SSF4 Akuma thread

Akuma’s teleport already has enough recovery frames to punish it if you predict it’s coming.

Akuma is fine. He’s one of the best characters in the game, but that doesn’t mean he need a tone down. If anything, make the characters below him stronger. He’s a balanced characters due to having bad health and no way to combo into his super or ultra outside of focus attack. I’d bet money for his second Ultra he still won’t be able to combo into it. I’m thinking he’ll get KKZ or air fireballs barrage.

Hmm. I’ve not really been following this thread too closely but I have to say that Akuma is one of the more balanced characters in the game. I don’t see any need for major changes either way.

I don’t play him so I don’t have that insight into little quirks of his moves that are glaring problems to someone that is intimately familiar with him but facing him as often as I do I have no real complaints. He has amazing zoning abilities, good defensive moves, in the right hands he can CONTROL the game but his health and stamina even out his other tools.

The only real changes I can suggest (ignorant as I am) would be maybe a little more recovery on his teleport (as has been suggested) only due to the occasional dickwad that runs away the entire match. Add a frame or so to recovery on his air fireball OR keep him in the air for an additional frame before he begins to descend (not entirely sure about this one). And make it just a bit more difficult to kick him out of his Super and Ultra.

Sorry if i’ve missed the point, why do you want to add some frame to air fireball ?

Because pussyplayer abuse of jump back fireball ?
Same for the teleport’s recovery, the reason you mentioned is the srubs using of it.

You don’t have to worry about scrub when you play at a good-enough level.
Jump back Air fireball are already very VERY easy to punish…

Oh no I realize that. But what people that keep making these sorts of points fail to understand is that this game is driven by sales from a market that is predominately made up of said scrubs.

The pros will be able to adapt their game to these changes and the scrubs will be happier. Which will hopefully sell more copies… and lead to less bitching.

what’s this about nerfing teleport? it’s not a 100% easy escape when playing against good people. guess wrong and you’ve pretty much lost that round w/ his health.

Gouki is the greatest, most ingenious and most complex of a character to use capcom couldn’t have ever created a better character than him, he’s the true main of street fighter and will always be the greatest. The only thing I want is for him to get his Messatsu Gou Hadou for ssf4 I dont care if they have to lower his stamina even more for him to be balanced so he can have this move Gouki is not meant to be used by newbies there not worthy of his greatness.

sounds like there is a lot of hate because ppl aren’t allowed to command throw akuma on wake-up almost for free and take away 1/4 of his health in the process… If you have a problem with his teleport learn to pick up your game because its VERY punishable. And why are ppl comparing teleports as if the ONLY difference is the displacement? I don’t see amuka throwing a mid-air fireball and then teleporting to the other side of the opponent for a free cross-up while they are blocking the fireball normally… and he certainly doesn’t have Bison’s HP. The characters are different as are their teleports. And of course akuma is going to have the “best” defensive run-away teleport… his health is trash and rightfully so.

If the game had more balanced characters like akuma that go 5-5 with most of the cast the game would have a lot less complaining in it (who am I kidding… ppl would jsut find something else to complain about…).

And I don’t even see a horrible problem with him being able to combo into an air-fb super/ultra. It could even be a ground only ultra so as not to add mid-air super art into the game. The command motion would be TK PPP. Simple and sweet. Wouldn’t add a whole lot to his game anyway. I mean… if he could combo into it then it would be taking up the damage of something like a SRK or SRK FADC which do 180-300 ish base damage which means an ultra that does 450 or something “base” damage wouldn’t do much at all due to scaling on the hits and would only be a slight improvment on damage output but not enough to warrant using it in a combo unless you needed that little extra damage for the kill.

Actually… the more I think about it the more I like the idea of a TK Ultra in the use of air fb. I always thought that if they added KKZ to the game it would be used more for a huge chip damage move, but the same could be done with say, an 8-12 hit air FB ultra. Lets say… 8 and each fireball from it does 12 chip? That would be 96 damage worth of chip from an ultra that doesn’t have much of a real use in combos because of when you’d have to land it (and remember… 450 or so is the MAX damage… its only around 200-250 when basic charged) you wouldn’t be bosting your overall damage by more than maybe 50 points from the combo you could have used 2 EX bars to do… and would be completely useless at lower charge in combos. And the command wouldn’t be something “easy” so it was “Scrub” friendly but its also not akward or anything. And because it requires him to land after doing the move it wouldn’t have “the best” recovery in the world so it can be punished if you are fast enough with a longer reaching move (like a mk?) after having blocked it.

