Wait what, Ryu? I though this was the Akuma forums.
Anyhow in case you just made a mistake, I’d like 2 of the 4:
- increased HP
- increased damage
- faster startup on moves
- return Vanilla Tatsu hitstun
Wait what, Ryu? I though this was the Akuma forums.
Anyhow in case you just made a mistake, I’d like 2 of the 4:
More range on his moves so he isn’t so stubby. Add in a low option that is comboable when no Demon Flip option is used. Buffed Health…Down Down+ 2 Attack Hypers to turn into either Shin Akuma or Oni(Ha). Mostly just the range on his moves, he’s already super solid. Flip is just me and Oni transformation thing is just for laughs.
As for Ryu, make his sonic hadoken dash cancelable at anytime. Make it useful/ able to combo.
demonflip throw option would be nice
Misogi anyone? That’d be cool
My wishlist:
Yeah, the st HK would be more than enough for ranged normals if they put it in and did it well. I’d say 8 frame startup. So long as at least one normal has decent range, then it’s enough, Wolverine and Vergil proved that. As one of the few invincible special moves, aerial recovery after DP would be a bit…off, especially since it’s an easy cancel into beam for safety. If the teleport is invincible from frame 1, that’d be a bit much, but from say frame 5 or 6 or so that’d be nice, though there should be a little more recovery on it to make it balanced.
Maybe not that they’re in a crumple state, that’d be untrue to the origins of the Raging Demon, but perhaps increase the knockdown time to allow OTG from Flip M
Vergil can cancel his Shoryuken-like move into a teleport. How is that fair?
Also, Shoryuken is kinda useless in this game. Too much risk, too little reward.
Why would his teleport be invincible from frame 0 be too much? The teleport is kinda useless as it is. Too much startup frames and not THAT good for mixups. The opponent always needs to be nearby.
Yeah, increasing the knockdown time would be ok too.
Because his DP is significantly less useful than Akumas, which I do find a lot of uses for, such as beating armor characters and others who like to try and throw out Hypers like Spencer. It may not be THAT good for crossups, but I do find the teleport pretty useful. Then again, I play him on point (most of the time) with Disruptor backing me up, so it makes sense it’s more useful to me. Because of how slow it is and that it travels, it’s great for delayed input mixups with Disruptor. But still, the strongest mixup Akuma has isn’t TP mixup, so that’s fair. (mmmmm…jump ins with Akuma…). As for why no frame 0 invincibility, it basically gives uncounterable mixup attempts for free. You’d notice that all of the invincible moves(Minus Hammer) comes with a lot of risk, and in a crazy game like this, something as invincible as a 0 frame invincible crossup can be scary good. I did have annother interesting and much more useful idea while typing though: Make the teleport Special Move Cancelable. Would be interesting.
Oh, make his ground throws all last long enough to land flip as well. Make Akuma a grappling monster like Taskmaster and Nova.
Morrigan’s DP doesn’t have invincibility, but its really fast and turns into a full combo.
The only usefull thing I can see in it is the “get off me” factor. Ok, maybe it is fair after all =(
Why would you use a DP to break the armor of a character and if they happen to block, you are forced to spend one meter to stay safe? I totally wouldnt do that!
Teleport is punishable as it is. It’s recovery is not safe. Could stay like that, so it is punishable after all. Should become just like in SFIV.
Oni mode would be awesome to have!
I didn’t say I use it regularly. I keep it around for the occasional Hulk mash H grab wars that come online. Option selected either grab or DP to get them off me. And before you say that ‘Hulk grab isn’t that bad, just take it’, the main Hulk I play has Nemesis backing him up, so he gets a full combo from a TAC if he lands ground grab.
‘Safety’ is generally not a big issue in this game. I mean, yeah it is, but even unsafe moves can be 1) Canceled 2) covered by assist or 3) just flatout not punished because opponent expects the above two. Vergil and Wolverine’s crossup attacks prove that. Heck, Vergil alone proves that. And while Akuma doesn’t have a powerup hyper to hide behind like Charge or Swords, he is the only one who doesn’t have to blow 3 bars for an invincible attack/a move that safely pushes them away. Infact, I’m pretty sure that if, for example, Dormammu Chaotic Flames a teleport/crossup on reaction, Captain America, Akuma, Jill, Frank and Phoenix are the only ones who can keep themselves safe via counterreaction Supers with only a bar (I’m away from my guide, so can’t confirm). Of those, Frank must have some levels and Phoenix shouldn’t spend meter, making Akuma one of three people in the game who can teleport and still have options.
