Akuma's new worst matchup: Yun

On the Yun issue, yeah maybe the DP thing I proposed is a bit too far. Maybe I’m just extremely salty because of dealing with Yun bullshit online. That said, something significant still needs to be done. At a minimum: nerf that meter building, his c.MP, and make it so that fs.HK hits twice on low block or something of that nature (e.g. make him tatsu sweepable). Capcom, give us something to work with here, is what I’m saying…

And lollo, where’s my invite, you smelly guap? You’re all talk mate. I’ll beat you so bad you will quit Street Fighter forever and start playing Angry Birds.

You’re suggesting for stuff like the nerfs will be based around Yun’s matchup vs Akuma, I don’t think that’ll ever happen, most probably just some nerfs to some of his specials.

I for one wish Capcom would change their entire way of dealing with game balance (nerf nerf nerf), they should try buffing characters, I doubt vanilla Akuma will face much issues dealing with Yun, buff characters and make this game more interesting for God’s sake Capcom.

honestly,The meter Gain from yun is not even a problem for me, I believe thats what makes him special, gene-jin is what makes him unique,imo. yuns Up kicks need to have much more recovery time,a character with that type of rush down shouldnt have an cheesy ass Escape option that 90% of chars cant punish. Give yun shittier wakeup options,Make ex-Lunge either 0 or -1 on block,and im good. I think Fei long is fine actually,akuma rapes Fei long on wake up,just have to knock him down,and make it count.

Yea if anyone watched the redemption suite on Sunday night gamerbee was asked about the upcoming balance patch. And if i remember correctly akuma was one of the character’s he wanted nerfed most.

If that’s true, he’s probably too salty he can’t wakeup with a damn jab or forward dash anymore in AE.

@laughter/superlollo

Come in one lobby with me sometime.
I will take you to sk00l.

Knowing Capcom this is what they will do.

Damage output/health/stun all drastically reduced
Divekick slower or a height restriction or some shit
s.mp and cr.mk’s hitbox/active frames nerfed
upkicks/lunge way more punishable
lp. shoulder no longer safe and TC even more punishable.

In other words he is now useless.
I really don’t want to see this happen. Yun is a solid character and he is fun to play as, nerfs are needed but not hardcore nerfs. Buffs to the rest of the cast are needed even more. I would rather see Yun unchanged (or well very slight nerfs) and give back Akumas truck damage and stun.

I want every character nerfed so each attack only does 1 dmg and give Akuma his vanilla stun/dmg back. In Capcom’s eyes this is a godlike answer.

I didn’t add you because I don’t have your tag you dumbass. Go read my old message again (you seem to remember it), I asked you to give me your tag and you (obviously) didn’t answer.

Mine is superlollo, either add me or give me your tag.

And btw, yun’s c.mp (the one you want to be nerfed) isn’t anything special. It’s him s.mp that’s godlike you smartass. Also, your nerfs are so “open minded” and intelligent that you basically just want the matchup to be easier for Akuma. You’re such a lazy bitch you always manage to amaze me. Akuma has ONE (maybe two with Yang) bad matchup in this whole fucking game and you want that single matchup to be in Akuma’s favour, too. Damn lazy kid, just learn the game and live with the fact that your character can have ONE bad matchup.

You’re already on my list and we already played. In fact I played with nearly everyone from Europe in this forum (except Laughter, wonder why, lol) and everyone can attest that i’m not “all talk”. Laughter on the other hand, we’ve seen vids from him where he got beasted by a dudley player spamming ex mgb full screen and the few people that played with him said he’s downright horrible.
If you got Laughter on your list and you see us both online just drop me a message and i’ll be sure to quit whatever game i’m in to finally shut that lazy fuck up.

This is precisely why I don’t see Akuma getting any kind of buff.

Which saddens me, because I still don’t get why we shouldn’t get any kind of stun off a b&b like other characters. :confused:

Because we got a vortex that other characters (sans Seth) can only dream off? And Seth’s stun output is also low for a reason.

I still don’t like landing like 4 mixups and still not being able to stun people lol. But that may be just me being whiney, yeah. I think the whole stun thing is related to the fact that they made Gouki’s trademark combo (srk fadc shaku) essentially worthless in Super and AE.

Would be cool to, like, sacrifice all possible damage to get at least a decent amount of stun. Say you give 200 stun off a LP Shoryu, you then FADC into LP Shaku. Damage will be sort of worthless (less then HP Shoryu alone, way down compared to a EX Shoryu), but you get to choose between stun and damage.
Actually I don’t really like how EX Shoryu basically gives more damage than a 2 bar combos, it doesn’t make sense.

This doesn’t have to make Gouki’s stronger, just make all of his tool have a stronger meaning.

Yep, Seth’s stun off b&b is low, but it’s not like he’s lacking in that department imo: majority of the time you’re gonna push your opponent into the corner, and the 4x stomping adds nice damage and stun (and gives TONS of meter, about half a bar even during a combo). He can even FADC his shoryus for the 4x stomp, which is damn good.

But the real thing is the command grab, it makes the stun stop and brings more mixup, and that works essentially on every character.

Yeah I also really liked Vanilla Akuma’s stun output, but I think he’s more balanced now

Lollo, stop being a batty man. I already told you my tag on XBL is my tag on here. You scared?

