Demon flip palm OS U2 is gone against boxers ugh… boxers will completely rape me again… Akumas neeed to be even more patient now. I guess more people will be kicking me out of their endless lobbies lol, sad…
It’s not the OS U2 we have to worry about vs Boxer, we’ve dealt with him using U1 just fine for the longest time, the biggest problem is DWU fucks up Palm pressure overall big time and it WILL change the matchup. DF palm OS Anything is risky now. DF throw will get RAPED by delayed wakeup.
People who don’t play Akuma will tell you this matchup is heavily in Akuma’s favor just because of the advantage he gets when he knocks down Balrog, neglecting the fact that Balrog is a bitch to deal with on the ground to get that knockdown if he actually knows what he’s doing instead of giving your free sweep opportunities, just look at how well PR Rog plays vs top Akumas in general.
We basically have to take some big risks reading his wakeup tendencies now.
Oh and Rog got some nice buffs too lol
I’ll probably either go for more damage now and end with EX SRK/HP SRK instead of sweep, or safejump with palm without OS and meaty low if he delayed his wakeup.
You’re absolutely right. I’ve been just having hard time dealing with boxers for over 4 years with my Akuma. When I started using U2 against him, the match got little better for me. Now I know that I won’t be able to do OS U2, I really don’t know what to do.
I’m sure you guys will find some ways to overcome this shit, but I’m being really, really skeptical. Like you said, the only option I can think of is No OS and some meaty attacks when they do DWU. But then this will force Akuma to play this game very defensively. I don’t think I’ll like that either, I personally think that’s a bigger problem. This game, at least for Akuma, will turn into a super defensive game like J Wong said.
Man, I had no idea there were so many passionate Akuma players were here like you. My Akuma could’ve gotten a lot better if I knew you guys years ago. Well, nice to meet you all. I’m #30 (lol) Akuma on Xbox haha. It’s never too late right? haha
Akuma is not desinged to play defensive, he is a character who does well in all situations. If you play him only one way you are sure losing! You have to be a well rounded player to be consistent with him! All aspects of the game is being buffed except of the offensive/vortex side! Akuma receives nothing as a buff though. He is solid in every way but relying on mind games and wake up mix ups! He is actually known for that! Not for his footsies or defence,the last two was respected cause of that KD into mix ups!Oh and one bad guess thats it for poor Akuma! Dies in 2-3 combos (if you combo into ultra!) And even if you have a bit of life left…jump back FB untill they chip you or get a sweep! And again the gamble is on you cause its not that easy to apply wake up pressure with no life. You see guys Akuma is never in a good spot cause of his health and glass canon style!Even having the advandage on health he may lose the game on one bad guess!
Story wise Akuma is THE badass in this universe! The glass canon style was accepted by the players cause of the overall game balance and the thrill of being on the edge of do or die! With all this being said,i dont know were he will be in ultra…i just dont see him fit in there anymore!
I dont see a way of wining vs the entire cast as he is right now! He will not be viable only by footsies and defence EVEN if he gets buffs like st. FHK or cr MK or even more HP! His core style/character design is not viable in this new mid range -> into counter hit combo/ defensive game style that the ultra is bringing! Sure you can attack,but at your own risk cause there are alot of easy get-out-of-jail cards being implemented! Remember,all it takes its 2 mistakes!
In conclusion CAPCOM KILLED AKUMA!
Your thoughts?
So, they will give us active frames and block stun on our normals to compensate the loss in our general game plans ? with more life too ?
I always though life / active frames / stun was a clever combinaison to balance the char. You can’t change something and forget to fix all this right ?
Fighting an opponent with average 3 wake up solutions. Losing 2/3 of your life to get an idea on the opponent tendencies. Now try to neutral game footsy with that 1/3 life left. And suddently Ultra 2014 come in. Average 5 wake up solutions, enjoy.
im #19 on XBL, former #1 (no joke)
All of Akuma’s faults in one video! Enjoy!
http://m.youtube.com/watch?v=luO6KjqjTM4&desktop_uri=%2Fwatch%3Fv%3DluO6KjqjTM4
I really hope Capcom reconsider everything about Akuma’s changes and etc!
With the way things are going, Akuma-dan is going to be 5-5 o_o
How does everyone feel about the close MK buff? It now starts in 4 frames. That means Akuma now has legit damage and an entry way into vortex without meter from a crouch.
For example, vs a crouching Cammy, shouldn’t we be able to do c.lp,c.lp, s.mk x light tatsu -> sweep/fierce shoryuken?
If so, I guess we can get kinda excited about that addition.
Wow that’s awesome, I wish the damage was 80 just like Ryu’s and had a 3-frame start up, but it’s for sure better than nothing haha. Thanks for the info!
I like it. It gives him some additional damage options and allows us to extend combos on crouchers which is a situational weak point of Akuma’s. In vanilla we could (reliably) FADC into fs.hk to extend combos and force stand so this is a nice buff. I had a tinker yesterday on regular AE using cs.mk as it stands currently to see what options we have and it’s not a bad confirm even in its current state. With the extended reach and quicker start-up in Ultra it’ll only be better.
Time to commit this hit-confirm to muscle memory, lads.
EX ball from any flip is interesting though I assume it has the same goofy “fall” properties on the current EX flip into EX ball so it might not be as useful as it sounds. Nice to see they reverted HP dp’s “no FADC at all” change and we instead get to cancel the first hit.
On thing that kinda annoys me is how mp DP still doesn’t launch on the first hit, whereas they permit that now for both Ken and Ryu (and Oni). I strictly use mp DP as an anti air, though when the second hit whiffs on the ground leaving us open to massive punishment it’s a huge annoyance.
I still feel Akuma’s nerfs so far aren’t too bad - it’s the delayed wake-up mechanic which is going to have the biggest impact on him. I still want to see redball given some damage and stun boosts to give it some renewed use though.
Where did you guys hear cs.mk starts up in 4 frames and has extended reach?
what about ex shakunetsu ?
what about Tatsu FADC ?
what about finishing the job on making this char more than just a shoto with air hado and the slowest dive ever. This char should have his own moves no other uses. And tatsu Fadc would have been so fucking great instead of only the over seen hado fadc.
Yeah I’m just mad…
i want akumas sweep cancel back. even if we use it at max (see, correct) range, we still get to lose about 1/3 of our health, just now its ALL of the time, on top of all the other nerfs, including akuma’s balls getting cut off
Ex air FB from DF might be a good reset setup after a L tatsu. What do you guys think?
we’ll see the fr adv after that move upon landing. Because it was useless in 2012 for combo purposes.
Thanks for the link. I know metallicaband said somewhere before that EX air fireball might be more susceptible to red focus but with the addition of EX air fireball to regular demon flip it can most probably be complemented with palm to break red focus.
That’s if it doesn’t have the same properties as EX Flip > EX Ball…
Even now, I think we can combo like this: Cl HP cancel > DF Ex > Ex FB right away > Cl HP > Teleport cancel > U2, if I remember correctly. I know this is useless, but if we can cancel regular DF into Ex FB, I think we can make our opponents hesitate to anti-air also. They might end up eating a full combo when they do Cr HP, or even Ex FB juggle + U2 if they jump. Too good to be true? lol And I know they need to be scrubby to get all these haha. Oh well, we certainly have more options if this is confirmed!
I just want capcom to address how much meter the opponent gains when they get hit with ultra 1. Many ultras do more damage and dont give 1/4 of the meter.