I’d rather just have Oni as a separate character myself and give Akuma Shin Akuma
I generally agree with your changes(although Im generally happy with akuma in this game tbh), but vergil and akuma’s dp’s aren’t comparable, for one akuma’s has invincibility(6-10 depending on strength used) and he can cancel it into a gohado to keep it safe or call assists prior to using it to make it completely safe(dante keeps it pretty darn safe).
As for the teleport, not sure if gilgamesh has already answered this(sorry bro, in a hurry, not reading all that text) but very few(if any) teleports are invincible on the first frame pair that with the fact that akuma’s teleport is(correct me If Im wrong) relatively safe. At the very least its a lot safer than almost every other teleport in the game because its hyper cancellable. If it had 0 frame start-up it would probably be VERY unfair, I mean 0 frame start-up, 4 frame recovery, 15 frames of invincibility AND hyper cancellable. I know this is marvel but thats a lil cheap even for this game.
I do agree with pretty much everything else, more options off a ground throw would be good and a demon flip throw would be pretty awesome. With all that said though, Im very happy with akuma as it is.
Akuma’s teleport doesn’t work like most do.
It works like Cap’s carthweel or Frank’s roll.
That’s why I want it to be invincible, just like them.
It’s startup takes too long!
Couldn’t we solve this by simply making the teleport have less startup? It won’t be hella broken, be more accessible as a crossup, and it’ll still retain invincibility and function more like Cartwheel or Barrel Roll like you want.
Another options is to make it much, much faster in transit, or increase the distance. Something to compensate for the long startup.
Well I think we’re spending too much time discussing potential buffs that may happen in a rumored patch. For all we know the patch might be fake, or turns out to be real and akuma either gets left alone entirely, or nerfed(because I honestly believe he is a good character).
And on that subject, been waiting for them to upload this match [media=youtube]tmVLuq4Zmfo[/media] has some nice akuma play.
It’s something to talk about to kill time. Just fun casual.
So any more point Akumas as of late?
lol over my dead body, I can’t bring myself to give up tatsu, I don’t enjoy playing akuma enough on point to give up using tatsu. I mean Im probably going to learn playing him on point with w/e team I settle on for him, but thats just in case he gets snapped in.
Point Akuma is ridiculously good IMO top 10 but, needs a beam assist the only thing point akuma should be worried about is random Hyper like vergil or wesker also chip.
It’s very easy to give up tatsu really. While it’s a superb assist, so many other moves can take it’s spot. Plus if it REALLY bothers you, pick a team where the order doesn’t really matter. For example, my point Akuma team is Akuma/Mags/Doom, and while I’ve been considering Strange since Bolts is probably OP good with Akuma, Disruptor is fine, Missiles are fine, Tatsu is fine. Each of them make good point characters and other than Doom being in the far back, make excellent anchors. So yeah, if you don’t want to give up Tatsu, make a team where Tatsu is competing for core assist.
I know, jam session akuma works really well so I can just switch up the order on my current team, but like I said in my last post, I don’t enjoy playing akuma enough on point to give up tatsu. Plus aesthetically speaking I just prefer seeing him in the back, I know that sounds weird but thats me.
With all that said, I do intend to play him on point from time to time just to learn how to run him on point if he ever gets snapped in or Im forced to play him on point for w/e reason.
Well guys, to commemorate the new forums, a gift for you Point Akuma users: A powerful incoming corner mixup. sM+assist call(in my case disruptor) into Demon Flip. It functions incredibly well for what it is: You use sM to keep them in guardstun to set up a close range Flip. Done well, this gives you all of the following: left/right natural reset, pressing Palm to NOT enter the corner, High/Low from either Palming or Neutral Flipping into low, and High/low if they’re kept in blockstun. It’s powerful. And if they choose to get hit by sM or they press a button, cancel into L Tatsu to get a full combo. And of course, we know what to do with advancing guard, but incase you don’t want to go for the grab, hit Fireball Flip option for continued pressure. Cannot be thrown either. About the only thing that can be done is random Super, and in that case, you can just DP them in the face.