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need help for raging demon

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Minh Hoc Au

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Feb 5, 1999, 3:00:00 AM2/5/99
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I can't seem to do akuma's raging demon in sf2alpha 3 zero
I know the motion is jab, jab, press forward, short, fierce but nothing
happens after I do it in practice
mode or arcade mode when I have full energy meter.
Is there something that I am missing? I was able to do the move every time
in street fighter vs X-men but I
can't even do it once in this version
Any pointers would be appreciated.

*** Posted from RemarQ - http://www.remarq.com - Discussions Start Here (tm) ***

o_ev...@hotmail.com

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Feb 5, 1999, 3:00:00 AM2/5/99
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In article <t2Iu2.486$bq.2634149@WReNphoon2>,

a...@uci.edu (Minh Hoc Au) wrote:
> I can't seem to do akuma's raging demon in sf2alpha 3 zero
> I know the motion is jab, jab, press forward, short, fierce but nothing
> happens after I do it in practice
> mode or arcade mode when I have full energy meter.

Are you using V-ism? If not, it should be working as long as you've got a
full meter. If so, switch modes because V-ism Akuma doesn't have a Raging
Demon.

BTW, it's tap forward, not press forward. You'll get it out much faster.
Speed is the key. If you do the motion fast, it should come out EVERY time.

Onaje Everett
o_ev...@hotmail.com
"I can do all things through Christ, who strengthens me."
-Philippians 4:13

-----------== Posted via Deja News, The Discussion Network ==----------
http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own

Shaunlar

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Feb 5, 1999, 3:00:00 AM2/5/99
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Make SURE joystick forward is released before tapping short. That's what used
to mess me up. Rhythm is actually less important, as you can slightly delay
the motions just a bit to, say, set up the move in an attack string. Example,
I'll cross up with forward kick, crouch 2 jabs at combo speed, and then quickly
tap joy-forward, short, fierce (I know the rhythm can vary because sometimes
the short doesn't come out at all if I'm fast enough).

Shauno!

Myke

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Feb 9, 1999, 3:00:00 AM2/9/99
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In article <t2Iu2.486$bq.2634149@WReNphoon2>,
a...@uci.edu (Minh Hoc Au) wrote:
> I can't seem to do akuma's raging demon in sf2alpha 3 zero
> I know the motion is jab, jab, press forward, short, fierce but nothing
> happens after I do it in practice
> mode or arcade mode when I have full energy meter.

I hope you meant full "super" meter.

Anyway, there have been a load of postings and threads on the raging demon
(aka instant hell murder, aka hatsuwhatever) explaining in excruciating
detail just how it's done. If you search the dejanews archive on 'raging
demon' you'll definitely find what you're looking for (and more). So, I've
included a post of mine (from way back in August '98) answering the very same
question you asked. Hope it helps.

===start repost===

In article <35d87723...@newsserver.cc.monash.edu.au>,
nanc...@hotmail.com (Dark Knight) wrote:
> On Fri, 14 Aug 1998 08:23:49 GMT, mol...@netset.com (moller) wrote:
>
> >
> > Okay, I am sorry for being such an idiot, but I cannot do the
> >motion for Gouki's instant hell murder. I know the motion, and I've
> >tried all different timings for it on EX Plus ALpha, Alpha 2 Dash, Vs.
> >Street Fighter, and Alpha 2. Could someone please explain to me in
> >idiot speak what buttons to hit and when?
>
> jab, jab, joystick forward, (neutral), short, fierce.

that will work..

> I play SFZ2D/SFZ2 so not sure about other. You must "neutral" the
> joystick after tapping forward before pressing short. Don't press the
> short while the joystick is still forward.

jab, jab, Stick Forward (hold), short, fierce also works. Try it.

> You can do it VERY quickly or just average speed.

I'll come back to the speed issue..

> If this helps, try putting a finger on each button. Don't just use a
> finger to do all the buttons 'cuz it slows things down.

I really hope nobody out there even thinks about doing it with one finger.
*shudder* FYI, I use my forefinger for the jabs, thumb for short, and ring
finger for fierce.

This stuff all helps but there are a few more things, which I think are
important, to ensure successful execution of this move.

Firstly, make sure that no inputs overlap eachother, paying particular
attention to the forward motion, the jab before it, and the short after it.
If you input jab and forward together at the same time (or forward and short
for that matter) then it will not work.

Coming back to the speed issue - you want to do it as fast as possible. Doing
it slow looks lame, and also telegraphs to your opponent exactly what you're
doing.

Executing the move successfully is one thing, but connecting it is something
else. It's very easy to avoid by jumping, and the more confident players can
hit or throw you out of it.

The most common situation I've seen people try this move is after knocking
down their opponent. This always makes me laugh. Scrub tactics like this just
don't work, and if you get caught by it, you should give up SF altogether.

So when's the best time to do it? Well, there are two answers to this
question.

