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

Oh, here I go with my “analysis” :

  • Ashura Senku. Only the forward version was shown. Travels a great distance, invincible to hit. Nothing new.
  • Makoto’s Overhead Chop. Not much to say, except it doesn’t knockdown (not sure if it’s overhead). Could be the palm strike follow up of the v skill.
  • Zanku Hadoken. Isn’t Gouki a bit high when he does that in the trailer ? Also, great hitstun, can be followed by a Stand Fierce (?), which is cancellable by the demon flip (follow up grab seen at this moment)
  • Classical Red Fireball. nothing new here, long startup, two hits, knockdown
  • V skill (looks more like Zangief’s than Ryu’s in my opinion, especially with the red spark)> Kick Launcher > Demon Flip Palm
  • Double Zanku hadoken during a backward jump (surprising because it says it’s only in v trigger in the blog post)
  • Double Roundhouse. I assume it’s a target combo (6HK > HK or HK > HK). the Stand MK > V skill Launcher (seems crazy fast) > Demon Flip > Ex Tatsumaki (stationnary)
  • 2MP > MK > Ex demon Flip. The last one is a launcher. Not sure if the divekick is part of the ex move or follow up. He then juggle with an ex Zanku Hadoken (Ryu looks like he is in space)
  • 6HK or HK Crush Counter (that’s why the roundhouse is a target imo) > Stand Strong (or Fierce ?) > V trigger > Double Roundhouse > Forward > V skill Launcher > V trigger Shoryuken (I’m wondering how safe that move will be, how invincible too and how punishable. It seems Akuma is crouching after the follow up, so that may be similar to Karin’s Ex ressenha)
  • Critical Art from CVS2/3.3. Not like Urien but more like Magneto Shockwave (don’t travel fullscreen though)
  • Shun Goku Satsu. Classic, exclusive to the V trigger.

I don’t have the courage to do a frame data.

Edit : I don’t need to, thanks Gilley.

He still got his normal hadouken but not as good like before in range… he mostly inspired by oni

Does he still have his shakunetsu hadoken?

First one :

[details=Spoiler]* Different nose depending on his costume

  • 3 gauges V trigger (as expected)
  • Normal jump
  • Jump MP then Jump HP, I assume, from the new Akuma
  • Each button from the new Akuma. Short , Jab, Strong, Forward (wonder if it will be a correct AA), Fierce and Roundhouse (so Roundhouse is his crush counter and part of a trget combo)
  • Crouch Strong from the old Akuma
  • Hadoken. Don’t travel full screen (we could deduce that from the blog post)
  • Divekick
  • Jump HK
  • Shoryuken, two hits
  • He tried to crossup but had something like Nash’s Jump LK. So maybe it is Jump LK, maybe it is a new Jump MK
  • Sweep like Ryu’s
  • Jump HK > 2MK > Light Tatsu > No shoryu juggle
  • 2HP (later, we can see it is a crumple CC)
  • Red Fireball
  • 2MP > Heavy tatsu
  • 2LK after a 2HP CC
  • Fierce Crush too. I can’t tell what the follow up his, a new special or a command move (I assume that’s not the v skill because he gains meter)
  • It looks like the OG Akuma tried to ovehead but got back throwed
  • No follow up on block for the shoryuken in V trigger
    [/details]

Second one :

[details=Spoiler]* Crouch Jab, Overhead and Ex Hadoken

  • Crossup MK (so the Jump from before is Jump LK)
  • Throw[/details]

Third and last one :

[details=Spoiler]

  • Stomp move, looks safe on block.
  • Ex Tatsu looks like Ryu’s
  • 2MP CH > Sweep works
  • He uses his V gauge to throw double Zanku hadoken (of course he does)
  • 2 MP CH > 2MP works too
  • His Ex Zanku hadoken looks sick. He can charge it in the air, or it looks like so
  • Ex shakunetsu[/details]

@PVL_93_RU
His moveset to add to OP

more gameplay

https://www.youtube.com/watch?v=zLdNhSXebss

Capcom was on point when it came to his nostagia costume colors. That teal gi with white hair.

can’t wait.

Two V skill ?! Interesting.

So, I assume his command move are his divekick, his overhead (no shit), his stomp like move and he hits you with a pose similar to his raging demon one (like that : _o_/)
His double roundhouse is … roundhouse > roundhouse, as expected.
Isn’t that Fierce > Fierce target Evil Ryu’s ?
Demon Flip is not a dragon punch motion anymore. Slide, grab, palm, hadoken and tatsu follow up, that’s interesting.

