You’re saltyness is too stonk dude. If you believe okizeme setup should win games for you, you’re using the wrong char for a long time now. Your description of Akuma weaknesses and strength is laughable at best. Stand up, and play smarter. Adapt like every others do.
Hmmm…Still time will tell!
Hey Ajay. Can you try to react to DWU signs this time? E.g. forward throw + 2 dashes to safe jump Cammy but when you see “technical” st jab and then jump??
Thanks again!!!
Uhhh…breh, a HUGE reason for why Akuma is a great character is because you can win games with his okizeme…
Okizeme setups is the precise reason why many Akuma players use him to begin with, so why shouldn’t they believe it should win them games? It’s done that for 6 years now.
The Okizeme you talk about can be done with 38 other chars.
The new Akuma players that want to experience this “vortex OP easy mode” thing have a great success like you can see on the ranking and in tourney.
Feel free to argue though if you want. But at the end of the day, smart wins over dumb play, period.
You did notice, by saying this, you actually saying Tokido is a dumb scrub!? He is 90% vortex and setups with Akuma! Well you see, vortex is meant to be smart reads,if you autopilot you are just lost anyway! Call it vortex or footsies or whatever you want…if you are playing stupid you just lose!
Lets agree to disargree then!
Vortex is actually Okizeme.
in order words 2012 akuma = tight overall balance?
cool story bro
I know im beating a dead horse, but Ajay, could you try to convince Dawgtanian or whoever Capcom sends to make sweep un-cancellable only on block?
Id rather have consistent fireball fadc s.rh combos back.
and id rather not have my anti-air demon input taken away cuz ppl have bad focus habits
Same. Or at the very least, a redball that offers some decent damage and stun to motivate its use again. Hacking away at vortex/oki options in the interest of the bigger picture is all good and well, but I’d be curious to know the reasoning behind not compensating Akuma’s loss in this area (and others) by amping up some honest ground based damage via redball and fs.hk (both of which require blowing two bars of meter to actually apply). Last I checked, those who didn’t play Akuma felt this was reasonable (considering the impact DWU has on his game) plus seeing his old school combos in action is fun to watch (and perform). If however damage remains unchanged but fs.hk actually becomes a reliable FADC option, it still would be a great help and invoke another area for Akuma to burn meter to deal potentially advantageous positioning, while at the same time scaling the dealt damage and stun. I don’t see this happening at all however and I feel Akuma’s changes are a lock, which overall aren’t bad.
I assume that looked at from above, Akuma still remains healthy in terms of sheer options at his disposal and its for this reason that they feel he shouldn’t receive anything additional, particularly when compared with the rest of the cast. I can appreciate that, though Capcom seem very cagey about discussing their views of him specifically.
One thing I’d be curious to know (Ajay?) is how effective the new cs.mk is from a distance - i.e. is it feasible to confirm into it in much the same way we did fs.hk back in vanilla? Does it activate the cs state from further away now? While it may do less damage than fs.hk (by what, 10? 20?) it may work out better or perhaps equal when you consider that it only being one hit ultimately means you’re dealing less hits, thus less damage and stun scaling. Recall that cs.mk ‘pulls’ Akuma closer to opponents, so on cancel you will be right in their face to continue a combo (i.e. into lk tatsu > dp/sweep/reset) which would be quite handy on the onus it activates from a little further out. Right now, cs.mk requires you to be VERY close to trigger the cs animation (essentially point blank) which is why its never seen. cs.hp is better in essentially every way.
…this cl.mk buff better b worth it
Its a buff from Capcom. By now you should know full well to take what you can get, especially if you’re an Akuma player.
About time you anti air demon using cr.MK Volcanic. The hurtbox reduction is drastically better.
You only lose your free whiff sweep to anti air demon. That was cheap and had to get away. Fair enough to be punished for whiffing that sweep too much imho.
I only would like to be able to OS these demons off more normals. On the ground, it’s a pain to OS demon a meaty.
I found a simple combo mid screen that end in lvl 2 crumple on standing Chun Li using MK xx fireball FA.
The “moving foward” factor of this move when canceled to fireball AND FAed seems to work on dashed out FA like released FA.
Gam, I’ll check the cs.mk activation distance at the next location test in greater detail but from memory it appears to be the same as in 2012.
By the way, I don’t know if you guys noticed from my last post but it appears that there is an inconsistency bug with cs.mk buff at present. If you set the dummy to ‘crouch’ and ‘no block’ and do cr.lp > cs.mk xx LK tatsu, the tatsu will always whiff. The cs.mk did force stand but the tatsu kept whiffing. This happened on Ryu and Akuma from my findings and there may be more characters that contribute to this list. Despite of this, the combo did work on Poison. It might be due to the hit animation or something. I only managed to test it on these three characters because as soon as I got a chance to get into training mode, there was already another person sat down and ready to play!
I managed to illustrate the bug to dawgtanian and he said that’s very strange and consequently took a video recording of it. If the tatsu keeps whiffing, it defeats the purpose of the buff right?.
Here’s hoping to a new build at the next location test.
EDIT: you could say the bug looks quite similar to this except that the tatsu will always whiff: https://youtube.com/watch?v=_PCmIwm7WvQ
Neat.
Oh, one last request because I grow weary of the inconsistent bullshit surrounding it: Could you please choose Evil Ryu and perform a forwards and backwards KKK and PPP teleport and tell us if it compares to Akuma’s in terms of distance, speed, etc?
I going to categorically say “lol, no it doesn’t” though I have no access to the location tests (they don’t have electricity here in Australia) so I can’t say for certain. An Akuma player testing this I’m convinced is going to give an interesting perspective.
Lastly, if one of the Capcom dudes is there, tell them some damage and stun added to redball would be appreciated. While they are doing my bidding, they can also trim 2f from Akuma’s lp DP recovery also.
I saw a tweet from Popi stating that Evil Ryu has Akuma’s teleport. I tweeted him asking whether it has the same the distance and speed and he replied with a yes.
But like you said, An Akuma player will know for sure how similar the teleport is. Rest assured, I’ll be testing this!
AJ TELL THEM TO FIX AKUMA AND GOUKEN’S THEMES