1. When they least expect it - Condition the opponent with various moves so
that they start getting used to a particular pattern. In most versions of SF,
Akuma's hopping forward is a great flowchart starter and it gets you in close
(the closer you are, the better). Even if your opponent is asleep, the huge
startup flash of the Raging Demon is sure to wake him up, and any monkey can
just hold Up on the stick. So, nothing guaranteed here, you're relying on the
surprise factor. The CPU Akuma (on Zero3) where I play kept DP'ing me at the
end of his teleports. The next time he teleported I figure here comes another
DP, I'll just block and punish. But no - he teleported *right* behind me and
went straight into the Raging Demon. Point blank range baby. It looked so
sweet.

2. After whiffing a move - Especially after whiffing a move with long
recovery. But you gotta be damn fast with the move before this tactic becomes
an option for you. Entice a shotokaner to whiff a low roundhouse (Feilong
anyone?) and the move is quick enough to catch him before he can do jack.
Look for other moves that have a longish recovery and do the same. The closer
you are, the better.

A final note. Being a Super move means that you can interrupt certain normal
attacks with it. Again, speed is the key. Crossup Forward, crouching forward
into Raging Demon will hurt.

===end repost===

In addition to that, if you teleport forward (f,d,df+PPP) after Akuma's P
throw you end up _right_behind_ them as they rise. Think of it as a crossup
teleport, and a perfect one at that. Just another opportunity where you
_might_ land a raging demon successfully.


--
m y k e
how ya gonna win when ya ain't right within?

Shaunlar

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Feb 9, 1999, 3:00:00 AM2/9/99
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>k.
>
>Coming back to the speed issue - you want to do it as fast as possible. Doing
>it slow looks lame, and also telegraphs to your opponent exactly what you're
>doing.
>

Actually, you should use the variabl input speed to your advantage, depending
on the game. For instance, in EX2 with Kairi, I'll toss out a slow fireball or
hop knee (f+mk). During the recovery animation, I'm tapping wp,wp,Forward. If
the enemy bites and jumps over the fireball or combos the hop knee, I finish
the command to instantly come out when I recover from the previous attack. For
the jump -in version in particular, there is no escape if you've put the proper
distance between you, allowing the Super to finish traveling and connect as
they land. This Raging Demon buffer technique can be applied in a ton of
circumstances.

Shauno!

robo...@my-dejanews.com

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Feb 9, 1999, 3:00:00 AM2/9/99
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In article <79o4d8$2c2$1...@nnrp1.dejanews.com>,

Myke <myk...@my-dejanews.com> wrote:
> In article <t2Iu2.486$bq.2634149@WReNphoon2>,
> a...@uci.edu (Minh Hoc Au) wrote:
> > I can't seem to do akuma's raging demon in sf2alpha 3 zero
> > I know the motion is jab, jab, press forward, short, fierce but nothing
> > happens after I do it in practice

[snip]

> ===start repost===
>
> In article <35d87723...@newsserver.cc.monash.edu.au>,
> nanc...@hotmail.com (Dark Knight) wrote:
> > On Fri, 14 Aug 1998 08:23:49 GMT, mol...@netset.com (moller) wrote:
> >
> > >
> > > Okay, I am sorry for being such an idiot, but I cannot do the
> > >motion for Gouki's instant hell murder. I know the motion, and I've
> > >tried all different timings for it on EX Plus ALpha, Alpha 2 Dash, Vs.
> > >Street Fighter, and Alpha 2. Could someone please explain to me in
> > >idiot speak what buttons to hit and when?
> >
> > jab, jab, joystick forward, (neutral), short, fierce.
>
> that will work..
>
> > I play SFZ2D/SFZ2 so not sure about other. You must "neutral" the
> > joystick after tapping forward before pressing short. Don't press the
> > short while the joystick is still forward.
>
> jab, jab, Stick Forward (hold), short, fierce also works. Try it.
>
> > You can do it VERY quickly or just average speed.


Actually, the best time to do a Raging Demon, I've found, is off a s.jab,
countering a jump in. Yet another reason for you newbies to never jump in
(unless you know you can get the neck kick) on a shotokon.

ex. E.Ryu v. Birdie (or Ken, I just did it the other day) E.Ryu has his
meter charged and is dancing away while Birdie (or Ken is in the corner).
Opponent jumps in w/the wrong attack (i.e. the attack gets beat by E.Ryu's
s.jab). E.Ryu s.jabs opponent out the air, then E.Ryu does the command,
opponent lands, E.Ryu connects w/Raging Demon. Nothing opponent can do about
it. The tricky part is to make sure the spacing is right and the s.jab
knocks them out the air. C.fierce takes too long to recover from. You have
to do the motion really fast, b/c the opponent tends to land very quickly.

Dale

Kid Vid

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Feb 9, 1999, 3:00:00 AM2/9/99
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Something else to help you out in SFZ3:

Set your controller to LONG. It's a bit more forgiving in that mode.

"Fell how weak you truly are!" - Kid Vid

Shaunlar wrote in message <19990208235532...@ng118.aol.com>...


