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

Thank you everyone for all this great info! (as always!)

Redking74, were you born in 1974? You said you were an old man. Just curious :wink:

This post was absolutely incredible. Thank you for all the time you put into it. I also use Oni as my 2ndary because I’m an Akuma fanboy lol. I was never going to stop maining AKuma, but now I have a reinvigorated excitement for USF4.

I wonder how much the damage calculations you posted were off now that we know far fierce now does 90 instead of 140. Do we still get that 600 damage Ultra 1? Lol.

devon IS a good guy

So true, that is the only trade I don’t mind at all. Being cancelable with 120 dmg is just too good to be true, I guess.

OK some more tests yesterday, but not too many due to checks on other chars too (decapre, balrog, gouken, ken, poison ecc).
Far Hp confirmed to be absolutely good, if properly used in combos adds the stun Akuma needs to be very scary.
Just for example i was playing against Cammy yesterday (more insight on this matchup later) and i baited a focus attack: hk, slp, far hpxx hadou fdc far hpxx lk tatsu, sweep and a big chunk of life was gone; i really dont remember which option i used after the sweep but i connected with something and she was dizzied (maybe an empty jump into lk b&b)…felt alot like giving the bitch some payback for all the dizzies i got in 2012.
Another time i just went for the frame trap far hpxx ex red fireball, it connected, flip, (whiff) palm, combo and stun again…priceless.

The close standing mk is super reliable even against weird hurtboxed-chars: i played a lot against Balrog and could hitconfirm it easily from both lk/lp or after cmp, making this the core of the ā€œbrainlessā€ b&b we can do now (u dont have to check if they are standing or not).
Talking about cmp now it’s absolutely a killer, being so easy to hitconfirm into far hpxx after it… nice damage boost and still oki options if needed.

About Balrog, i was able to punish the lp stright at close distance with slp, far hpxx tatsu sweep; my opponent was not very happy; this is another tool we gained which is very important since the standing lp can be used during some hitconfirms that leave u too far to use a hitconfirm into close hp (and to put pressure on tall chars).

A couple of times i used far hp as anti air cancelled into demon flip with mixed results…it’s still an idea but i need to experiment more (next week i hope).

Going back to the cammy matchup (maybe it’s a bit offtopic but well…):

Her dive kicks are lot less scary now, the most important thing is that even the ex one, if not done VERY VERY close to the ground, on block, wont give her enough advantage to do a REAL BLOCK STRING.
It means that u can:
1- Shoryu her in between the ex dive and the lk/lp if she goes for the block string
2- backdash in between the ex dive and the lk as well
3- ESCAPE the throw attempt with a cmp os that will BEAT CLEAN even another ex dive
4- counter poke with jabs, beating the throw attempt, beating something slower than a jab, beating EVEN another instant dive.

A mix of the 2 and 3 with some 1 now and then, KILLS her pressure game; she CAN NOT do 2 ex dives in a row and force u to block both or force u to do a super late throw break (resulting in tons of throws+oki like in 2012).
Obviously it still depends on the height of the first ex dive, but NOW even a low one doesnt have enopgh advantage to pin u on the floor praying for a right guess.

ANOTHER HUGE change in this matchup happens when Akuma gains 2 bars: her B&B os cmkxx drill becomes subject to the red focus; it happened a couple of times, since i’m still too old to apply new stuff consistently (yes i’m near 40, born in '74 :)), but when i could read the os,i went for the red focus, absorbed all, stun , profit.
She can still cancel the drill if she has 2 bars, but noneless u make her spend meter, which means less ex dives to face.

Last but not least, it was super easy to punish her dives when she tried to use it to jump my fireballs and land immediately (possible in ae 2012, super easy in ultra).

I’ll do some more tests about far hpxx red fireball as asked; i can confirm that it never comboes not even in ch (only ex one which deals 460 stun);i think it is not a true blockstring either but i’ll check.

that’s some work you’ve done here. Props, and 70ers still rock btw.

