna practice that shit.
There’s also the “empty” small jump xx rd. It’s not actually empty cause you have to whiff a rh right before you land so you can start inputing the key presses for rd, but you have to do the rh VERY late in the small jump so it won’t actually hit them.
there’s knockdown, whiff close standing fp xx rd.
You can also trick your opponent…do lots of sweep xx fireball, and they’ll be tempted to roll, so you can sweep xx rd.
One that i haven’t been able to get is if the opponent is cornered, punch teleport into the corner xx rd. since the teleport will end practically instantly, its’ very difficult for people to escape it. if you can do that…you can mix it up with sweep xx teleport into corner -> rd. It’s hard as hell, but great if you can get it.
activate n groove bar- RD
dive kick into RD
HK into RD
foward+strong overhead into RD (must be done quick)
command roll into RD (i like to do a little string into the jab command roll. that usually keeps them blocking and catches the best of em)
dash in RD
damn there’s endless ways to set up this move. basically if you can throw em you can rd em.
what if i have k akuma i sweep than use a rd can that work
Against K-Groove:
When they jump above you, do a C. Fierce anti-air. If they JD it…pause a moment, and then cancel the C.Fierce recovery into RD!
I hit a bunch of people with that in the arcade a few weeks ago.
If the sweep connects and they are knocked down when you activate the RD, Akuma will be “pushing” the opponent when they’re on the floor, but once they get up they can simply jump up and evade the RD, If the sweep is blocked, he’ll just be coming at you and you can get hit, thrown, whatever out of the demon.
If the RD near the opponent comes out just as they wakeup they can’t do shit about it. All they can do is activate, RC, or possibly lvl3 but im not sure on that.
do cr. RH, short hurricane kick x2, teleport behind, RD
It grabs them almost instantly on their wakeup.
anyone still have that old video of akuma RD set-ups? i think the player was using n-groove to do all of these setups, and i would like to know if anyone has that video. thanks a lot
The only way i see that working is if the lvl3 flash somehow cancels the ‘i can’t be thrown when i get up’ rule. But if that were the case, i’m sure people would have been FAB’ing people for free for years.