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

Vertical tastu belongs to Akuma. Not Gouken. I don’t recall if Akuma has it in Street Fighter 3: 2nd Impact but vertical tatsu is his Super Art III in Street Fighter 3: 3rd Strike. Messatsu Gourasen.

Oh someone made an Akuma thread. I’m on the hype train, give me some Raging Demon dunkage Capcom I NEED IT.

ohhh so if that’s the case, they could fuse his vertical tatsu (Ultra II from sf4?) with uppercut properties to leave him shoto-ish, yet unique.

I never liked Goukens interpretation of tatsu that lack of inspiration that i believe they can do better. I think its okay for an Akuma’s new EX tatsu but work somehow that needs “hit confirm” like his Ultra 2 the Demon Armagedon! Similar to Gouken’s Omega Mode Tatsu but only for his EX version while he retains his basic Tatsu.

So we get a new EX Tatsu is a mini combination of his U2 and SAIII that would replace the SF4 Akuma’s Ex Tatsu that is almost similar to Ryu.

http://vignette3.wikia.nocookie.net/streetfighter/images/4/49/LuffyEitaEVO2014.gif/revision/latest/scale-to-width-down/180?cb=20140721005334

Akuma was usually made in thoughts to be the ultimate shoto during ST having the best of Ryu and Ken but ever since Alpha 2 he has been changing.

His Tatsu is already unique in functionality and usability just a slight change the animation sequence it will be okay. Ken’s Tatsu is always fancy and multi hitting in other games, Ryu’s Tatsu is a 1 hit blow other side of the screen. Akuma is entirely different just slight altering in animation will do.

His Shoryu is a must to stay.

The moves has no problem other than the playstyle so the only thing that really needs to go is his basic ground hadouken and retain his shakunetsu hadouken that is different from the basics.

That way he will play unique over Ryu and Ken. The uniqueness in gameplay doesn’t need to compromised with patterns that is never intended to be obligatory of having two similar moves.

Then finally changing his ALL his “EXs” from Tatsu, Shoryu and Hado will do.

I cant really agree on his tatsu being different.
Ryu got the 1hit - knock away - tatsu
Ken the multi hit - juggle after - tatsu
How is akumas different from those two? He basically did the same thing in sf4 that ken is doing now. So that’s gone.

By fusing his uppercut and his tatsu into one move, we avoid having a third character with a srk and at the same time get a third version of tatsu that already exists “in lore”.
mk tatsu would basically only act like kens mp dp. Instead of BEING kens mp dp. (just as kens and ryus mp dp are basically the same exact move…)

I agree with shakunetsu as his only groundbased fireball, but ken cant throw a fireball safely either, his recovery lasts for hours on that move. So they wont be that different from each other in that area.

On a final note, I’ve grown to like the “no ex moves” idea.
Maybe his light and medium specials act “normal” (slightly underpowered but good recoveries) while his heavies act “ex-ish” (slightly overpowered in terms of dmg but horrible recoveries)

I actually hope his vskill is a nerfed version of Onis Ultra 2 and his trigger is an infinite shin akuma state

From usability and functionality perspectives, Ken’s new HK Tatsu is different from the previous SF4 Ken Tatsu and Akuma’s Tatsu in previous SF cause soft knockdowns while Ken’s Tatsu is always unsafe and never do cause knockdown to an opponent.

This is uniqueness standout already that is more than just about hit boxes. It’s like comparing Xmen vs SF versions of Ryu and Akuma(minus the flashy electricity) with a SFV Ken.

For the EX moves simply do the Omega Gouken’s Tatsu so it would be entirely different from Ryu, Ken and His previous self.

For his Shoryuken, I used to think it should change with a slower variant but latter I think it’s too much that it deserves to stay because we’re nerfing his previous zonning responsiveness and removing him entirely from Ken/Ryu’s shoto-projectile comfort zone. Shoryuken makes Akuma a still “intimidating” character against those that are care less that loves Jump-ins and cross-ups.

There is huge and obvious difference from Ken already that will change Akuma ground game play entirely from zoning and timing. To experience this is simple by using only Akuma’s Shakunetu Hadouken in SF4 then to set-up a fireball battle in training mode against any character. Another thing is Akuma would also lost the combo potential and option in close combat because of the poor responsiveness of Shakunetsu Hadouken.

The difference will not alienate or damage the familiarity but would stand out from gameplay perspective because of the execution animation and timing of Shakunetsu Hadouken that will make Akuma easily lost and unable to keep-up the usual projectile battle that he could do previously against any projectile users. So that Ken can still do.

