SSF4 Akuma thread

But if you have 4 frames to execute U,U,3K. You have to be frame perfect or if you can go U,U+3K then you have a 2 frame lenience. If you can only do U,U,3K then you’d have to press Up on the first and 3rd frames then 3K on the 4th. Doesn’t sound easy to me. I am yet to get a Tsujinrai demon to connect without kicking them…

let me tell u this.

Seth Killian is the biggest Troll for capcom and thats why capcom pays him.

He doesnt even deserve that position cuz hes so stupid.

He Saying:

MvC2 is the most balanced fighting game up to date (sumthing like that)
Zero from TvC is for noobs (Implies that)
and
Doesnt give a shit about us Akuma players.

When did Seth say MVC2 was the most balanced fighting game to date? Also Capcom doesn’t give a shit about anyone, so I don’t know why you think they’d be paying their’ undivided attention to one of the best characters in the game when their’ attention is more well spent elsewhere.

Oh whats that? You’ve got nothing? Yea ok.

100% correct.

There is a reason why he says that…

I’ll give you a little hint: Anti Air Demon

:rofl:

I’m assuming the same way that makes cMK xx UltraSGS one of the best AA moves in SFIV?

That way is that the cMK buffer gets below any aerial attack, making it so they can’t hit you from the air. You activate UltraSGS a maximum of 5 frames (i think) before they land, and they can’t hit you with their aerial attack and it’s an automatic ultra… That is, if you REALLY didn’t know that.

I don’t mind that sHK gets the nerf so much on it’s own… but I don’t like that you can’t combo into sHK from Fireball->FADC like you used to. I don’t have a problem with them breaking up the “loop” combo, but I do have a problem with them breaking up Akuma’s BnB combos, that is inexcusable. Hell, the loops is already nerfed by damage scaling and the corner…

Seriously, cMK xx Fireball -> FADC -> sHK -> BnB is no longer a combo? That is probably the most important combo in Akuma’s repertoire, IMO. It’s a long-distance and largely safe hit-confirmable combo. I get that they want to remove the loop, but they shouldn’t be doing it at the cost of important combos.

I also have an issue with the 2nd Ultra move, unless you can actually combo into it from a normal combo (not Ex air FB-> tele). It looks stupid, but if it ends up being like Rufus’ where you can combo juggle them it wouldn’t be so bad because then it at least has a purpose that differs from the Ultra we already have.

It still works on a standing opponent, no problem.All the cast.
On the over hand, it only works on large hitbox for a crouching opponent, that’s what I read (so it might be wrong).

And I agree with you, this combo is important I couldn’t understand if they modify it…

I think they’re trying to make Akuma really, really hard to learn and master, but extremely powerful once having done so.

Oh so it’s just on crouching openings that it doesn’t hit? That is a lot better then, I can live without it standing people up (although that was awesome) because just finishing the combo with EX Tatsu is a totally viable alternative…

OOps

Dude there is nothing to argue, plain and simple you are wrong as hell, not about being able to u,u 3xkick without jumping but about not being able to cancel c.mk. Akuma can cancel ANY of his normals into super/ultra. Maybe you should check your facts before calling people stupid less you are trying to make yourself look like the biggest noob since noobs came from troll land.

not only that, i have NEVER seen you post in the akuma sub forum and i see/have seen dhevil post and contribute allot of content to the sub forum, you are clearly arguing with the wrong guy.

You cannot combo cr.MK xx Fireball > FADC > far.HK on all the cast from any range. In the debug version it is incredibly range specific.

If you go into Training Mode with Akuma and try doing cr.MK xx Fireball, if you do it from too far away, the fireball does not combo, however if you are close enough you can Focus Dash the fireball and continue the combo with far.HK if you are not too close.

In SSF4 as it stands, that only works at the very extremity of the cr.MK xx Fireball range. The hitbox of far.HK is very strange. I mean, seeing as we have been going on about this for months now, maybe it has gotten back to Capcom and they have changed it so you will be able to combo far.HK more easily from moves OTHER THAN far.LP. Afterall in numerous versions played by people from Vegas to Europe they have said Gouken’s Denjin Hadouken is not Unblockable at full charge, yet the dev blog stated it is Unblockable, so perhaps they have changed other things between builds.

We cannot really discuss the game until it is pressed up and finalised in promo copies for press review in the final build, but from what people have seen in the builds so far Akuma no longer has any reliable way of standing up an opponent in a combo. Whereas Ryu and Ken can simply use cr.HP, Akuma used to have to burn 2 meter or catch a counter hit MP to stand up crouchers after a poke. Removing that makes his poke game a lot weaker and he will have to rely even more on Vortex.

It makes sense to allow far.HK to be combod into from FADCs as it burns half meter. Comboing into it from far.LP is obviously broken and is rightly removed. I think we all agree that one solution is better than the other.

Regarding Ultra 2: You have to hit with the second EX Fireball to combo into it. You don’t have to use teleport cancels though, that just helps you ensure you are in range. You can, as was said earlier, combo Ultra 2 after a normal jump in air fireball. But Ultra 1 is still one of the best in the game even with now reduced damage.

Yeah Akuma’s poke game will def be weaker…

It would be nice to get the same cMK as Ryu if they are nerfing the combo-ability of sHK and making it slower.

You really think no one will be able to do it? Did you know people can do standing 720s with geif? They have slightly more time to do so, but its waaaay more inputs. Noobs that ride the gate will definitely not be able to, but I bet you anything some people will.

Quote me saying Akuma can’t cancel his normals into U1? You can’t. How does canceling cmk into ultra = anti air? It doesn’t. The situation you are talking about is a KARA CANCEL. They are different properties. You’re welcome for the free lesson.

Why does Gen’s new PPP/KKK Ultra’s look so goldlike(design and presentaion wise) while our beloved Master of the Fist has such a crappy looking Ultra? Gen’s KKK Ultra 2 is one of, if not the best looking ultras in SSF4.

cr.MK xx Ultra 1 is used because cr.MK has the lowest hitbox of any of Akuma’s moves. This adds several frames in which Akuma cannot be hit by a jump in, and when cancelled into Ultra 1 which has 5 frames of invincibility it is one of the very best Anti Air moves in the game.

Kara moves are used to increase the range by cancelling an animation which causes you to move closer towards the opponent. Such as far.HK xx Super/Ultra 1 or f+MP xx Super/Ultra 1.

Could you find me a video of someone performing a standing 720 with Zangief from a neutral position without buffering it into a normal move such as HK? I’d be really excited to see that.

Thank you for your input though. Most insightful.

You obviously know nothing about akuma so how about you leave this thread right now soaphead before you make an even bigger fool of yourself.

Good form sir…good form.

You didn’t tell me anything I didn’t already know.
You’d agree that ryu’s c.mk cancels into his super, yes? So why can’t it ‘cancel’ when c.mk is whiffed then? Because they are entirely different properties. Kara cancel doesn’t imply forward movement, its an empty cancel, like akuma’s c.mk ultra.

Have you seriously never heard of Tachi Gigas? Theres lots of these around. Google is pretty useful.
[media=youtube]djqVCLDSc68[/media]