Super SFIV Arcade - Akuma Changes

depending on the changes. If they do something ridiculous to him, i’ll probably make the switch to Ken… i originally mained him but i got tired of bs, he’s looking better in AE though. Hopefully they don’t fuck over akuma :\

I’ll likely keep playing Akuma regardless, though I’ve started practicing with Cody and Adon on the side. If Shin/Oni Akuma is playable, and depending on his toolset, I might pick him up too.

I’ll probably switch to Ryu, but that’s if Akuma gets anymore unnecessary nerfs.

I’d like Akuma more logic for AE.

shakunetsu HP is actually ridiculous (shoryu FADC shakunetsu less good than shoryu EX makes me crazy)
sweep stun is actually a joke, it should be 150 stun IMO, I’m tired of picking the wrong guess to my opponent 3 or 4 times to get him stun, while Ibuki/Viper or Cammy just need 2.

and give Akuma back his Bnb hadoken fadc HK but I must be dreaming.

More like 5-6 times and you get the dizzy when the opponent is a punch away from dying anyway lol

The arcade here in Austin is getting the arcade version pretty soon and I was wondering if you guys maybe wanted me to test some stuff. Maybe there’s already other players doing this I don’t know, but if you want me to make a new thread for the findings I can. Or if you feel this thread is sufficient just say, what ever you want. Just let me know what you specficially want tested out and I’ll go to the arcade with a list and try to crank out a comprehensive post that will have all my findings.

I’ll still play him. As scrubby as I am, I’ve put in far too much work into Akuma to be starting over with another character.

It does deserve a separate thread IMO so you’d be able to update the first post with new changes you were able to find. As for what to check, guess we’ll know more specifically in a couple of days when the Japanese blog about Akuma’s changes gets released (to see if they’ll mention if his walkspeed, sweep stun…etc will be different or not).

From the changes that were mentioned in Arcadia Magazine, it said that Akuma’s HP XX Teleport U2 hits crouching opponents now, if that means it has a much better hitbox, check if you can punish low attacks with U2 when you teleport, for example Ryu trying to sweep your teleport’s recovery and you U2 him.

:wgrin: … sadly I’ll still main Akuma and ShinAkuma if he’s playable inspite of whatever nerfs . (I’m more than sure he will be, as an unlockable. Same as Evil Ryu. If not on release then as dlc like all the dumb alt customes.) I’ve spent way way too much time learning Akuma to drop him over nerfs. Yeah it pisses me off since he’s a wuss but I could care less for any of the other characters. They just don’t have the flare or uniqueness about them that I’d want to play them. I’ve tried several of them unsatisfactoryly. That’s fun and entertainment not wins and loses cause I can win more easily with some chars than Akuma . And yes I hate losing since Akuma is such a wuss but that’s just makes me want to improve more. Doubt I’d feel the same if I was beasting with ken, ryu, cammy, etc.

No doubt U2 hitting crouched and crouch pokes would make it more viable and useful versus its present crapiness. Seriously just goes to show how dumb capcom can be at times. No other ultra whiffs on crouched/duck reaction or crouch pokes except Akuma U2. How stupid of capcom to create such a crappy ultra . Stupid.

I’m going crazy. I want this damn blog posted soon D:<!!

there will be not so many surprises
u2 bigger hitbox
shaku dmg buff
tatsu escape nerf a la ryu

his normals will stay the same i hope i mean if they change sweep to 200 stun
it wouldnt bother me :slight_smile: (but since nearly everybody got some normal buffs/nerfs akuma will probably got some too)

but stay tuned we will kniow it soon !!

Akuma is also losing tk air fireballs right? I thought they are getting rid of all tk motions (ala height requirement on cammy dive kick)

Pretty sure no, that wouldn’t even be fair to Ibuki who doesn’t have much other than Kunai mixups on wakeup lol, TK ex canon strikes are still in the game so the TK motion isn’t totally removed for sure.

Tonight is judgement day for our boy. Please be good.

Didn’t they alter the trajectory of her Kunai though to be more steep (I.E.: they will drop down closer to her)? That’s going to mess with her kunai vortex options as it should be easier now to determine when her kunai will cross-up or not. I hope they don’t touch his Zanku in a similar way…

please Srk FADC U2!!! please!!!

I thought we were supposed to get an official list of Akuma changes this morning? What’s going on?

ain’t gonna happen and i’m happy about it. Don’t want every possible scrub switching from ryu to akuma because of this.

I just want hp shaku to be the same as in vanilla and sweep having 150 stun. 200 stun hp srk would be godsend, too, but sweep is more important

I thought they altered the way she landed from jump back Kunais to make runaway Kunai Ibukis easier to punish, i.e after Ibuki throws the Kunai she’d drop vertically straight down instead of dropping backwards. Maybe I didn’t understand it correctly, but it has something to do with the jump back kunai only so I don’t think this will effect her Kunai mixup game at all.

Akuma’s damn changes aren’t released yet, I’m afraid they’ll probably be posted tomorrow instead like what happened to one of the blog posts in the last couple of weeks, gotta wait more to know the fate of the demon =(.

This +10000, HP XX teleport U2 is good, using U2 with full damage as an option select is great at the moment, if they made it SRK > U2 possible, the ultra’s damage will definitely drop a lot. if they’re going to buff HP shaku’s damage and stun, it’d be still awesome if they just increased the stun of lp SRK to make cl.HP xx lk. tatsu, lp SRK FADC HP shaku a massive stun dealer again.

Probably just wishful thinking though and we’ll be eating nerfs instead lol

The main thing I want is stun ability. However, I think they also have to buff U2. Preferably in terms of damage, but definitely in terms of hit box. Hit box needs to be bigger. It should hit crouching opponents and should be comboable on every character.