Thanks for all the info and hope Redking74. Where are you playing the game?

How bad does the jump back air fireball nerf hurt? Still enough time to react and DP most of the time to jumps?

Have you checked to see if far hp can be cancelled into demon?

Can close lp link to far fierce as well as st.lp? The reason I’m asking is because I wonder about it’s combo utility against characters who don’t have fat hit boxes like ryu and bison.

Damn I wish I was on here earlier Redking74 because I wanted to ask you few things. Do you think it is possible you can ask whom ever you are play testing with if St.MK has been buffed in terms of hit stun at all or is it the same? Also does it still have the same push back when cancelled.

The reason why I asked this is because if St.MK is our new ā€œBNBā€ button over ST.HP, I would personally like it better if it was a command input of back+MK and it didn’t push back as far on block so we can still keep pressure.

It’s currently it’s -2 and only 1 on hit so the most we can get is a cr.LP or LK on counter hit however the last time I checked on, on counter hit they both don’t reach. It could be character specific though. It’s buffed to a 4f start-up so that will make it a great frame trap tool after a cr.LP. However currently we get pushed back really far so I’m hoping that gets adjusted.

However if we do try to cancel it into a fireball in the corner and hit confirm from that string, we can get pushed by 4f reversals. I’m actually fine with that because Akuma having Gouken’s St.MK into fireball string with his walk speed (more like gallop speed lol) would be obnoxious. However if they make it a command input Back+MK and +1 on block and the same +1 on hit we can get two Cl.St MK’s back to make it would be really good as a frame tool and we’d BNB into a cr.LP, cr.LK or St.MK on counter hit. It will basically become Oni’s back strong (back+MP) with less advantage on hit.

Nothing too crazy but I feel it’s fair because we are losing quite of bit of damage with dead vortex and a weak anti-air game compared to Ken and Ryu now so having options to frame trap is going to be needed come USF4. There is no guaranteed knockdown sequences so you HAVE to win on the ground in ultra. No if and’s or butts we if we don’t have decent pressure tools its going to be really hard to stay competitive. Even with the St.HP buff we need meter to do significant damage.

Also Redking74 is F.HP into regular fireball a true block string? Being able to control that space like evil ryu with chip and not getting punished for it is a big deal in my opinion.

Hey VersatileBJN007, thanks I really appreciate it. I do it all for us Gouki brethren. :slight_smile: I’ll recalculate on the combos earlier for you now I wasn’t TOO far off I think. and Versatile cr.HP already links with cl.St.LP it’s just a one frame link.

New St.HP BNB’s

**F.HP xx fireball **(90+60) = 150, Still amazing damage especially when you think about Ryu’s cr.mk xx ex fireball being 160.

**F.HP xx fireball FADC Cl.St.MK xx LK.Tatsu xx HP shoryuken **(90+60+48+49+90) = 337. Just think, throw out St.HP into fireball randomly and get this. Sounds like a beautiful dream.

F.HP xx fireball FADC Cl.St.HP xx LK.Tatsu xx HP shoryuken (90+60+80+49+90) = 369. That is literally our standard BNB on the ground (Jump HK, HP, LK tatsu, HP shoryu = 360 ish). So Good.

The most practical however is going to be cr.mk xx fireball FADC St.HP xx tatsu xx HP shoryuken (60+60+72+49+90) at 331 damage.

It may have to be cr.mk xx fireball FADC St.MK xx tatsu xx HP shoryuken (60+60+56+49+90) at 315 damage most of the time due to crouching opponents. Still all great Damage. Two meters will be very important to Akuma much like Oni.

**CH Setups. **

cr.MP -CH- St.HP xx fireball (60+120+48) is 120 is 228. That is like hit confirm into tatsu xx shoryuken damage. No meter spent. But spend the meter…

cr.MP -CH- St.HP xx fireball FADC Cl.St.MK xx LK tatsu xx HP shoryuken (60+120+48+49+42+75) = 394. Game changer for two meters. A fully loaded Akuma will be devastating come Ultra.

