SSF4 Akuma thread

No new moves for Akuma, other than the new ultra. I spent alot more time trying the new characters, but Akuma didn’t seem that nerfed, and he certainly can’t be stunned as easily.
I will make further preview on Akuma later.

Funny. The only character that seems to have a new move is Sagat, which makes perfect sense, since hes low tier.

Oh, wait…

Thanks for these news.

Anyway, do you think Akuma’s still able to link hadoken SADC~HK even if it has one more frame startup ?

I hope because that combo is very useful and beautiful.

I’ll get to that in the preview, didn’t even try it, cuz I just had to play the new chars

Christ.

I was hoping that second Ultra was either being reworked significantly or scrapped entirely as it was yet to appear on Capcom’s official Ultra II demo page. Oh dear. I’ll be curious to hear of any properties you can share about it such as setups or unique attributes that make it somewhat usable under certain situations or perhaps match-ups.

The buff in stun is interesting. I wonder if this is in part due to the heightened ‘offense’ style Capcom are gunning for.

Looking forward to your information mate. I think I speak on behalf of all Akuma players when I say how poised we are for any info. Akuma is so delicately balanced that he teeters on the edge of being wrecked or broken by way of even the most minimal of tweaks.

Akuma cannot combo into far.HK unless it is from counter hit strong or (crouching forward xx fireball FADC) from a very specific distance.

Ultra 2 can only be combo’d into from deep jump ins.

Everything else is the same. He still has 850 stun.

Does he? Man, I guess we were too hype on the new chars. We didn’t check in training mode, so you’re probably right. It just seemed as he could take some more, but maybe that’s because of the balancing done to other chars damage.

Grotch and Trolle, cna you guys tell me how much slower st.hk is? Is it to the point where it’s not even worth using anymore, or just slightly slower?

I didn’t check exactly, but we did a quick match, and s.hk is still quick to the point I didn’t notice it being altered. I didn’t try the s.lp loop nor FADC->s.hk, we went on to the new chars very quickly. I will be playing more AKuma in SSf4 in these days to come, but sounds likeMr Gotch has the debug version too.

Should we start looking at the 3rd strike thread on how to fight the 3rd Strikers?

Suggest they ‘debug’ those fs.hk changes :wink:

Nah, I’ll summarise it for you here:

1.) Kick and punch them more than they kick and punch you.
2.) Repeat step 1.
3.) ???
4.) Profit

Ultra 2 is utterly useless. If you FA then dash, the start up is so slow that the opponent slumps to the floor underneath it’s very high hit box. Comboing it from a jump in Fierce or Roundhouse is 1 frame. You can combo it off Zanku Hados though. Combod from a Zanku it does just less than the damage you can get from a jump in Fierce and 2 bars of EX. It does less damage than WOTRD and has far less uses. WOTRD now does less damage.

far.HK is still very much worth using. Against anyone who can’t duck it.

The fact that Ultra II is still in the game is depressing. It looks like shit and evidently has little practicality.

Reduced damage on the demon only figures - from what I’ve gathered all Ultras have been toned down a little. Would you agree this is the case?

Awesome, I’ll follow it to a T.

I’m now waiting for your preview about Akuma because I’m pretty worried about these changes (WOTRD does less damage,Ultra 2 useless)

And please check if FADC~HK still working as well as before!

Thank you !!

How can you even decide tiers from a few minutes of play testing?

Please. Akuma is weaker than sf4 ?? and his health or stamina?

Ryo the same, WTF?

They said that, apparently, his health and stamina are the same. His Ultra I is weaker and apparently his Ultra II is useless, and with a nerfed st.HK, I’m hoping that he’s still as useable as he is in SFIV.

Thank you.