Yun’s gonna be a terrible matchup.
Fundamentally the matchup remains the same (i.e. a nightmare) although Akuma now needs to be a lot more careful with his confirms and his air ball placement if the player is one to hurl a lot of them when jumping back. Punishing that nonsense just got easier for Yun (among others).
You know, looking at some of the negative changes many other characters have received, I think Akuma has come out alright all things considered. We obviously need to run him through his paces but geezus it could have been worse.
The only change I have a problem with is DWU, the rest I’m largely indifferent towards and the buffs I really like.
Massive noob question.
I’ve played Akuma for a while and only just started taking the game more seriously so started to learn set ups for safe jumps, which obviously helped me understand vortex much better.
Anyway, my question is about delayed wake up. I understand this new mechanic is designed to stop the vortex.
What I want to know is will we have time to adjust our set ups based on seeing the “technical” sign? That’s assuming we find new set ups for the extra delay to wake up?
Actually, I have another question. Again, I’m not that knowledgable, so it might be a stupid question. Is it possible we might be able to use option selects for pressure in hard knockdown situations? Or is the DWU too delayed? I guess it wouldn’t be safe?
D’oh! I should of checked out that LK tatsu buff when I was playing. Hopefully it fixes the cs.mk xx LK tatsu glitch on certain characters.
I been trying to do the math for this for days now. But delayed wake up adds 11fs to a hard knockdown state. Basically like how a soft knockdown can allow for a quick rise, the delayed wakeup will allow for different timings on knockdown. This will only allow for new setups. If you add to the current knockdown states, the amount on a frames look something like this.
43 - others
44 - cammy, sagat
45 - blanka.
To make it easier to experiment with since sweep gives us 45 frames of advantage we can just add 11 to everything and…
56 - others
57 - cammy, sagat
58 - blanka
That literally just means double the amount of setups to be honest and that’s a lot of frame advantage for whatever we want.
For example say if someone DWU a f.throw, we would have 85 frames of advantage over the opponent. (Up from 74.)
In theory that’s enough frame advantage fireball FADC teleport mix-ups! (I pray it works T-T)
18(dash) +13(fireball FADC) teleport KKK (53) = 84. So it is pretty frame tight. The mixup goes like this.
dash + KKK teleport (in front)
dash + KKK teleport, slight inch forward(in back)
The reason why this is awesome IMO is because most of our f.throw setups involve dashing at least once and we can react to the “technical” sign during the dash and then input either the demon flip or the teleport on reaction. And the opponent would have to deal with that.
Question is I don’t know how, when or if the fireball is even going to land. (Profound sadness). I need the ultra mod. I can only test positioning. Or I can just wait (nah I got to figure it out this weekend ><) … >>
Worse comes to worse the teleport mixup will be an input error nightmare for the opponent. So I don’t think the risk will be too bad. If they fireball works though it would be godlike.
SOMEONE TEST THIS PLEASE T-T!
Also with DWU, the only escape you can option select in time if you miss a setup is teleport or back dash. Everything else can or should be able to be punished on reaction,
(jump backs, demon flips, manual timed meaties, air ball tiger knee jump backs etc…)
In the beginning it will best to do the setup as usual and if you see it whiff just KKK teleport so you don’t lose too much ground and you would only be at - 42 frame advantage. Once the opponent recovers however the position you will have will be very similar to the original ready position thus returning to neutral. If the opponent tries to jump after you, you will recover in time to DP. That would be the initial strategy beginning ultra until new setups are made to combat DWU.
So it IS confirmed…I will play more beta today, trying to force myself to switch on the new powerful hitconfirms and frametraps!
Happy that i didnt spent that much time into useless stuff/info!
Yo RedKing, can you please try getting some damage/stun figures for cs.HP/fs.HP xx EX Shaku?
While you’re at it, double check our stun in general. Recall we speculated a while back it had been changed to 900. Seems unlikely, but hey, if you have access - check it out formally.
I can answer that for you Gam! It remains the same. When I was recently playing Ultra, I had Akuma as the dummy for the majority of the time and noticed the 850 immediately.
Does Cs.MK still reel back on back on hit and block? Also now with the start up buff, has anyone tried it as an anti-air, it has a good hitbox on it against angled jump ins (dive kicks possibility) but it was a bit slow before at 5fs
Thanks! This is exactly what I was looking for. I want to stick to my guns and keep with Akuma.
I like this part: “The reason why this is awesome IMO is because most of our f.throw setups involve dashing at least once and we can react to the “technical” sign during the dash”
I probably have less knowledge than the majority of you but I’m learning. As I play I have started to react to the “technical” sign for quickstand, so I don’t see why we wouldn’t be able to do the same for DWU.
Your statement, I believe, means DWU does not necessarily destroy the vortex. If a regular set up and a DWU set up both begin with the same movement we have the opportunity (time) to react the the “technical” sign and choose the set up / safe jump, and therefore continue the vortex.
Like I said, I’m not a top player but I’d like to improve and this is very interesting to me. And gives me some faith to stick with my character.
Deleted - accidental double post.
So officially trying my ideas with the PC mod and basically…almost everything I talk about in the video is true assuming the PC mod is equivalent.
far s.HP > Fireball is a true block string from even near max range. So unless the other character can be punished on block it is a 100% safe way to fish for an FADC combo.
First of all, s.HP > EX.Shaku can be DPed inbetween, but if blocked the next move can be made a true block string. It’s possible to do close s.HP > EX Shaku > far s.HP > Fireball or DP for over 50 damage in chip damage and the only spot you can stop it is by reversaling before the Shaku, but for characters who have bad reversals or require meter this can be abused big time. Also against characters who have DPs like Akuma where the first hits and the remaining hits whiff, he can not DP out of the far s.HP > EX Shaku without 2 bars! So there will be traps you can use this for.
Oki is great off EX Shaku combos.
s.HP into a special cancel can be used for whiff punishing! It doesn’t work against all pokes, but there are some where this is definitely viable. I’ve found against buttons like Adon s.HK you can whiff punish into fireball or HK Tatsu and it will combo. Chun s.MP is iffy.
counter hit c.MP easily leads into s.HP which combos into EX Shaku from even pretty far away. For 276 damage + oki. Really easy link to hit (3 frame plinkable link) works on crouching or standing. In the corner FADC combos link fully. Akuma’s counter hit damage is now very very good.
c.MK > Fireball > FADC > s.HP > DP works in situations that other normals don’t! The s.HP moves Akuma forward which allows the DP to connect.
Overall…these buffs rock!
I like the part where you say far hp move us forward, I’m worried about this the most.
There is an updated PC mod that reflects Akuma’s latest changes? Do you have a download link you can share?
This isn’t the full mod, but it has the Akuma changes.
What’s there to worry about? It’s actually a benefit in most cases.
Yea, giving our opponents 2 or 3 free bars means eating another combo with red focus cancel. That sucks.
One problem I’ve found with the counter hit cr.MP > fs.HP combo is certain crouching characters (like Ryu) get pushed and reel back so far that it makes the fs.HP whiff completely.