**Counter focus Demon. **

St.HP (90) raging demon (510) = You should have never focused and take 600 damage.

Alright guys Check this out.

New calculation. Theory Time. Cast Devastation. I’ll call it Master of the Fist Stun combo Usf4.

Akuma Full stock (Full super and Ultra 2) Max punish.

**JF.HK,St.HK, St.LP, St.HP xx fireball FADC St.HP xx fireball xx St.HP xx LK Tatsu xx HP Shoryuken. **

(100+80+24+63+36+50+24+30+14+15) = 436 damage. (Not the biggest deal for four meter’s IMHO).
However…
(200+200+40+140+60+100+40+60+10+20) = **at 870 stun, that’s a big deal. **

walk up Kara-throw (or regular throw) (130 damage and 120 stun) the opponent after that combo and its 990 stun and the total damage would be 566.

Meaty Over-head (80 damage and 100 stun) and you will stun 88% of the cast then get a follow up combo virtually un-scaled.
The total damage would be 646 at this point. Let your follow up combo be…

St.HP (teleport cancel for more damage) Ultra 2 for a raw 421 and at 1067 total damage you destroy the cast.

**BONUS:

Or here’s a better more familiar reset though more riskier reset. Your Instead of the HP shoryuken reset end with a cr.mp (6 due to damage scaling ) and the damage will be 427 however cancel cr.mp into our classic demon flip throw and 150 stun and damage. That’s 1020 stun and 577 total damage.

NOTE: For the Characters over 1050 an ambitious meaty fireball or demon flip setup (for the 5 grapplers including Hugo) will be stun them on the following hit whether it be a throw or anything of the sort.

St.HP into Ultra 2 (teleport cancel) will be a raw 421 and inflict 1148+ total damage… Cast Devastation. **

So yeah that St.HP buff is something else LOL. Also I did more thoughts on St.HP and at 5f start-up it would be broken. I forgot St.HK +5 on hit so never mind.

Counter hit confirm:

I can’t WAIT to hit a counter hit ST.HK, that cast devastation combo is even crazier when the St.LP is not added

**-CH- St.HK, St.HP xx fireball FADC St.HP xx fireball FADC St.HP xx LK tatsu xx HP shoryuken. **
(110 + 90 + 48 + 70 + 36 + 50 + 28 + 45) = 477. Now that is outrageous. That’s not even hard to confirm. Counter hit St.HK is +8 hit advantage.

Oh the stun is (200 + 200 + 80 + 140 + 60 + 100 + 20 + 60) 860 by the way.

Do the cr.mp reset into demon flip throw and it’s 627 total damage and 978 stun. If you do an air fireball mix up and then a fierce (st.HP) you will stun the cast. Try a demon flip dive kick and stun the cast. Fake them out and/or get a throw… and stun the cast.

No matter how you get that next hundred stun. The following St.HP into Ultra 2 will destroy the cast. Off a single counter hit. GGs.

627 + 421 + (whatever hit you did) = 1048 + (whatever hit) = Cast Devastation. We are the Master of the Fist. Lol that’s a lot of fierces guys.


I didn’t do this with Ultra 1 because I’m not sure of how the scaling its calculated with that move. However I believe level 3 focus should as much if not more damage. I’m just gonna rock Ultra 2 personally. I hope you guys are as excited as

Lol and I didn’t forget. Thanks volcanic! :slight_smile: Stay godlike bro.

cr.HP do the job just fine after close lp, no matter the hitboxes.

I can’t even…amazing stuff. Thanks for the time you put in. We are about 3 weeks away. Can’t wait!

I just hope they don’t do anything weird to nerf the movie’s properties. We all know capcom doesn’t like Akuma having nice things.

Have you or redking cooked up anything interesting with ex air fireball out of normal demon flip as a counter measure for DWU? Some theorize we will be able to react to the DWU and do it mid flight.