Personal Analogy:

SFV ex-gauge system is a one level only MAX that takes a lot of time to meter (unless we’re retaining the previous special and advantage) that’s why I don’t think the No-EX concept would work especially if doing a major overhaul in all his previous advantage or removing one of his potentials the ground zonning advantage, because Akuma is not just a/is more than a clone but the Best of Both Ryu and Ken.

I don’t think Capcom would go into no-EX or major revamp is a good direction like they used to do because of the large Akuma fanbase and Capcom’s casuals audience aim. EX is like the nostalgic Alpha and SFEX 1 level supers so I don’t think EX would be gone since it was a familiar concept in the past Akuma version and latter introduce in the latest version of Akuma in SF4.

Misogi(main because of being simple) and SGS(optional that is traditional) are the best candidate supers because of the SHIN hinting, their lore and the animation length. I don’t think Akuma can have the same length of animation execution like Demon Armagedon or the rest of Oni’s Flashy Ultra.

I do think his V-Trigger would buff his possible supers especially his SGS or would access him to new special upgrades. if it’s not an “install” it would be Kongou Kokuretsu Zan because of Urien current super move in SFV is the “Dominante Crush”.

His possible exceptional trait other than having a secondary optional super among the cast would be from consuming his V-Gauge not from his EX-Gauge(that i do believe to be still a uniformed system by now).


My goal into removing ground normal hadouken and making his EXs unique is to keep his previous play style intact and retain familiarity in commands execution but without the same gameplay option like Ryu and Ken. As much as possible I avoid him turning into a “not-really-akuma” character with just the same name and likeness but entirely a new character from commands, play-style and movements/specials.

Akuma should be familiar like the rest of the cast. If there’s any character that they should just totally revamp from the ground up, it’s Evil Ryu.

My god, too many words.

Why can’t Akuma have a tatsu? Ryu and Ken both have fireballs and shoryukens. Akuma can too. He’ll be different enough. This ‘X can’t have so & so because Y already has so & so’ has to stop. Especially the amount of wasted words on the subject. Jesus.

I’d be very happy if Akuma had some Oni stuff. I enjoyed Oni a lot. Fuck it, give Akuma slashes, stomps, target combo, shoryuken & Goukens H/M/L fireball game.

‘THE GATES OF HELL AWAIT!!’

Ono with dem trolling

Fixed.

no one said he shouldnt have a tatsu


so what the fuck does this mean? he better come out eventually as a playable character or else… i’ll… do nothing i guess :frowning:

Regarding all of the Akuma design suggestions above -

Why does he have to lose specials just because Ryu and Ken have them? There’s no point in changing his design if you’re just trying to force it.

Losing specials to gain new ones is a fair deal.

Capcom already showed potential change for Akuma in Oni. They should follow through like that.

MK redesigned their ninjas to make them into very unique characters. SF should’ve done this years ago with the shotos. And before you say Akuma is different, he is not different enough to the casual observer. SF5 is his chance to get out of the shadow of the shotos and become his own.

Ninjas VS Shotos would be epic

Don’t get caught up in Trollno’s trolling.

In costume design, I believe Capcom should not require for their SF characters to have different looks per game like how SNK and Midway(ever changing management) does to their characters because it can hurt their “Branding” in the long run, But the likes of Ryu, Ken & Akuma need to standout to each other by using their previous alternatives as reference is a good idea this is the same to how DC differentiate and identify the cast of Batman battle of the cowl was, Nintendo to their Mario-Counterparts and the Marvel Movie-Verse every Ironman Armor.

This is the same the method Namco is doing with Mishimas Costume while keeping their facial and hairstyle standout. Capcom also did it for Guy and Ryu in SF4 and SFZ that had been almost similar in their 90s artwork counterparts. I think Capcom is trying to experiment in facials and hairstyles with Ken to avoid a generic look of a long haired blond.

The costume evolution is really inevitable but it should be done in a more gradual adjustment as possible avoid it to look trendy but keeping it modern like how Marvel handles Spider-man and DC handles Superman in the previous decades. That’s the direction Guilty Gear’s is doing with their Sol and Ky. Capcom did this brilliantly with Ryu and Dictator from SF2-SFZ and SF5.

What if Akuma kept the air fireball the way it was but lost the ground fireball?

Nice because it change alot in his playstyle away from ryu and ken that forces him always to jump and never get into any ground based projectile war against other characters but akuma should keep his other option the uncomboable and unresponsive alternative the “shakunetsu hadoken” that requires proper timing and distance.

Considering the way SFV is?

Forget about having jumpback tatsu/fireball or neutral jump fireball