>>k.
>>
>>Coming back to the speed issue - you want to do it as fast as possible.
Doing
>>it slow looks lame, and also telegraphs to your opponent exactly what
you're
>>doing.
>>
>

Ace-ISM

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Feb 10, 1999, 3:00:00 AM2/10/99
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robo...@my-dejanews.com wrote in message
<79pk88$a65$1...@nnrp1.dejanews.com>...

>Actually, the best time to do a Raging Demon, I've found, is off a s.jab,
>countering a jump in. Yet another reason for you newbies to never jump in
>(unless you know you can get the neck kick) on a shotokon.
>
>ex. E.Ryu v. Birdie (or Ken, I just did it the other day) E.Ryu has his
>meter charged and is dancing away while Birdie (or Ken is in the corner).
>Opponent jumps in w/the wrong attack (i.e. the attack gets beat by E.Ryu's
>s.jab). E.Ryu s.jabs opponent out the air, then E.Ryu does the command,
>opponent lands, E.Ryu connects w/Raging Demon. Nothing opponent can do
about
>it. The tricky part is to make sure the spacing is right and the s.jab
>knocks them out the air. C.fierce takes too long to recover from. You
have
>to do the motion really fast, b/c the opponent tends to land very quickly.
>


One problem here ... in SFZ3 you can't do that. They'll just flip out and
start some huge combo on you as they come down and you're sliding forward in
the demon ...


--
Ace-ISM

http://karin.gamespage.com
"Would you like to be my servant? You can start right now!"
-


Kid Vid

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Feb 10, 1999, 3:00:00 AM2/10/99
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Something I just found out in SFZ3...Shin Akuma's demon is comboable ^_^

"Fell how weak you truly are!" - Kid Vid


Ace-ISM wrote in message <36c0...@news.syd.fl.net.au>...

dpan...@kentlaw.edu

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Feb 11, 1999, 3:00:00 AM2/11/99
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In article <36c0...@news.syd.fl.net.au>,

"Ace-ISM" <karink...@hotmail.com> wrote:
>
> robo...@my-dejanews.com wrote in message
> <79pk88$a65$1...@nnrp1.dejanews.com>...
>
> >Actually, the best time to do a Raging Demon, I've found, is off a s.jab,
> >countering a jump in. Yet another reason for you newbies to never jump in
> >(unless you know you can get the neck kick) on a shotokon.
> >
> >ex. E.Ryu v. Birdie (or Ken, I just did it the other day) E.Ryu has his
> >meter charged and is dancing away while Birdie (or Ken is in the corner).
> >Opponent jumps in w/the wrong attack (i.e. the attack gets beat by E.Ryu's
> >s.jab). E.Ryu s.jabs opponent out the air, then E.Ryu does the command,
> >opponent lands, E.Ryu connects w/Raging Demon. Nothing opponent can do
> about
> >it. The tricky part is to make sure the spacing is right and the s.jab
> >knocks them out the air. C.fierce takes too long to recover from. You
> have
> >to do the motion really fast, b/c the opponent tends to land very quickly.
> >
>
> One problem here ... in SFZ3 you can't do that. They'll just flip out and
> start some huge combo on you as they come down and you're sliding forward in
> the demon ...
>

Well, I did it 4 times yesterday against human comp. Again, my comp sucks,
but it worked when they flipped. The thing is, the s.jab doesn't kick them
up high enough to get any kind of move off. For ex: did you ever try
flipping when you're about to land? Of course not, you can't do it, you just
land. There's a certain height at which characters can't flip out of (I'm
assuming the height is the same for all characters.) When characters get hit
by Akuma's s.jab in A3, they have to flip out right away, since they're near
that height, which I'll now call the "No-Flip Height". When other characters
flip at or practically right on this height, they sort of flip horizonally
(well, yesterday it was Rose flipping horizonally), small arc, btw the arc of
the flip gets bigger the higher you are. I think the no flip height is
somewhere around Ryu's face level, to give some indication. If they happen
to still get away, then c.jab and do it. For some reason, the crouch knocks
opponents high into the flipping area, but they suffer the same small arc,
but they don't travel as far (in fact, not far at all. I've connected the
Raging Demon faster this way (i.e. c.jab). Besides, there is no fear of some
huge retalitory combo, since the flipping character doesn't travel that far
at all, and the most Akuma should worry about is an SPD (or Ken 4-hitter).
Akuma kills Zangief and Birdie despite this little trick, anyways. The
motion must be done quickly, as quickly, if not quicker, than Ryu's standing
3-hit chain (I think it's a chain, i.e. s.jabx2, s.short). Besides, it's
such a surprise that people sort of freeze when you do it. I'll try to test
it out more this weekend, but it's Valentine's Day weekend so I might not
have much free time.

Dale

robo...@my-dejanews.com

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Feb 11, 1999, 3:00:00 AM2/11/99
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In article <Tiaw2.4501$fz.13...@storm.twcol.com>,

"Kid Vid" <wpa...@columbus.rr.com> wrote:
> Something I just found out in SFZ3...Shin Akuma's demon is comboable ^_^
>
> "Fell how weak you truly are!" - Kid Vid
>
[snip]

What I posted is not a combo, or least, doesn't combo on the combo meter. In
order for it to be a combo, the following hits have to connect in the air.
If I said that it was a combo, whoops, my mistake.

Dale

Ace-ISM

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Feb 12, 1999, 3:00:00 AM2/12/99
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dpan...@kentlaw.edu wrote in message <79ut94$vko$1...@nnrp1.dejanews.com>...

That's the kicker. Try doing it on better players ... anything works on
scrubs =)

The thing is, the s.jab doesn't kick them
>up high enough to get any kind of move off. For ex: did you ever try
>flipping when you're about to land? Of course not, you can't do it, you
just
>land. There's a certain height at which characters can't flip out of (I'm
>assuming the height is the same for all characters.) When characters get
hit
>by Akuma's s.jab in A3, they have to flip out right away, since they're
near
>that height, which I'll now call the "No-Flip Height".

My bad. I tested specifically for this today, and it seems if you don't get
counter-hitted as you jump-in (why would u jump in with no attack anyways?)
you just flip automatically. But you still bounce backwards enough that the
raging demon would be avoidable.

BUT if you were counter-hitted with the standing jab ... say goodbye if you
try the demon. Because you can *always* flip out and punish.


<snip>

Besides, there is no fear of some
>huge retalitory combo, since the flipping character doesn't travel that far
>at all, and the most Akuma should worry about is an SPD (or Ken 4-hitter).

Heh ... any character that can get a nasty combo off a jump-in can and
*will* be able to punish Akuma if they manage to flip.

For eg. Karin can just flip and on the way down hit roundhouse, land, low
short into anything she wants.

>Akuma kills Zangief and Birdie despite this little trick, anyways.

Maybe. I don't play Zangief and Birdie much. But if they get counter-hitted,
Z and B can flip and punish.

Hmmm ... does shoto's standing jab beat out Z's splash cleanly? I heard it
did before but I haven't tested it.

The
>motion must be done quickly, as quickly, if not quicker, than Ryu's
standing
>3-hit chain (I think it's a chain, i.e. s.jabx2, s.short). Besides, it's
>such a surprise that people sort of freeze when you do it.

Maybe. It depends on the skill of your comp.

sol t kim

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Feb 12, 1999, 3:00:00 AM2/12/99
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[snip]

>
>ex. E.Ryu v. Birdie (or Ken, I just did it the other day) E.Ryu has his
>meter charged and is dancing away while Birdie (or Ken is in the corner).
>Opponent jumps in w/the wrong attack (i.e. the attack gets beat by E.Ryu's
>s.jab). E.Ryu s.jabs opponent out the air, then E.Ryu does the command,
>opponent lands, E.Ryu connects w/Raging Demon. Nothing opponent can do about
>it.

just to correct the misinformation, this isn't true. in no version of SF
to date can this work except on newbies. no matter what your distance or
timing is. your opponent can jab you, throw you, super you, custom you
(a2), vc you(a3), or if you really feel like taking no risk, jump. the
only way, EVER to landing RD for sure is to combo it from st.roundhouse or
jumping-in roundhouse from SF3 2impact.

>
>-----------== Posted via Deja News, The Discussion Network ==----------
>http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own


--


Kid Vid

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Feb 13, 1999, 3:00:00 AM2/13/99
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sol t kim wrote in message ...
>
>[snip]

>
>just to correct the misinformation, this isn't true. in no version of SF
>to date can this work except on newbies. no matter what your distance or
>timing is. your opponent can jab you, throw you, super you, custom you
>(a2), vc you(a3), or if you really feel like taking no risk, jump. the
>only way, EVER to landing RD for sure is to combo it from st.roundhouse or
>jumping-in roundhouse from SF3 2impact.


All I know is in SFZ3 for the psx with Shin Goku, I can jump in with a
fierce or roundhouse, and either the first or second jab connects and the
demon kicks in, and it registers it as a 17 hit combo in practice...

dpan...@kentlaw.edu

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Feb 13, 1999, 3:00:00 AM2/13/99
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In article <36c3...@news.syd.fl.net.au>,
"Ace-ISM" <karink...@hotmail.com> wrote:
>
[snip]

[S.jab air-counter, RD] Ok, I tried it again, on better comp this time. I
tried it on Zangief, Birdie, Chun-li, Rose, and Gen. Gen and Chun-li flipped
out quite easily, and only Gen really killed me w/a combo (not too bad).
These two stayed in the air longer, especially Chun-li who j.rh me out of the
Raging Demon. Rose didn't flip out much at all, when she did. CPU Rose
couldn't counter except for VC-ing, and she jabbed me out of the RD, which
looked like complete bullshit, but hey, it's the cpu. Zan and Birdie didn't
fair much better at all. Zangief actually flipped out, but he has to attack
right away or he lands. I didn't do this match-up too much, but if Zangief
attacked late, it seemed that the j.rh didn't connect, and Akuma slipped
right in. Birdie took it the worst out of these two, but I only played this
match-up twice.

