I’ve been hesitant to give my own thoughts on this, namely because I’m not a pro player and as an amateur I don’t feel qualified for any bitching, but I do have thoughts on this that I feel aren’t being addressed, as well as some lingering opinions about what’s been said so far.
So let me get this straight - if I’m understanding this nerf correctly, and my knowledge of Akuma’s safejump setups is correct, then we suffer from these issues:
a) Losing the safejumps from the exploding heart technique on
Adon
Blanka (when he has meter)
Cammy
Chun (when she has meter)
DJ
Fei
Gen (gekirou light v. has 5 frame startup, the rest have 7)
Ibuki (when she has meter)
Makoto (when she has ultra 1)
Sagat
Seth
Fuerte? though we might avoid his leg grab anyway, would perhaps require testing
Rose? when she has meter, again not sure if we just avoid the air grab like fuerte
T Hawk? when he has meter, i think only his EX is invincible correct me if i’m wrong
Yun
Yang
Out of this list, I think it will only really affect Adon, Blanka, Cammy, DJ, Fei, Gen, Sagat, Seth, Yun and Yang. The rest are either dependent on meter, or they’re characters we otherwise dominate anyway. The good news is that we still have safejump setups with tatsu -> sweep against all of those characters with the exception of Blanka/Yun/Yang. I particularly feel that Blanka will be much more annoying to fight, given the fact that he can safely be more reliant on his charge due to palm no longer being an overhead + losing this setup.
b) Losing safejump option selects after a f.throw against the same characters listed above, due to not being able to get in position for them in time. Perhaps a single dash -> delay -> HK DF palm can still recover in time to sweep some characters, but I’m not sure.
c) All crossups after an f. throw are now easier to autocorrect by delaying reversal, since the only way to get into ambiguous crossup range is to use the exploding heart technique
d) Other option selects may suffer from this. Will probably require either testing post-patch or someone’s ridiculously vast knowledge of frame data, especially for the faster backdashes
So it’s a slight nerf that will affect some matchups, about half of which were 5-5 (Adon, Blanka, Cammy, Yun, Yang, right? Sagat may be 5-5 too, but it’s harder to justify). Overall I think this will affect the matchup agaisnt Blanka much more than the other characters, although it will REALLY suck losing this specific tool against those other 4.
The relieving thing about this nerf is that it ONLY affects certain situations which are in our control, and the only thing we lose is an advantage we used to have. With the exception of Blanka. Without being able to use this setup to bait out EX, he will end up holding onto EX meter much more easily, which prevents us from zoning him out from beyond his slide range. This matchup was already annoying as fuck, and this nerf just gives Akuma players even more incentive to RTSD, play more aggressive footsies and put Blanka into the corner even faster. Also will become much more important to look for counter hit crMP into sweep as the primary means to get a safejump setup in which we can bait out his meter. Below that matchup, I think this nerf hits us the hardest against Yun/Yang, mainly because they are very commonly used and we will have to deal without a safejump after throw more often.
There is one thing I’m not hearing anything about here though, and that’s the hidden nerf to Akuma’s counterhit setups from this - in all of the matchups where Akuma suffers from this nerf, his throw is no longer feared to the point where we can get these characters to mash OS tech up close. Meaning our counterhit setups will materialize much less often. This is EXTREMELY problematic for all of us who are just going to choose to look for throws less often as a result of losing our safejumps - in all actuality we should be trying to use our throws MORE now because people will fear them less and mash OS tech less - but even when we score the throws we lose our setups after them so the throw is not very useful to us. In essence, we exchange the damage from our counter hit combos (especially CH crMP into stHK BnB), as well as the safejump followups that come from those combos into sweep, with the paltry damage of a throw, with no opportunity for any reliable okizeme afterward. I strongly feel like this is where Akuma is going to suffer the most, especially at high level play.
If anyone thinks I’m spouting nonsense let me know, heh.