that would be really cool. or make akuma worse and put on the place shin akuma where akuma was.
900 health would be cool and another alt costume is a must. something like ryus alt costume.
that would be really cool. or make akuma worse and put on the place shin akuma where akuma was.
900 health would be cool and another alt costume is a must. something like ryus alt costume.
I’d rather have Shin Akuma unplayable, just make him a secret boss with SNK Boss Syndrome.
That’d be nice. It would be the ultimate troll (literally)
That’s why I said the word “similar” …
Ken’s super and ultras are fast uppercuts.
Viper’s super and ultra are effectively a barrage of hits using some combination of the thunder knuckle + burning kick.
Dan’s super and ultra are both a fast rushdown of hits and kicks while screaming
Rose’s super and ultra both make use of her scarf (I don’t know what it’s actually called) to send a large amount of energy at her opponent.
… someone else mentioned El Fuerte … again his super and ultra have a similar design in the sense that it involves him doing some mexican wrestling-style flips and crashing on his opponent.
Edit: Vega … his might be the most different … but both involve him jumping quickly from the corner
Maybe they’ll give akuma a new super that matches whatever his new ultra will be? Personally I want akuma’s new super to be the ground smash (Kongou Kokuretsu Zan). I have a feeling he will not get some type of linkable ultra.
Don’t think It’ll happen unless Capcom decides to ignore the whole story - Akuma learns this in the end of SF3 2I, which is after SSF IV in terms of timeline
Teleport needs a small nerf like maybe less range or slightly more recovery. : / i’ve seen people just spamming jab on the thing and not able to punish it. You really have to have a MEATY in the recovery or forget punishing it.
This gives lots of characters major problems. Give him like another 50HP since your hurting his runaway game and leave him same otherwise and I think you have a perfectly balanced character : /
Up super damage also.
Ah, good call
I’ll assume I trailed of there then… :china: my bad
It’s just one less frame than Chunli’s but… just [media=youtube]atTC8GdsO7c#t=0m19s"[/media] then if you need luck to time SGS frames of invincibility on Ultra.
Didn’t they ignore the story when you look at goathead’s avatar. :looney:
The “lol you thought i was dead but im not” is a part of almost every Fighting Game story, But him learning this was stated in his 2I ending, meaning he didn’t know about it yet.
Even if Capcom ignores the plot and gives Akuma that super, it should be nerfed or otherwise this will be one of the best anti air moves in the game
I’ll make one suggestion, but it might break his SGS and make it too good.
The speed and distance the SGS travels can be controlled by holding back or forward during Akumas’ floating forward portion of the ultra. Holding back will approximately reduce his speed and distance by half of default, and holding forward will instead increase speed and distance by about 50% of normal.
The speed is NOT variable DURING the forward hover. The first input the game detects after the flash is what the ultra sticks with.
The thing you are missing here is that Chun Li’s Ultra has fireball invinciblity. Frame data means nothing because it will always go through no matter what.
It is certainly possible for Akuma to go through a fireball but the timing is so strict it is nigh impossible in any conventional sense.(Luck)
I’m not sure why you are trying so hard to defend it. I’m not trying to and I don’t think it’s even a good idea to give him this ability I was just commenting on what the other poster said.
don’t make akuma stay a little airborne after this air fireball. make him drop regularly.
That’s actually what adds to Akuma-based mindgames and his pressure against opponents. Especially for the EX version.
Leave this alone.
(I.E.: EX Zankuu Hadoken (To avoid a fireball/sweep) -> s.HK -> c.LK -> LK Tatsu -> HP Shoryu -> FADC -> HP Shakunetsu.)
Give akuma the kkz or the misogi!!!1
Hell, Akuma is fine as he is. Even without these tiny tweaks I think he’s not bad at all. Health management can be a problem, but that’s the price for using the demonic little wrecking ball.
Have him buried alive for SSF4.
well i dont like how you have to play keep away in some machups with akuma
in order to win
he should have the tools to play a high risk/high reward game aganst every character in sf IV having the odds on his side for as long as he can keep mixups mind games and the oponent gessing
in my opinion far better then a new ultra or super(this last one would be useles because of the great akuma ex moves) i would apreciate any of the folowing changes more
–> Demon flip + K should be overhead like gouken’s caching crouching oponents that would realy improve akuma mind games
–> faster foward dash so akuma can be more impredictable when it comes to spacing like in 3s
–>make LK tatsu crossup downed oponents adding to mind games possibilitiest too
just imagine lk tatsu crossup then demonflip + P seting upto lk+lp chain to hit confirm. that would keep em guessing
finaly akuma obviously dont need more health, it is people that need more practice =) like myself
but it wouldnt bother if ultra could go through fire balls as it always did since chip damage can be a bitch latter in the match some times for such a low health bar plus it would render ultra more usefull or at least add to the oponents fear of getting cought by it
but again we would get a lot of people complaining just like his air fireballs in HDremix
Yet Akuma’s win pose is the KKZ animation down to the letter (Minus the big purple lightning bolts and rippling explosions.)
Winpose: [media=youtube]v3CZlGPg9mg[/media] (44 seconds in.)
KKZ: [media=youtube]0Eem7OSsXms[/media]
But he does it in his IV winpose.