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

S.HP whiffs on rolento from certain situations.

But fs.hp doesn’t force stand right?

For cs.mk I thought the hitbox was just expanded downward; and it was in fact the recognition range that was increased.

We’re talking apples and oranges aren’t we?

http://watissf.dantarion.com/sfultradiff/

I suggest you guys look at this and see what you can make of it.

Go to GKI_AE2012_TO_ULTRA for Akuma.

Somethings I’ve noticed:
Changed HYAKKI_GOJIN (DF DK) > added Hurtbox
Something about EX Tatsu? And DF throw?

Akuma’s links that are “block strings” aren’t many. There’s only one in fact, a 2 framer which is far LP into far LP.
You would use chained normals to do block strings. There’s rare case where you can use a normal canceled by a special as a block string AND being safe after it. Like cl.HPxxfireball and maybe far HPxxfireball in Ultra.
You need a normal with a lot more recovery than startup (meaning a ton of blockstun) and by cutting the usual recovery with canceling it into a special you make it a block string.

So not sure what you tried to say, but here you were using a frame trap on block and a up close fireball ender “cr.mp, cl.mk x hadou”, obviously unsafe in-between and at the end.

Being offensive anyway mean use frame traps and being unsafe. There’s little sens in pressuring someone with blockstrings. And that’s why we said we’ll use cr.mp cl.mk as a key hitconfirm. Knowing it’s unsafe. There’s always the old good lights chains hitconfirms if needed.

My bad brehs. Completely misread what was being implied with cr.mp,cl.mk. what you guys are saying is if hit confirmed from a jump in/cross up/demon flip kick etc that this can be used with no worry in regard to whether they are crouching or standing. Good stuff.

Thought you guys were saying it’s good for safe pressure and would replace cr.lp x.2 and shit like that. I was like wtf. Lol.

Love to see that all the stuff I tried out in the beta still works…i’ve done a little vid to sum what i’ve tested so far

https://www.youtube.com/watch?v=d9L1G7PtImU&feature=youtu.be

Just a few things I took note of on the 5 new characters.
Rolento
Fs.rh hits both times on block
fs.fierce whiffs when crouching
Can be CH. cr.mp, into fs fierce however
Any type of CH normalxxfireball can be fadc’d into s.rh combo when crouching.
OS hk demonflip palm to catch Mekong escape.
Can u1 punish akumas sweeps not done at max distance

Poison
Fs rh. Whiffs second hit on block but can be spaced out so second hit connects.
Can be CH. Cr.mp, into fs fierce
Any type of CH normalxxfireball can be fadc’d into s.rh combo when crouching.
Ex love me tender can catch fireballs from a surprisingly good distance away

Elena
Ducks Fs.fierce even on CH setups
Don’t use fs.rh she ducks second hit no matter the spacing.
Can super and u1 punish sweep if not max range
Ex rhino horn doesn’t care about your fireballs.

Hugo
A walking hitbox the guy is the same height crouched as Akuma standing…
Super doesnt care about your fireballs
His s.fierce is a actually a decent anti air
ex backbreaker can catch air fireballs from just inside 3/4 screen.
fs.rh, even though -2 can be used against hugo at some distances that cant be command grabbed

Decapre
ducks second hit of hk
wide hitbox
can be CH crmp into fs fierce
Any type of CH normalxxfireball can be fadc’d into s.rh combo when crouching.
DCM is an amazing ultra that can shut any type of fireball down, especially when its dashed into.
DCM means no sweeping so watch that charge! Speaking of that it charges in 41 frames, 9 frames faster than Guiles sonic boom.

The third hit of EX tatsu has seen a hitbox extension upwards. Odd. This might be why some of us have reported some changes in it’s consistency. It’s not back to Super and vanilla status, but it’s certainly better, albeit marginally. Perhaps this is to allow it to collect better on opponent’s mid-section hitboxes?

It also looks like some additional input leniency has been added to U2 (??)

It appears they have tweaked the masked hit animation timings for U1 on connect (i.e. the display of the attack explosions/symbols while Akuma does his hidden business).

The ‘Misc’ flag of ‘16’ appears to be an addition to hard knockdown attacks to denote the ability to delay wake-up on them. This appears scattered across all UTK attacks and specials.

Re: flip grab (and what looks like back throw?) a ‘-1.0’ value has been added to the Y acceleration, which was previously 0. This value is to denote a fall time, though I don’t understand what the changed negative value means. Many YAccel values are -0.005 when you check 'em out in OnoTool.

All demon/hyakki flips seems to have extra cancel details added to the frame data - I believe this is to denote the new EX fireball ability from it.

I really don’t understand what the flip grab change is either. “LastHitBoxFrame” changed from 0 to 76, and “FirstHitBoxFrame” changed from 0 to 50. Error1 has mentioned in the past that tinkering with this value for move properties in his mod didn’t effect anything, though I’m sure there’s a reason for it. IV has many values that don’t appear to be affected when you mess with them heavily, at least not in any way that is immediately obvious.

