^ Oh, nice. Gouki’s officially OP.
That’s incredibly sweet, but given the changes to other characters reported so far it seems hard to believe
ill believe it wen i see it
From the Japanese wiki: (excuse the poor Chrome translation)
- Short distance before climbing became a tornado J.
- UC2 generation of faster?
- EX bad burning down a large increase in damage Riyuu Noboru OR
- Slower walking speed?*
- Fuck.
Please no.
I will burn my stick if akumas speed drops…
Holy ****!!! srk fadc into U2!!! It sounds to good to be true!
Akuma with Ken footspeed would be lolz.
LOL I like the fact U2 is more comboable now. I mean I was able to BnB it so making this will make me have a great deal of damage. Its just a waste that I mastered U2 combo for nothing lol but its still a bad Ultra in a way lol.
If SRK >FADC> U2? works then that makes akuma more dangerous.
Example.
Mixups:
You do your nice combos into BnB > Reset > DemonFlip> BnB if they misjudge>SRK>FADC>U2 (Tons of damage)
Tatsu escape needs to be back for both Ryu and Akuma. Thats unnecessary and thats the exact truth for those shotos’. Even though I hate Ryu to death and wishes he burned in hell. But having options taken away makes him stupid bad… If they making him floaty before the peak of the jump then give Akuma is SF4 Teleport so he doesnt get punished as easily for escaping.
I play Akuma full rushdown in SSFIV. And my mixups are extraordinary with the most stun damage possible (Can Stun People usually in 2-3 consecutive combos) but misjudging the SRK FADC (Stunned Opponent)> U2 will be sad to have.
Like I said Akuma needs his stuff back a bit now. I want him to have the ability to Juggle at least 4-6 times like he can juggle like crazy in 3S. If that happens Akuma will still be uber beasty.
What I feel is that Capcom wants to make Yun/Yang compatible with others in this game. But why give the shotos a nerf? I mean look at Rufus! He hasnt got a single nerf hammer yet. This just making the game harder and harder on Akuma.
Sweep = 200 Stun needs to be back to make him viable to mixups and stun.
The far.HK needs to be able to hit most characters 2x on block. (Rufus!,Ryu,Ken).
He needs more combo options that can link in juggles or juggle UT Knockdowns.
It seems fair then cuz Akuma needs to be a Combo Beast to unlock his full potential.
Last but not least: Make him have a better Dash distance. 3S Dash could be nice but he needs a decent backdash for zoning game advantage. IMO…
My only hard matchups are: Dhalsim,Rufus,Chun and Turtlers especially Ryu’s…
Anyways what u think of some of these suggestions or ideas i wrote?
My Playstyle: Dont Spam, Rushdown, Reset, Mixup, Vortex, Demon and Punish on reaction.
??
They should get rid of the teleport scaling on U2.
Akuma can apparently Shoryuken, Focus Attack Dash Cancel into his Ultra 2 now.
there’s no teleport there so the dmg won’t lower to 400 for nothing, but this seems more fun.
You are trying to make your character broken. Your suggestions aren’t even reasonable just straight broken.
cry more you idiot.
such a cunt.
Shoryu FADC ultra 2 might means Capcom has removed some tools, and personally I don’t want Akuma as Ryu, Akuma must be a character with a lot of tools, great combos etc…giving him this setup will have consequences on his gameplay and it is not viable.
Personally I’d prefer hado FADC HK and stun power back.
Nothing re: SRK FADC into U2 has been mentioned by the Japanese players nor the Japanese wiki.
How do you guys feel about the potential reduction in Akuma’s walk speed? Do you think its going to affect him much?
um you know damage scaling? I mean The Juggle system should be able to juggle with the amount of bars he has. His FB do little damage… and if you going to juggle them them its going to do about 30-40 damage and decrease by the amount of hits going up. I dont think its broken giving akuma juggle properties.
if your gonna use a full bar with a BnB your looking from around 250-375(450-600 stun) damage. But timing is very strict.
I got a translation from our forums in Australia:
"- Faster U2
- EX srk damage nerf or HP fireball (the half circle one) damage buff (wtf does that ‘or’ mean?)
- Slower walk speed?"
I interpret this as EX srk’s damage has been reduced (maybe down to 150?) but in return the HP redball now becomes somewhat viable again after lp srk fadc due to it receiving a damage buff. Hopefully it also packs a bit of extra stun also.
As for a reduction in Akuma’s walk speed, I’m annoyed. This stands to seriously change his ‘feel’ which isn’t something they should be screwing about with in my opinion. This is a very negative change that will immediately render Akuma cludgy in the hands of players familiar with and accustomed to his signature nimble movement.
Still, the game is being tested. Nothing is set in stone yet so lets see how things pan out. I have my suspicions that Akuma will yet again be downgraded however.
I’m not convinced the walk speed nerf even exists. The people who have tested the instant air tatsu and the FADC/U2 had no mention of movement speed altered, so I’m guessing the person who felt it was altered may not have been that familiar with Akuma’s feel.
I do not like the exchange of EX-SRK for hp shaku.
Sure, for people who want to be fancy it’s good, but I don’t like using 2 bars if I could previously use one to do damage.
I sure hope U2 will be useful in the new patch, if srk fadc u2 is true I’ll be doing a little dance right now.