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

Cheers for that Sol, appreciated.

I just found out something very interesting with fs.hp when cancelled. Given how kara throws work, it may come as no surprise - but when cancelled, Akuma’s position is registered at the farthest point of fs.hp meaning even when you hit (then cancel) if the very tip of it connects, most specials will combo. The only fickle special I’ve found so far as lk tatsu.

But stuff like j.hk > c.lp, cs.lk, fs.lp, fs.hp xx lp SRK will combo for six hits. (287 dmg, 495 stun). If you replace the lp SRK with an HK tatsu you get 317dmg, 545 stun AND better positioning. A nice little meterless hitconfirm.

The fs.hp on cancel shifts Akuma’s position forward quite a lot, which is why lp SRK will connect, among other stuff. I like this. Just toying around with it now reveals how it will change Akuma’s pressure game for those who choose to adopt it into their style.

The extra fs.hp use also adds more meter gain for Akuma. cs.hp xx HP redball = exactly 1/4 of a bar. If you’re using fs.hp a lot more often (cancelled or otherwise) you’ll find your meter gain bumped up a little.

Loyalsol and gamogo, do you feel we’ll be getting more dizzies this time around? His stun output seems buffed due to far fierce utility in combos

seems like a productive weekend. Won GU monthly at PCX and now theres very good news about Akuma

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.

Can’t wait to test AA f.HP xx DF setups

Any word on EX tatsu having been fixed? I’m watching these Eita videos and he uses it quite often and the damn thing looks like its working correctly. This is the arcade build by the way though, not console or beta or whatever.

Seriously once people realize how much burst damage it gives akuma, especially on his frame trap game and they get over the execution barrier it’s such a great option. Plus it gives you a 4 safe jump for a follow up.

Haven’t really seen tokido or eita utilizing the close mk buff in arcade version. Can’t see it’s effectiveness being overstated, so I imagine it’s simply because they’re not fully used to it yet.

Its use is also very situational. I also expect committing it to muscle memory will really take time. Akuma has had nothing like it for the entire series.

There’s only a handful of combos where it matters so you won’t see it as often especially against top level opponents.

Really? I’m definitely not a top level player but surely faster force stand option in lk.tatsu is an excellent tool to have?

Tokido mentioned it in his introductory video to USF4 Akuma as being very useful buff.

Again, I’m no pro but if you catch someone crouching and not blocking surely this is the perfect tool to maintain pressure. Whereas in the past you had to either commit to cr.hp without hit confirming, or finish the combo with a fireball, pushing the opponent away.

Do you really not think this is a move that won’t gradually be popularized or more useful than you describe? Serious question LoyalSol.

Maybe I just end up playing low level players who are always crouching for some reason…? But I come up against this all the time in AE2012 and have been working on hit confirming and ending my combos with a fireball instead of whiffing the tatsu.

Because of your points, it will definitely be useful. I think what loyal and gamago are saying is that it is rarer to find a top level player exposed in a crouching state compared to mid and low levels of play. I think that and a combination of tokido and eita not being fully used to it are why we haven’t seen it in matches.

In situations where we would have to settle for cr.lp x2, cr.fireball/ex fireball/ex tatsu, we can now force stand and get a more damaging combo. Definitely a nice addition and improves one of Akuma’s primary weaknesses.

Close standing MK. works this way as well. After connecting two light attacks into MK FADC you’re always in range to connect Close HP. Compared to using cr.mp where most of the time you would be out of range .

It’s more that the situations where you might use it aren’t as common to begin with. You might use if you hit a crouching opponent off a jump in or if you tag your opponent with c.MK in the corner and you FADC forward.

The problem is those situations pop up only a few times every couple of rounds. So while it is good to have to have it, it’s a situational buff so you aren’t going to see it every round.

So if the PC mod is anything to go buy far st.hp>lp. fireball FADC st.hk is a thing. Works 100% of the time can deal around 600 stun for 2 bars. Tested on a crouching and standing ryu don’t know if it works on the whole cast though.

Edit: Might miss if the far HP is done right outside of close HP range not sure

The fs.hk after FADC is quite reliable on shotos irrespective of this change. I tinkered with similar setups on other characters and couldn’t find any added reliability to fs.hk after FADC fireballs unfortunately :confused:

Happy to be proven completely wrong though!

Sadly you seem to be correct. Works on a lot of the cast when done from max range but it’s not reliable like it is on the shotos.

All good news, but the f.hp AA trades are going to suck. If only they gave it more AA favourable priority like Ryu’s or E.Ryu’s.

We are trying to look at the positive here T_T. Don’t remind us! I knew it was going to be nerfed but I was hoping it was 100 damage, rather than 90 So when we trade while anti-airing at least the counter hit trade if anything would benefit us over time. Unfortunately, a lot of trades will not be in our favor and that’s the reality of it. You would think they would give us an improved hitbox, more active frames or less recovery along with the cancellablity but you can’t get it all folks. Just got to stay godlike and it should suit its purpose as before.

Yeah, sorry :smiley:
Against Ryu’s J.HK it was an even trade, we do 120 he does 100, but we have 850 and he has 1000 life. Both comes down to 12% life. This is going to change to the worse. Ryu fs.mp’esque hitbox would greatly improve our odds.

They could easily make it so that 120dmg is only available in the air :frowning: