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
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?
- c.mk and 3x PPP
- c.mk, 2x LP
- 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
via Eventhubs:
Hi, it’s MCZ Tokido.
About the character Akuma, since his design is based off of Ryu’s, the play style here can be said to be “orthodox”, in the sense that he possesses the Hadouken, Shoryuken, and the Tatsumaki Senpuu Kyaku special moves.
The biggest difference between Akuma and Ryu is that, in exchange for a lower stamina rating, Akuma’s movement speeds are faster – which makes it very easy for you to adjust the distance between you and your opponent – and he also gets a very good escape option in the form of the Ashura Senku teleport.
Other than that, another of Akuma’s unique points is that he can combo off of a Tatsumaki Senpuu Kyaku hurricane kick.
In terms of changes to Akuma from the previous version to USF4… [what I really like is that] Akums’s close-standing medium kick now forces the opponent to stand on-hit. This is great for instances like when you’re going for a crouching light punch, close standing medium kick into hurricane kick combo. Although hurricane kick only connects when your opponent is standing, by using close-standing medium kick you can force your opponent to stand from the crouching position, guaranteeing that the rest of the combo will connect.
Akuma also benefits a great deal from the new Ultra Combo Double system. His Ultra Combo I, Wrath of the Raging Demon, is a fantastic defensive option. It can be used as an anti-air, or if your opponent has focus-absorbed your normal attack. In short, Ultra Combo I great for protecting yourself.
Compared to that, Ultra Combo II can be used in the middle of combos, such as after certain normal attacks. Although this is character-specific, when it works the move packs quite a punch.
As Akuma has a defensive Ultra Combo as well as one better suited for offense, Ultra Combo Double is a system that fits Akuma perfectly.
And with Red Focus Attacks, you can even do combos like jump in heavy punch, standing heavy punch, Hadouken, Lv1 EX Red Focus Attack into Ultra Combo II.
Another key change to Akuma in this version include being able to perform EX Air Fireballs off of a Demon Flip. This increases the number of attack variations that Akuma can use on offense.
And… the recovery for a back jump air fireball has been made longer. In the previous version, back jump air fireballs were pretty strong, but over here it’s a little harder to make use of. So that means Akuma is now better played as a character who advances towards his opponent.
In the previous version, with Akuma’s Shoryuken you can easily cancel out with an FADC from the second hit onwards. Over here, you can no longer do that from the second hit onwards if your opponent manages to block the Shoryuken. You’d have to FADC from the first hit, so there’s no way to hit-confirm with it anymore.
Even if you do a Shoryuken and FADC on the first hit, on block you’re still at a frame disadvantage if you dash forward. The safer option now may be to dash backwards after a Shoryuken FADC.
With the changes this time around… I believe the most important change has to be with Akuma’s close-standing medium kick. Up until now, one of Akuma’s weaker points is that when you manage to score a hit on a crouching opponent, you can’t really do a lot off of that. But now that close-standing medium kick forces your opponent to stand, you can go into a hurricane kick and a sweep for the hard knockdown, or just a simple Shoryuken afterwards.
Taking advantage of Akuma’s close-standing medium kick, I believe, will be the key to playing him well in this version.
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.

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?
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.

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.
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.