FYI 5 frame or faster reversals who can FADC have the option to burn 2 bars to get out because you can’t OS a 5 frame reversal. Which is why the dive kick is more preferred for characters like Cammy or Sagat. Most of the 4 frame reversal characters also have neutral invincibility as well which means they can completely cause my jump in to whiff if I time it for a perfect safe jump. That’s one of the main reasons Akuma can’t vortex Blanka effectively.
The move without any other options would be meh. If you took out DF grab the palm becomes no better than a normal jump in besides the armor breaking. Which at that point why not just do a normal jump in where you can actually combo if you get a hit? If I have to hit someone 4 times with the palm to equal 1 jump in why use it?
It’s a jump in. Everything you listed is what is known as jump in properties. Can’t jump away? No kidding I can’t jump away from a safe jump either. It’s safe on block? No kidding, so is a safe jump. Allows left right? No kidding so do jump ins. I can OS off of it? No kidding I can OS off a jump in as well.
The palm is essentially just a jump. When we ask the question what does it do that normal jumps can’t do better it really comes down the main advantage is that it armor breaks. Everything else you can do with the palm by itself (If we look at the move in a vacuum) you can achieve with other jumps ins and with better results.
It does 100 some damage+knockdown in a situation where you could do 400 off any other jump in. It’s actually one of the downsides of using the palm is that you can’t combo off of it. Sure you get a knockdown, but now I have to mix you up again to get more damage off of it instead of just taking a large chunk of guaranteed damage like any other jump in.
Not really accurate comparisons since only one out of those 3 moves are actually moves where you have to press the button to make it go active and the other 2 are moves that move you forward on the ground. 2 active frames means you have to press the palm button exactly right to get it to connect with the opponent. Too early it whiffs, too late it whiffs. And if you play Akuma you will go through this frustration often because when the palm whiffs whatever you OSed comes out. So if you OSed DP or Ultra you sail to the sky ready to get punished. It always messes me up every time I go to a PS3 major for at least a round or two.
So yes the 2 frames is actually a big deal and it is an annoying pain in the butt sometimes.
No, no it isn’t. It’s tiny as hell to the point where it whiffs on some crouching characters from several spacings. It whiffs horribly on Juri. Sometimes I like to use normal jump ins so I don’t have to deal with the palm hit box.
And frankly I know someone is going to come in with the damn hitbox image and say “OH NO IT IS LARGE!” when I don’t actually look at those things I look at how the thing performs in an actual match. In actual application the palm is susceptible to whiffing on crouching opponents for whatever reason.
I haven’t undersold jack. I’ve said Akuma’s strength has never been the strength of any one tool. He is strong because his tools work together. If you name any one option Akuma has I can point you to an option in the game that is nearly as good or better. Akuma is strong because where one tools fails Akuma can use another tool to cover that weak spot.
I get tired of people acting like anytime you say there is situation where Tool X doesn’t work that you are underselling. I’m telling you exactly what I have figured out over 4 years of playing the character. The DF is good, but come on. The move doesn’t run itself and there are plenty of situations using it will get you killed.