lol@Ryu ever having to chase anyone to land his Ultra.
Ryu lands his ultra by mashing out SRK AT EVERY GIVEN OPPORTUNITY when he has 2 bars. And it is entirely safe. Ryu with Ultra and 2 bars has no need to chase anyone.
Removing Akuma’s ability to combo into far.HK also means that while Ryu, Ken and Sagat can easily approach 250dmg from one combo with no meter used at all in any situation leading off a cr.LP. Akuma can only do 220 dmg if they are crouching and that uses 1 stock. He needs to burn 2 meters to do respectable damage in combos if they are crouching.
Akuma’s big offensive damage all comes from mixing you up into failing to block a jab, cos the only way to land his Ultra is in a defensive capacity. You can’t rely on any combos which START with HP or HK because you will eat faster normals with more priority.
Taking out the loop? Not essential because it does awful damage and is hard to do, but I can understand it’s gone because it makes the Abel and Gief match ups horrible for them against a godlike Akuma, and Sagat’s match is also a clean 6-4 even with spammed Tiger Uppercuts. But taking out fireball > FADC > far.HK is fucking bullshit.
Lol how is a free pressure escape, the best teleport in the game, in any way a disadvantage? Please don’t say it can be baited, that’s not a valid argument.
Gator makes a really good point. If they HAD nerfed anything else, it would have fucked Akuma in the ass a hell of a lot more. Id actually say this is probably more likely than what I was getting at when i think about it.
I just don’t see why they had to change much, unless it’s just because it was all “oh this guy can already destroy sagat, if we change sagat for the benifit of other characters, we have to make akuma less likely to eat him alive”
Ok but its not really random and again, that’s not something unique to Akuma’s teleport. At worst just kind of risky to use it when getting crossed up in the corner. Doesn’t mean that it isn’t still an extremely valuable tool in other situations or a disadvantage in any way.
In a nutshell. My thought was if they nerfed ultra damage across the board, particularly from juggles, (And TU damage for sagat specifically) then this is a nerf that potentially affects all the characters barring Akuma, since he has no way to connect to his ultra outside of lvl2 focus or a good guess/baited jump etc. And since Akuma was plenty strong already, then it may have put him at a level above the rest of the cast post-nerf.
We won’t know for sure until they tell us though. Its a big barrel of speculation, but im sure they justified it. They seem to be putting a fair bit of effort into super, so im hoping it turns out pretty well. (With exception to their ‘spinning is cool’ mantra for the new ultras. Wtf is that shit about anyway?)
Many of the 40+ new ultras involve spinning? Think about it for a second. People are overexaggerating. As far as Akuma is concerned, though, his will look fine as long as they tweak it a little bit IMO. That twirly affect should be gone by the time he’s up in the air, for one lol.
I think the initial kick of Ultra 2 leaks manliness.
The helikuma is so damn stupid, makes him look like the Tazmanian Devil from Bugs Bunny
He should have done a shoryuken into a hurricane kick, except it does a close up on the opponents face recieving the kicks in slow motion. Spit flying and everything.