Yes I’m serious lol. Akuma’s actual combos are easy. I’m not denying that Viper is much more difficult in that category. Sorry if I made it seem like I’m saying Akuma doesn’t have easy combos. He does. That isn’t what I meant when I said he’s one the hardest and most demanding characters to play well…much harder than Viper and Seth.
Opponent has to block if the DF palm is a proper meaty safejump whether it’s overhead or not. What sucks is even with the overhead palm nerf, Capcom didn’t even give us a petty buff like adding an extra active frame or improving the palm hitbox a bit =(
Well I don’t think it works that way… I mean I think they just change the move property, so that instead of being H, it’s now HL. Basically they should not be touching the hitbox.
Exactly, I’d have loved a 3f active palm, the window for it is damn small. It’s not rare (to me at least :<<) to whiff it or screw OSs because you’re paying attention to the meaty.
We don’t know that yet. I’d like to think we’ll get a little stealth buff. For example, jump forward air tatsu looks to be sharing a similar trajectory to Ryu’s reworked air tatsu. And for Capcom to have tamed our vortex setups I’d like to think we will have received a little bit of extra stun on some attacks. One match at the location tests I watched had Tokido suck Rufus in with lp, lp, c.mp xx EX tatsu from a good distance away for full hits which made me think perhaps EX tatsu has been fixed back to its previous state in Super.
I just plain can’t get fixated on 2012 yet because the verdict on so many aspects is still out. And you know what? AE is still the current iteration of the game and 2012 has no release date so I’d rather focus on what matters - that which is Akuma as he stands currently.
On an unrelated note, I’ve started using forward throw again. I HAVE REGRESSED!
Feels good man.
God I root for that. But the devs didn’t mention it, and couldn’t see anything from Tokidoki’s vids…
I remember that part, but it can still happen on certain hitboxes not to whiff a hit - oddly, when they’re pretty distant. I don’t have a clue on how this works though, remember it happening against Gouken, and quite a few times against Gen in training…
I thought they only fixed Ryu’s forward air tatsu?
Ya, so sayeth the blog and stuff. One particular air tatsu looked like it had a shallower angle than usual to me, so I’m wondering if Akuma got the treatment also.
LOL! Yeah, that forward throw man… It’s a crutch, but I LOVE IT!!
I really don’t think Capcom is going to give extra stun to Akuma,I’d like to believe but since Akuma is getting nerfed between each version,I really think Capcom just want to nerf him.
But hey,listen to the guys around you,almost all of them are whispering “Akuma is fine,and still a monster,those nerfs don’t affect his gameplay,and be glad it could have been armor break property”…
So much people thinking Akuma is an OP character,and still deserve more nerfs,but the reality is that Akuma rewards the hard workers because he is one of the more difficult character to play with no doubt.Bad new,Capcom didn’t get it.
The problem with Akuma imo is that at the lower level players don’t know how to punish teleport. So aslong as he has that people are always gonna complain about him being to good.
ftfy.
Hey all, i’ve been an akuma main since vanilla, and to tell you the truth I was really pissed when that list came out. Just kinda faced-palmed for a good ten minutes thinking about all the negative crap.
Real talk, It’s not going to be that bad. When we play, we just have to be more on-point than we ever were and really think about everything we throw out. alot of my problem way back when is my auto-pilot would turn on alot. I think learning some new setups (cuz, face it they are out there) will heighten my ability to really think about what I do, and im sure it will be the same for you.
How many times do you really go for palm-whiff high-low mixups? like once a match? and 100% of the time against balrog? lol
Point is, we F*ckin’ main akuma. We have alot of tools, and these changes will not only keep us on-point, but let us explore that old-time feeling we got (at least, i did) when we started really being good with him.
It’ll sorta like playing halo 2 all over again… If you know what im sayin.
Just my 2 cents,
Chairman
I was glad when people stopped complaining about run away fireball since that crap is actually easy to stop when the Akuma player doesn’t know what he is doing.
You can seriously tell who doesn’t know jack about Akuma by what they complain about. If they are complaining about air fireballs, teleports, or cross up tatsus odds are they don’t know what they are talking about.
Actually cross up tatsus are the only thing to complain about (after a knockdown ofc).It really is hard to deal with imo.
Most characters can focus dash out, auto correct SRK, auto correct ultra, lower their hit box, back dash, teleport, or many other escapes. The cross up tatsu by itself is a weak mix up against most characters, but not to say it is useless. You have to set it up to use it well.
IMO out of Akuma’s large arsenal of mix ups, the cross up tatsu is probably the most basic and easiest to defeat. It is a move that is great when you opponent isn’t expecting it, but can lose quite easily if your opponent knows it is coming.
Yeah i learned the hard way not to use it against rogs who know what they are doing. Autocorrect u1 > me.
Lol that sucks man…
Eh with Rog even without Ultra he can still armor his way out.
Nonsense. Especially in AE.
Well that’s not entirely true. If done well (proper timing and distance) it’s impossible to distinguish a j.hk from a crossup tatsu.
This means that if they try to:
Focus Dash: they still have to guess because if they dash the wrong way they’re gonna eat a lot of damage. And if they charge their focus before dashing to see which side you’re on, you still have time to hit them.
Auto correct srk: there is no such thing as “auto correct”. If you get the srk to “auto correct” it’s because you delayed it…and to auto correct vs a crossup tatsu you have to delay it A LOT. Which means that if someone if coming at you with a j.hk you’re gonna eat an enormous combo because you weren’t blocking while trying to “auto correct” your srk.
Auto correct ultra: same as before, it’s easier to automatically auto correct (if that makes sense, lol) because the input is longer and the game engine might do the work for you…still, it’s a 100% guess wakeup ultra…what if you were doing a j.hk and you end up blocking? Free raging demon for 510 damage.
Lower their hitbox (ie: shoto c.mk , yun c.lk): Again, they’re gonna get fucked by j.hk os sweep. They’ll either get hit by the j.hk if it’s meaty or the j.hk will miss and they’ll get hit by the sweep.
Backdash: OS sweep takes care of that. Really easy and back to square 1.
Teleport: you might be coming with j.hk os demon flip and they’d eat a full fat combo…or OS demon. Whatever, it’s not a good idea for most characters
Now let me tell you something: Personally, whenever I see a good akuma player coming at me after a throw with 2x dash I block NON crossup 90% of the times unless i really see a predictable pattern going on. It’s always better to get hit by crossup tatsu sweep than it is to get hit by j.hk c.lp s.hp > bnb or fadc > bnb into sweep again. Even if you get hit by tatsu > sweep 3 fucking times in a row you’ll still have suffered more or less the same damage/stun as you would if he hit you only once with a full combo.
Crossup tatsu is a REALLY strong mixup even if just for the fear of what could be coming instead of it. That’s why tokido actually goes for j.hk most of the times and he often happens to hit: because people are scared of the crossup tatsu. Without it, or without the fear for it, akuma would lose a good 50% of his mixups.
Regarding the last bolded sentence: …like…every single one of his mixups? If “they know it’s coming” it’s because the akuma player suck and isn’t doing a good vortex. Each of his options can be beat/escaped if the opponent knows that it’s coming.