Super SFIV Arcade - Akuma Changes

sigh… It took me sooooooooooooooooooooo long to kick the habit of FADC’ing HP Shaku after SRK for Super… I knew there was a reason why I was seeing more and more high-level players using it lately; guess they heard or played the AE version was bringing this back.

Not only that but it also gives you more time to set up a followup whereas with the EX SRK you give up positioning + time for damage.

Hopefully these changes stay true. I’m barely learning Akuma and don’t want to have to mess up my whole gameplan.

I’ve always liked lp.SRK FADC hp.Shaku better anyway, gives pretty good positioning right?

I dont find the Air Tatsu nerf that bad anyway… S long as you arent predictable with teleports you should be fine

somebody read something about his sweep ? stun increasing ??

The akuma buffs are actually rather significant. For one, MP srk will now be his goto AA, meaning he’s doing 130 instead of 80 (because you almost never get all 3 hits of HP srk). That’s more than a 50% increase in damage for AAing in the first half of the round. And his ultra 2 can now basically be landed off of anything.

List of changes for SSF4 AE from Arcadia Magazine : News : EventHubs.com

Seth IMO got buffed overall so far:

Yeah he lost his j. fierce and U1 seems to be nerfed, but giving him 800 health and 900 freakin stun (more than Akuma!) is no joke, the character has a lot of tools, he used to get hit by a couple of hits that lead to a dizzy> dead, but now he has as much stun as Guile or Vega (with a damn good invincible SRK to back people off when needed). Rush down Seth players will be very dangerous since they can afford to take more risks now, Poongko will be even more fearless than he already is lol!

Can you explain this, please? The impression I got from the blog was that it was specific to cl. HP > Tele > U2??? Maybe I am wrong. Anyway, assuming these changes are final then I’m QUITE happy. I haven’t really used air tatsu as an escape tool, as you can guys can see from my vids I’m a teleport whore (I actually try to do it with other characters by mistake).

My interpretation is that it is improved in terms of start-up speed as this has been discussed a few times on the Japanese wiki. This means it is more combo friendly and likely won’t whiff on a lot of characters. Its also speculated it actually hits crouchers now, ala Shin Gouki in arcade mode.

Regarding the rumoured {fake?} new Akuma thing on those achievement images:

I would have absolutely no complaint if they made a broken Shin Akuma character playable that wouldn’t be used in tournaments but cool to mess around with casually.

Might give me a reason to actually load up an SSF4 disk once in a while.

If its true and U2 has a faster startup/bigger hitbox im more curious of the implications it may have on cross-tatsu juggle into u2, if it works easier on more/all the chars it may be loads more viable

Seth got buffed? I don’t think so imo. First they remove his sonic boom ultra trap in super and now they make it even more impossible to land cause it trades with fireballs which was pretty much its sole purpose even though it did hardly any damage. And he lost jumping fierce.

Imagine if they gave akuma 1000 health and stun and then removed demon flip and cross up tatsu. I wouldn’t call that a buff.

Also a broken shin akuma would be fun for casuals, but then he’d be used ALOT online.

Agreed. REALLY do not want.

Capcom never makes anything broken guys. You have it all wrong. Capcom is like the EPITOME of balance.

Oh wait…

To me, it feels like Seth’s nerfs were mostly defensive (talking about Super to AE changes), if you watch Poongko play, I really don’t see him use jumping fierce much since the guy is all about rushing people down and Seth has a very scary rushdown/mixup game upclose, with the health and stun buffs there’s more reason to rushdown now. Many might disagree, but if I had the option to have an Akuma with 1000 health/stun in exchange of removing his teleport (one of the best defensive tools in the game if used properly), I’d do it in a heartbeat because his rushdown game won’t be so risky at times anymore.

SSF4 dev blog: AE changes to Zangief, Sagat, Dan & Dudley : News : EventHubs.com

I was disappointed not to see Sagat get his old st. lk back, as for Zangief’s EX green hand not knocking grounded people anymore, some people in the Gief forums seem to be happy about the change, but I wouldn’t be if I was a Gief player, he had a lot more mixup potential on knocked down opponents before (normal jump in, crossup, empty jump into SPD…etc), now it’s just about jumping out or backdashing to avoid eating an SPD or block to not eat a combo, this would be OK vs characters without a good reversal such as Vega, but against Akuma’s HP SRK plus 2 bars to FADC = pretty much free escape (that’s other than being able to teleport which the Gief player has to guess to follow with green hands).

I hope Shin Akuma won’t be playable in any form if he’ll be tournament banned anyway.

Just make it so they can’t pick him online. Problem solved. Tournies would ban boss type characters that weren’t balanced so there is no problem there either.

Ultra2 change…

Could also just be that the cs.HP now forces the oppononent to stand up, which was not the case before … i believe.

I still hope for SRK FADC ULTRA2… though they can then decrease the damage (a bit) for balancing.

a 4 frame, 100 damage, 200 stun normal that forces stand? On a character that can do his most damaging combos on standing opponents??? ain’t gonna happen, forget about it.

U2 damage is ass anyways when you combo into it, lowering damage would make it useless, keeping it as it is would probably be OP…i highly doubt this is gonna happen.

It’s probably just some minor hitbox adjustment so it can combo on characters where it misteriously whiffed like Honda and that spanish ***.

Don’t know if this goes here, but Oni Akuma confirmed for AE along with Evil Ryu

First image of Evil Ryu and Oni Akuma in SSF4 AE : News : EventHubs.com

I still think those are only bosses in the AE, i.e not playable, Akuma and Ryu are already good characters, so their evil versions feel too broken to be playable (of course they might be crap).

If Oni Akuma is indeed playable and not tournament banned, I’m sooo going to make a character change if he turned out better than regular Akuma even if he has like 750 health!