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

there’s no mention of the fix to EX Tatsu…I for one am fucking scared right now

yeah things r not looking too good for us in Ultra right now

I like the 4fr MK though but wonder why downward hitbox bonus on this. Not like something could duck it already…

I think we should be rejoicing about now. Compared to the other top tiers, Akuma got hit lightly.

idk about u guys but im not gunna b rejoicing at the thought of ALL the kens we’re gunna find online, plus rog, mak, and viper will be bitches to fight…u wanna save me some food from the celebration that’d be fine :wink:

Does Oni back MP to TC have any kind of weaknesses like on crouchers or char spec stuff ? Because this move plus TC means everything almost. Gona be a nice alt char. It’s nice to be able to brainlessly perform universal stance Bnb. Or I could just be wrong and clueless about Oni and some others…

well since we’re on topic of performing stuff…what do you guys think is the best way to cancel c.mk into demon on pad?

  1. c.mk and 3x PPP
  2. c.mk, 2x LP
  3. switching the MK and HK buttons

I’ve been toying around with this c.mk buff some more and found some interesting applications for counterhit setups.

If you meaty c.lk > c.lp you can react on hit and confirm into cs.mk xx lk tatsu > sweep/dp. Kinda handy for up close pressure/counterhit games. The c.lp/lk doesn’t need to counterhit either, and you have TWO hits to react and confirm into cs.mk

You can likewise react to a counterhit c.mp and go into cs.mk like you would fs.hk, however you need to be kinda close for it.

The c.lk > c.lp confirm is actually quite practical however. You can practise this in AE 2012 also (and this is even with the regular start-up time and hitboxes) and see what I mean. Naturally force stand won’t occur, but you can get a feel for what I mean.

Curious to hear what you guys think of this. I kinda like it.

Interestingly, whilst testing this in AE 2012, I noticed that if you meaty c.mp and react to a hit or counterhit, you can link into cs.mk and easily cancel into HK tatsu. The initial hit of the HK tatsu will collect crouchers for a decent amount of damage. Practise using random counterhit and random block enabled - force crouch on your training dummy.

It’s funny how this cs.mk buff in Ultra has made me revisit this normal in AE 2012.

I agree with your thoughts Gam. c.lk > c.lp > cs.mk combo will be beneficial for close pressure/counterhit games. However, I don’t think it will work against characters with awkward hitboxes i.e. Guile, Blanka.

This will be useless though if they don’t fix the tatsu whiffing problem. The buff will also be useful against certain slides where the opponent doesn’t return to a standing animation i.e. Ibuki, Guy.

I use cs.mk quite sparingly as a shimmy tool after a combo ending with DP (in corner) or HK Tatsu. Useful to bait out DP’s and stand techs.

Yerp. For those the stand animation is goofy on (Blanka, Ryu) you can substitute it for the HK tatsu to net some decent damage as the first hit on HK tatsu will still connect.

I’m not to sure about you guys, though when I am pressure for counterhits up close, I tend to hold back or down-back while doing so. That way when I stagger, I can block any button presses I miss from my opponents. For me this feels like a more natural position to be holding the stick, so I can whip out the tatsu input when I see/hear my pokes connect too.

R.I.P all my work on lp lp clMK HKtatsu FADC clHP…

Hey guys not sure if this was posted yet. Thoughts and opinions? Also can anyone know if Tokido mentioned something we don’t already know?
https://www.youtube.com/watch?v=frJBW68M8ZE

Thanks Fulgore, I didn’t know they did this on Gouki. It looks like we already know everything Tokido explained on this vid. I kinda use ex shoryu often after lk tatsu, but I think I’ll stop doing that unless I can finish the opponent with it. you have 3 meters and can red focus cancel + ultra pretty easily, hit confirm’s pretty easy too. I think I’ll be using u2 even more often for more damage. Thanks Shabrout again!

Is anyone able to translate what he said?

FIrst look at Akuma in USF4

https://www.youtube.com/watch?v=4uE_26-9Jlk

https://www.youtube.com/watch?v=yARTI1XHz9k

https://www.youtube.com/watch?v=Qf2LYATplfM

via Eventhubs:

I’m pretty happy with the Akuma changes in USF4. So i’ve been thinking of some setups with Akuma in USf4 and I think after a sweep if you do a demon flip follow up and the opponent does DWU you should have enough time to react by seeing “technical” on the screen and cancel into ex air hadoken and that should still hit them since the hadokens come down slowly and mix up with either overhead or cr.lk and if you don’t see “technical” just do a late demon kick/demon palm etc. What do you guys think?

Im puzzled when Tokido says its hard to make use of jump back air fireball. Is it really THAT bad now?

Either way Akuma still looks good in this version though.

That sounds great man. I look forward to trying this out, or even better, seeing it done by Akumas over in Asia. The only question is if you can delay the DF enough to react without going into the dreaded low sweep that no on ever intends to do on purpose lol.

Good question. If it’s as bad as it is in SFxT, we have a lot of adapting to do since it will be almost an unsuable defensive option against good players. What matters most to me is whether I can still use jump back air fireball’s recovery to safely anti air if they attempt to jump afterwards and if I can walking forward after doing it to check for hit confirms and to start block pressure. This is a huge part of Akuma’s game, so if it’s been tampered with too severely that really sucks.

EDIT: In SFXT the jumpback air fireball nerf was "- When used during a backwards jump, 5 frames added upon landing

In USF4 it’s “Light, Medium, Heavy and EX Back Jump Hadouken now each have 2 frames more recovery.”

So the nerf isn’t as bad. I imagine we will see be able to anti air, apply pressure, and won’t get punished badly if we use the move safely, but I’m not much of a frames expect, so we’ll see.

You also have to consider though the travel speed and trajectory of Akumas air fb is drastically different in xT than in ultra. Jump back delayed jab air fb is still going to be strong and he may lose a step afterwards but with his options, I don’t see this affecting him too hard.

What I do like is ex air fb after regular demonflip. The ability to instantly go 3/4 screen and safely sounds like a really nice tool.