Akuma's Confirmed Changes for Ultra SFIV (updated 23rd May, 2014)

@"oX Ajay Xo"‌ just tell dawgtanian to make grounded fireball +1-2 on hit (currently 0) so fs.rh is a viable combo after fireball fadc and forget all this cs.mk nonsense.

YES PLEASE, NO MORE RYU THEME VERSIONS

Not an issue on PC.

Zing.

OK so I cant say exactly for sure whats happened in the Final Round build, but talking to Du (who actually uses Akuma outside of majors) mentioned Akuma felt prety strong. Won’t be able to speak with him more until Thursday but Ill find out why he thinks that.

Also found out they took away Seths yoga sniper in that build. So in terms of buffs/nerfs, im keeping my mouth shut.

Finally, some goddamn footage. Ryan Hart runs Akuma for a good while from 51:44 onwards:

Recent build with all the recent changes too, sans Cammy’s colour 13 of course.

Damn they didn’t select the USFIV version…

finally someone plays akuma but not USF4…this is a pain in the balls

I was hoping to see some DWU used against him, but Popi just never bothered.

At this stage I’m keen to see any footage that may emerge from Japan’s location tests, but then I’m reminded that they don’t understand capture very well. And if they do, its bolted onto an $18 NicoNico registration fee. Neat.

Ahhh the Akuma forums… let the rage flow through you. Your tears nourish those who don’t like playing coin flip simulator.

Yo guys. I am really sorry as I only played Ultra for like 10 mins at Hypespotting so I didn’t get to test much stuff. The reasons for this is I didn’t feel motivated enough because it was the same build as the Heart of Gaming one with edition select thrown in and I was preparing for top 32.

Within those 10 mins, all I found was that:

cs.mk is still broken (see my previous post)
Vanilla Akuma’s fs.lp > fs.hk loop works on Ultra Cody. Can get about 3 reps.

And that’s practically it! Sorry guys!

Capcom probably just worked focused on the bold new chars balances, and gave, older chars, buffs directly through database without testing it live.

  • “Kevin san ?”
  • “Yeah Mr Ono !”
  • “haaaaaaa give Akuma mk a force stand buff.”
  • “Easy, where’s Akuma folder… again ?”

Gamogo…what were you saying about taking what buffs we can get?..

To be grateful for any buffs you’re getting, because Akuma is already a good character.

cs.mk forcing stand is a buff. I don’t know about you, but when I’m given new tools I tend to adopt them into my game. If you can’t see the situational benefits the new cs.mk affords Akuma, you’ve either got significant brain damage, or you’re being intentionally obtuse mate.

Indeed, but that cl.MK interacter with hurtbox very bad in 2 ways :

  • before hit, it’ll become far MK at weird ranges. The same way you get close HK instead of far HK when you try a “close” far HK punish on a char hurtbox that was shifted back by the previous hit/move.
  • after hit on some crouchers making their hurtbox bounce backward a lot thus whiffing the cancel to LK tatsu.

Wonder if Capcom will see that.

  1. everyone will prob combo cl.mk -> fireball if they’re not sure
  2. anyone know who else cl.mk is broken on?

I’m thinking of picking up Akuma specifically for Ultra. Vortex is strong but I don’t know of any Akuma with world class tournament wins that doesn’t win by world class footsies and I see Akuma as a character that has great footsies and requires high level footsies skill. Anyone who thinks Infiltration or Tokido win because of setups is deluded in my opinion. Ultra will be even more footsies oriented and Akuma will still be strong even if he is no longer top tier.

Akuma without vortex is like Evil Ryu but with versatility in place of damage output. Currently Akuma wins that match but they might be even in Ultra. I don’t understand why people are acting like E.ryu will be op and akuma will be dan tier.

Most shotos for starters. Fails for me on E.Ryu, Ryu and Ken.

Use BlackToof’s PC mod to run it through it’s paces. I tested in a couple days ago and found that even his mod exhibited the same problems due to Ryu’s reeling animation. It’s actually comparable to the whiffing issue U2 had in AE before they extended its downward reaching hitbox (recall c.hp xx tele xx u2 on Balrog - that kind of behaviour). I expect Capcom will revise it before release as clearly it hasn’t been thoroughly tested.

I gotta say though, I find it pretty funny that you refuse to accept the benefits cs.mk forcing stand offers in terms of it being a buff. It’s a great tool.

I’ve never denied that forcing stand is helpful. I just want it to function properly.

It would have helped to clarify then xD

I agree that this weird whiffing bug needs fixed though - I’d like to think it will have been caught in play testing, though I believe Ajay pointed it out at the tests in the UK also.

FINAL CHANGE LOG. THIS IS IT GUYS.