I don’t agree with buffing ken’s sa range…ugh…
You know it would be super cool if you could contribute more than I agree/disagree. Besides who suggested a range buff?
It’s range was increased in 2013. Hey, I contribute… on stuff I’m most familiar with. When it comes to that overhead gb talk…I got nothing.
Well here’s something. Apparently sc on a launchers first active frame results in a frame trap…unless my execution was off…
Its range was buffed to make it more reliable in combos. Now it’s a good punish tool as well and with good execution you can link it after f. Mk. It’s nothing broken imo. But maybe you could give us some more insight. Sc = super charge?
I’m just salty about the range increase… sc(switch cancel). It ain’t broken…just an annoyance…I don’t think its really worth punishing something with a sa.
Since there is only about a handful of characters who can punish many things with a sa.
I’m sure it’s been said somewhere, but I find it weird that Jin’s lvl3 will only connect if the 1st hit connects. If only the second it connects you get nothing. Granted it’s a rare you’d only get the second hit to connect.
All ca with multiple hits will only fully connect on the first hit.
It’s still a great tool to have and a nice threat for players who like to use barely safe specials. I love KO’ing Ninas that overuse unsafe specials with raging demon.
I will start with Akuma:
I completely agree with that one, because the first hit doesn’t cause a knockdown and you can get punished if the other hits whiff. In combos some of the hits will simply whiff too.
Akuma’s alpha counter has too much recovery and not enough horizontal range. Both should be improved. Another solution would be to replace it with his EX Tatsu.
More damage seems fair as it is difficult to use it outside of punish situations.
I would prefer to see more changes favouring his offense, but with his 850 health he should definitely have better defensive options.
That change would be completely fine since his teleport is far from useful now.
Hmmmmm pre patch zanku hadoken…I suppose. I guess it would give akuma the false sense of security that zanku hdokens would protect him. Since using it backwards is quite risky now.
It has always been risky. Especially when you overuse it. I remember eating Cammy’s super art back in early vanilla.
Oh of course…but compared to now…yeah. I honestly don’t have a problem with that. It can just mean Akuma might have to depend on it more for defense…I dunno. Though perhaps they should buff his health this time around more then anything…1small combo and a simple reset and he’s out.
Akumas low health is way overplayed. Akuma has 50 less health than Chun and you dont see people saying Chun has low health.
Give back a proper teleport and zanku recovery on back jump and all is well
If you’re gona restore akuma’s teleport then you have to do it for all the teleports as well. No sense if restoring one teleport but leaving the rest.
Ravens teleport and Dhalsims air teleport are still very very good, Bison’s is still better than Akumas but not very good either. His teleport doesnt even need to be option selected for a punish, you can just walk up and punish with 90% of the cast… lol
Still a teleports a teleport.
No, a teleport is not a teleport if it serves no purpose other than filling up the movelist. If SF4 Dan was given a teleport which moved him 3 pixels forward and had 54 frames of recovery, it wouldnt change any of his matchups for the better, despite being a teleport. Im not saying Akuma is bad without the teleport, but they definitely shouldnt have taken it away from him.
The bottom line is though…it’s still a teleport…whether good or bad. Raven still has the best teleport in the game, followed dahlsim, then Bison/Yoshi then Akuma. They nerfed all the teleports though (except Yoshi’s since his was the worst before 2013 now it’s 2nd worst.)
Ideally I’d like his teleport back–who wouldn’t, really?–but I can understand the hate. But still, I think its fair to give him his fireball back for those last-second desperation attempts to tag out. Because of his health he should be a very versatile character with all of his options just solid, none overpowering. Anyway, I think my balance suggestions are fair.
Also, comparison to Chun-Li is not as valid. Her fireball is better, her pokes are better, and she has amazing synergy with nearly everyone. I find that matchup pretty annoying, to be honest. She may have only 50 health more than Akuma but she’s a much better character in general.
EDIT: I also wouldn’t mind them changing his offense instead. But I don’t see what they could buff? I used to think that making his demon flip dive kick “dive” faster would be good, but I realized that he would pretty much own most of the cast for free with st. fp xx DF dive kick strings and mixups.
Yeah I get it now. Also an anti air is still an anti air, I dont see why Bison players are complaining about cr.hp sucking so much dick, I mean its still an anti air right? RIGHT? Of course its technically a teleport, but there is not one situation in which you would use it and it would give you an advantage, because you WILL be punished for using it.
I use bison’s and Yoshi’s all the time. I get away fairly often. Akuma’s teleport is only about 9 frames longer then theirs. I guess the other problem is you SEE where Akuma is going right of the start as opposed to other teleports.