[c.jab air-counter, RD] I had much better success w/this, b/c my comp didn't
see this coming. Half the time, I didn't see it coming. I was making them
change their jumping patterns by meeting their jump-ins w/Akuma's sommersault
attack. So, when the spacing was right, c.jab, RD. No one flipped out.
However, Gen and Chun-li landed very quickly and were able to counter. There
seems to be some delay (or bad sticks) causing them to be unable to jump
away. Rose was absolutely helpless, and only got away b/c of my poor timing.
Birdie would land faster than Zangief, but whatever attack he tried to do,
it didn't work. I only tried this once. Zangief didn't counter attack.

Well, these results weren't much better, but I think they give a good
indication. C.jab, or maybe c.strong (it seems to work better) appears to be
the better way to go. No one was flipping, except cpu Chun-li, and she got
away 1 out of 4 times.

A little off topic, but I noticed that the cpu did it to me while I was
recovering a missed sweep (that must take some insane reflexes), and thru my
c.forward (cheap).

Dale

sol t kim

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Feb 15, 1999, 3:00:00 AM2/15/99
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In article <w3cx2.213$_2.13...@storm.twcol.com>,

Kid Vid <wpa...@columbus.rr.com> wrote:
>
>>only way, EVER to landing RD for sure is to combo it from st.roundhouse or
>>jumping-in roundhouse from SF3 2impact.
>
>All I know is in SFZ3 for the psx with Shin Goku, I can jump in with a
>fierce or roundhouse, and either the first or second jab connects and the
>demon kicks in, and it registers it as a 17 hit combo in practice...


wait, since RD is 15 hit super, that means you can combo it off jumping
roundhouse, standing jab? that sounds wrong, though. since it means you
can combo RD off a standing jab.. that means(since jabs chain off each
other) you can jab, jab, and see if the jab hits, than combo into RD..nay,
too abusive, something must have gone wrong. of course why would you ever
want to play a-akuma anyway? =P you can do 100% vc almost three times a
round...

--


Kid Vid

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Feb 15, 1999, 3:00:00 AM2/15/99
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sol t kim wrote in message ...
>wait, since RD is 15 hit super, that means you can combo it off jumping
>roundhouse, standing jab? that sounds wrong, though. since it means you
>can combo RD off a standing jab.. that means(since jabs chain off each
>other) you can jab, jab, and see if the jab hits, than combo into RD..nay,
>too abusive, something must have gone wrong. of course why would you ever
>want to play a-akuma anyway? =P you can do 100% vc almost three times a
>round...


Oh, the look of horror on my oponnent's faces as the shining sparkle of
energy surround Mr. Akuma...and how they fight to make their frozen
chararcter SOMEHOW, SOMEWAY get out of his path...but nay...they
cannot...and the screen flashes white...

And my laugh is SO filled with contempt...how DARE they battle the master of
the Raging Demon????
<picture me with head thrown back laughing to the ceiling with palms up,
fingers curled>

That, my friend, is why I play x/z - Akuma.

Onaje Everett

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Feb 16, 1999, 3:00:00 AM2/16/99
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In article <F76sG...@midway.uchicago.edu>,

sol...@midway.uchicago.edu (sol t kim) wrote:
> In article <w3cx2.213$_2.13...@storm.twcol.com>,
> Kid Vid <wpa...@columbus.rr.com> wrote:
> >
> >>only way, EVER to landing RD for sure is to combo it from st.roundhouse or
> >>jumping-in roundhouse from SF3 2impact.
> >
> >All I know is in SFZ3 for the psx with Shin Goku, I can jump in with a
> >fierce or roundhouse, and either the first or second jab connects and the
> >demon kicks in, and it registers it as a 17 hit combo in practice...
>
> wait, since RD is 15 hit super, that means you can combo it off jumping
> roundhouse, standing jab? that sounds wrong, though. since it means you
> can combo RD off a standing jab.. that means(since jabs chain off each
> other) you can jab, jab, and see if the jab hits, than combo into RD..nay,
> too abusive, something must have gone wrong. of course why would you ever
> want to play a-akuma anyway? =P you can do 100% vc almost three times a
> round...

Why does that sound so wrong? I think it should grab you if you're in hit
stun, but not if you're in block stun. Besides, don't get me started on how
many Level 3 Super Combos can be comboed off of a jab or short. Well...too
late....

