天"Mere Changes Cannot Harm Me!"天: The SF4 to SFXT Akuma Changelog

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 :smiley:
Any other changes, please reply and I’ll update the list.

天VERSION 2013 CHANGES天

天BUFFS天
[LEFT]+ The 2nd Hit of Close St.:hk: causes a ground-bounce against aerial opponents and can be cancelled into special moves.[/LEFT]
[LEFT] [/LEFT]
[LEFT]+ EX Fireball ( :qcf: + :p: ) is no longer affected by air combo damage scaling.[/LEFT]
[LEFT] [/LEFT]
[LEFT]+ Far St.:hk:'s frame data changed from +5 on hit/ 0 on block to +6 on hit/-2 on block[/LEFT]
[LEFT] [/LEFT]
[LEFT] [/LEFT]
[LEFT]+ Far St.:hk: the second hit no longer whiffs on crouching opponents[/LEFT]
[LEFT] [/LEFT]
[LEFT]+ Far St.:hp: is now special cancellable[/LEFT]
[LEFT] [/LEFT]
[LEFT]+ :mk: Tatsu damaged buffed up from (40+20+20) = 80 to (40*3) = 120[/LEFT]
[LEFT] [/LEFT]
[LEFT]+ :hk: Tatsu all hits are guaranteed once the first hit connects[/LEFT]
[LEFT] [/LEFT]
[LEFT]+ Regular Demon Flip > Divekick damage increased up from 50 to 70[/LEFT]
[LEFT] [/LEFT]
[LEFT]+ Regular Demon Flip > Palm damage increased up from 70 to 100[/LEFT]
[LEFT] [/LEFT]
[LEFT]+ Regular Demon Flip > Slide damage increased up from 60 to 80[/LEFT]
[LEFT] [/LEFT]
[LEFT]+ Misogi hit-box increased[/LEFT]
[LEFT] [/LEFT]
天NERFS天

[LEFT]- Airborne Tatsu hurtbox increased[/LEFT]
[LEFT] [/LEFT]
[LEFT]- Air Fireball hit box reduced[/LEFT]
[LEFT] [/LEFT]
[LEFT]- Air Fireball has an extra 5 landing frames when used in a jump back.[/LEFT]
[LEFT] [/LEFT]
[LEFT]- :mp: & :hp: SRK’s blockstun reduced by 10 frames[/LEFT]
[LEFT]The second hit doesn’t hit crouching, blocking opponents[/LEFT]
[LEFT]Reduced pushback on block[/LEFT]
[LEFT] [/LEFT]
[LEFT]- :3k: Teleport[/LEFT]
[LEFT]Reduced distance covered[/LEFT]
[LEFT]Invincibility changed from 1-40 to 1-30 frames[/LEFT]
[LEFT]Full frame length changed from 54 to 64 frames[/LEFT]
[LEFT] [/LEFT]
[LEFT]- :3p: Teleport[/LEFT]
[LEFT]Reduced distance covered[/LEFT]
Invincibility changed from 1-50 to 1-40 frames
Full frame length changed from 61 to 72 frames

**天SPECIAL MOVE METER GAIN **
CHANGES天

[LEFT]Gohadoken ( :qcf: :p: ) : whiff 15->5, on hit 40->20[/LEFT]
[LEFT]Shakunetsu Hadoken (L) ( :hcb: + :p: ) : whiff 15->5, on hit 20->25[/LEFT]
[LEFT]**Shakunetsu Hadoken (M) ( :hcb: + :p: ) :**whiff 15->5, on hit 20×2(40)->15×2(30)[/LEFT]
[LEFT]**Shakunetsu Hadoken (H) ( :hcb: + :p: ):**whiff 15->5, on hit 20×3(60)->10×3(30)[/LEFT]
[LEFT]Zanku Hadoken ( :qcf: + :p: whilst airborne) : whiff 15->5, on hit 5->16[/LEFT]
[LEFT]Goshoryuken (M) ( :dp: + :mp: ) : on hit 20+20(40)->30+10(40)[/LEFT]
[LEFT]Goshoryuken (H) ( :dp: + :hp: ) : on hit 20+10×2(40)->20+10×2(40)[/LEFT]
[LEFT]Tatsumaki Zankukyaku (L) ( :qcb: + :lk: ) : whiff 15->10, on hit 40->20[/LEFT]
[LEFT]Tatsumaki Zankukyaku (M and H) ( :qcb: + :mk:/:hk: ) : whiff 15->10, on hit 40 x number of attacks->20+10 x number of attacks[/LEFT]
[LEFT]Airborne Tatsumaki Zankukyaku ( :qcb: + :k: whilst airborne) : whiff 15->0, on hit 40->35[/LEFT]
[LEFT]Hyakkishu ( :dp: + :k: ) : whiff 10->0[/LEFT]
[LEFT]Hyakki Gosho ( :dp: + :k: > :p: ) : whiff 0->15[/LEFT]
[LEFT]Hyakki Gojin ( :dp: + :k: > :k: )****: whiff 5->10, on hit 40->30[/LEFT]
[LEFT]Hyakki Gosai ( :dp: + :k: + :lp: > :lk: ) : whiff 5->15, on hit 40->60[/LEFT]