Anyway, Akuma should be buffed. His DF throw is ass. It misses far too often because of a tiny hitbox. Also he needs more stun, especially on the shaku. Coward copter nerf is fair enough. Also, I don’t think it’s true that Yun and Yang are Akuma’s only bad match-ups. Cammy and Balrog are all difficult match-ups. The difference is that they’re not absolutely retarded like the Yun and Yang ones. In the latter, everything is in Yun and Yang’s favour. In the former, we can at least tatsu sweep and have good ways of punishing their offensive if we can react fast enough. When you play a really good Yun it feels like there’s nothing you can do. E.g. yeah, you can stop his DK with a well timed, well placed s.MP or whatever, but what’s the damage off that? 70 or something? Well if you flop and Yun gets a hit he can combo into super for 400+ damage. So that’s the risk reward there: 70 vs. 400. And if you don’t want to take that risk and want to block he gets free pressure and you will probably eat a command grab before long for, what, 200 damage without super or meter?

Point being: bad match-ups are fine but there should never be a match-up where you have almost nothing to work with. Like in Super. That was a very well balanced game. Bad match-ups, but I never felt hopeless against anyone. Yun is like Rufus from that game but with far higher damage output on his most usable moves, a ridiculous command grab, a better dive kick (at least as far as the Akuma match-up goes) and more options for getting in. There’s just no need for it.

DF throw is not ass. It’s actually balanced and if you think it needs a better hitbox then you’re not timing it correctly.
Adding more stun would make him like his vanilla reincarnation, which would be retarded if the rest of the characters were to stay the same.
Difficult =/= bad MU. Any reasonable Cammy or Balrog player would agree that Akuma goes toe-to-toe on the matchup. Yang isn’t that bad of a MU against Akuma either, it’s only Yun and like lollo said, it’s one freaking matchup. Other characters would love to have as few matchups as Akuma does.

LOL @ DF throw being ass, this thing makes people so afraid of blocking you’d get free damage from DF palms against so many players it’s not even funny. Also in-case you don’t already know, DF throw’s grab range gets larger as you use the stronger versions of demon flips, so lk DF grab has the smallest range and EX DF grab has the biggest.

DF throw was broken in vanilla and this coming from an Akuma player, there’s no question about that. How can Abel escape that DF throw OS SRK shit, jump FORWARD on wakeup? Who the fuck does that.

Depends on what you actually buff. Vanilla stun came essentially off the following:

LK Tatsu (100 Stun, now 50)
LP DP (200 Stun, now 100)
HP Shakunetsu (200 Stun, now 105)
Sweep (200 Stun, now 100)
DF Throw (200 Stun, now 150)

I wouldn’t want the HP Shakunetsu to get buffed stun wise, because the combination of both stun AND damage made that thing retarded in vanilla.

If instead you increase stun off only LP DP, you allowthe player to choose between getting low damage/high stun output, and high damage/low stun with EX Shoryu ( I guess it’s too much to ask the HP Shakunetsu to be viable again in combos - and by viable I don’t even mean to deal more than a single EX Shoryu, just nerf the EX or make HP Shaku like 120 damage). In Super and AE, you get to choose between the latter and some very mediocre stun off MP DP FADC LP Shaku.

With something like this, I believe the stun would still be far from Vanilla counterpart, since the beloved sweep is gone and LK Tatsu would deal 50 less (about 30-40 in combos) stun, but you wouldn’t get the absolutely horrible stun output (they even nerfed EX Tatsu and his healthy 250 stun, now it basically deals 160) as it is now.

I know, Akuma is strong, he can face anyone etc, but he was supposed to be a glass cannon, how come he hits (stuns) like a wimp lol.

Btw, I too fail to see how the DF grab has bad range, maybe activating it much earlier? And yeah, DF throw OS whatever was broken against certain characters, that thing shouldn’t be back.

I think in the most I agree a lot with what dr4gz0r is saying.

P.S: Laughter, Superlollo is no joke. I’m willing to bet my head, if there is no lag he will beat you 10-0 in a FT10, I’m 100% sure of this. If I can beat you easily imagine what Superlollo would do, he owns me every day of the week.

Funny… I’m a scrub, but I rarely miss my DF throws unless the match is HELLA laggy!! Even against Yun or Yang…

As for Yun and Yang’s dive kick, I’ve started to mash some quick s.LP when they jump and I can tell you it’s an amazing tool to make jumpy twins think twice about abusing it. It doesn’t do much damage, but I can tell it’s annoying as hell to them when they keep getting reset after each dive kick attempt. LOL!

I think Akuma is one of the better balanced characters in the game. Sure he’s got some ridiculous options against some of the lineup, but his low health and reduced damage/stun output should more than make up for this. That said, I wouldn’t be sad to see him regain the dmg/stun on his EX tatsu again. Rather than Capcom go in and make changes accross the board, just make a few tweaks here and there to some characters, starting with the Twins. I don’t find the Balrog matchup that hard, you just have to get the knockdown and he’s toast. Blanka and Zangief I find much harder because you can’t really apply any wakeup pressure or any of your vortex options so those matchups you have to kinda lame it out.

You can mixup Gief, but you got to be careful with your options, i.e if you abuse DF grab, a backdash and command grab from Gief will rape it.

If Akuma remains unchanged and the twins are nerfed, Akuma does not need ANY buffs, I just hope stupid capcom won’t mess the demon up, I can’t believe we’re going through another change patch and hoping to go through it safely yet again!

Last time Akuma was the last character to announce their changes on Capcom’s dev blog, I hope this time around they’ll announce his changes in the first few weeks because I don’t wait to wait that damn long again.