Super SFIV Arcade - Akuma Changes

I want to see all the non-Akuma players who spam and button mash ryu, ken, chun, rog, adon, bison, etc. change their main for Akuma then see how they feel about his nerfs and low stun. At the fawking least, give Akuma a stun boost or as in Vanilla. Hate fawking someone up for nothing - no reward=dizzy. Three to four hits from other chars and Akuma is seeing stars WTF! FAWK CAPCUNT.

Can’t count how many times I’ve vortexed or comboed these chars for no dizziness or KO thanks to damage scaling just to get hit by a random or setup ultra and see Akuma shatter like glass. One combo ultra from these chars and it’s over for Akuma or 3/4 life gone from full health. WTF!

it’s especially funny against ibuki…you land like 4 combos and 1 df throw on her wakeup and she’s still standing…then you guess wrong 2 (two!!!) times and her target combo into neckbreaker stuns you and you lose the game.

Could you explain that plink? I understand plinking HP with Mp, but why would you plink MP with LP? Is that the double plink so you increase your change of getting the plink?

I think this would help:

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I’ve noticed Tokido & Daigo seem to prefer using a specific plink type with certain combos, the “True double plinking” is ridiculous though, I don’t remember ever seeing it being used by Japanese players.

Naw, Ryu c.mk is a little too good in my opinion. I think it’s the best poke in the game. It’s now like Akumas, all but GUARANTEEING unless Akuma gets an epic nerf that it will be 6/4 Akuma in Arcade edition.

well don’t forget that even if it gets toned down to 3 active frames (like akuma’s) it’ll still have more range.

Yeah, it’s the true double plink. It’s just to extend the chance of your plinking. Your goal is to plink HP~MP and HP~LP at the same time. However, you will be plinking MP~LP. That’s why it’s good.

Is it because it has less range that it does not combo into Hadoken at max range?

no, that’s because ryu’s hado is 1 frame faster so it combos more easily

Not exactly true. While there is no priority mechanic or code, the term priority still applies to every SF game. Priority is the term used to describe how often a move “wins” in any given situation. Factors that determine the priority of a move are hitboxes and active frames.

People call it priority because it’s easier to say “this move has an incredible priority” than “this move has a really long reach hitbox, upper body invincibility and n active frames”.

Which is why Akuma literally gets outpoked by practically all chars in the game: Guile lp/lk, Boxer lp spam, Chun normals, Ryu/Ken lp/lk and mk spam just to name a few. Not to mention his hitbox which is on par with Gief IMHO … WTF! Ridiculous, especially when he is no bigger than Ryu/Ken or Guile for that matter yet he gets hit and poked like Gief - in or out of range practically. WTF!

This is why I think Akuma will get no nerfs in AE. It’s impossible to nerf his pokes because all of them suck, his damage output/stun isn’t that good too, so that can’t get nerfed.

I dunno. It’s Akuma afterall, and the most devastating buff you can get in this game is not being handed your own list of nerfs.

Then you aren’t thinking like Capcom to appease to all the whining anti-Akuma turtle and button mashing spammers who cannot learn or want to vest time in such a heavy execution char cept to mash random ultra to win. I’m so sick of losing to these fawknuts - Chun, Boxer, Ryu/Ken , Dicktator etc.

Hell, CapCUNT, Akuma should be rewarded for his high level playstyle, not nerfed to shiet just so turtles and button mashing can even the playing field. WTF! I guess that’s CapCUNT’s idea of game/char balance.

if you are losing to boxer ryu/ken that mash you need to go back to the drawing bored. chun and dictator can be hard but you can beat them by making them come to you instead of taking the fight to them.

if you are losing to turtles just get the life lead early and out turtle them. (unfortunately thats what its come down to in ssf4)

I agree, his pokes and his range reaalllly suck. Except for his sweep. His sweep rules.
Why does c.lk, c.lp, c.mp WHIFF on Guile in the corner? (this is one block that is, so you can even finish the block string). There are plenty of other characters where a lot of his combos just whiff because his range is…odd.

His poke range isn’t that bad compared to many characters. Also his walking speed more than makes up for it in footsies because he can walk into sweep range rather easily. The characters that give him the most problems are characters like Bison who have far reaching pokes that are also fast as hell.

That is why I am concerned if the walking speed goes down. It is his main footsie tool.

Haha, gold.

Emmm, Boxer’s mashed jabs and ryu/ken’s mashed pokes and DPs aren’t as easy to draw on a drawing board, especially if you are corner trapped. I’ll make do with whatever I can for nows. The mashing is just so unpredictable/random to block, counter, or teleport out is my problem. Not to mention tick throws on top of the mashing. But whatever.

Nope. The only turtle I shy from once I have a life lead is Guile (sometimes Chun depending on opp’s skill). All others, I go in for the kill - or be killed.

Gyro, do you not know how to play some kind of footsies?