SSF4 Akuma thread

Why would they ever give Ryu a 2-hit heavy shoryu? This so called balancing of certain “overpowered” moves people are complaining about is getting a bit ridiculous. They way I look at it, SF4 might be better than SSF4 if they continue on this path.

Yeah, all that work for 680 damage? Damage scaling makes it a non-issue. It’s not like they took any infinites out of mvc2 when they re-released that, and as Gamogo said there are better ways of stopping the loop.

Might as well call this game Super Street Fighter IV Special Buff the Overpowered Cheesy Characters and Nerf the Rest so Ryu and Sagat Can Have an Easier Time Winning Edition

Capcom likes long names for their games, no?

removing his roundhose loop was a dumbass decision.
stupid capcom!!

Damn shame. RH loops were definitely my favorite part of watching Akumas.

I agree that Ryu’s c.mp could stand to be slower as well…and Ryu users are just as good at complaining about nerf possibilities as posters in this thread are.

I’d still disagree off the basis of st.RH’s range, advancing pressure and combo possibilities, plus the fact that it’s completely safe on most characters means Akuma can just throw it out at will and fish/pressure until he lands it into a huge combo. Two hits means Akuma can also fish for focus attacks at close to poke range with his own godlike focus, while not having to worry about the opponent doing the same because its just a free st.HK combo.

And if Ryu’s cr.mp is such nonsense, what does that make 1 frame slower Akuma’s?

Yeh but so? There are better ways to fix than nerfing the startup, make the 2nd hit - 2 frames on block or something, or make more chars duck the 2nd hit when blocked low. Stupid to just remove the usefulness of one of akumas most important tools willy nilly like that.

Its not the speed, its the recovery combined with the gigantic block stun.

That said, the speed also contributes.

Isn’t his mid Shoryu the same or was that the low shoryuken?

As it is, a large majority of the cast can duck the second kick. Besides it isn’t that hard to punish if it is over abused. Crouching attacks own it frequently.

Removing the HK loop was necessary lol, he’ll get compensation they said they’d hardly done any character balancing this was pretty much "look at pretty new Ultra " loketest. While Akuma has the stupidest of them all it’ll see some changes as will everything else.
Akuma without HK loop because of a 1 frame slower HK that still yields combo’s on hit and is completely safe if done properly on block … ya … Play a character who can’t duck the second than call it fair or have your move get eaten by it into lol combo’s. HK was easily one of the top normals in the game if not the best and now it’s amazing not ridiculous so complaining is funny.

lol love people complaining about Ryu cr. MP when Akuma’s is pretty much identical and will still on CH link to st. RH so yields potentially more damage yay! : P (If you don’t hit this a majority of the time off you need to practice simple effective and highly damaging)

SRK forums make me laugh sometimes no change it hurts!

On Ryu : P honestly Akuma is as good as Ryu just he loses to ryu and trades that for a 5/5 or 5.5/4.5 in his favor matchup with Sagats. If they make his lol Ultra comboable everyone will use it and act like this never happened even if it does shit damage.

Edit: argh double post shenanigans strike again

What defense? A 75 hit combo that require’s PERFECT execution of multiple 1 frame links, is character specific, has NEVER been done in a match before, requires a FULL super and ultra and somehow it still only does slightly more damage than TU->f/HK->ultra?

Akuma players got owned? :rofl:
Good riddance cheap bastard. :karate:

The recovery is 1 frame better than Akumas.

And the gigantic blockstun (and hitstun) is the same…

Large majority? No. About 1/3 of the cast can duck the 2nd kick - mostly the girls (not Sakura), Ryu and Ken and some of the smaller characters…and fat Rufus for some reason. But the majority can only block and then count- oh wait, its 0 frames on block.

I agree those are both better options.

You’re not reading the more sensible posts.

We’re not arguing for retention of the loop. We’re arguing for the start-up to remain as is and suggesting perhaps it invokes more pushback to make it fairer for opponents or perhaps s.lp now yields a shorter hitbox thus removing the ability to loop.

A reduced start-up for fs.hk removes a substantial amount of Akuma’s FADC options and outright trashes the potential for a lot of his offensive game. I agree the loop gets ridiculous and frankly I expected it to be removed, however the way in which they are going about it strikes me as odd. Admittedly I am yet to play Super (obviously) and none of these changes are set in stone anyway.

Again, you’re not paying attention to the points being raised. Ryu and Akuma’s c.mp is NOT identical. Not by a long shot. Ryu’s c.mp is extremely favourable due to its faster start-up COMBINED with its blockstun.

I agree with you. The poor reading comprehension demonstrated in your post is a testament to the very point you just made.

My apologies for derailing lads.

Edit: Correction - its the recovery not the blockstun that is in Ryu’s favour as pointed out by the gent above. This is the trait that makes it preferable to Akuma’s and in fact many close pokes in the game.

Wouldn’t it be the easiest way to just reduce the frame advantge of the far LP to +6 (instead of +7)… Loop would be gone, but far.HK would still be a viable tool in FADC combos. The Sweep after the far LP would become then a 1 framer, which is still acceptable with plinking. But maybe I forgot somthing…

@ Gamogo
increasing the pushbackl of the far HK could have negative impacts on the combo options after hit, so I think this not convincing.

I better do not say anything about the roflcopter UltraII…

Agreed.

:d:And just something I’ll quote from the Prem Board:

ROFL

^ Haha, I appreciate his honesty :smiley:

I’m just bummed out his U2 wasn’t KKZ. It’s not like Akuma really revolves around landing Ultra, but it wouldn’t hurt to have a comboable one… but we’ll only know if it stays uncomboable when the game is released…