I haven’t sat down and got the Ultra PC Mod I personally couldn’t tell you. In theory, whiffing Stand LK kills exactly 11 frames to get the same setup you would have if your opponent wouldn’t have. In Japanese replays I’ve seen Akuma’s whiff stand jab to compensate for the delay wake-up however it’s shallow about 2-3fs I forget the exact count. I think meaty fireballs will be good as they always been because they are very active for a very long time. Though my concern is will it give us the same frame advantage as it did in the past.

In regards to ex air fireball itself. It has to be angle and timing dependent. If it’s too delayed a regular DP might blow through it and i can imagine ex DP’s already blowing through it. Even if we do find ways to counter a reversal on their wake up, it will only put them in a float state for max 80 damage. Personally I won’t be using that option outside of set plays because meter is going to be far more important this time around.

I could tell you why I took the time out and made that post though…

Because of this freaking video …

https://www.youtube.com/watch?v=lU9898Up844

Yun killing Akuma off of one hit. Game on Yun you little s***. >_>. Let the stun games begin. Practice up brothers. Don’t let this combo happen to you! If you block the fake cross up and escape, reverse stun him!!!

I saw this video and had to do the math and see if we were capable of doing a stun combo of any significance. I found gold with the counter hit St.HK. risky but so worth it. I got to look for more ways to get that type of stun. Both combos are still very conditional and not as seemingly guaranteed and as easy as Yun’s TOD combo.

Oh god bro, you’re too old, yes. It’s really hard to find old dudes like you online, I was born in 74 too lol Ugh! Almost 40 already!!!

Thanks again man!!

The good part is that it’s in Yun’s interest to actually use meter to deal with Akuma inferring this (highly situational and full meter dependent) mess will be rare to see.

Loving this fs.hp information. On paper it certainly sounds awesome, but don’t discount how feeble its reach actually is. c.mk xx ball is certainly a better go-to starter to plug it into confirmed combos (and incidentally c.mk does’t exactly have a great reach either) but is definitely improved his relatively average ground based footsies options that lead into confirmed damage and not oki.

Those of you who were able to confirm the damage changes (90 from 120) - were you able to look at other damage counts? I’m really curious to see if redball has undergone any changes. A 150/150 hp redball for example would be welcomed for the cost of meter it demands given the what importance of confirmed ground based damage appears to be in Ultra so far.

Yo, played Ultra today at a tournament. Few things I’ve noticed/noted:

Ex Shaku got a start up buff. cs.HP/fs.HP/cr.HP xx ex shaku all combo.

fs.HP special cancellabilty is godlike. fs.HP xx fireball is a true string. Push back is really nice. Excellent for frame trapping.

fs.HP damage nerf is present and understandable due to cancellablity buff.

cs.mk activation distance is really good. cs.mk comes out after cr.lk > cr.lp on Boxer. In 2012 fs.mk comes out when you do that string.

Decapre is not tatsu sweepable and 2nd hit of fs.HK whiffs on her.

no idea why but… I KNEW IT, shaku time !!

o i don’t think i mentioned that rolento is not tatsu-sweepable

Shaku might actually start being an optimal combo ender since the oki off of it is pretty decent and not subject to DWU.

cs.mk got four buffs in one iteration:

4 frame start up
Hitbox expanded downwards
Forces stand
Greater activation distance

I like.

No other move in the game has been buffed like that?

As in light tastu, dp fadc shaku?

I’m really excited about that ex shaku buff. Because I’m only using it as a block string/frame trap because it is +12 in 2012 currently. Sounds awesome lol.

I really wonder what’s the advantage/disadvantage on cs.mk now on block. Lol I really want to use it as a frame trap, see the counter hit and use a fierce or another cs.mk as a confirm. Idk sounds godlike to me. I really hope the pushback isn’t crappy.

Fs.hp as a true block string is so godlike. I’m going to be a whore and make people hate us for that button rather than Akuma’s sweep.

People wanted to b**** about sweep Well look what we got now…

Did anyone tested out to see if there were new ways to setup ultra two? Like any new properties to it or ways to combo into it? Anything at all? Just curious.