I actually think Akuma’s ultra demon was really good. It’s like the only ultra you can effectively footsie. You can stick out a low MK (LP+MKx2) and if they try to sweep it you can instantly cancel into demon with 1 input (any back+LK+HP).
It does less damage, but does anybody know what the start-up is? Is it the same.
I wonder if KKZ or an alternative Ultra remains available as a ‘secret’ Ultra for Akuma? I recall in previous games (such as third strike?) you could choose a super art, but the raging demon was available regardless - i.e. in ADDITION to your chosen super. Perhaps KKZ or something we’re yet to see becomes available for Akuma in addition to your chosen Ultra that we are not yet aware of?
Beautiful combos must be sth that Capcom wanted to get rid of…
Of course one can fish for that c.strong counter to get that 1 frame more advantage to connect the fs.HK but honestly this won’t work online at all.
I don’t remember what they nerved… LP into HK or counterclockwise? So is HK, LP, Sweep still possible as an untechable knockdown combo?
Because actually, it is possible to link far MK behind hado SADC (I think it is “just frame”), and far MK gets 9 frame startup…so even if the roundouse has 1 more frame (8) I don’t see why it couldn’t be possible to link it…
Actually hado SADC to far HK let us 2 frames to link it…so perhaps the Roundhouse has more than 1 more frame start up…
It’s absolutely rediciulous how some of you guys are overhyping st.hk. He might not be able to some of the fancier stuff he could do before with it, but it’s only 1 frame slower and can still combo into crouching lp into big damage. Akuma has it good compared to other top tiers who typically get nerfed in revisions. His mix ups and turtle ability made him tops in SF4. St.hk had like…6% to do with why Akuma was one of the best characters, and he still has the move just toned down.
Again, I played him in SSF4 this tuesday, and he’s not that bad together with the rest of the casts nerfs n’ buffs. Ultra demon still cut T.hawks life in half when we played versus. Ultra 2 does seem a little funky, but I guess it’s supposed to be used with the vortex, since you can buffer it from jump ins/divekick. Not sure if it can combo yet. Logan, you tried that?
I tend to agree with you. While I will miss the current properties of fs.hk against Sagat and Abel and to a lesser degree the Akuma mirror, it is not a heavily relied upon move by me in a lot of my games. It makes a great block poke, and that element will remain in Super somewhat, but the delayed start-up is not going to be the character killer its being touted as. At least not for how I use Akuma.
I look forward to Akuma in super. Frankly my only real gripe right now is that ridiculous fucking Ultra II. I want to slap the ‘designer’ who created that shit across the back of the head and likewise for the programmer who thought the input for it was a good idea. Those guys are knobs
It’s ridiculous, way too much cartoon Taz and absolutely not very demonlike. You can’t even FA into it. It still might be comboable from jumpin mixup, I don’t know yet. I’m saying, cause I could land it as an AA, he starts with a front roundhouse, that’ll wiff crouching opponents. So, if you get them hanging from e.i a lk.tatsu, it might be juggable. I was stupid enough not to even try, didn’t think about Akuma that much that night.
So, if it IS juggable, it certainly is valuable.
Gee, I guess I can try it this on sunday, if no other debugger posts it before me. Sadly, the guy that has signed for the debugPS3 can’t play Akuma at all, so he wouldn’t know what to do if I called him and ask him to check. He lives 50miles from me, and no time to hook up before sunday.
Trolle just to confirm, st.hk still forces the opponent into a standing position on hit right?
Oh, and please test out the vortex properties on Sunday to make sure it’s still in tact. IE: That his cross up tatsu still has the same trajectory and allows for him to sweep the opponent after it hits. Thanks.