Spoiler

https://www.youtube.com/watch?v=j_FelA1fDsA&feature=youtu.be&a

I know some of you guys don’t like Max but at 1:25, we can see new footage, how does his palm v skill looks like, his ex dp and slide too. Also, his stomp can be followed by a crouch light and we can reset his tatsu light.

well at least, was a completely bad weekend for Tokido lol. Beard is a bad move from Capcom IMO as much as it looks bad ass. Does that mean Akuma’s a hipster and by 3rd Strike we went “nah… id rather shave my beard off”…

https://www.youtube.com/watch?v=59c9AHbYVCY&utm_content=buffera7322&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer

We can see different things here :

  • Light Tatsu into Dragon Punch
  • Crouch Fierce is a solid Anti Air
  • We can choose the follow up of the ex demon flip (we saw ex divekick in the trailer, ex slide at the end of max video, here is ex palm)
  • The right Akuma’s ex fireball lose to the left one’s ex one
  • Back Fierce, or what I assume to be Back Fierce, looks like Cammy’s Back Strong
  • Jump HK is, again, like Cammy’s, with a weird angle
  • We can see his V reversal for the first time
  • The regular CA does not beat fireball (or he mistimed it)

Nah.

White Akuma used an EX Gohadoken. Yellow Akuma used a regular Gohadoken.

Akuma’s j.HK is like Necalli’s j.HK.

Wow. They actually gave my boy less than 900 hp.

Yeah, I checked two times the same meter gauge, nevermind then.

I was correct in thinking he would have Oni stuff.
And I was also correct in my joke about him having jump backward fireballs lol

About that, I’m not exactly that upset over that like I thought I’d be.
The fireball - ehh no biggie
goomba stomp - i did actually like that move

Although he is def slower, which im not too fond of and he looks jy stiff. His forward dash is ugly looking. Other than that love everything.

I like what they did with his fireballs. Really helps set him apart from the other 2 shotos.

Might be time to get the old band together. Many of you guys in here from the old IV Akuma thread?

At any rate, some notes from the limited gameplay footage we have:

Normals observations:

s.lk similar to Cammy - very minor pushback on block. Good for tic throws. Unsure if cancellable
s.lp connects on crouchers. Good pressure tool
s.mp is cancellable
s.mk has good range, moves forward. Does this force stand again ala Ultra well received change? (Edit: DOES force stand!)
c.mp > s.mk links
j.mk crosses up
c.lk links into c.lp inferring useful empty jump mixups to confirm into tatsu > etc
Overhead does not force stand on hit

Specials observations:

ex demon flip hits on way up
demon flip dive kick does not force stand
ex air fireball appears chargeable?
slight delay/pause when demon flip option is chosen
mk and hk tatsu connects on crouching blockers
Parry only good for one hit - for example, you can’t parry both hits of ex fireballs. Difficult to say if the acvtivated attack after the first hit has invulnerability however
Triggered hp DP is particularly damaging
Demon flip grab appears to be able to collect crouchers still

I’m really looking forward to some more footage. A few of the guys playing right now are floundering around, with very few taking the time to feel things out piece-meal. That’s understandable though, at these events it’s a bit odd being the guy who wants to take notes whilst others just plain wanna play and have a laugh.

I like what I see so far. Akuma has received a very SFV-esque make-over that fits in well with how this game plays.

Dunno about this though.

About the ground pounce. Unlike Oni’s Sekisei Jiraiken with it’s knockdown, Akuma’s new Sekiseiken (F+HP) can combo afterwards. I’ve seen a player connect a c.MP after a CH Sekiseiken. It seems safe, too. And unlike One’s being a chop, Akuma’s is a classic Tekken moon jump punch. Ah, how it all comes back around lol.

It’s interesting to see what design decisions from SFIV Omega have found their way (albeit reworked somewhat) into SFV, Akuma especially.

Ok, s.mk does force stand ala Ultra SFIV. So confirming from c.mp > s.mk allows a cancel into lk tatsu to force damage collection on crouchers allowing him to end with all DP variations.

I’d be curious to know if his super can juggle from lk tatsu. That strikes me a particularly damaging and easily confirmed into super option if so.

Thanks for the observations Gamogo. Can’t wait to play him