Akuma General Discussion Thread: "I am the Master of the Fist!"

No

Some stuff gotten from looking at raw data/scripts from the ~secret beta~

I included Ryu’s number in parentheses as a point of comparison:

Akuma Forward Walk Speed: 0.52 (0.47)
Akuma Back Walk Speed: -0.36 (-0.32)
Forward Dash: 16 frames (16)
Backdash: 21 frames (21)

Akuma isn’t top 3 fastest like he was in SF4, but he’s still faster than most characters. I saw some people calling him “slow” when he’s first revealed but that’s not true, relatively speaking. He’s basically Chun/Cammy tier, but below Vega godtier.

I mean in the trailer and at psx he did look hella slow.

any frame data on his specials yet?

Combo after CA:

TOOLASSISTED added Gouki to his hitbox viewer under the GOKBETA button.
http://toolassisted.github.io/LOL/

Crouching medium kick slightly outranges Ryu, as short as it looks. His back heavy punch anti-air 2-hit thing has 6!!! active frames on the anti-air frames, 7 frames in total (first hit starts at chest height).

If you compare a lot of their stuff, Akuma really seems like an “advanced” version of Ryu, where his footsies and buttons are better, but he pays for it with 875 health. Ryu’s fireballs also recover faster right now (1 frame faster). So it’s a little like if you want a defensive, more methodical shoto you pick Ryu, and if you want a faster, more aggressive, footsy and trick oriented one you go with Akuma. It’d be easy for them to fuck up and make one clearly better than the other, Akuma is more similar to Ryu than Ken is to Ryu, if that makes sense.

^

That’s why i am loving him right now, i feel like i can improve my shoto playsyile a lot with Akuma after a year of Roo, a lot of tools that Ryu doesn’t have, with similar normals, Ken is a lot different in that aspect.

Them shoryuken juggles into critical art for anti airing.

His okizeme is worse, though.

[quote=“Valoon, post:425, topic:181358”]

Combo after CA:

[/quote]

OH SHIT…

all the combos

he has all the combos

I was afraid they were going cheat us out on the F+HP hurtbox, but it looks like it really will hop over most grounded pokes.

what is up with Akuma’s waist line lol? he looks fat but it’s really the belt being way too big and his shirt puffing out too much near the bottom. cinch it.

A better after CA combo, 589 dmg that shit hurts :

This corner combo…I can’t wait for Tuesday to be here! https://twitter.com/FGC_Tali/status/810376950539755520

^ omg i can’t wait to get my hands on him

[quote=“Valoon, post:425, topic:181358”]

Combo after CA:

[/quote]

that colour doe

Maybe all of this is well known to yall but here are some notes i took while testing out some stuff with akuma.


parry is indeed just ‘super armor’ unlike ryu’s tru parry. the followups are nice but since he’s glass cannon you gotta be careful of what you parry, and especially with gray life nerf.

hp fireball is fast, shortest range. lp slowest but is almost completely full screen. both characters have to be literally as far apart as possible for it to disappear. mp is in between both for speed/range.

im not sure if this is intentional but fireballs knock down when close on regular hit, but not on counterhit. if you hit the fireballs at their max range and not any closer, on CH it knocks down.

red fireball mostly seems the same as its always been. all full screen, 1, 2 and 3 hit for l m h. they do seem to start up a tiny bit faster, and the red fireball is pretty fuckin fast on screen. all knockdown on any hit and can technically juggle into hp dp if you get the right spacing. lp is easiest to follow up with juggle.

EX red fireball is 4 hit and pretty damn plus on block. can crush counter 3 framers in the corner after they block ex red fireball with cr.hp. links to ex DP on hit. also, akuma gets this ‘fiery aura’ on startup that gives opponents a little bit of gray damage like sim’s carpet if they’re close.

regular air fireball speed changes on punch. lot of hit stun making it pretty easy to combo after landing, especially in the corner. only real use i can think of for EX air fireball outside of maybe comboing is how air ex tatsu used to be. if you were gonna fall on something, you can delay your descent for like a good second and actually get a fireball out as well. he can EX air fireball on all jumps (not just forward)

he’s got a lot of good anti-air options for good damage; plenty of them for at least 150-200 damage. haven’t tested crossups much yet but at the very least, doing parry into k launcher into whatever is very easy to do and considering there’s no motions, seems like will be a good option for crossups to avoid autocorrect.

v-trigger is ‘very slow timer with special moves taking bar’. DP takes like… 40% of your bar so you can get like 3 max, but it does do 215 damage by itself. ground fireballs take like a 4th of bar, automatically 2 hits/fullscreen. air fireballs are two seperate fireballs, take about a 5th of bar.

