Thanks for this quick Raging Demon video Mir, this really helped a lot. I need to work on hiding my input in some cases but I can nearly pull the Raging Demon almost every time I attempt it.
A very important correction and a note: 1st frame of demon is fully invincible, then has no invincibility for 4 frames, then from frame 6 onwards is projectile invincible. So you can still get stuffed by projectiles. I lived through that pain already I am not super sure about this one but I tested a lot and it seems like if you are +5 or +6 the opponent can jump after the animation for some reason. It's like there is some sort of protection for 2 frames after a block stun.
After some more testing, I am pretty sure there is a 2 frame demon protection after a blockstun. I tried with j.LK and the only times the opponent can jump is when the demon is supposed to hit with in the 2 frames after the blockstun. Here is a demon after a meaty HK that is +6 on block failing as an example ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-gVO0fmP4qJ8.html
That is normal. After hitstun or blockstun, you get a few frames of throw invulnerability. This is the same reason why you can't use a normal throw at +5 even though the frame data suggests it should work. The best demon setups are when akuma is +3, as Akuma will grab you even if you are pressing your fastest button but he is not plus enough to have issues with throw invulnerability, making demon unjumpable after the flash
To add to hiding the LP buffers by using MP or HP, one simple but nasty mixup is to use it on a jump in HP (such as the safejump setup) while making the HP whiff. During the jump, you would just do 2x LP+HP > Forward+LK+HP. Of course if the opponent holds up or if you fail to make the HP whiff the demon will get messed up, but it's easy to time.
i saw daigo's version of raging demon, most of them signs with D.R followed by 5MP which give them 5 frames for a RagingDemon to kick in AFTER MP is done with its recovery frame
YOU FORGOT TO SHOW JUMPING RAGING DEMON.. JUMP, PRESS BOTH JABS AND THEN FORWARD (CAN ALSO HOLD FORWARD THROUGHOUT), THEN ON LANDING, HIT LIGHT KICK AND HEAVY PUNCH SEPARATE OR TOGETHER.. DO THIS WHEN YOU THINK THEY ARE MESSING UP, OR ON HIGH DEFENSE AND WONT COUNTER YOU.. THIS CAN ALSO WORK AS A NEUTRAL JUMP.. BACK IN SFA (3? THE ONE WITH SHIN AKUMA AND INGRID) AKUMA COULD DO ALL THE MOVES IN THE AIR BEFORE LANDING, AND IT WOULD ACTIVATE ONCE YOU HIT THE GROUND, MAKING IT EXTREMELY DEADLY IF YOU DID THE MOVES FAST ENOUGH..
They need to stop saying it’s not avoidable close range when it is I shouldn’t be an inch away and someone jumps right out of it . They need to fix that
Are you using it in situations where you have too much frame advantage? Keep in mind that if the raging demon doesn't hit during its first active frame, then you will be able to jump it after the flash, so if you're not careful the throw invulnerability can mess that up. Aside from that, raging demon has about the same range as a throw for its first frame, so it should work in most situations where a normal throw works as well.
BE CAREFUL OF DOING A "KID PISSING IN THE POOL".. THIS IS PPL WHO ARENT PRACTICED WITH THE DEMON STRIKE DO.. IF YOU SEE AN AKUMA PLAYER MAKING A BUNCH OF JABS AT A DISTANCE FOR NO APPARENT REASON, THEN HE IS WHIFFING DEMON STRIKE.. STAY AWAY, AND PUNISH WHEN ABLE.. WHY I CALL THIS "THE KID PISSING IN THE POOL" IS BECAUSE WE'VE ALL SEEN A KID QUIETLY WADING IN WATER, NOT GOING ANYWHERE, AND LOOKING SUSPICIOUS AS HELL.. YEP, HE'S PISSING IN THE POOL..
Doing the drive rush cancel into demon on the PS5 controller is the worse. Does anyone know of a converter that works on the PS5 to be able to use a PS4 controller?
They do exist, I know of a brand called Brook that sells some specifically aimed at fighting game players, with low input delay; you might want to check them out!
Raging Demon and Teleport need its full invul back! You can't throw (normal) fire ball in neutral jump and while jumping back... Yeah its fine to me but removing the full invulnerability of those two moves is NOT 💀
Remember it's not a cancel, in that case, but a link. You want to make sure the demon input ends just as the HK finishes recovering; the buffer allows you to be slightly early as well.
@@mir2266 I kept trying after and finally got my head around the timings! Thank you for this… I just need to practice the different versions. The HP one is soooo quick in comparison but it masks the input soooooo well.
lmao the taunt macro demon is so funny Demon is actually kinda wack in this game to be honest, I get why it isn't frame 1 anymore since so many moves in this game leave you negative and point blank, but removing kara cancels is really lame. I do hope people find some cool uses for it later on, in SFV you could do some really creative stuff with Parry Demon.
if you look at the input history at 7:58 you will be able to see how I am still pressing LP twice; what is happening is that I'm doing it during the animation of the dash itself, so nothing visually comes out. By the time the dash is over, I am done inputting the rest of the raging demon, so I am able to immediately perform it as I come out of the recovery. There's no special trick aside from performing the inputs fast, so this might require a bit of practice to do consistently.
Mostly i think it needs to be buffed - I've seen so many matchups where all the top players tried to use it and gets countered all the time, while all other characters CA always hit. Zangeif and JP always beat akuma in SF6 regardless of skill level - its insane really
It just need its full invincibility back, that is the ultimate comback mechanic if street fighter haha and I don't understand capcom removing its full invul when the previous iterations of Raging Demon is fully invincible oh and his teleport too, Akuma's lynch pin on defense got its invulnerability got removed...
can you do it with modern control? I don't see it in the command list or is it just for classic control settings, never mind i just did it with modern control lol