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

Wow this is very sweet!!! But dont make such a fuzz out of it guys! Cause if its a capcoms mistake they might revert it

(CH)far.HP xx ex shaku… next touch stun.

with the hp cancel property in mind,something i’m testing right now (in ae 2012) is the combo potential of standing lp, far hp.

VS Sagat and other tall chars: shk, stlp, shp; it’s a 206 impratical combo in ae 2012.
Now, add xx hadou, fdc ecc…HUGE DAMAGE.

Another scenario i’m thinking of is in normal hit confirm situations, when we are a bit too far do do the standing mk (or close hp if the opponent is standing) we should do standing lp, far hp xxx…

Again another thing that it came to my mind was the ch cmp: now usually we went for sweep or shk.
Now we can, in most situations, go for ch cmp, shp xxx…HUGE AGAIN.
Even better (tested now on balrog) ch cmp, hk, slp, far hp is a 262 damage combo (505 stun) with the opponent standing…add the xx cancel and here we have some Evil Ryu style stuff…

If i’m lucky i will do some more matches in the next days, so i will try all this stuff and let u know…

Whoa wait what?! Isn’t that only 540 stun? CH far.HP (300) ex shaku (140). I could be wrong, and that could be ridiculous. Lol.

Not sure about ex redball but CH fs.hp xx ex fireball is 450 stun (got figures from cs.HP).

Someone correct me if I’m wrong on this but CH fs.HP has 25 frames of hit stun correct? Shaku start up is 25, so could the two connect?

Lol I literally just posted that in my last large post with the Counter Hit MP. I can’t wait to go home and test out more combo ideas I’m thinking of.

Honestly what I would like to see for the final edition to akuma is to change St.HP to a 5f start up and then nerf the damage to 100. Here’s why.

It’s super strong lol. At least damage wise.

However if it was buffed to 5f start up it would be worth the damage nerf because then we can hit confirm into it from our cr.mp and cr.lp normals and then Akuma would turn into a combo machine. So it would be totally worth a damage nerf. A man can only dream.

So capcom if you are reading this please consider the post above before reverting it xD. It’s so good!

ch far HP is 250 stun, ex shaku is 240 stun. better run after you eat that against Akuma. And on another hand, it’s a pretty scary touch of god to stun someone after a successful mixup. Maybe we’ll stun again in USF4. About time I say.

Visually, hit stun of far Hp seem same as cl.HP, and cl.HP (ch) combo into heavy/ex shaku.
Could also be used for pressure in corner. far hp xx ex shaku on block is a cool frame trap on block probably, +12 on block, enough to walk in and keep playing.

Or we’re all wrong because Capcom adjusted hitstun, cancel window, or push back…

Well after ex red fireball we do get a free demon flip dive kick as a safe jump right?

if I remember correctly if character reversals after that the dive kick beats most reversals out. It should be the same safe jump setup off the jab red fireball if anyone remembers.

So if that’s 690 stun with that string, add the demon flip safe jump which won’t be tampered by delayed wake-up and that’s 200 extra stun so about 890. I would personally troll with a St.Hk or another St.hp because people love to jump back after that setup/float state situation and then boom. Stun after four hits. Sounds nice. People will finally look at us like the demons we are.

This might be funny, so double ex fireball, into St.HP ex shanku, might be a true block sting. But the plus 12 means we can another St.HP into ex shaku… So if I got 4 meters and I got the opponent in the corner… Would…

Ex tiger knee fireball > far.st HP xx shanku> far.st HP xx shanku > st.HP xx shanku, walk forward HP shoryu a viable chip out option? LOL

Idk if st.hp would be a true block string doubt it. But lord will that be enjoyable to try.

OH HUGE THING I FORGOT TO MENTION

Double Ultra U1 does indeed give the same amount of meter to the opponent as a solo U1

Ya’ll just just put a big smile on my face with these last few posts. Excited!

This U1 free meter is freaking stupid, I wonder why it should be like that. It’s the same in other games he’s in ?
In the mean time, how many chars now can ex move into ultra for free ?

That is patently retarded. Reminds me of regular AE’s U2 doling out the same amount of meter as U1 also. Man that annoyed and I’m glad they reverted it in 2012. Here’s hoping WU1 gets pruned back a little, especially considering how effective meter is at so contributing towards many chars landing Ultras.

OK guys, i’m back for a good evening of Ultra tests.

First of all the far hp has been nerfed in damage, it’s 90 now but still 200 stun.
It doesent combo with hp red fireball not even on ch.
It combos with the ex red fireball, for a total 460 stun.

Now the good news:

Clearly far hp xxx u2 is easy and damaging.
All the combos i was trying at home (in ae 2012) worked wonder in Ultra.

Stuff like ch cmp into standing far hp xx hado, fdc, far hp xx lk tastu, sho it’s reliable and damaging, and should be our choice instead of the sweep now when we get a cmp ch.
Against big chars (Balrog, Sagat ecc) ch cmp, standing hk, standing jab, far hp xx tasu (or hadou fdc ecc) is doable, not easy but definitely the best damage.
Obviously even only the standing HK, standing jab, far hp xxx tasu works (still against big guys).

During hit confirms i tried to use, when the opponent was too far, a standing jab into the far hp: clk, clp, slp, hp xxx tatsu (or hadou) was very good in some situations.
The far hp is absolutely great after the hadou fdc, it connects almost always (even very far) and even the lk tatsu after it always connected during my tests.
So basically it’s a huge tool during frame traps and some punishes (i used often cmp, standing jab, confirmed into hp xxx), and obviously during combos.

The close standing mk animation triggers from a greater range then AE 2012, so stuff like clk,clp, smk works on chars with weird hurtboxes like Balrog.
I used it alot after cmp on hit and it always connected, so the overall damage during the hitconfirms is buffed (due to the forced standing into tatsu).
It’s even very useful after the command dive, since it often connects on a crouching opponent, command dive, clp, clp smk, tatsu is great.

Tomorrow i will be able to do more tests, i will try to keep track of the stun/damage of the combos i posted.

The fireball after the demon flip is good too, i think it will have some uses against delayed wake up cause it greatly delays the landing time during a flip…need to test it more.

90 dmg? That’s a bummer. I use fs.hp a lot to antiair and loved that the practise I put into placing it properly rewarded me with decent damage, even in the event it traded. I expect we’ll need to use it very carefully now (to AA), given that it was actually one of our only favourable trades.

fs.hp xx EX redball sounds interesting.

That sounds awesome! Do you know if the start up is still the same on F.St HP? I hope it got buffed a frame. Also ex red fireball is the same start up as the other red fireballs currently. Does that mean ex red fireball got a start up buff?. This is really exciting! Thanks for update! looking forward to your next update.

It’s possible fs.hp has also gained 1f of hitstun (which is kinda cool).

But if it did Gam, that means the regular shaku should combo right? Its probably as forbiddentechnique said, ex shaku possibly got faster startup?

Redking74 can you please check if FS HPxx HADO is really a true block string? It sounds to be but its always good to test it!
Actually all this Fs hp sounds great! But if Combofiend didnt know,makes you think doesnt it? As Akuma mains gotta love the guy who tampered the frame data :-p

Redking74 is a good man.