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

At the same time you might be able to f.HP > Fireball to meaty them off the AA.

How do you mean? As a good meaty after a successfull AA?
Because we can count ourselves blessed if we trade with Ryu/Ken’s j.HK.
Those fuckers have so many active frames on them it’s sickening. They can press the button just after the peek of their jump and still hit you in a crouching state. They can press their air button early, but we can’t. Their kicks are so horizantal that we have to ‘punch’ their kick instead of a dangling leg like with Cammy, which is why I suspect f.hp works so well against her j.hk.

Try the same thing with E.ryu and it beats them all clean :frowning:

can we possibly cancel fs.hp into U2?

Yup already tried it. The hit stun on far HP is the same as close HP so the combos are the same assuming you aren’t too far away.

If s.HP beats the jump in clean yes. Though against the other shotos you want to DP more than s.HP.

o fuck yes

so is it safe to say that the new far ST HP is basically like Ryu’s low forward? I mean apparently using far ST HP into fireball is a true block string.

Messing around with f.hp a bit, but it whiffs on crouching ken/ryu after a fireball FADC because of their reelback animation, so I guess the same thing will happen to ‘smaller’ characters. Another character specific combo against crouching characters, yeaaaaayyyy!!!
Let’s make another list lol.

Still a great button for CH fishing and starting combo’s ofcourse

EDIT: it also whiffs after a successful EX Zanku against crouching Ryu/Ken. Very amusingly so, almost as if they are dodging it by getting hit :S
There’s some high level limbo dancing involved I promise you :smiley:

We’re REALLY going to need that cs.mk to be what they promised it to be, especially the increased detection range.

a standing heavy normal whiffing on crouching chars sound absolutely legit in my mind. The opposite would be stupid.
Anyway, try delaying the f.HP maybe you’ll get some result.

hi guys, i read your stuff since i started playing Vanilla, but i never registered/posted.
So first, thanks for all.
Now just a little question about the L Tatsu change. Do you think that, since they said “hitbox increased downward slightly”, cr lp cr lp cr mp L tatsu will now connect on Blanka ?

Can’t wait for trying the Far HP new stuff. I think that’s the most exciting update since “super”.

Actually I think it may be so that s.MK > Tatsu doesn’t whiff on characters like Makoto.

That’s something I discovered when messing with the forced stand.

What are your experiences dealing with f.hp combos whiffing on some crouchers like the above posters said?

I can’t wait till Tuesday to get my hands on this game.

Ok so heads up. Next week I am going to stream once I get Ultra and I am going to be going through match ups analysis. I’ll also be archiving the video on youtube. Testing out f.HP as a whiff punish, testing out Akuma’s buttons versus the new characters, etc.

be sure to advertise early enough. I want to see this live.

Awesome. Could you also thoroughly check the recognition range of the cs.mk, like after a x-up mk, c.lk, c.lp, cs.mk against crouching and standing chars?

Thank you very much guys, you guys are awesome!

LoyalSol, I’m looking forward to watching your vids, thank you for doing that!

BTW, did you guys see the combo vid Desk uploaded? I think we still can own Sagat with our new buffs. One successful far rh kick will lead to a red focus combo pretty easily now. Also Abel, Sim and Cody? Who else has those large hit boxes?

This video has a cr.mp, cr.lp, cs.mk combo that shows its range looks pretty good. I mean you can hit confirm twice into it by the looks of it. At 2mins 16secs.

https://www.youtube.com/watch?v=HaNZtagZNJ0#t=136

Looks like the tatsu hitbox change fixed the cs.mk xx lk tatsu from whiffing. :smiley:

I saw that too.
cr.mp, cr.lp will be a very interesting standard for deep jump ins. I’m still more interested in how this affect Blanka with a 2 lights confirm into Mk

That cs.mk buff is actually a huge buff once we find a way to maintain a little bit of vortex off a sweep despite the delayed wake-up mechanic.

Why do you say that?