his air tatsu does crossup, lk tatsu obviously still juggles, mk relatively unchanged, hk is that multihit flip thing with knockdown.

demon flip grab doesnt reach crouching, but flip punches are overhead again. you can also whiff the palm at the very last second to do a semi-instant recovery like in 4, but doesnt seem as fast.

demon flip slide is safe, most likely -1 or 2. didnt notice anything in particular over the divekick except it has a lot of delay, maybe useful in fuckin with people’s anti-air timing.

his forward teleport is faster than his back one.

as far as for his midscreen ‘bnb’ (cr.hp or cr.mp, st.mk string) into lk tatsu, i would either do lp dp or a reset unless they close to death. lp dp barely does any less damage (after the actual full combo it does like… 8 less) and you have a lot more frame advantage off it. lk tatsu, lp dp puts you in a position where you can safe jump a lot of reversals, land in front to beat not invincible stuff, you can crossup tatsu to beat any reversal, etc.

i also like cr.hp, st.mk, parry kick xx hk demon flip, do palm at the very last second. lot of corner carry and you’re right next to them with a lot of advantage. was able to land a meaty overhead and combo from it, but that itself was fuckin hard.


yeah that’s it for now. i might test out some more later; if anyone’s got some requests i can try some stuff out

Are these against quick rise or no get up?

Flip grab no longer collecting crouchers I picked up on yesterday whilst testing. At the recent Playstation event this wasn’t the case. EX also doesn’t collect crouchers.

This is an interesting change though as Guy pointed out, palm being an overhead gives Akuma the ability to condition opponents.

Very curious to see if this remains the case for the formal release of S2.

I like the new wider Akuma body mass and different stance than Ryu.

that lp dp stuff i mentioned is vs quick rise.

here are some more things ive found.


for walking jab pressure, CH lp combos into st.mk. can be useful for all the options off st.mk

forward throw: dash up, st.mk counterhits 3 framers.
dash up, st.hp crush counters 3 framers
overall seems to have good advantage
back throw: midscreen pushes them too far. I was able to whiff punish a wakeup jab (street fighter 5) with dash, st.mp xx lk tatsu, as well as st.hp
if you back throw them into the corner, dash up, st.mk and st.lp will counter hit.
overall midscreen it kinda gets them out but corner it’s ok.

I figured out for the fireballs that it had nothing to do with counterhit. they just all happen to knockdown in close range and at their respective max ranges. when the fireball ‘dissipates’ it kinda implodes on itself, maybe that was visually intended to cause that?

air tatsu obviously still knocks down, no juggle this time, but you can do an ‘air tatsu loop’ like before where after landing an air tatsu, immediately jump and either hit in front or do another air tatsu. the normal jump in attacks lost to dp, ryu AA jab (fuckin of course, nerfed my ass) but the air tatsu beat both clean. air tatsu whiffs on crouchers but thats what normal jump in is for. you can do this ‘loop’ endlessly as far as i know unless you knock them out of an airborne dp with a tatsu. (doesn’t work on back recovery.)

the parry launch kick does not cancel into special moves on block. wouldnt be that great considering it whiffs on crouchers anyways but figured id mention it.

the parry punch doesnt cancel into anything at all. not sure what use this move has over the kick for now, maybe can lead to a good oki setup but i refuse to fuck around and find tedious knockdown setups til the character is released.

cr.lk, cr.lp xx lp dp works at pretty respectable ranges. always use lp dp cause mp or hp will miss certain hits (always getting less damage) or just whiff altogether.

almost anything from a light hit confirm (lk, lp, etc.) should be ended with lp dp or lk tatsu if they’re standing.

regular dive kick is somewhat hard to space for combo after, and if you can, usually its just lp into lp dp, unless you hit them perfectly on the toes.

flip dive kick is roughly the same for ‘combo leniency’. was pretty hard for me to get anything except lp xx lp dp unless hit very late. pretty easy to get the lp link though.

demon flip grab doesnt allow back recovery. mk demon flip is perfect range to do another grab. hk demon flip allows for a little trickiness (after flip grab) as you can divekick to hit in front or the slide ender will hit them as a crossup low. the crossup part happens right at the end so its hard to see coming. you can also do the whiff palm ‘empty low’ option as well.


aaaanywho, taking another break. if you can think of some stuff to test, let me know. i know everyone and their dog already gonna get all the combos, so i prefer to work on setups/tactics more. that being said i havent really cracked the egg on v-trigger yet so probably get into that next time i jump on.

should there be a combo thread now to get ready for his release or do we gotta wait till the character officially comes out