Thanks for sharing this info by the way, its really interesting. I recall some guys on IRC dropped this a while ago for AE so its cool to see it has been updated to reflect Ultra. Time to pay closer attention to Akuma’s changes I think.

we need new threads

Yes! New threads please. It’s tough going back over these archives and understanding what’s correct and what isn’t…

Nice work. I had them throw it into today’s community roundup! :slight_smile:

The lk tatsu buff is very interesting.
It adds about a half to 1 tiny training room square. I also noticed cr.mkxxlk tatsu hits consistently from alittle further out than cr.mpxxtatsu, about 1 small square. The only time I didn’t notice a difference was against wide hurtbox characters such as Fei or Cammy. Now you may say we have a longer reaching cs.mk, why use that? Against slim hurtbox characters using cr.mkxx tatsu only hits from half a square beyond cs.mk’s activation range, which is not much. However against wider characters the distance can be about 2.5 squares out and that’s a notable difference.
One thing to take note of though is because of the expanded hitbox of lk tatsu, tatsu sweep no longer works on Elf or Abel

Also crossover cs.fiercexxfireball fadc, cr.mp,cs.mk into bnb is pretty nice. 374 damage and 555 stun. Only 5 damage and 30 stun less than his optimal combo on standing opponents. Just doesn’t work on Hakans goofy hurtbox but does on Chun and Honda.

Frame data: http://wiki.shoryuken.com/Ultra_Street_Fighter_IV/Akuma

THIS IS HUGE.

Guys… I went into the lab… I found something sick. :slight_smile:

The DAM special. >_<

[Please shout me out if you use it please T-T my Handle is “DAM or TheDamDocta.” If you were trolled by anyone on my account on psn, sorry I have dickheaded friends xD. Anyway.]

There is an unlisted change with Cs.MK. It’s clearly an unintentional glitch. Where as Counter hit Cs.MK on crouching opponents is plus +6 or more but not more than +8 as I could not land a St.HK. But mid screen. CH Cs.MK, Fs.HP xx Jab fireball FADC St.HK, cr.LP xx LK tatsu (whatever ender.) works.

Cs.MK, Fs.HP fireball is a very dangerous block string. On shoto’s and so far Dudley (is all I tested.) Fs.HP was beating crouch techs. It is super strong.

It’s the best confirmable frame trap I’ve ever seen for Akuma.

Mid screen there is a little things with certain characters such as Balrog not being able to get hit with a cr.LP and only able to get hit by cr.MK xx HK tatsu in this combo.

CH Cs.MK, Fs.HP xx Jab fireball FADC St.HK, cr.MK xx HK TATSU.

In the corner it’s fierces all day. You can Imagine the stun.

Lol if all else fails just land a sweep. Even the push back after a failed attempt is out of most reversal sweep ranges LOL. Pretty cheap.

So yeah I’m still testing this. Tonight I’m going to push the potential of this. I’m gonna see if I can get more off of the FADC mid screen. I’m still working on a “akuma guide” and I plan to put this in it. I just got to put it out there and see what you guys can come up with. I’m sure you guys have better execution than me.

NOTE: To help with the timing, I watch the leg Akuma’s lifts for the Cs.MK. The split second he puts his foot down I hit either cr.HK or Fs.HP xx Jab fireball.

I have a feeling that the advantage on block for Cs.MK has changed too because it’s obvious +3 or something on hit on a crouching opponent at least. I wonder what else has changed. If anyone knows how to test that please let me know!

If you can find anything else with this post it here guys! Thanks!

I hope this is made by an idiot, because the demon flip throw can’t throw crouching opponents anymore according to this list.
I very much hope this isn’t true

Someone please play a bit with cl.MP link to cl.MK
We have a 3fr medium, with those range buffs, better check it twice.

It’s not. I was df throwing a crouching cammy in training mode earlier when practicing setups.

Aaaahhhhhh that’s reassuring

This literally should not be possible. Cs.mk is +1 on hit with two active frames. Even if you counterhit it on it’s second active frame it should be +2+3=5 frame advantage. Fs.hp has 6 startup. If this really works it HAS to be due to increased hitstun on cs.mk.

Something I also had suspected because some have said that cs.mk combo’s into ex shaku. With the old frame data that shouldn’t be possible either.

The reason that works is because when a force stand move hits a crouching character it increases frame advantage. This can be observed in Oni’s ability to combo hk tatsu, U2 on crouching characters even though frame advantage on a fadc’d tatsu is +3/4.

Im on it.

Oh yeah one more thing. So far counter hit Fs.HP xx Jab fireball links into sweep in the corner against balrog and Seth. As far as I tested so far.

-edit-

Cs.MK comes out after Cs.MP. They also combo. It’s one frame but it works. It leaves you VERY close to the opponent if cancelled into a fireball. Though it’s -3 and I believe grab punishable. Anything else specific you want me to test Shabrout?