SSF4 Akuma thread

Beta turns into the actual game rather quickly. So if someone doesn’t complain then it is going to go through.

@DJMOJO lol I made that av! Good to see someone is still using it! (could probably make it better now, if you want)

OT: I know it’s a beta build, but I hope they fix this stuff. Akuma’s combos are so cool to watch and so much fun to perform, it’d be a shame to lose some of that potential.

They should make Akuma sinister again.

@hadokn haha yeah i haven’t seen anyone rocking it in a long time either so i figured id throw it up! : )

Regarding the new Ultra:

From what you guys saw, can it be canceled from the very beginning of a teleport? Was there any footage of this at all? I was wondering at the possibilities of something like sHP xx Teleport xx Looney Tunes if the cancel of the teleport and the startup of the Ultra were both short enough.

people talking about how akuma and ryu have identical c.strong -

Ryu can sweep after his. For free. Ryu can also sweep after ANY jab connects. Granted, this is more of a sweep thing than punch… but fuck. Akuma would probably be too ridiculous with that.

Ryu can sweep off c.jab? That’s news to me… Akuma can ALSO sweep after any s.jab. It’s not the c.mp that is different, it’s the sweeps. Ryu’s starts up faster IIRC, allowing it to combo.

yep, ryu can cr. hk after a cr. lp. ryu’s sweep is fast.

One of Ryu’s active frames on the crMP is a recovery frame on Akuma’s, but I’m not that picky. I just don’t understand why they nerfed the stHK.

I love the loop, I really do, it’s fun. But I don’t need it as badly as I do the 7 frame stHK. They should keep it at 7 frames and reduce far stLP hitstun to +6. If they’re going to stick with 8, though… I want all characters to have to block both hits. Fuck 'em.

lol, I concur.

http://www.shoryuken.com/showthread.php?t=221966

Thread on Akuma RH loop nerf

yeah, as dumb as it is - Ryu can sweep off of a close s.jab, far s.jab, or a c.jab. Akuma can sweep after a close s.jab? I thought it was only the far (extended punch, not elbow) version.

cs.jab is a one framer.

Same here. Fuck 'em. That’s the ONLY thing I wanted for Akuma.

You can cancel Tazmanian Devil at any point during teleport. But the start on it is SO LONG that you can just duck it on reaction.

I don’t get people who say that other people shouldn’t complain or make suggestions based on the fact that it isn’t the final product we’re seeing. What kind of twisted logic is that? When the final product is out there it’s gonna be TOO LATE to change things. Especially when we know by experience that Capcom don’t and probably won’t, ever, be releasing continuous patches for SF games.

I, for one, think that Capcom will take the criticism seriously and fix things. Obviously not everything, but the major flaws that a large number of fans point out.

That fucking sucks basically. Seriously, not many people had any grounds to complain about that shit, except EmblemLord.

That was part of Akuma’s combo game, you better give him some shit to replace that.

  1. READING COMPREHENSION

Nowhere in my post did I ever say “don’t complain or make suggestions”. Don’t get worked up about it - as in this shit is not final; it’s not the end of the world.

The average IQ on SRK is a bit depressing… but this IS the internet - so whatevs

Those funny people at capcom must have thought they’d make the teleport safer this way…like when Akuma has ultra nobody should try to hit you because they’ll risk getting hit by the looney tunes ultra and having to deal with the horrible animation.

Seriously, capcom, the joke was really funny but please give us a break

The only problem with that is you just wait until he comes out of the teleport animation and is in recovery. Then hit him. Like everyone does.

I have no idea why Capcom would want to make Teleporting and by proxy turtling/runaway safer, but pressure tactics from the far.HK toned down. Turtle Fighter 4 it is then. Tiger Knee Backjump Air Fireballs FOR LIFE!