SSF4 Akuma thread

6%? Who offers more? Who’s going to estimate some, too? :wink:
And “typically”? C’mon… Who cares about that? We’re talking about SSF4.
And for SSF4 I cannot see a Sagat or a Ryu that loses combo potential or gets a crappy, ugly, kitschy and (hopefully not completely) useless Ultra that is probably only applicable for punishing (again, just like SGS but with decreased damage).
Can’t you imagine why people start to complain about that? Hitconfirming with c.lp, c.lp, lp, fs.HK into bnb (for example) is satisfying. :slight_smile:

If this works on everyone then I’d be much, much more content with SSF4 Akuma, despite the damage nerf on the ultra and the joke that is his second ultra.

Well I’m going to wait till I get the game in my hands and spend 3 to 5 hrs with Akuma in training mode and do his trials and see how bad are his nerf’s? As far as I know they might not be that bad, the s.HK >lp>s. Hk loop well I stop using that 6 weeks ago simply because its useless in SSFIV so I stop doing it in matches so I got use to it not using it vs large hit characters. Until I spend time with Akuma in SSFIV I’m not gonna assume that he’s totaly worthless…

hey Trolle

Can you let me know how bad is his nerfs and what ever you can find out about akuma. The in’s and out of his 2nd ultra, his nerf’s, cross ups, any hidden things new or old that you can find our figure out. I’ll be looking foward for your post about akuma!!!:rock:

[media=youtube]ZeIvWO830_o[/media]

To further the gag of how stupid Akuma’s second Ultra looks.

Ughhh Why Capmcom? Seriously why? Your turning my favorite character into a joke.

Yo you mad stupid LMAO but shit that was mad funny bro!!!

You can always just opt for the demon which is the better Ultra between the two anyway.

Regardless, I agree. Capcom of Japan can be pretty corny.

I hope Capcom knows that ALL the Akuma players are complaining about this Ultra 2…

I think they couldn’t make a worse Ultra…and obviously I guess it will stay like this.Damn.

you can still combo from a st. hk. it’s the st. lp into st. hk that’s gone.

Actually, the point you’ve made is the reason why lead-in combos from fs.hk (in particular from fadc’d balls) are now reduced to being character specific (i.e. large characters) or now require very precise spacing and positioning to the point where they are now a borderline waste of stocks due to the high failure rate.

What is unclear is just how precise it has to be or if the current changes are to remain set in stone.

Unless of course you are among the folks who have played the current preview and have a hands-on perspective. If so, could you elaborate some more?

This is probably a stupid question, but are you guys 100% positive Akuma can’t anti air at all with his second ultra?

Thanks.

Had a little playtime today, didn’t play as much as expected, but:
Apparently, character specific sweep still works on the old chars.
Ultra 2 can AA, but you have to hit it ealier than utlra 1 AA or it’ll wiff. The only comboable way to use ultra 2, as I know of and tried, was Ex-airFB, teleport ->ultra2. There might be other ways. I did try lk.tatsu, doesn’t work. FA->ultra2 = no go. srk->FADC->ultra2 = looks like it should be able to hit but didn’t land it, might be possible with correct timing.
Sry, we played casuals for the most of the time, so no further data. He still feels overall the same and classic Akuma, but I’m farely new to sf4-Akuma, so hardcore combofreaks might think his nerfs is too bad.

The input for Ultra 2 is Up, Up+3K

It is IMPOSSIBLE to press Up, Up when in neutral state without jumping, no matter how fast your hands are. So yes, it cannot be used as an anti air unless it is cancellable from a cr.MK. And if you are going to use it in that way then you should be picking Ultra 1 as it does 100 more damage. You can combo Ultra 2 off jump in fireballs.

LK Tatsu, Sweep works exactly the same as before, they have not changed anyone. It works on roughly half of the new cast.

It is utterly impossible to combo into far.HK from a jab jab opening. It is remotely possible to combo into it from a cancelled cr.MK xx Fireball. You can no longer hit confirm a cr.MP counter hit into far.HK either, you don’t have enough frames. I also seemed to whiff cr.LP after the HK a lot more than I am used to. It felt like the push back from HK was greater also, although that hasn’t been tested empirically.

These are all from the current debug version and are open to tweaking, but it is unlikely to change. Crouch blocking against Akuma is your best bet, especially if you have a GTFO me move.

nice, thanks for this info. Glad to see gouki has some set ups now.

Are you sure about that?

Because even if far HK has 1 more st frame, this link become “just frame”, actually this is a one frame link:

crMP=5 adv hit + 3 counter hit=8

thanks… nice.

Are they actually tweaking his ultra?
Sinice in the official jp ssf4 site, gen and akuma’s ultra is still not available to view :china:

I hope that’s the reason it isn’t up there yet. If they take away that damn spinning effect BS it would actually make a cool looking ultra.

There is several things wrong with this, let me explain why you’re stupid.

Why would making it cancellable from cmk make it work for anti air exactly? You can’t use cmk for anti air
Second, you could easily buffer it from a whiffed jab to use it as anti air
Third, people can do standing 720s in this game. up up 3K will not be a problem. Thats only 3 inputs you need to get in before akuma leaves the ground. I’m afraid you just don’t know, and I don’t believe for a second you have actually played SSF4 as you seem to want us to believe in your posts.

On the plus side, you couldn’t have done a better job picking your name.