Has fs.hk been improved so far as comboing into is concerned? Any changes to redball that you could recognise?
That st.mk buff could be interesting! st.mk fadc combo? Maybe make it special cancellable and sweep combo-able on counter hit? Then we’re in businessssss.
EX air fireball out of normal demon flip is cool too. Would like if he could do regular air fireball as well.
Kineda, try checking out the stuff that Capcom has touched in the past i.e. did they buff the damage on tele > u2 again? Stun and damage on ex tatsu? etc.
wtf is with Capcom and being able to cancel air fb from demon flip?
Capcom Cup report (via Eventhubs):
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EX Tatsu increased vacuum effect.
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HP Shoryuken is no longer focus cancel-able.
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Crouching HK can no longer cancel into Raging Demon (Ultra 1).
omfg…
I may dislike Akuma…but most of these changes seem very unreasonable.
thank u. i feel the same way about yun
as much as i hate akuma and the way you guys have constantly complained about every single nerf hes gotten and deserved since vanilla i do agree that hes been nerfed too hard in ultra
and im a ken player so that means alot
we need a thank u option on here
i think the best way to approach akuma now is by buffing his neutral game a bit
let him keep sweep-u1
make hk.tatsu break focus attack like ken he will need a grounded focus breaker with the coming of red focus
increased red fireball damage i’d like too see people combo’ing into it again
maybe increase his far st.mp active frames will be usefull against divekicks from yun
u should post those in the ultra rebalance thread
WTH is the point of even using him anymore? This is really depressing…
- Sweep into U1 is understandable. I started transitioning to cr.mk before the announcement was made for AA purposes.
- Added recovery on back air fb was an understandable nerf. Kept things honest for him. Plus, I think anyone who went to EVO this year could understand (EEEE!..EEEEE!!..EEEEE! lol)
- Hurtbox nerf on DF palm/kick… c’mon man GTFOH!!
-HP DP is now nothing more than a character specific combo ender. They’re basically limiting the the amount of moves Akuma can do.
I do agree he was a little strong but maaaannnn, he can’t go out, not like this.
I think delayed wake-up is done.
CAPCOM: I really dont want Akuma buffs in any way,so we dont use DWU! Akuma players will shut up even if we totally screw around with his hurtboxes! Hell we can nerf him even more so all the players can drop him and we wont have to include him in SF5
is that sarcasm blood? cuz if they screw with the hurtboxes we will def complain
wait is it force stand on STAND MK or CLOSE STAND MK?
It is sarcasm more or less…but they did mess around with hurtboxes according to Kineda(i think), DFK hurtbox is more punishable and wont be stuffing moves and etc…There should be more hurtbox/hitbox tweeks that no one said anything…and because no one tested him at the Loc tests,we dont know for sure!
Knock down game was what makes me like this game. Some sort of constant in a world of variables.
Now I feel like SF will become “confirm with max damage from random safe on block special” tier ranking. Just like AE 2012 online pretty much.
And Akuma have no tools that work this way.
Special (with damage) Fadc (facultative) another special/Ultra/Super, the next gen footsy goal.
Be ready to learn how to avoid this random threat with your half active short normals. You never could punish Boxer dashes with that stLP ? Too bad, this skill will be needed soon and against a lot more chars if you want to scrore some damage.
Reading the new Capcom Cup change log, some of the other characters changes are retarded as well. Lol Yun got nerfed even more, wtf? Ryu has some nice buffs too.
more hit/block stun on cr.mk
far standing HK not whiffing anymore vs crouchers < this is a Very strong buff and will really help the non-knockdown oriented meta.
Here are my thoughts on the buffs Kineda reported, I’ll just copy paste what I wrote in the general USFIV thread:
1- Close standing MK stands your opponent up, pretty useless buff IMO, for example here’s the hitconfirm damage after doing a command dive kick vs a crouching opponent:
command dive kick, cr.lp, s.hp XX HP SRK 275/415
command dive kick, cr.lp, s.mk XX lk.tatsu, HP SRK 285/355
So gaining +10 damage over losing much more stun, specially when s.mk is a 5 frame normal so it’ll be a 1 frame link, I don’t see it being worth it at all to be honest.
If they would have made his close s.hp stand up like the rest of the shotos, then it would have been a nice Useful buff.
2- EX air fireball now possible from non EX demon flips?:
What is it with Capcom and doing EX air fireballs from the God damn flips?! Anyway if the angle of the EX air fireballs remain the same way they are after EX DF > EX air fireballs, it’ll be pretty useless. If the EX air fireballs come out normally just like you’re doing it from normal jumps, then using it in combination of HK DF might be useful to close gaps and get in vs certain characters, but I don’t understand why they’d think Akuma needs this when he can just walk forward and jump normally.
Might be useful vs very strong zoners like Dhalsim/Sagat/Guile so it has potential, but I don’t like this change, it’s like they want to force us to like a change that we previously hated.