SSF4 Akuma thread

He was talking about “Demon Armageddon.”

u just talking about, how the move looks like -.-
but the “demon ballerina” does a lot of dmg.
and this “wind loop” … okay … it’s unnecessary, that’s true. !
U should be patient. maybe it is great to play with this ultra

Does anyone think that Bisons second ultra should be something Akuma should do, I mean his looks more badass than the Demon Armageddon

[media=youtube]c25ltmeqnNs&NR=1[/media]

Don’t know if anyones already seen this, but i found this here:

http://www.capcom-unity.com/street_fighter/go/thread/view/7411/22194205/Akuma_Specific_Thread._(All_Akuma_Changes)

Of course you have to take this with a grain of salt, but if all of that is true then :tdown:

chun li is hopping around and dodging hadokens!
she is hopping away from the raging demons!
hopping and hopping, i’ve got to stop her!
i have to chop her down with my goukicopter.

Err if they dont bring back his loop theres a good chance i wont play ssf4 ffs.

Seeing your avatar i guess Akuma is your main. If you were in Vegas why didn’t you test some of this shit out? I mean, in 10 minutes of gameplay you can test LOADS of stuff, like trying to combo the new ultra in a few ways, loop, etc etc

It was just messing about testing. Far.HK still whiffs the second hit against certain characters, and with it having longer start up it is completely useless as a poke against Ryu. Demon Armageddon is blockable. Not comboable by any of the conventional means. From what I got to try you still have instant air fireball and cross up hurricane into juggle state. From what I read in other threads he seems to be the only member of the cast who ended up with less.

I feel the same way. His feels much more decisive and powerful.

:frowning: Hopefully a lot of this changes or Akuma has something else up his sleeve before release.

Bisons ultra looks badass while Akumas ultra looks f4g. How could they do this to Akuma?!

It is truly sad what they have done to the most serious character in SF history. I understand that the theme of SSF4 is the things that go in circles but seriously, what were they thinking? I recall someone earlier in this thread explain the reason why akuma has this whirlwind ultra because it’s supposed to represent the Japanese wind god, which makes sense, but the animation could have been done much better. Keep the kick launcher, after the akumacopter starts up it turns into a giant tornado (visually like gen’s KKK ultra 1) going after the opponent and engulfing the opponent causing tremendous damage. If it was like that in the first place I don’t think it would have been such uproar over the ultra animation, but from what many of you have posted it sounds like you can’t combo it just like the Shin Shun Goku Satsu.

Capcom needs take the feedback about the akumacopter and give us the Kongou Kokuretsu Zan which has so many combo opportunities. The KKZ and Burst Time are pretty much identical and could have similar setups. Shoryu > FADC > KKZ, EX hado or Shakunetsu > FADC > KKZ, Air Hado > KKZ (Similar to Air Hado followed by Shoryu if you catch the opponent in the air close to you), maybe even a crossup tatsu > KKZ. Since SSF4 has a wall bounce feature that could add to combo opportunities for the KKZ.

I found all the second ultras for the sf4 cast and ultras 1 and 2 for the ssf4 cast fit them perfect except for Akuma, Ken and Rog. To me it seems like there ultras were afterthoughts. Also I hope for the final product of ssf4 akuma can do the roundhouse loop, I’m finally starting to get it much more consistently and all this practice would be for nothing.

lol sorry there friend…yes akuma’s been my main since alpha&3rd strike…I was just saying untill he had a video up he went,then anyone can say they went to vegas FC

Wait a minute… Wasn’t it said somewhere that someone had talked to Seth at Vegas and it was revealed that the build they were showing was using the Vanilla SF4 game engine (so no alterations to moves, damage, buffs, etc) with the new characters and ultras? If so, how could it be that Akuma’s normals have been altered? Something’s not right here…

The worse part in this whole ordeal is that the devs were supposedly going to make SSF4 more “offense” oriented. So how does taking away Akuma’s s. RH poking abilities, giving him a (seemingly) worthless 2nd Ultra that can only be used (as of yet) as a punish (hence a defensive move) going to make it “offensive minded”? If anything, I can see these changes tipping the scales and force everyone who’s been maining Akuma in an offensive manner start using him to turtle. Add to that the fact that many of the new ultras seem to be effective at close range… So why exactly is anyone that knows how to play this game going to be so eager to play it offensively when they’ll know that they’ll be safer from a distance??

I think this is just a lot of nonesense. Until someone can show proof positives of these supposed “changes”, when the devs themselves said there WERE NO CHANGES made to the game engine yet, I call shennanigans!

The build was 2 months old as of that date, but it wasn’t SFIV.

EDIT: theres a video of ryu’s two hit hp srk. That’s enough proof that it wasn’t SFIV.

I think the general point is to not make any assumptions about normals since the build shown was really put out to show off the ultras.

Incoming rant base on how things stand CURRENTLY:

fs.hk having more startup is an awful idea. Awful.

Instead, perhaps it should invoke a little more pushback so as to reduce the excess repetition of loops into s.lp if that is their goal. Nerfing the base functionality of the move (its startup) as a normal is a bad idea that will only frustrate players and potentially stands to render the move useless, particularly on smaller characters and also in FADC situations. If the startup is less, can you imagine how irritating it will be to burn through meter in the pursuit of pressure only to have that slow fs.hk start-up resulting in it being blocked? Urgh.

This nerf also stands to kill Akuma’s flow and offensive momentum which is one of the appeals (for me) for using him. fs.hk being rendered cludgy stands to halt his momentum and make him feel somewhat awkward. I agree that excessive looping is perhaps a bit too much against some characters but surely there are more creative ways to curtail it without chaining a concrete block to his ankles.

I wish more capable Akuma players had a smash around with his more intricate details and traits in the Vegas build though I do appreciate what was discovered nonetheless.

Edits: My shitty grammar.

Why thank you!

Nah obviously there’s still 4 months worth of tweaking time before the final build gets submitted (seeing as that build was a coupe months old) but that’s where it was.

They should have just altered the hitboxes of the bigger characters to a normal size, cos making the far.HK so slow makes the Ryu match up an even 6-4. I’m considering switching to Ken if it stays.

I can say I already don’t like what I am seeing. We are getting an Ultra that from initial reports is retarded and even more limiting than his current Ultra and they are nerfing one of Akuma’s most useful tools as a sad attempt to nerf the loop. The s.HK already had a large start up and they are making it even worse? Gee that is cleaver thinking there.

Akuma is a character that is real easy to screw up because he already lives by a thread. If you make his tools too ineffective then his health is no longer justified.

Bingo.

I’ve maintained for a long time that Capcom can’t ill-afford to alter Akuma much if at all. As of right now, he’s well designed, balanced, fair, difficult to master and rewarding if you put in the time. This ONE alteration stands to potentially change a major part of his game significantly and in a bad way.

The Ultra I don’t care about as I simply won’t use it and I actually have no issue with the way the demon works. Changes to his key fundamentals that are not a buff (he doesn’t NEED buffs) are worrying. I recall Killian saying that noone would be nerfed, only buffed if need be.

Yes, well, hmm.

No, that would be Ryu’s nonsense c.mp.

If Akuma’s fs.hk gets frame-fucked, I expect Ryu’s c.mp to get some serious treatment.