Edit: I just saw metallicaband’s comment:
“Or maybe Capcom won’t include this retarded nerf lol? I say we wait until things are official instead of potentially wasting our time finding setups that we won’t be able to use later.”
and I agree with him.
At any rate, here’s what I typed anyway:
Some more numbers. It would be great if I could be corrected on stuff I may have wrong as I’m a bit unsure on HK flip palm whiff frames and am a bit apprehensive at throwing this info out, but I figure its a good place to perhaps start:
- x2 dashes = 36 frames
- Forward throw advantage = 74 frames
- Demon flip = 5~39 (airborne) = 39 frames?
- fs.hk = (8+ 2(8)2 + 16) = 36 frames (?)
- fs.hp = (6+3+16) = 25 frames?
- c.mp = (4+3+9) = 16 frames
- c.mk = (5+3+13) = 21 frames
- c.lp = (3+2+7) = 12 frames
- c.lk = (4+2+9) = 15 frames
Typical reversals are 3f, 5f.
So, for safe jumps:
Forward throw > dash > c.mp > hk flip palm whiff
74 - 18 - 16 - 39 = 1 (AE) ?
76 - 18 - 16 - 39 = 3 (2012) ??
Forward throw > fs.hk > hk flip palm whiff
74 - 36 - 39 = -1 (AE) ?
76 - 36 - 39 = 1 (2012) ?
Forward throw > dash > c.lp > hk flip palm whiff
74 - 18 - 12 - 39 = 5 (AE) ?
76 - 18 - 12 - 39 = 7 (2012) ?
Forward throw > dash > c.lp > hk flip palm whiff
74 - 18 - 15 - 39 = 2 (AE) ?
76 - 18 - 15 - 39 = 4 (2012) ?
Gauging palm whiff data is difficult. Does anyone have solid figures on this, or is it variable based on the time you execute it?
More frame data:
http://www.eventhubs.com/guides/2008/nov/13/akuma-gouki-frame-data-street-fighter-4/
Again, this is all very premature but with frame data and assuming forward throw remains the same albeit with a loss of 2f of advantage, its possible we can figure out new safe jump setups at least. Cross-up tatsus I feel are definitely out regardless (from forward throw). I’m just putting this info out for discussion.
Also worth noting is the developer notes translation for Akuma:
“We have made modifications taking into account the overall gameplay balance, as well as his potential for loop setups.”
Meaning they want to remove Akuma’s ability to maintain vortex based offense, which effectively pins opponents into accepting a barrage of safe mix-up based setups. Forward throw is key to maintaining at least two iterations of guesses when executed correctly, so for them to reneg on this change pretty much flies in the face of their design decisions for 2012.
I’m adamant this change will not be undone and we have to deal with it. Akuma’s vortex setups are now cut back to stemming from flip grabs, palms and sweep. Personally I’ve never been able to get anything reliable from back throw as it leaves opponents in an awkward position for Akuma to effectively maintain momentum.
The addition of two frames at least gives us some information to work with.