天CHANGE-LOG NOTES天

Cl st.:hk:'s bound pushes you some distance away and has a air combo count. That said, you can get two in off of a launcher.

It also allows you to safely raw tag from the bound, connect a Misogi and even store a free counter hit.

Far St.:hk: can whiff if not performed close enough. There is a specific range you must be to get both hits to connect against crouching opponents.

Far St.:hp: combos into Misogi.

:mp: and :hp: SRKs still connect fully on crouching opponents on hit but won’t hit fully on crouch blockers.

EX SRK can still be used to tag out safely.

Follow-ups from an EX Demon Flip no longer have a damage boost compared to non EX.
e.g. Pre-Patch Dive Kick used to do 60 and around 70 EX but this is now gone. Damage done in follow-ups have been standardized across the board.

Raging Demon can catch rolls.

Hey guys, I believe you could use roll to your advantage. I think you can auto correct a Demon Flip. But, I can’t test it properly, due to my broken stick. :frowning:

Just out of interest, how did you set this stuff up?

CPU, recovery forward. Here’s the thing, as they’re rolling you can input things. IO just can’t practice it properly, as I don’t have my stick.

Oh so something like:

DF Palm Knockdown > Walk back a bit > Jump > :d: + :mk: > Buffer DF to chase roll?

Nope, more like this:

Sweep, see them roll, then DF. There is a way to make it autocorrect, I’m certain of it.

Obviously, anything into a hard knockdown can test my theory.

I give up, I tried to have my friend auto correct it, but it just wasn’t possible. I know this though, you turn towards them at the last second, IE, when they finish their roll, but I believe that’s obvious.

Something similar to this right?
[media=youtube]R5HKcO7UmXI[/media]

The idea was to input the DF during their roll animation, but I just can’t get it to work. Maybe it was a glitch, but, I’m sure there is some kind of autocorrect.

I like the idea behind this thread! At first, Akuma may appear to be just like SSF4, but he’s clearly not.

However, I noticed some inaccuracies that may need to be fixed.

  • H SRK did only 150 damage in SSF4. Not sure about Vanilla as I can’t seem to find this data anywhere.
  • M SRK deals more damage now. It does 140 instead of 130.
  • Ryu’s Cr. MK is amazing in AE 2012… It has more active frames than it did in AE, so I find it odd that you used this comparison.
  • Fireballs being stronger is debatable. I honestly think they are weaker. For one thing, jumping is faster in this game, so much that even Ryu and Sagat cannot reliably anti-air an opponent who jumps over their fireballs. Also, many characters have ways around projectiles, such as Bryan’s Super Art, Kazuya’s Mist Step, and Dudley’s/Steve’s Ducking. The lack of Focus Attack makes fireballs stronger at certain ranges, but not everywhere.
  • The number of hits in any attack has no effect on damage scaling. Try testing this with different characters. For instance, Ogre’s Super Art hits 9 times and does 300 damage, so see whether it does the same damage at the end of a combo as Akuma’s does.

Ok I’m in the process of making SRK edits now.

Oh yeah the Ryu reference that I made concerned the Chocolate SSF4 to SSF4AE change to his Cr.:mk: it was something quite a bit of Ryu players moaned about afterwards. But I’ll change it :).

Though as you said, fireballs being stronger in the game is debatable. If you are standing mid-screen and you are throwing fireballs I personally don’t think that it’s a strong tactic because the mid-screen fireball game isn’t as good as it used to be in my honest opinion due to most of the anti-fireball tools reaching around mid-screen’s distance.

