SSF4 Akuma thread

Fierce Shaku does 150 damage…a combo like j.anything > s.fierce xx lk tatsu > lp shoryu fadc fierce shaku already does 40% (or more) damage on most characters. Even if his fireball ultra damage would SUCK (let’s say 300 damage) it’d already be a TON better than FADCing into shaku which is already pretty damn good. It’d turn such a combo from lower 400s damage to mid/high 500s damage which would definitely be too much considering all of akuma’s damage/mixup options.

Also the combo with fadc into shaku I stated above does like 750 stun, so it’s not just to be “flashy”, those 2 bars are well spent

j. hk, st. hp, lk tatsu, hp srk already does a little less then 40% on Ryu. It’s like 390 damage if I remember correctly. Add the fadc shaku its a little less then 45% on Ryu at something like 440 damage. So, with that said your estimate for the damage that this combo would do with the ultra is already way off. Add the ultra on there, and say if it did say 350 damage the combo would potentially break 500 damage. That’s 50%, and that’s way, WAY too much for an already S tier character. Especially considering that Akuma still has the most hidden potential out of every character to get better. Give akuma an ultra of equal use that his current one has, anything beyond that would be absurd.

I don’t know about how balanced it would be, but lk.Tatsu > SRK xx FADC > Koku Kokuretsu Zan would be pretty badass. Combo’ing would be pretty much like Viper’s ultra.

Either that, or lk.Tatsu > SRK xx FADC > Misogi, since it would be pretty awesome to see Akuma teleport above them.

I just want to see the air fireball super or ultra because it’ll make characters with anti-air (shotos, sagat, a few others) into ultra hesitate about throwing that AA out. It’ll stop a lot of the ultra bullshit that this game is pretty much based on.

assuming akuma’s hadoken doing 350 damage is still probably high.

It would probably be closer to Seth’s damage, if not even LOWER.

Besides, we have no idea what they have planned for scaling ultra damage in SSFIV

I think if Akuma got a fireball ultra that worked on ground and in air, it would be about Dhalsim’s damage 215-300.

Ultras don’t need to do 50% of your life to be viable.

A fireball ultra usable in both air and the ground which causes 300 damage is incredible.

Seth’s ultra does shit damage because it’s completely inavoidable by 3/4 of the cast if you ever plan on getting close, and it’s pretty damn easy to get hit by it even if you’re staying back.

A comboable ultra would be nothing like that, but as someone above me said, I’d be more than happy with 300 damage if it’s comboable and or usable both on ground and while airborne

Seth’s Ultra is laughable :frowning: Relatively easy to land though.

Akuma’s fireball Ultra should be Dhalsim level, I agree. 300dmg with dmg scaling from lk.tatsu > srk xx fadc (the most common setup I imagine), should be average damage.

If he can land his ultra off of a lk tatsu in any way, he’s basically guaranteed to land that shit every single round. His far RH would become even more deadly.

There’s so much greed on these request threads.

Well, it isn’t called “the reasonable akuma buffing thread”. The best you can hope for with these kind of threads is that all the greed balances itself out for all characters :slight_smile:

All they are anyways is an avenue for discussing your characters strengths and weaknesses and what’ll happen if they get patched up/get taken away

You mean like how any Sagat/Ryu/even Rog has a huge chance of landing Ultra every round? :lol:

Akuma can do Balrog ultra juggle level damage off of pretty much every one of his BnB’s WITHOUT the use of an ultra. He’s balanced by the fact that he doesn’t need to land his ultra every time.

Good point. Well, but would he really have a choice? I mean, if the setup for Fireball Ultra was SRK xx fadc, then lk.Tatsu > SRK xx fadc would be inevitable.

Yes, it would be, which is why I suggest it should cause relatively low damage for an ultra to prevent it from becoming something dumb.

Having it land every round is not the problem. Ken commonly landed his super twice per round in 3S, and this was even more true for Chun. As long as the damage is kept low and we’ll only see one such combo per round then it should be fine for Akuma.

Oh, yeah, absolutely. I thought we had already agreed that the damage needs to be at least as low as 300, if not lower.

Sorry, I jump through multiple threads and sometimes I lose who I’m discussing what with.

Stop giving the free meter after the round is over when caught with SGS. Stop it.

yeah this definitely sucks, it’s 2 and half free bars…sagat’s and zangief’s ultra do about the same damage and give less than 1 bar