hehe just like some of you guys said earlier in the thread, better get used to using cr.MK to do anti-air demon https://www.youtube.com/watch?v=SkqsHtxf92s
I never could think of it from sweep anyway… So I’m ready
Though I’ll need to react to mashed ultra against my meaty with a cancel U1. How many matches I let go just by forgetting I can cancel those normals at will… been 3 years now !
meh ill get used to it
Any idea which if any of the 4 new characters that Akuma can tatsu > sweep? I figure Decapre is a given since she’ll probably be identical to Cammy when it comes to wake up, fall speed, etc. Kind of like how the twins or Ken and Ryu have the same fall speed(not actually sure, but it looks like they do)
I actually play Evil Ryu instead but he now has a 6f sweep like Akuma so he can tatsu > sweep every body that Akuma can. So I figure I should start looking into ideas on what to do with him against characters that he can tatsu > sweep? And yes I am factoring DWU into the situation.
I believe Poison and Elena. Can’t sweep Rolento and Hugo. No word on Decapre, though given her similarities to Cammy it’s reasonable to assume we can sweep her also.
Evil Ryu’s tatsu sweep abilities aren’t exactly a carbon copy of Akuma’s due to the further distance E.Ryu’s tatsu travels. Given the startup speed of his sweep I expect he’ll be able to sweep a lot more than he could previously, but may fall short against some of the more fickle characters such as Fuerte and Abel (under specific circumstances).
Tokido vs Momochi ft5
Been in the video thread for a couple days mate.
Forgot to check this when I posted here almost a week ago. Don’t mean to get off the subject of Akuma since this is his character thread but I just wanted to clear this up. They reverted the buff to his light tatsu that gave it have more horizontal movement. At one point they also nerfed it to make every character fall a little faster(probably just 1 frame). Now his light tatsu is back to being exactly the same as Akuma’s. So with Evil Ryu’s sweep being 6f just like Akuma’s they should be the same when it comes to tatsu > sweep.
As far as the new characters, well 3 out of 5 isn’t bad if we can infact tatsu > sweep Decapre. Too bad we can’t tatsu>sweep Rolento because he looks like he can be quite annoying so I would prefer to stay on top of him unlike Hugo where as I may just take max damage.
I’m actually surprised we can’t sweep Hugo, I would have assumed he’d be ripe for it. Agreed re: Rolento. Keeping that bastard pinned is going to be a challenge no matter who you use.
Today test USFIV, last build.
ex tatsu glitch i still here. cr.lp cr.lp cl.HP xx ex tatsu will drop.
Lk tatsu not connect after cr.lp cr.lp cl.mk on crouch Ryu.
More at Twitch Yubiken, but hurry up.
USF4 comes out in less than a month. Instead of waiting for godsent buffs and new set ups vs the DWU, i tried to come up with battle plan!
Start training your fundamentals more instead of shenanigans and heavy vortex/set ups! I’ve been focusing on it for 2 months or so and i find myself much more relaxed/ready for almost any MU and skill level! I try not to focus on the KD but take what i can get off the neutral game(win or lose)! And when the KD comes, i go for the kill!If not,i play the footsie game! Now for the DWU the answer is resets!? I think if the opponent reads that you are going to tatsu - sweep,use resets! If they expect resets,tatsu - sweep!
Thats my initial plan for tatsu-sweepable MUs anyway! Keep them guessing before the KD. And if successful after the KD!
Any ideas for the rest of the cast?
My analysis from playing USF4 last weekend.
I did find there are a couple set ups you can use to keep pressure. If you get a throw in the corner you can throw a meaty airfireball that will work regardless if they DWU or not which is a nice thing for keeping pressure. You won’t get much besides ground pressure off of it, but it will at least give you that.
U1 feels much worse with the sweep change. Outside of AA situations or punish options I don’t find that much use for it. Some match ups it just feels like it is not worth using in it. U2 might see more use because the combos into U2 feel better in many match ups. Double Ultra also is a viable option for Akuma. When I was using both Ultras I believe (but don’t quote me on this) that the U1 doesn’t build as much super meter for the opponent.