That said, I do think they are stronger at full-screens distance due the longer stages because not a lot of characters have full-screen anti-fireball tools at least without having to burn meter. The main exception to this rule would most likely be Ogre and Kazuya.

Also having longer stages makes it slightly easier to react to things as well as some characters’ anti-fireball tools have been made a little worse in comparison simply because the stages are longer. I used to fear Ryu Tatsu-ing through my fireballs in SF4, now if he does it, it’s something I personally am not really as scared of anymore because it tends not to hit me as much.

EDIT: Oh yeah and I will test out that stuff you mentioned on Damage Scaling as well. If it is the same that would be a bummer considering his set-ups for Misogi do less damage than a good bunch of characters and they’re harder to land (well at least from mid-screen that is.)

Yeah, one of my pet peeves is Ryu’s Tatsu passing through my fireballs from full-screen distance. >:(

Back to Akuma, I think he has a lot of potential in this game.

  • Safe DP tag cancels
  • Great oki game using auto-corrects to catch rolls and so many options from Demon Flip, cross-up Tatsu, etc.
  • High corner damage output
  • Great tag synergy: any character can benefit from his DP tag cancel

However, he has to be played perfectly due to his low health and reliance on strict juggles and links for damage. That’s why I haven’t played him lately… :frowning: Maybe I will try him again soon, since he is really fun to use.

Should you do end up playing him, may your journey be fruitful and entertaining and not as painful as mine…well at least when I first started.

I mean don’t get me wrong, there will be times where you will lose to stupid stuff that normally you would never think of getting hit by because the average ABC launch does a good amount of damage on him.

HOWEVER!

Should you win, you have the dubious pleasure of watching basically take a dump on his opponent with his lines as well as possibly recieve some salt from other players because they ride on the ‘high-horse’ mentality in the fact that they think that Akuma is absolute SHIT in this game and you can laugh knowing that you have won because you straight up out-played your opponent.

With a character that most people deem as ‘crap’.

Is it just me or is the hitstun on his air fireballs a lot less than in SF4? At least on the EX version anyway; I believe in SF4, if you did the EX air fireball and the first one hit, the 2nd one would almost always combo if it actually hit them. That doesn’t seem to be the case anymore.

Though, since meter is better off saved for Raging Demon in this game due to the sheer amount of stuff it can punish, we probably shouldn’t be using EX fireballs in the first place.

You can use the EX Air Fireballs as like a really weird approach tactic.

Like do an EX Air Fireball > Demon Flip > Palm to smack them over the head should they want to press buttons to anti-air you leading to a counter hit juggle.

You can also do them out of regular demon flips which is also good as it gives you another option out of them.

But yeah other than that, they aren’t really that great.

They did mention about the use of meter in SFXT once at that SFXT Capcom panel at EVO right? People were saying Switch Cancels are better than using EXs.

Personally one dream change for this move for me would be to make Akuma shoot out air fireballs depending on what buttons you pressed to do them similar to Jin’s EX Penetrating Fist.

:lp: + :hp: shoots one :lp: air fireball and one :hp: air fireball

:lp: + :mp: shoots one :lp: air fireball and one :mp: air fireball

:mp: + :hp: shoots one :mp: air fireball and one :hp: air fireball

Would be good especially for in roll situations :slight_smile: .

EDIT: I can imagine this right now

Forward Throw

TK EX Air Fireball :lp: & :hp:

Opponent rolls: Get’s crossed up by the :lp: air fireball

Opponent doesn’t roll: Has to take the :hp: one as meaty.

Hey if Cole can do a similar thing why can’t Akuma?

You can also combo off Air Fireballs into Misogi, even the non-ex version. So they both have this use.

Updated I put a note in the Super Arts section:tup:

Wait really? Could you explain a bit more?

I’m assuming he means it assuming that the opponent is standing and isn’t in a juggled state. It works pretty well especially if you want to catch raw tags from full-screen with it. And your Misogi will do a bit more damage as it won’t be scaled if you connect a fireball beforehand.

Off the top of my head an :lp: Ground Fireball into Misogi does more than 360 damage. Interestingly should you combo into Misogi via a fireball, the last hit of the super will do 151 damage instead of 150 like it usually does.