It's important to note that the clip for drive rush LP demon used in the video at 4:13 is a post-flash jumpable demon, you can tell because there is a visible frame of Akuma doing the teleport animation before the "hit" animation starts. This is happening because the jab is being cancelled into demon instead of demon being linked, but despite this it *is* possible to get a true unjumpable and unmashable demon off of drive rush jab, the cancel timing is just extremely tight. If you do it too slow, you will get two jabs because jab cancels into itself. If you do it too fast, the opponent is still throw invincible from blocking the drive rush jab and is able to jump out post flash.
Nice catch! I must've not done it properly in the clip I ended up using, as you mentioned. Just like you said however, it is a real setup, just requires specific timing; it's interesting to see how cancelling into the demon still catches people pressing buttons, I guess it makes sense in hindsight, but I did not notice during recording
13:46 “The major hurdle for this setup [is knowing how to do a dash demon]” I find this easy to do by combining the second forward (F) input with the light punch. So the entire sequence would be: F, F+LP, LP, F, LK + HP. Also, I swear at time I’m able to omit the second forward input and only do: F, F+LP, LP, LK + HP. So you don’t really have to be fast for this input, but just train your fingers so that you input the light punch together with the second F input for the dash.
I still don't understand why it doesn't have some level of invincibility on startup. Beyond projectile. It would make sense if you could demon at anytime with meter like older games but since its critical art only, it feels a bit gimped when comparing it side by side to other critical arts
I think the easiest way to do DR into Raging Demon is doing the DR along with the lp, that is: forward, forward + lp + parry (DR), lp (done right away while Akuma still can't throw any move) then finish it with forward and then lk+hp at the same time, if you get a bit confused on doing the forward + lp+ parry and switching to just the second lp you can just tap parry+lp twice and you'll still get it, and that way you are not announcing your DR, and don't need to be lighting fast
A lot of people often forget or don't think about this, but sometimes the *threat* of simply having the raging demon is enough. You don't actually have to use it to get an opportunity to win.
I appreciate the video, but I also have a different way of looking at the raging demon, especially in this game. If you are able to do the raging Demon that just means to me at least that I would have fucked up and myself to get hit that to bring my life to critical, the way I look at it the less that I would do the raging Demon or be able to do it the better if I am specially in regard of having low
Unfortunately, i foresaw this. For a person like me that uses modern. Combing into level 3 has been more consistent and more damaging in my opinion. They should have kept it as a CA because now raging deamon is reduced to a gimmicky setup.
4:09 “[…] and, of course, if you do a demon *right after*, then that jab also will get counter hit.” This is true but if the opponent just blocks without jabbing and you do the demon *immediately after* the DR crLP or DR sLP, they will be able to jump *after* the flash and you’ll die. I’ve been testing this and I’ve noticed that if you delay the Forward input after the jab by an incredibly small amount (it feels like maybe 3 frames or so), your opponent won’t be able to jump after the flash. I imagine this is because the tiny delay causes your opponent to come out of block stunt and the demon will be point blank in their face which means they won’t be able to escape it. However, doing the demon right after the jab means they’ll still be in block stunt and will be able to jump after the flash. **EDIT** Actually to make it easier, you can just delay the last LK+HP of the demon. Same concept but maybe easier to execute.