Ryu: all Ken: all Chun-Li: all except Kikkosho Charlie: all Guy: all except
that L3 grab whose name I've forgotten right now Adon: Jaguar Breed Assault
Birdie: The Birdie Sodom: Jitte Slice SC Rose: all (Yes, the Friends SC
counts.) Sagat: all Dan: all Bison: all Akuma: all (There's a trick to
comboing the L3 Tenma Gou Zankuu, I think.) Sakura: all Gen: all except the
Crane mode "Maximum Gen" SC Rolento: NONE! (He's never been able to combo
SCs off of regular attacks.) Zangief: Final...Atomic....BUSTER!!! (The
Aerial Grab would count, but we're talking from the ground on a standing
opponent. Gen can launch an opponent with a weak attack (crouch short in
Crane mode), but Zangief can't.) Dhalsim: all except Yoga Strike (Somebody
correct me if I'm wrong.) Cody: Dead End Irony (I think. I'm really guessing
here.) Karin: Gurenken SC (b.k.a. Rekka-Ken SC) R.Mika: Ummm....not the
Thirteen Peach Special (to my knowledge), but the....(insert name here)...the
one that ends with a Shooting Peach each time. Cammy: all except the "Maximum
Cammy" SC (whose real name I forgot) Blanka: NONE!!! (I hate it that the
Grand Shave Roll doesn't combo at all!) Juni: both Juli: both Balrog: both (I
think the "Corkscrew" Turn Punch SC combos off of a jab.) ----------- (home
version) Guile: If Charlie can....Guile can. (Somersault Justice certainly
does.) T.Hawk: both, I'm sure. (Double Typhoon and his new Thunderstrike SC)
Fei Long: very sure all of his SCs combo off of a jab (Rekka-Ken SC is a
lock.) Dee Jay: probably all (Carnival Hook Kick is a lock)

Did I miss anyone?

Anyway, as you can see, all but TWO characters can combo their Level 3 SCs off
of a jab. Why complain about the Raging Demon when you can complain about the
Final Atomic Buster or the Double Mexican Typhoon, which both do more damage?

Besides, if you truly rock with skill, you combo the Raging Demon off of a
close standing forward...or a standing roundhouse. :)

Bottom line: ('cause the last person you wanna be wrong about combos around is
me!!!!) :)

Onaje Everett
o_ev...@hotmail.com
"I can do all things through Christ, who strengthens me."
-Philippians 4:13

-----------== Posted via Deja News, The Discussion Network ==----------

Myke

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Feb 16, 1999, 3:00:00 AM2/16/99
to
In article <KuRx2.397$_2.25...@storm.twcol.com>,

"Kid Vid" <wpa...@columbus.rr.com> wrote:
> sol t kim wrote in message ...
> >wait, since RD is 15 hit super, that means you can combo it off jumping
> >roundhouse, standing jab? that sounds wrong, though. since it means you
> >can combo RD off a standing jab.. that means(since jabs chain off each
> >other) you can jab, jab, and see if the jab hits, than combo into RD..nay,
> >too abusive, something must have gone wrong. of course why would you ever
> >want to play a-akuma anyway? =P you can do 100% vc almost three times a
> >round...

In order to actually 'combo' the RD you need to interrupt the jab(s) -- it
won't work off a link. And remember, this is for 'shin' gouki _only_. Waiting
too "see if the jab hits" might be too late to actually interrupt it (seeing
as it's so fast and all).

> Oh, the look of horror on my oponnent's faces as the shining sparkle of
> energy surround Mr. Akuma...and how they fight to make their frozen
> chararcter SOMEHOW, SOMEWAY get out of his path...but nay...they
> cannot...and the screen flashes white...
>
> And my laugh is SO filled with contempt...how DARE they battle the master of
> the Raging Demon????
> <picture me with head thrown back laughing to the ceiling with palms up,
> fingers curled>

Are you proud of your shin-gouki victories? pfft..
<picture me with my head in a bucket, hurling violently>


--
m y k e
how ya gonna win when ya ain't right within?

-----------== Posted via Deja News, The Discussion Network ==----------

sol t kim

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Feb 16, 1999, 3:00:00 AM2/16/99
to
In article <7aacfq$dqv$1...@nnrp1.dejanews.com>,

Onaje Everett (FreshOJ) <o_ev...@hotmail.com> wrote:
>In article <F76sG...@midway.uchicago.edu>,
> sol...@midway.uchicago.edu (sol t kim) wrote:
>> In article <w3cx2.213$_2.13...@storm.twcol.com>,

>> Kid Vid <wpa...@columbus.rr.com> wrote:
>> >
>> >>only way, EVER to landing RD for sure is to combo it from st.roundhouse or
>> >>jumping-in roundhouse from SF3 2impact.
>> >
>> >All I know is in SFZ3 for the psx with Shin Goku, I can jump in with a
>> >fierce or roundhouse, and either the first or second jab connects and the
>> >demon kicks in, and it registers it as a 17 hit combo in practice...
>>
>> wait, since RD is 15 hit super, that means you can combo it off jumping
>> roundhouse, standing jab? that sounds wrong, though. since it means you
>> can combo RD off a standing jab.. that means(since jabs chain off each
>> other) you can jab, jab, and see if the jab hits, than combo into RD..nay,
>> too abusive, something must have gone wrong. of course why would you ever
>> want to play a-akuma anyway? =P you can do 100% vc almost three times a
>> round...
>
>-----------== Posted via Deja News, The Discussion Network ==----------
>http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own


--


sol t kim

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Feb 16, 1999, 3:00:00 AM2/16/99
to
DAMMIT! my account screwed up again. sorry for the previous message...