The airfireball nerf doesn’t feel too bad. If you already were playing good zoning before you won’t have much trouble by this change.
Chun Li I believe is a bad match up now for Akuma.
Based on early tech (and subject to change) it feels like Akuma beats Poison, Hugo. Goes at least even with Rolento.
You will have to re-evaluate the spacing in the match ups against T-Hawk. The new changes means you have to be more careful throwing close range fireballs. Still a good match up for Akuma though.
My old reset tech that I developed back in Vanilla is actually a good option. Resets are actually better in this version by virtue of hard knockdowns being weaker.
HK Tatsu as an ender is also a decent option for keeping pressure. Gives you enough time to set up a ground game even if they quick rise.
Akuma overall feels strong, but the flow of his match ups may be a little bit slower because of all the changes. Learning your counter hit combos and U2 combos will be more important since damage from Oki is not as frequent.
Did you catch yourself confirming into cs.mk despite its obvious situational dependency?
We also had a bloke claiming flip divekick had extended hurtboxes and other stuff he “couldn’t mention(???)” a while back. Curious to hear if you can verify this.
HP’s DP’s invuln nerf - did this yield any real problems?
How about your OS game - did DWU expose anything nasty if you were to apply a lot of our standard OS approaches?
I actually didn’t do it once out of combo habits I already built. I wanted to stay on the machine so I didn’t want to be doing new combos.
Well since I’m no longer able to play it I can’t confirm it, but I didn’t notice anything with the dive kick
I didn’t find it to be too much of a problem. If I went for DP traps I always EXed it. Wake up you are going to FADC it on the first hit most of the time anyways or use the LP DP.
I found you have enough time to react to the tech message to OS or not. My default was to go for my normal AE set up and if they activated DWU to use the extra frames to position myself. Against DWU I actually found off Tatsu sweep I could do a cross up airfireball with the extra time so if the opponent was DWU happy I could force a more dangerous mix up than if they had just woke up with normal timing.
Did you try visually confirming Dwu them doing ex air fireball out of demon flip mid flip?
You really feel sweep not being cancellable and air fb nerf turned it from advantage akuma to advantage chun?
How bad is the air fb nerf anyway? Can he still react to a jump as he’s landing and dp like before? What about walking forward and hit confirming?
You didn’t find cr.mk into demon to be a suitable replacement for sweep for beating focus and anti air?
I will be going to ECT (my first major). I’ll try to get as much info as possible
Thank you for the info Loyalsol. Are the Chun buffs that strong? What did you see that made you feel like that?
It would be great if you could share your reset tech with us
I didn’t try that specifically, but I found there were timings off some knockdowns where you can release the airfireball at the right time where it will meaty regardless of DWU or not.
Here’s the 4 main reasons.
- Air fireball nerf makes it easier to U1 Akuma which makes it harder to zone
- Lack of sweep > U1 makes sweep U1 punishable by Chun at all times in addition to making it damn near impossible to punish her for abusing her focus attack. Her focus eats Akuma alive now because there are literally zero punish options Akuma has outside of being psychic if Chun focuses around sweep range.
3.Chun’s health buff allows her to take a few more hits - DWU makes trying to pin down Chun Li a fucking pain in the ass. You aren’t vortexing her to death in this version.
Overall it feels like the buffs/nerfs are a perfect storm for the Chun/Akuma match up. Couple that with the fact Chun already has the button advantage and it feels like Akuma has lost every major advantage in this match up.
Against characters who had poor options against the fireball like Gief, Hawk, etc. it doesn’t feel too bad. It’s against characters who already had a few decent fireball punishes this change makes some difference because it gives them a larger window to react to the fireball.
The problem is that the lack of U1 makes it so there is essentially a “safe focus” range against Akuma for a crap ton of characters. They can back dash in time to avoid a lot of Akuma’s mediocre anti-focus options. So they can focus fish a lot more now against Akuma than they used to. U1 isn’t worthless, but now U2 is starting to feel like it has the upper hand in several match ups.
that cr.mk xx hk tatsu is the new must have reflex.
Sol, did you apply red focus to any of your combos or use it for any specific situations?