Hello yet again, fellow Akuma players, the whole of SRK or just even visitors to the SF4 to SFXT Akuma Changelog.
I wanted to make this thread in order to help players differentiate between SF4 Akuma and SFXT Akuma. Sure he has the same moves as in SF4, sure he feels like he has been ripped straight out of SF4 and put in SFXT but some stuff is different.
I can say this with personal experience backing me up. When I first picked up this game and picked Akuma, I thought that he could be played like his SF4 counterpart. This very brash decision in my days as a D Rank led to me almost making my way to D+ and then losing all of my BP…twice. Which is something I don’t want others to go through.
That said feel free to post any changes that you players see from SF4 to SFXT (since Capcom kinda didn’t want to themselves.)
天BUFFS天
[LEFT] [/LEFT]
-
J.:hk: to Far St.:hk: can now be done anywhere. You no longer need to be at a specific range to do it
-
Both :mp: and :hp: SRKs hit slower, allowing for greater set-ups for your partner
-
The invincibility on :hp: SRK has been increased.
-
:mp: SRK does more damage. Up from 140 compared to 130 in SF4
-
Far St.:mp: is now special cancellable: this allows you to follow up from a Far St.:hk: from longer ranges.
+Close St.:mp: can link into Far st:mp: good for stuffing raw launchers.
-
The Second Hit of Far St.:hk: is no longer -2 on block. Now 0 on block.
-
Far St.:hk: damage buffed up from 80 to 90 damage (50, 30 to 50, 40)
+J.:hp: now crosses up in the corner
-
DF > Palm ( :dp: :k: > :p:) ground bounces aerial opponents (this includes backdashes) as well as on counter hit.
-
DF > Sweep ( :dp: :k: > No Input) has more pushback on block and is safer, can’t be punished by reversal DPs on block.
-
St./Cr.:lp: start-up in 3 frames.
-
Temakujinaku ( :d: + :mk: at the peak of jump) now has more hitstun on hit and is +5 on block. Can now be followed up with a st. or a cr. :hp: even on big guys like Hugo if it hits him in the head.
-
Temakujinaku ( :d: + :mk: at the peak of jump) hitbox buffed? Slightly easier to cross up with it now.
-
cr.HP hitbox buffed?
-
Akuma can now link into his cr.:hk: sweep from the following normals
[LIST]
[]cr.:mp:
[]cr.:lp:
[]Far St.:hk:
[]Close St.:mp:
[/LIST] -
Akuma can now do EX Air Fireball from a regular Demon Flip
-
Demon Flip > Palm is ‘good’ at stuffing reversals (needs more testing.)
-
Close St.HK is now special cancellable
-
Forward + MP (A.K.A Akuma’s overhead) ground bounces crouching opponents if only performed at the tip of the move on counter hit only.
-
Air fireballs have more frame advantage on block (regular = +7 EX = +14 if both are blocked)
天NERFS天
-
DF > Divekick :dp: :k: > :k:) no longer forces stand on hit
-
DF > Divekick :dp: :k: > :k:) is slower making it less useful as an anti-fireball tool.
-
DF > Divekick :dp: :k: > :k:) no longer crosses up in the corner.
-
EX DF > Throw has some extra frames of recovery on it.
-
Damage on :hp: SRK reduced to 130 down from 150 in SF4.
-
Vortex game isn’t as reliable anymore due to the roll system.
-
Far St.:hk: , the second hit whiffs on every crouching opponent instead of certain characters.
-
Invincibility on :mp: SRK has been reduced making HP SRK the go-to anti-air for beating jump ins clean.
-
Damage on both ground and air fireballs reduced (ground = 60, air = 40)
-
Decreased active frames on cr.:mk: it’s kind of similar to Ryu’s in AE before it was improved in AE 2012.
Probably a better comparison would be something like Oni’s but with slightly more range I think?
- Lack of the focus attack system and armor breaking moves means some setups don’t work anymore (e.g. Demon Flip Palm > Option Select on Juri and Balrog)
天OTHER NOTES天
Fireballs are stronger in this game due to the lack of the focus attack system.
Fireballs are also stronger as well due to the increased blockstun in SF X Tekken.
The longer stages can make getting past air fireballs difficult if used smartly.
DPs / SRKs (especially Akuma’s) are now stronger as a whole because you can make them safe by tagging into your partner.
His overhead ( :f: + :mp: ) can be followed up with should you have one bar of meter for a
switch cancel.
More hitstun in moves makes Cross-up J.:lk: pretty powerful as you can land a cr.:mp: much easier.
Akuma’s DP / SRK also hits very slowly allowing for stronger and easier setups for your partner
(good espeically in 2v2 situations)
His Demon Flip is his charge move.
His counter hit links from SF4 still work in this game.
cr.:lp: >cr. :hp:
cr.:mp: > cr.:hk:
cr. :mp: > Far St. :hk:
Shakunetsu can still be comboed into from a counter hit st. or cr. :hp:
Superjumping ( :u: :d: ) can make your approaches very tricky especially with Akuma’s buffed ( :d: +:mk: at the peak of your jump)
Akuma Has Two Super Arts:
Raging Demon ( :lp: > :lp: > :f: > :lk: > :hp:) 300 Damage
This version carries the properties of the ‘super’ variant of the Raging Demon from SF4. It’s a grab that starts up in zero frames making it a great punisher against moves that most characters can’t punish normally or even at all.
Also, this move is also good against shutting down the Tekken Characters’ mix-up strings especially those that go either overhead or low. More often than not, there is usually a gap in between these strings allowing you to demon in between them.
For example the infamous Kazuya Twin Fang Double Kick String (LP > MP > MK > LK)
Some Kazuya’s like to chain a cr.HK sweep from the 3rd hit thus creating a high/low mix-up.
Simply buffer the demon on the 3rd hit and then hold down-back. If performed correctly, if he goes low, you can block it, if he goes for his overhead, then the demon will come out and he’ll eat a free 300 damage for his troubles.
Although it does less damage than its SF4 counterpart, it makes up for it in its accessibility.
Meter is pretty easy to come by in SF X Tekken, you can even build it by whiffing normals and this only requires 2 out of 3 bars compared to a full super meter in SF4.
Misogi ( :d: :d: :d: > :3k:) 300 Damage (50,100,150)
Akuma’s ‘comboable’ super art.
There are two main ways to combo into this move.
[LIST]
[]Cancelling from a cr./st.:hp: or a Close St.:hk: you can chain into these and then cancel into it.
[]Landing a :lp: Ground Fireball Full-Screen then doing the Misogi
[]Landing an air fireball (EX or Non-EX) then doing the Misogi
[]Doing a st./cr.LP and then cancelling it into the Misogi as shown in this video:
[/LIST]
[media=youtube]WjCxUxl6S0w[/media]
This move arguably has the MOST priority in the game. For one good reason, it’s invincibility: Akuma is invincible throughout the whole super animation until he stops.
This move hits as an overhead as well.
This move is also good for punishing raw tags but you have better options such as EX Demon Flip to do so.
It also breaks armor on attacks such as Hugo’s Monster Lariat and Balrog’s Dash Punches as well as beats counters as well.
Aside from that, this move is REALLY slow, slower than you would think, it can easily be avoided by jumping backwards and it’s really punishable on block so I would advise that you do not throw this out randomly or use it as a wake-up option.
Ok and now all we need is some frame data and we are golden
Any other changes, please reply and I’ll update the list.