SSF4 AE v2012 - Official Akuma Changes Discussion

The throw nerf won’t remove a lot of Akuma’s set ups but it will force us to completely relearn them. In short Capcom made our lives more diffixult because they could.

I think Daigo will probably jump on Ken, although seeing him go back to Ryu would be nice. I still think Tokido would be a better Akuma than Daigo, even though Daigo is a beast at least 3 years heavy experience with a character will far outweight what Daigo will learn, because the skill gap between Daigo and Tokido is not THAT high, though Daigo is still the better player. Akuma is not a character like Yun where you can just learn him inside out in about 1 month.

I wanna know why Oni and Evil Ryu Raging Demon do more than Akuma’s…

Haha, yes. Its pretty funny that they do. Rarely does Akuma use his super (or E.Ryu or Oni for that matter) anyway due to his meter use elsewhere though.

Man, Ive tried alot of different characters since Ive heard about the nerf, You never realize how much one full year using one character only does to you. I cant tell if i just suck ass with other chars,or I dont want to put in the time? lol.

Me losing with other chars in my head im like…“damn if I was using akuma…I woulda won that”… lmao, shit sucks,ill get over it I guess. akuma or no AE2012 for me,thats pretty much it,I honestly dont like the designs too much on other characters.

Well we rarely do, but if it didn’t have crap damage (they had a 350 Super, in v2012 it will be 370 whch is damn good - and we’re stuck with 330) I think we’d see more usage.

I’m jealus about that lol.

Because akuma has a lot more ways to land it and builds meter faster.

Akuma’s U1 should be projectile invincible for AE2012
and the motion of his U2 should be change to 2x QCB/F or HCB/F

Surely not? I was under the impression that double dash after a throw followed by a MK demon flip kick was the fastest way to get across the screen, and that even without the throw nerf we could only get there in time to beat 4 frame reversals? Which means that, with the throw nerf, we will only be able to get there in time to beat 6 frame reversals?

If it really was just a matter of having to put in the hard work of learning new set-ups off the throw, I could live with that. But everything I’ve been hearing from Akuma players is that this throw nerf completely shuts down post-throw set ups on many characters.

Tbh Oni’s kara demon is huge and he can bait/land it in the air, E. Ryu can go over lows and close gap with his hop thing. I’m not really sure Akuma’s better at landing it.

Because they glow, makes sense for Capcom.

U2 motion change would be broken. It would make it even easier to combo in to, and would make hit confirming it into cr.mp / cr.mm xx teleport xx U2 almost effortless. Being able to land it every single round off a simple hit confirm? What are we? Ryu? Viper? I think not

If comboing into it was the only issue we’d have already seen Tokido and lots of other players with great execution using it in almost all matchups. I think it’s a combination of horrible motion + mehish damage.

Maybe with 2x Up they also wanted to prevent us from using it as an antiair or as an easy punisher. Is there any Ultra in the game with a worse motion?

U2 is fine how it is. HCB motions are asinine

Evil Ryu is full of fun. I’ve started using him so much online now and no one knows that lk axe kick is -7 on block. You can literally spam the shit out of cr.mk > lk/mk axe kick to build a fuckload of meter and break armor and all that good stuff and no one knows the lk version is mad punishable. On top of that no one knows you can ultra/super/srk do whatever in between the cr.mk and axe kick. The meter building on the axe kick is insane! And if you’ve played akuma for a good while, his BnB’s are ridiculously easy to pick up. I even use the same hitconfirm as Akuma (cr.lp, st.hp) into axe kick or hadoken for a free 400+ damage if it hits.

I could easily see daigo pick him up as an alt at the least, with the buffs he seems superior, if not about the same as ryu. Although it is way trickier to open up your opponent as E.ryu, I find it pretty easy to do as Akuma for obvious reasons lol.

Well I think you’d get raped abusing those against a worthy opponent, but he’s definitely fun. Should really be viable in v2012, that guy needs health.

Btw, how does the cr.LP into st.HP link feels? Should be 1f (but plinkable). I also remember E.Ryu’s st.HP having insane range which should help from hitconfirms, how’s that?

His lk axe kick is -7 on block??! Wasn’t it mentioned in the dev blog that it’ll be +1 on block in AE V2012? That’s A HUGE buff lol.

Don’t know whether it changed on block too…

+1 on >HIT<, makes a lot more sense now lol, going from -7 to +1 on block would have been ridiculous :P, I guess it’s still pretty negative on block, thanks for the correction.

Yup, you can sweep punish it on block, after the buff its going to make it -6 on block. mk is pretty safe against most of the cast, -2 on block and a great counterhit tool because you can combo into cr.mp xx hado > fadc into whatever. If the lk version counterhits you can’t do anything. hk is the only safe one and starts up slow as shit. You can also reversal in the middle if you see it coming, even st.hp into axe kick is not a true blockstring, but many people don’t realize that.

Its really similar to makotos overhead chop thing. The ex one is really useful to open people up if they like crouching a lot since its a overhead, and you can also kara cancel the ex version for extra range