Difficult to say as it needs to be factored into a lot of varied scenarios. I guess if you alter a few methods of attack, yes.
One angle to consider now is that with EX shaku being comboable from a cs.hp, you can perform a simple c.mp > cs.hp xx EX shaku as a basic punish (that can be confirmed into) if you know your opponent is nearing dizzy which might help pursue stun more efficiently. Right now for example, if I know my opponent is nearing stun I’ll often confirm or combo into lp dp FADC lp shaku (as it contains 200 stun) and secure advantageous positioning. Now I get to save one bar of meter and simply combo into EX shaku PLUS I actually do MORE damage and stun.
One thing to keep in mind:
EX shaku = 141 damage, 240 stun.
EX DP = 190 damage, 200 stun.
So in pursuit of stun, EX shaku doesn’t offer a great deal over EX DP, but it offers just that little bit extra where you need to be smarter with your meter use. Do you sacrifice 60 dmg and go for the stun, or vice versa? Though also keep in mind (as Sol has pointed out) that EX shaku ALSO comes with far more advantageous positioning which is very important and in itself can lead to more damage (and oki) and with it, further stun.
As a basic poke and cancel into fireball, fs.hp is pretty cool and you’ll find by using this more that your meter gain will increase. x4 fs.hp xx shaku = 1 bar of meter. x5 if you opt for regular fireball, which is a true block string as Sol has pointed out. This adds up.
Another thing I find is that sometimes if I FADC a fireball, I often find myself opting for c.mp xx lk tatsu > DP (or sweep) to ‘complete’ the combo. This is only natural, and its how Akuma is ‘supposed’ to maximise his damage in 2012. Against a shoto, you can use fs.hk, but it can be quite risky. In Ultra, we can drop that c.mp and instead use fs.hp in the same combo/situations. c.mp = 60 dmg. fs.hp = 90 dmg. A nice little damage bump. Not much, but its something. Stun output gets ramped up though. Another thing to keep in mind here is that if they are crouching, you can also opt for fs.hp xx lp dp to maximise your damage, or simply sweep. It remains to be seen just how far out the cs.mk trigger comes into effect officially, so that may also factor into this situation also.
Some other stuff:
- EX shaku also combos from cs.mk
- EX shaku’s release is very quick. It strikes me as a legitimate threat in fireball wars
Both of these buffs are very interesting and I feel give Akuma that little bit of extra sauce he may need to compensate from how DWU detracts from his attack style. I really want to know what Tokido has to say about all this personally. They don’t do a LOT for Akuma, but they do give him more legitimate attack options to help smooth out SOME of what he has lost. I have my suspicions Infiltration will be moving on from Akuma, but Tokido I feel remains on the fence. If he (or both of them) move on from Akuma, I’d be genuinely curious to learn why as there may well be some insight in their reasons.
Conversely, I remember when HumanBomb dropped Akuma when Super was released (this was when he lived here in Sydney) while I stuck with him. He felt Akuma become ‘junk’ (lol) in Super and at the time I disagreed with him. Weaker sure, but certainly not junk. I feel I was ultimately correct, though this time around we are all perhaps chin scratching on that character select screen. While his changes certainly are interesting, I feel they shouldn’t become a justifying focus both for and against him.
As I’ve parroted a few times, his changes definitely don’t write him off for me (and lots of us) with some actual long term playtime in Ultra ultimately being the real decider. Theory fighter only takes a player so far, the real proof will be in actually playing and gauging results.
Frankly, my real concern right now is Yun again. That prick is going to see a lot of attention in Ultra and I suspect he’ll be even more of a handful. Satan help us.