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

Oh my god, my body is so ready, but I have a client meeting tonight T.T I’m sure you experts will find many awesome set-ups tonight! Thanks guys always!

report any new features added to training room please.

And someone please test cs.mk detection range to the limit please. Exactly how many lights can you do and still combo into it?
Have to wait till f*kin august :(((((

As some have said…
I think it’s safe to say we should focus on EX.Shaku as the desired combo ender and ignore the RFC alltogether. Akuma doesn’t need it, not with U2 stocked anyway. The go-to mixup is the same as ex.fb. DF palm/throw on quick rise and TKD zanku’s if they don’t. Meter is going to be even more important in this edition.

Not to sound too optimistic, but that EX.Shaku (hit/block) frame advantage is absolutely ridiculous. We might even be able to find some reliable x-up df dive kick setups, given the amount of time you get to walk around and still do a safejump.

Similar to df.throw, (whiff) s.mp, hk.df dive kick.

  • Network simulation (20 numerical levels of latency you can choose from that best simulates your online playing conditions)

  • Macro record. Basically it allows you to snapshot in memory what is currently happening. Pressing ‘select’ allows you to warp back to that state and replay from that instant immediately. Ideal for testing setups, punishes, etc.

And naturally the inclusion of an online training lobby. This feature is kinda cool.

The ability to have your training dummy invoke DWU doesn’t exist.

Varies. Keep in mind that crouching characters have slightly wider hurtboxes than their standing state.

Generally speaking, its a stretch to get it to register after more than TWO crouching light punches.

c.lk > c.lp > cs.mk xx lk tatsu is a nice confirm combo. Likewise for a simple c.mp > cs.mk xx lk tatsu. This is my preferred approach personally.

The c.mp > c.lp > cs.mk xx lk tatsu demonstrated in Rosas’ recent Akuma promo video requires that you are literally point blank.

Other stuff:

  • Elena’s hitbox allows you to FADC into fs.hk from fireballs like you would opponents in vanilla. Very cool. For example, j.hk > c.mp > c.mp xx ball > fadc > fs.hk > c.lp xx lk tatsu > sweep.

  • Elena and Poison can be sweeped from Tatsu. Rolento, Hugo and Decapre can not

  • I advise against using the c.mp > cs.hp link VS Hugo. His hitboxes don’t permit it to connect at all. Also watch this character when you stun him. When he gets back on his feet, his stun animation sees him lurch forward a lot, which changes his position significantly. Applying cross-up tatsus on him is a little odd also - the hit can connect in differing locations depending on your jump arc.

  • DWU severely messes with Akuma. This change is going to demand quite a bit of time and lab work to figure some stuff out

Not finding any real use for red focus combos with Akuma.

Hit me with some requests if you like, I’m messing around in training mode right now and have this tab open on my PC.

Not training room but there’s slo-mo option on replays which is pretty cool.

Well, like I’ve said before I’ve played this game for years but never studied it or spent any time in the raining room or on set ups etc. That I intend to change and learn from you guys.

I had a few games tonight and definitely noticed the DWU, not because of any particular set ups. It’s just really naturally evident. I obviously have automatic set ups that I don’t think about.

I must say the fs.hp xx hadoken is pretty sweet. I never realised that fs.hp was quite a nice poke. Nobody expects it. Actually it feels a little like the range has increased but I could be wrong.

As Gamogo mentioned I like this bnb: c.lk > c.lp > cs.mk xx lk tatsu

slo mo been in there since super. good stuff gam. i agree on DWU. just takes some getting used to

For DWU, replace exploding heart’s j.hk with the d.mk dive kick (to land a very meaty attack from the air which can be confirmed into the new cs.mk and then into tatsu, etc). Alternatively, replace the d.mk with mk demon flip dive kick (late).

What’s interesting is that the ‘technical’ message appears right on the second dash which has potential for reacting. If you don’t react and your opponent wakes up normally, you might find yourself in a world of shit however.

Another interesting angle is from a close sweep, you can frame kill with fs.mp and then do a command (d.mk) dive kick.

DWU is difficult to lab right now as there is no ability in training mode to randomise it. To enable it, record a dummy mashing mp+hp then just perform a UTK on them. The result is they will delay their wakeup allowing you to test some scenarios (and your reactions). I’ll see what scenarios I can test tonight with a buddy via the online training mode.

flip grab > fs.hp > mk demon flip dive kick. The idea with this one is that after the fs.hp whiff, you can react to the technical message. Another option here is after the fs.hp, you can instead opt for a mp tk air ball.

The ‘Eita’ seems useful too. f.throw > dash x1 > fs.lp > hk flip dive kick. When you whiff the fs.lp you can react accordingly. This is probably among our safer options.

Again, the problem right now is testing this crap against various wakeup variations, including scenarios if the opponent reversals, focuses, backdashes, etc and ALSO if they opt out of DWU altogether.

I’m seeing whiffed pressure on knockdowns for all sorts of characters lately as more and more people run DWU through its paces. It’s interesting. Right now UTK setups due to the ability to DWU strike me as being a mix of guesswork and reads into your opponent’s tendencies. For example, one guy I played a lengthy set against used DWU constantly whenever I used Akuma to the extent where I simply abandoned all the traditional setups and instead went for manually timed meaty pressure, throws and raw flip grabs. As a result I ended up dealing out more damage that way than had I gone with setups anyway.

I also super punished a few cancelled DPs last night. That was kinda cool.

I definitely feel Akuma players need to be more dynamic in this game though. I don’t consider myself a setup heavy player in AE, but I do apply them when the timing is ripe rather than basing my gameplan around working them into my attack almost exclusively. I am finding in Ultra my style is being steered in another direction that sees me taking advantage of Akuma’s mobility much more. A lot more poking too. It’s still early days, but Akuma players are going to find themselves playing in ways they hadn’t previously, I’m certain.

