SSF4 AE v2012 - Official Akuma Changes Discussion

Which is why I said you need to set it up. If it is the only mix up you are using it really isn’t that hard to defeat.

Again that is why I said you have to set it up properly. If you don’t show you are willing to use j.HK then they have no reason not to look for tatsu counters. The Tatsu by itself isn’t that strong of a mix up because you can defeat it, but if they are busy worrying about safe jumps then they are less likely to try to counter. But several characters have ways to punishing it no matter how well you space or time it.

So going back to my original point, just using cross up tatsus won’t get you anywhere because of how easy it is to beat if it is read; however, when used in junction with his other tools it can still be useful.

It’s obvious that using only [insert mixup name] won’t bring you anywhere because of how easy it is to beat. Every single one of akuma’s vortex options is “easy to beat”, unless it is a safe jump…and any character can do safe jumps. It’s called “vortex” and “mixups” because you have to mix them up to be effective.

But in your previous post you were “dissing” Akuma’s crossup tatsu as one of his weakest vortex elements, which just isn’t true. It’s weak if used alone (but that’s not the point of the vortex anyways), but if akuma lost it he would immediately lose AT LEAST 50% of his vortex potential because people would just block non crossup every single time since akuma wouldn’t have any true ambiguous non-corner crossups.
I’d go as far as saying that Akuma without crossup tatsu would be less scary than akuma without df throw and palm. Let’s face it, empty palm mixups aren’t that hard to block offline, there is more than enough time to look for them. A properly spaced crossup tatsu on the other hand is totally ambiguous and there is no way to tell if it’s coming other than doing a guess.

I was “dissing” that alone it is one of the weakest. I never implied that it sucked completely. Basically I was saying that because for most of us it was our first mix up and a lot of newer Akuma’s only know how to use that mix up. So it gets more hate than it deserves since it is a tool that requires good fundimentals to use properly.

I have to agree with Superlollo. Whether it’s his strongest or weakest tool, it’s still a TOOL that we can use for mix-up opportunities and its loss will be felt, I’m sure, once the “patch” hits. If anything, Tokido showed us that it’s possible to win without the x-up tatsu as he rarely uses it. But “rarely” doesn’t mean “never”. And really, Tokido’s got about a zillion setups and he’s usually on the dot with all of them, so why am I even taking HIM as an example??

I know what you were trying to say Sol, but really, a lot of us “beginner” Akuma players have to rely on the easier setups until we become more confident in using his other setups.

I wonder with the 2f throw nerf if we’ll be able to still beat Ryu’s reversal DP with x-up tatsu, that would be good since he’s already not safejumable (I think we’ll eat a DP after throw x2 dashes no matter what now vs him, but hopefully that’s not true).

I think that’s all about setting it up, when it comes to crossup tatsu.

Make it unpredictable, well spaced, and it’s going to be tough for the opponent even to see it coming, let alone guess where to block.

So, Ono stated they’re gonna release/start beta loketests soon…

http://twitter.com/#!/Yoshi_OnoChin/status/110895311978905600

What you think guys, will they change anything? I mean not only with Akuma. There’s also people on Ono’s twitter asking to bring Makoto back to 1000 hp lol…

Kind of unrelated, but having played Tekken during childhood, I’m looking forward to it:

http://twitter.com/#!/Yoshi_OnoChin/status/110902290101178368

Akuma will stay nerfed and will receive no buffs.

We might see a little more work done to Yun and Fei as many felt their revisions changed little to nothing but I don’t think any major surprises will emerge beyond what we’ve seen so far. 2012’s changes are very subtle though ironically its looking like this revision has had a lot more work put into it than AE ever did.

Just leave it at Super already. I would love to play that game again but shame everyone else always stays on the latest one. That was so nicely balanced.

This is because evo is on PS3. Tokido plays only on Arcade cabs and Xbox when he is at home. PS3 version of SF4 has a 2 frames of lag compared to Xbox. This is why he couldnt hit the sweep, especially on characters like viper where it is a pretty difficult window

http://blog.livedoor.jp/umesokunews/archives/3020942.html

Someone’s going to have to translate that because google translator is crap for Japanese.

from a glance its like daigo is using gouki at an arcade vs nemo

people are speculating if he is switching to gouki etc…

Umehara Gouki. Guess we’ll have to wait and see.

Personally I don’t see him making the switch but this could be interesting nonetheless.

Daigo’s yomi + Akuma vortex.

I don’t wanna see that happen.

Everyone is fixated on Throw and double dash. Look at my recent match vids. Lately I just walk up after then j.hk / cross up tatsu. Even more ambiguous and may still be viable after throw nerf

Could be still viable if you can get within the correct distance in 34 frames or less.

Don’t see this happening, he would’ve jumped on Akuma’s wagon when he was a beast back then.

Will probably switch to Ken or Ryu if you ask me, way more solid and matching his style.

If Daigo was thinking Akuma I could see him using Evil Ryu instead. With his buffs he is set to be strong.

Yeah, that was the idea. Though he’s always relied on bulkier characters, hasn’t he?

I mean he used Yun 'cause he knew the character was strong (and yet, he couldn’t win), and I can only remember him playing Akuma against Valle in Alpha, that was a lot of time ago.

All honest, I think he’d be good with Ryu: just counterpick 2-3 characters (like Sim, Fei and Abel) with Yun.