SSF4 Akuma thread

No problem mate. Please note that by ‘more capable’ I wasn’t implying those that did collect and share info were NOT capable, I meant that I wished MORE people that actually played the game both knew what they were doing AND bothered to fish around for subtle changes.

I’m glad some of you guys made the effort to pick up on things. Some of the folks who had the opportunity to check the game out evidently avoided trying new things completely from what I’ve gathered from the forums. Its kinda sad. Capcom’s blog releases and so on are always stupid and yield little to no real info and this play-test was likely our only shot to gather info and hopefully offer constructive feedback to Capcom provided they pay attention to what is being said.

A good example of this is the uniform response to Akuma’s Ultra (sans a handful of people) which is largely negative combined with people finding it hilarious. In a bad way. Gouken’s Denjin also received a symphony of “oh” when it was discovered via play-testers (captured on video) that it was blockable.

In all, I really think this Vegas thing was a good move on Capcom’s behalf PROVIDED the feedback that isn’t absolutely ridiculous is actually taken on board. They’ve cited Super as a fan-service update of sorts to the game. Well, continue to listen to the fans if this is the truth - because some clear agreement has emerged among us from this demonstration.

Some good, some bad.

I guess you have to remember there’s some 6 or 7 characters’ players who are saying ‘OMG NERF AKUMAS FAR.HK IT IS SUPAR BROKENZ!!!1’ so maybe they are listening to them? Sagat’s TU damage is considerably less as well, and that’s an obvious ‘online player’ complaint, when the real problem was juggling the f+HK.

It’s a bit more obvious to the average player when you see Sagat, Abel, Gief and Rufus literally walked across the screen like a dog on a leash by the loop than the ridiculous priority on Ryu’s cr.MP.

Wouldn’t that just be considered a “new” move and not necessarily a gameplay change? It’s not like they changed the startup, active frames, recovery or damage output of his dp. It’s still the same, but now it hits twice (2nd hit knocks down). And to be truthfull, that’s a bad idea right there. As far as I recal, Ryu’s always had the 1 hit knockdown SRK, it’s his staple move!! And that’s the way he should stay.

Let’s not forget the amount of active frames in his Jumping Forward HK. While not as ridiculous as Sagat’s jf. MK (11 frames active), Ryu can “fire and forget” his in midair just as well and then combo into his cheesy c. HK for damage and stun…

also why is ryu’s hitbox that much smaller than akuma’s? their character models have the same size. Ryu was simply designed to be very effective while being relatively easy to use (huge frame adv and fast startup on all his moves, bs active frame on all his jumping shit, especially the kicks etc etc), this 2 hit shoryu is a welcome change. At least he’s got a very slight nerf too

I agree, and I use Akuma. Looping can get quite ridiculous. Particularly on Sagat.

I feel that rather than molesting the move’s start-up and thus negating its use in fadc follow-ups (and use in general) to either increase the hit push-back so as to prevent s.lp connecting OR reduce the reach on the s.lp’s hitbox.

Two simple options to remove the excess loop (maybe you could only do TWO iterations on Sagat as a result) but at the same time RETAIN the useful properties of fs.hk in terms of maintaining momentum, being offensive and putting together creative combos.

This makes the move fair, removes the loop and keeps it useful.

Are you sure about this? I think Akuma’s is smaller. i play Sakura and cr.lk>cr.lp>cr.HP xx EX.Tatsu goes over Akuma sometimes, when it hits just fine on Ryu.

Yeah maybe they are considering making him have less tools but giving him the same stamina as ryu. I know I’d much rather keep him with his low stamina and awesome options than do that though. Looks like I’ll stick to SGS.

I totally agree, if Capcom takes away the one tool that takes a long time to master they might as well give him a significant health buff. I would just keep him the way he is though.

they will never increase akumas stamina, its just not part of his design. not being an akuma main, i dont know the little things wrong with akuma, but overall he seems really solid

Nor is the new comedy routine otherwise referred to as ‘Ultra II.’

lots of times where any c.lp c.lp c.lp would connect on akuma it’ll miss on ryu and ken. Maybe akuma’s hitbox is lower but at the same time it’s larger than ryu’s

there is nothing wrong with akuma keep him the same k thx bai

Usually I notice Akuma gets hit by a lot of things that Ryu doesn’t.

It’s really hard to connect Lightning legs -> stomp x3 -> whiffed move -> Super in the corner with Seth on Akuma. I managed to do it ONCE, and then I guess I timed the stomps perfectly. Works fine on Ryu.

I notice that on Ryu you can connect cr.LP cr.LP cl.HP, and against most chars far.HP comes out. His hitbox is a weird shape.

Each day I do my best to beat it into shape. I’m getting there.

They gave Ryu’s dp a second hit? Why, to give them even more time to fadc>ultra? wtf?

If he can FADC the 2nd hit, then it’s a buff, otherwise, it’s a nerf.

It just means people will use the MP SRK in instances where the second hit is range specific. The damage difference is only about 20 anyway.

I’m pretty disappointed with the ‘solutions’ Capcom are bringing out in an attempt to balance safe SRK FADC. Sagat’s damage reduction doesn’t make much difference, he’ll just beat you slower. Ryu’s 2 hit HP SRK if you can cancel the second hit is a SUPER buff, otherwise it is a minor inconvenience to press MP instead when mashing out SRK. It balances nothing.

As disappointed as I am with the HK nerf… in capcom’s defence…

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