SSF4 Akuma thread

http://www.capcom-unity.com/go/suggestion/box

So capcom put up a suggestion box on unity and my suggestion is ranked at #2 in the Street Fighter category. Vote for it and maybe they will at least remove the spinning animation from Ultra II.

I think this was their intent all along. They didn’t want to give Akuma any new ultra for fear of making him OP, but they couldn’t just not give him a 2nd, so they came up with an ultra that is useless and also looks incredibly stupid to boot, to give the allusion of choice but still ensure that only Raging Demon is ever selected.

Voted for yours and also made a suggestion to restore his far hk (i think it’s the bigger concern personally), it’s on page 12 atm, vote for it! http://www.capcom-unity.com/go/suggestion/box

Honestly I think it was wise for capcom to tweak f.Hk (its just 1 frame slower) so that the loop wont be possible anymore.
Seriously it’s a:
-quite fast poke
-that can hit you from quite far
-safe
-two hit so focus break
-and on hit lead to a loop?
Come on guys! Since when loops must be tolerated?

It’s not safe. The second hit whiffs on the majority of the cast for a free combo.

The loop is only effective on the large characters and is incredibly difficult to do. Coupled with scaling it’s not really much of a threat to those that it works on.

The problem is when you increase the start up time to fix the loop it makes it worse against those it was fine against.

I know that the loop is not easy but for those who are devoted enough, It can be done quite consistently. I know that the 2nd hit whiff on some character on guard. You just have to know on who it works and space it correctly. Hey every character have hitbox issue to complain about, it is not just gouki.
All I want to say is that gouki already has great zoning, teleport, the vortex, there is no reason to give him a loop.

I’m not complaining about the whiff. I was pointing out how that keeps the HK balanced. I agree Akuma is already great… that’s why I want to keep him the same. No one is asking for the loop we are asking for the start up frames to remain the same.

That’s probably closer to the truth than anyone can imagine simply because the 2nd ultra is absolutely terrible in every way imaginable.

Once again, the 2nd hit whiffs on 9 characters out of 25. I don’t know what kind of math you guys are using.

Except several of those 9 are the most commonly played characters like Ryu, Rufus, Ken, Chun, etc.

Again Prof I don’t care about the whiff. As I said above I think it is a good balancing tool and wouldn’t really care if it happened with every character. That wasn’t the meat of my argument at all so I’m not really sure why you singled it out.

Is it really because I used the word “majority”? If so then I concede you are right about the numbers.

Fact remains the same… increasing the start up time is a bad way to fix a loop that isn’t really much of a problem to begin with.

I don’t mind helping you out here, seeing as you must have trouble dealing with far.HK… It doesn’t beat Focus absorb. Because of the AAAAAAAGES gap between the two hits, you can focus absorb the first hit then back-dash the second. Voila, you are at frame advantage if you have a fast dash.

The real solution to removing the loop was adding recovery frames to far.LP. That removes the loop but allows a very difficult 2 bar combo to stand up crouching opponents which otherwise Akuma cannot do. Ken and Ryu can link cr.LP cr.LP cr.HP to stand up crouchers. Akuma cannot do this. It isn’t like burning 2 bars just to stand up a crouchers is over powered. THAT is what bothers some of us.

The other thing is that if you increase start up it becomes a useless poke. You already cannot use it against 4 of the top 6 characters in the game because it’s unsafe on crouch block. And against Gief, Abel and Sagat they will be able to out poke it with faster normals. Abel can already standing LK it to death, add start up frames and it will be getting beat out by Ryu’s cr.MP on reaction.

My suggestion on the roundhouse/loop thing (taken from another thread):

^asshole.

akuma needs a Nike sports outfit, drink coca cola for a taunt and his win quote will be an advertisement for even cheaper car insurance!

Raging demon now fills the screen with popups

can somebody PLEASE answer this question that is of utmost importance:

DOES AKUMA’S S.RH STILL STAND CROUCHING OPPONENTS UP?

yeah

So, finally does the Fireball SADC RH stand a crouching oponent up?

What about cr MP counter to RH? Because I wonder if it’s possible with 8 frame startup…How much bonus frames crMP counter gives?

They shouldn’t modify this Far RH…:frowning:

CH crMP will still link into far stRH if the startup is indeed only changed to 8, however it makes this a 1 frame link (though we’re used to 1 frame links with the RH i guess?). CH crMP gives an additional +3 hitstun from its original +5. So yeah he still has his crMP’s counterhit setups.

Thank you :slight_smile: