Maybe theyll give him a target combo?
For the Abel player wangyu… you can bait Akuma to teleport while you have an ultra available. Time the ultra to hit at the end of his teleport and he’ll eat it
i still don’t see how 2-3 extra frames is going to help you. Any smart akuma won’t be teleporting so that you can hit him on recovery as it is 90% of the time used as a “get the fuck away” move which means he’s going to the other side of the screen, which puts you in the same situation you are in now regardless of the couple of frames that were added… Sure it may help you in some random scenarios but i don’t see how that minute of a change would “nerf” him as it were. /shrugs
Did you seriously say his tele functions the same as any other tele?
No. It doesn’t. It is by far the best tele in the game and has different properties attached to it.
Location: The Internet
Match Up: Akuma vs. Sagat (pushover character)
**Situtation: **Akuma is in the corner and Sagat is going to his SUPER POWERED ULTRAAAAAAAAAAAAAAAAAAAAAA.
Solution: Long Tele into the corner and SGS while he’s flying around like a massive gay pelican.
Akuma isn’t broken; his Teleport is fine, without SJC air super fireball is weak, giving him ground super/ultra fireball makes him too much like Ryu, give him kick super from 3S or a new mechanic that allows us to jump cancel demon flip into special/supers/ultras.
PS: Last suggestion = Completely Broken
In the end though, they do need to get rid of his super SGS, damn near useless. How about a kick started super like Ken’s super art from 3S? I know that Ken KINDA has that Super Art already as his present Ultra, but I want something that I can combo into that doesn’t require frame perfect timing. Ima just alternate between him and Juri anyway "
I think Akuma is fine, I just really miss the range his fierce punch had in 3S. Man I loved spamming that
Stop thinking Akuma’s easy to main. He’s defintely a complex character to use. Input of his move are simple ( As abel though ), he’s not a charge character, but use his move properly is another world.
Even a scrub can do something with Ryu overpowered move, and Cheaty Sagat ( at middle level though ), but using Akuma call for some particular mentality and exellent knowledge of his tactics.
Cause, ONE MORE TIME, two mistake and you’re blown over the map ( and further. )
Abel has more bad match up than Akuma, so he’s more difficult to use ? PLEASE.
So ? What’s you’re point ?
You’re a Sagat player no ?
He has some of the best move in the game na ? And he doesn’t even need it, so what’s you’re problem with Akuma teleport ?
Ya, Akuma’s teleport really is fine. Every character in the game can punish it if baited. Bear in mind this is coming from a guile player.
What I would like to see is akuma to be unable to combo a sweep off of an lk or air tatsu. Still make it able for him to combo any sort of SRK off of it though. This would eliminate vortex options to an extent. Akuma is a great character right now, and to be honest, this change would genuinely hurt him in high level play, but I think it goes along with the whole idea of actually “playing street fighter” instead of “playing you just lose 66% of the time.”
In it’s place, I would like to see red fireballs give an untechable knockdown. That way, akuma could still do vortex shenanegins at the cost of meter (crossup tatsu > lp srk xx FADC > red fireball).
yes, i did, it’s invuln on start up and moves him to somewhere else on the screen…
i don’t see your problem here lol…
" Oh oh oh, I can’t bulldog his ass in ONE shot cause he’s teleporting. That’s N O T fair ! TRACY WHERE’S MY FUCKING BIGMAC, I’M WAITING FOR AGES, I ALMOST FEEL MY HAIRS GROW ON MY HEAD "
i lol’d
i think taking akumas teleport is retarded. at high level play its hardly ever used (see momochi). its an absolute LAST resort because if you spam it you WILL be punished and it doesnt take much to blow akuma out of the water (the reason he has a teleport in the first place). his stamina is lower than a 9 year old girl. last thing he needs is less options to get away.
I personally don’t think anything about Akuma is particularly ‘easy’ at all. He is a very versatile character but using him effectively certainly isn’t a walk in the park. The Akuma player always has to err on the side of caution.
His teleport is not always a reliable exit to pressure either. Granted it can be a life saver in some instances but in many situations it can either make you worse off, or set you up for a follow-up attack during its recovery.
Stop putting words into other peoples mouths & learn to fucking read mate…WTF? Who was comparing Abel/Akuma ?.. I appreciate Akuma isn’t easy to play but your point about 2 mistakes & you’re beat, you have the moveset to not make Any mistakes (that’s why your Health is low…that’s the point) if you do make mistakes tough shit, you deserve a beating.
Again I don’t remember this being said ? Abel isn’t difficult to use but he’s difficult to win with, awful priority, no reliable anti air, no reversal, crap specials, no footsies & only effective close up, although being close up just gives abel an oportunity to play his game it doesn’t give him any advantage. I love a challenge, the harder the match is to win the more i enjoy playing it but IMO the teleport is just a little bit too good, that was my point.
He’s not NEARLY as bad as you’re making it sound.
If you really think he’s crap like that (so basically it’s damn nearly impossible to win from your point of view) please either learn to play or change character.
Get outta town.
There is no need to change him. Keep him the same.
you fuck!
Very creative and colorful. I give your work of art a 4/5.
You miss the point. Akuma’s teleport IS fundamentally different from all the other teleports in the game.
You see, unlike Dhalsim’s, Seth’s and Bison’s teleports, Akuma’s teleport is not relative to the position of your opponent. Akuma’s teleport is the only teleport that is relative to the screen regardless of where your opponent is. This means that if Akuma is cornered, he’ll teleport to the other side of the screen, no matter what. If, say, Dhalsim is cornered by Zangief, he can’t simply teleport out. If Sim does forward PPP teleport, he’ll appear right behind Zangief (and thus he puts himself in a terrible position, because he can be lariated, SPD’ed or even Ultra’ed on his recovery), not on the other side of the screen.
Akuma’s teleport is a different kind of beast all together compared to other teleports and should be treated differently. And it’s therefore not possible to simply avoid any arguments just by saying “well, but it’s like any other teleport in the game!” because it’s not.
Now, I personally believe Akuma’s teleport is fine. Maybe a couple of frames of extra recovery are in order, but it’s not like the teleport is game-breaking. It can and should be baited and punished when done predictably. Akuma in general is fine. He’s almost perfect actually. He’s probably the only top-tier character without any real ‘bullshit’, unlike Ryu, Sagat, Balrog or Rufus who have insane ways of dealing 50% damage out of completely safe situations.
No YOU get outta toooowwwnnn.
SuperSGS has it’s uses, and some people DO hit with it more then UltraSGS. I do feel that having two SGS’s is STILL overkill, and he should have something else for his Super in the end.
I wasn’t saying you can’t win with him, i do often, more than i lose…much more, just stating his bad points, he does have lots of good points also, best command throw in the game, one of the best dashes, decent HP, high damage output, good super & ultra you just have to work harder, guess more often & have a better defence than almost every other character in the game that’s part of the appeal. I mained Akuma & Ryu in all previous versions of SF & have based my opinion solely on that experience, IMO & it’s just my opinion Akuma’s teleport needs a couple of frames of recovery, if you disagree fine, have your say & move along. All this crap like learn to play, change character, stop crying like a bitch etc etc is just fucking lame.
I’m done i’ll let myself out