It’s funny because as a PC player I’ll have to wait and see you struggle in training room for a month at least. But as the creator of Sparring Fighter tool for PC, I’ll be able to test what ever I want the opponent to do. Thanks Capcom for all these missing features I’ll gladly add.

Any news about hitbox view ? I rekon people said it would be in Ultra. Bullshit ?

Nope, no hitbox view. No rematch option for lobbies of two. No opt-out/spectate only option for lobby queue participants.

No return of post-KO hits :confused:

Ultra is quite honestly about as bare bones as it gets. Hell, they didn’t even update the title screen - it still reads “Super Street Fighter IV” on console. Menus and overall presentation remains the same sans a couple of new poorly drawn art-pieces for the background as you transition menus.

Other stuff I was hoping for included the ability to accept match requests while playing arcade mode (or in training mode) outside of JUST ranked matches. Right now that is your only option. It would be nice to kick things off for an endless lobby by awaiting joiners from within a training mode session. Anywho. I’m derailing.

Have any of you noticed how much hitstun cs.mk creates on a crouching opponent? For example cs.mk xx ex shaku combos and cs.mk xx tele xx U2 is ridiculously easy.

I picked up on the hitstun it affords a combo’d EX shaku, but never bothered with U2. Interesting. I love the new register distance for the cs.mk animation. As was mentioned earlier in the thread, I think c.mp > cs.mk might well be the new hitconfirm for Akuma players to universally maximise damage without paying attention to opponent’s standing/crouching states.

I still have c.lp > cs.hp (and reacting to their stand/crouch states) burned into muscle memory too. It’s proving to be difficult to shake off.

[

2

Wow really? Niiiiice. That damage from crouch got an even bigger buff than I imagined.

I kinda like the new Akuma! Totally love the FsHP… crMP (CH)-FsHK-StLP~StHP-LKtatsu to sweep!And then its all about the reads! If you have an other successful combo with HP is dizzie time! DWU is the same guesing both ways(defending/attacking)! I dont mind my opponent spending more time on the ground…I think StLP is the best bet vs DWU,but only based on a read! Having to react to a few frames message while doing frame perfect set ups…i think is going to hurt!

Yea there’s definitely something interesting about moves that force stand to be more advantageous on crouching characters. For example canceling the first hit of hk/mk tatsu lets you combo cs fierce without counter-hit.

Anyways I like this version of Akuma a lot. Here are some of my findings from casuals tonight, be aware some of this can be suject to change.

Cs.mk activation distance is huge and I mean it. During some testing there were some occassions where id be outside fs fierce range and cs.mk would still come out, granted this could have been from a reeling crouching hurtbox, just let this give you an idea for how far this thing works.
Fs. fierce is a great combo starter and it creates fs.rh combos that I found to be extremely reliable on crouching characters which is great because rh forces stand. I believe this works so well because of the reeling animation fs.fierce causes and lets fireballs hit meaty. What I was doing tonight was using fs.fiercexxfireball fadc fs.rh if they were crouching and if they were standing I would use another fs.fierce in place of roundhouse. Speaking of fs.rh always opt to follow up with cs.mk over cr.mp if distance is permitting because cs.mk does 70 damage instead of cr.mp’s 60. Additionally s.jab, fs.fiercexxbnb is one of your most damaging follow ups to fs.rh however I was having a hard time getting s.jab to be as consistent as cs.mk seeing as some characters would just reel back and make the jab whiff. Yet in the chances you can get it to work its the best follow up outside of using the finicky cs.fierce. Here’s some of the damage/stun totals and FYI bnb is lk tatsu, hp dp for those wondering.
cs.mkxxbnb does 311 damage and 445 stun
jab, fiercexxbnb does 321 damage and 535 stun
jab, fiercexx ex shaku does a lowly 281 damage but deals 578 stun. In long combos though, keep it simple.

Now for Akumas new mid range damage on crouching characters. As a point of reference cs.fiercexxfireball fadc cs.fiercexx HP DP does 345 damage and 565 stun.

fs.fiercexxfireball fadc, fiercexx ex shaku = 321 damage 628 stun
fs.fiercexxfireball fadc, fs.rh, cs.mkxx tatsu, hp dp = 380 damage 635 stun

Now if they’re already standing you can simply do this, again as reference cs.fiercexxfireball, cs.fiercexxbnb does 379 damage and 585 stun.
fs.fiercexxfireball fadc, fs.fiercexx tatsu, hp dp = 361 damage 585 stun

So as you can see Akumas new damage numbers do more or about the same as his optimal close range punishes, which is huge. However it’s not all sunshine and rainbows, ex tatsu still doesn’t work right.

Edit: I’ve noticed that no matter the distance as long as cs.mk works, it will land all of the hits. I say this because I played a Sakura tonight and she’s one of the worst ex tatsu offenders, yet she would always take the full amount hits every time regardless of distance if cs.mk was used.

I love EX Shaku just because it gives Akuma a lovely 800 stun combo in corners with 4 stocks.

Jn.Rh - S.Fierce - GouHado - Fadc - S.Fierce - (Ex Shaku) x 2

Btw guys is it me or Far st.roundhouse hitbox is improved in Ultra :S

cr.lp, cr.lp, c.mp, ex tatsu whiffs on decapre just like cody

i think MP SRK got a hitbox buff, hit a bison from behind, and knocked him in front and connected the 2nd hit.

UNBLOCKABLES R STILL IN. DWU CONFIRMED WASTE OF TIME, HYPE, AND MONEY

All I have to say is that the new force stand mechanic on cs.MK is absolutely huge. And the new cancelability of fs.HP is pretty big too. Overall, I’m extremely happy with where Akuma is at right now.