>In article <7aacfq$dqv$1...@nnrp1.dejanews.com>,
>Onaje Everett (FreshOJ) <o_ev...@hotmail.com> wrote:
>>In article <F76sG...@midway.uchicago.edu>,

>>> >All I know is in SFZ3 for the psx with Shin Goku,

shin gouki you mean. i'm sure shin saiya-jin son goku will probably not
need raging demon to beat, you know, high school girls.
*sakura*cough*cough*

>>> other) you can jab, jab, and see if the jab hits, than combo into RD..nay,
>>> too abusive, something must have gone wrong. of course why would you ever
>>> want to play a-akuma anyway? =P you can do 100% vc almost three times a
>>> round...
>>
>>Why does that sound so wrong? I think it should grab you if you're in hit
>>stun, but not if you're in block stun. Besides, don't get me started on how
>>many Level 3 Super Combos can be comboed off of a jab or short. Well...too
>>late....

well, call me an old timer if you wish, i just feel it's wrong to combo RD
off a jab...but then, a combo-mania that is SF today, i guess it's not too
surprising. then i didn't realize he meant shin gouki when he wrote it,
soo...can normal akuma chain RD off a st.jab? BTW, i meant abusive because
you can chain most jabs. so you won't have to worry about your opponent
blocking. you can jab, see if your opponent got hit, jab once more and
interrupt into a super a la sakura in a2.


>>Ryu: all

he can combo his metso-shoryuken off a jab?

<snip some combo knowledges>

Adon: Jaguar Breed Assault

uh...did you spell this right? breed assault? ugh.

>>Besides, if you truly rock with skill, you combo the Raging Demon off of a
>>close standing forward...or a standing roundhouse. :)

why is this more difficult than comboing off a jab?


--


sol t kim

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Feb 16, 1999, 3:00:00 AM2/16/99
to
In article <7aacu1$e6r$1...@nnrp1.dejanews.com>,

Myke <myk...@my-dejanews.com> wrote:
>> >wait, since RD is 15 hit super, that means you can combo it off jumping
>> >roundhouse, standing jab? that sounds wrong, though. since it means you
>> >can combo RD off a standing jab.. that means(since jabs chain off each
>> >other) you can jab, jab, and see if the jab hits, than combo into RD..nay,
>> >too abusive, something must have gone wrong. of course why would you ever
>> >want to play a-akuma anyway? =P you can do 100% vc almost three times a
>> >round...
>
>In order to actually 'combo' the RD you need to interrupt the jab(s) -- it
>won't work off a link. And remember, this is for 'shin' gouki _only_. Waiting
>too "see if the jab hits" might be too late to actually interrupt it (seeing
>as it's so fast and all).

so you know sakura trick in a2? where you just jab twice, if the first
hits, interupt the second jab into sho-o-ken, if it doesn't, don't. the
whole trick was that the jabs chained off each other, and sho-o-ken
propelled her forward, so the push-back from two (or three) jabs didn't
matter.well, RD propells you too. but then, why would you play z-akuma,
huh? jump into bandwagon and pick v.
>
--


Arash Emami

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Feb 17, 1999, 3:00:00 AM2/17/99
to
In A3, what's his best (i.e. highest priority) jump in attack (in either
A-ism or X-ism). Oh, and if anyone has any general strategies against
Gen, they would be greatly appreciated. Thanks.

Lantis

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Feb 17, 1999, 3:00:00 AM2/17/99
to
On Tue, 16 Feb 1999, sol t kim wrote:

> >>Ryu: all
>
> he can combo his metso-shoryuken off a jab?

I'm sure he can, but I don't think you can pull the rest of the Shin
Shoryuken off (assuming we are talking of Alpha 3). Maybe if with the
point of the jab...?



> Adon: Jaguar Breed Assault
>
> uh...did you spell this right? breed assault? ugh.

Jaguar Varied Assault



> >>Besides, if you truly rock with skill, you combo the Raging Demon off of a
> >>close standing forward...or a standing roundhouse. :)
>
> why is this more difficult than comboing off a jab?

Because they are slower...and besides, comboing a Raging Demon off a jab
is hella easy...after all, jab is part of the Raging Demon motion
sequence, so you can start hammering on the jab and then do the towards,
Short, Fierce part. Alas, during the Forward and Roundhouse you have to be
*very* precise and do it fast enough...

**************************************
* Kailu Lantis *
* The Knight whom protects Justice *
* *
* February 1999 coolest stuff: *
* Sephiroth, Kibagami Genjuro, *
* Ashuram *
* *
* "The black wind blows...OK, give *
* me your best shot...if you're *
* prepared for the void!" *
* -Magus, Chrono Trigger *
**************************************


Onaje Everett

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Feb 17, 1999, 3:00:00 AM2/17/99
to
In article <Pine.SOL.4.05.990217...@taurus.oac.uci.edu>,

I'm thinking that it's STILL jumping fierce. Jump fierce has always been a
very high priority attack for both Ken and Ryu.

As for fighting Gen, here's one: choose V-ism. Ken's MUCH BETTER in V-ism
than in any other mode. You can't depend on his Shoryureppa anymore because
of its sucky hitting (the hits don't combo, yet it's a super combo...I don't
get it) and Shinryuken is just weird now because it doesn't suck you in and
you can counter-mash and reduce the damage (whoever thought of this should be
fired).

Otherwise, your best bet is probably to stay on the ground and FB him outside
of his crouch roundhouse range if he's in Mantis Mode. Get scrubby and
depend on that FB/DP trap! YEAH!! :) Oh...use your roll in a "Tricky" way.
:) I know others have much better advice for you.

robo...@my-dejanews.com

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Feb 17, 1999, 3:00:00 AM2/17/99
to
In article <F79Fv...@midway.uchicago.edu>,

sol...@midway.uchicago.edu (sol t kim) wrote:

> well, call me an old timer if you wish, i just feel it's wrong to combo RD
> off a jab...but then, a combo-mania that is SF today, i guess it's not too
> surprising. then i didn't realize he meant shin gouki when he wrote it,
> soo...can normal akuma chain RD off a st.jab? BTW, i meant abusive because
> you can chain most jabs. so you won't have to worry about your opponent
> blocking. you can jab, see if your opponent got hit, jab once more and
> interrupt into a super a la sakura in a2.

In A3, you *can* connect the RD after a s.jab, but it isn't a chain, and it
isn't a combo (reasons for both is that the opponent has to land before the
RD connects). I admit that my testing isn't extensive, but I've done it.
Gen and Chun have the best chance of escaping by flipping out. I've done it
the most to Rose, human and cpu (mostly cpu). She can flip out, but if you
hit the s.jab at the right width, any air counter attack will whiff as Akuma
travels forward (whiffs b/c Akuma isn't there yet), and any ground attack is
asorbed by the RD. I attribute this to the fact that Rose has such a "long
body" when she jumps in w/her j.rh. This was the only attack that I
countered w/the s.jab, and countering it puts you at the right distance (see
supra above) where she whiffs. Zangief and Birdie can flip out high if Akuma
s.jabs too close. I hypothesize that Akuma must counter the air attack from
the farthest possible frame of animation, so that he won't be countered when
the opponent lands. Of course, any opponent who is set up such that he will
miss the chance to counter while still in the air may still escape the RD by
jumping away. The best way to land the RD of a jab is to use the c.jab.
Even Chun and Gen have a hard time getting/flipping away. It appears that
you have to flip out fast, lest you fall and eat the RD. On the other hand,
Akuma must input the commands that much faster. I'm not sure what you can do
to get out of this situation, since people seem more reluctant to talk after
getting RD'd in that manner.

in A2, comboing the RD off a s.jab is quite disgusting, and is so much harder
to get out of it. I've done this many a time on the PSX, and my friends say
that there is nothing that they can do about it. My favorite tactic is to
push them into the corner, and wait for them to jump out.

Dale

Darien Allen

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Feb 17, 1999, 3:00:00 AM2/17/99
to
Look, this day Thu, 18 Feb 1999 07:02:48 +1100, "Ace-ISM"
<karink...@hotmail.com> tried to run this line:

>
>Onaje Everett (FreshOJ) wrote in message
><7aet4f$9o4$1...@nnrp1.dejanews.com>...
>
><snip>


>
>>As for fighting Gen, here's one: choose V-ism. Ken's MUCH BETTER in V-ism
>>than in any other mode. You can't depend on his Shoryureppa anymore
>because
>>of its sucky hitting (the hits don't combo, yet it's a super combo...I
>don't
>>get it) and Shinryuken is just weird now because it doesn't suck you in and
>>you can counter-mash and reduce the damage (whoever thought of this should
>be
>>fired).
>

>Hey, can't you counter-mash *any* move in Z3?

I know you can on the PSX version.


-----------------------------
DRA-ICQ#2927081

tweener World order:
Cause sometimes...it's easier to play both sides.
(trWo)

Gotta remove that "takethis" stuff to reply.

Ace-ISM

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Feb 18, 1999, 3:00:00 AM2/18/99
to

Onaje Everett (FreshOJ) wrote in message
<7aet4f$9o4$1...@nnrp1.dejanews.com>...

<snip>

>As for fighting Gen, here's one: choose V-ism. Ken's MUCH BETTER in V-ism
>than in any other mode. You can't depend on his Shoryureppa anymore
because
>of its sucky hitting (the hits don't combo, yet it's a super combo...I
don't
>get it) and Shinryuken is just weird now because it doesn't suck you in and
>you can counter-mash and reduce the damage (whoever thought of this should
be
>fired).

Hey, can't you counter-mash *any* move in Z3?

>


>Otherwise, your best bet is probably to stay on the ground and FB him
outside
>of his crouch roundhouse range if he's in Mantis Mode. Get scrubby and
>depend on that FB/DP trap! YEAH!! :) Oh...use your roll in a "Tricky"
way.
>:) I know others have much better advice for you.


The thing is ... if Gen manages to anticpate a jump-in ... hehe ouch. You're
better off maybe using the roll to advance ... done in a "tricky" way of
course =)

--
Ace-ISM

http://karin.gamespage.com
"How strange... It's wilting... Ha! Ha!" - Lilith
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