The animation could be part claw and part spiderman (or venom i guess) where akuma would take a little hop upward and THEN start up the ultra. And during that hop you could hit him… although its a rather fast hop so you aren’t doing to be knocking him out of it all day or anything stupid like that. But the hop…being a HOP… would tech jump so it could even be used in a way as an anticipatory counter to a low poke/special. And once the actual SHOOTING animation starts he’d be invulnerable for a few frames and then become vulnerable again at about the 5th or 6th fireball shot.

It doesn’t break the character, but it gives him a few more options to work with. Its actually sorta the polar opposite of his demon ultra; not instant start up, long range as opposed to close, blockable, gives good chip instead of no chip, harder to dodge as opposed to easier (the fireballs would have a nice little spread range… not the single line of fireballs that he has in some iterations), weakish ultra as opposed to high damage, can combo as opposed to can’t, motion super as opposed to input super, etc etc.

Or… am I just crazy and it sounds like a horrible idea to ppl?? lol.

every character is going to get worked on on this game so why Gouki can’t??? Just STFU about it cause he’s gonna get some work(if only a little) done. So all this and that and he shouldn’t cause of this and that…what ever…

Lol Nerf Teleport? WHY?!?! Only absolute retards use the Teleport alot. I think its fine the way it is.

Giving Akuma a Super Messatsu Gohadou wouldn’t do much I guess. An Ultra that puts out 450-500 dmg tagged onto the end of a long ass combo would be ok though if it was an additional Ultra. If the Ultra did even only 450 dmg far.HK > cr.MP xx Fireball > FADC > far.HK > cr.MP xx LK Tatsu > Ultra would end up doing 382+450*40% = 562dmg

far.HK > cr.MP xx LK Tatsu > Ultra would do 236+450*70%= 551

as a punish st.HP xx Fireball > FADC > st.HP xx LK Tatsu > Ultra would do 289+450*60% = 559

Ryu’s f+HP > HP SRK > FADC does 555 though so it’s not even that broken especially considering Akuma can already get out 458 damage off a far.HK with just 2 EX bars.

But I wouldn’t want him to lose his 2 SGS though. Can’t they stay as hidden arts? I’d actually be happier with just keeping the 2 SGS and not getting a generic Juggle Ultra Fireball or SRK. KKZ would be interesting though as it would probably have some strange properties and set ups.

But a generic juggle Ultra/Super wouldn’t really add a huge amount to Akuma as a character. Tagging on an extra 100 dmg to a combo at the expense of having one of the best AA and punishment Ultras in the game isn’t a positive trade in my opinion. Even if he got to keep 2 Ultras and 2 Supers, rather than having to pick one, I still doubt I would use it unless in very specific instances. And a fireball super would be USELESS because you couldn’t even do the Ryu punish neutral jump over fireballs due to the number of frames of animation Akuma’s fireballs have.

what about if they made his ultra a projectile like yoga catastrophe and aegis reflector where its more about giving your oponent less options then scoring big damage?

Misogi would be awesome as his super, little dmg but leaves opp open for a bnb, and leaves kuma open to counter combo on block.

[media=youtube]ORIqEaTukos&feature=related[/media]

that is the misogi in the horrible game SVC:C, for the people that dont know what misogi is :slight_smile:

I don’t know… Count how many times he jumps back and hadou.
[media=youtube]4NvFafsJjM8[/media]

But then again, he doesn’t do it up close (duh).

That’s like saying spamming fireballs only work on scrubs but Daigo zones with it at top-level play. I think that’s the same with Akuma’s air fireball–they’re one of his most useful tools to create space and zone, in friendly matches or tournament level.

Sorry for the off-topic post but your avatar just got me, BlueCrow. I tried brushing that thing off my screen 3 times before I realized what was going on.

http://forums.shoryuken.com/showpost.php?p=7876458&postcount=524

lol… it got me too. Specially cuz I’ve had a little fruit fly flying around my room all day. And then I realized it was just the screen…lol.

Didn’t read the thread because the first two pages are full of bullshit.

If Akuma gets 1 of these 2 things he’ll be enhanced and better.

-Bigger hitbox and longer active frames on j.mk
-More hitstun on j.lk

Done.

Akuma seems fine to me. He doesn’t need more recovery frames on his teleport because good players look for it and punish, and getting punished as Akuma usually fucks him over for the round. His loops seems cheesy but other than that I think he’s fine really.

alt 10 = midnightbliss akuma.

Akuma is really the perfect character in this game imo. On some tier lists he appears at mid tier, but if used properly he’s up there with ryu and sagat in a paper rock scissors relationship. He has ways of landing his super and ultra but they aren’t ridiculously plentiful, he still has to work for it.

He does great damage but takes great damage as well. His moves are good but don’t seem invincible, his combos are somewhat easy but not gamebreaking, his normals are good but not stupidly good.

What’s to hate here? In my opinion every character should be like this