Super SFIV Arcade - Akuma Changes

I would rather they buff the hitbox on U2 over damage so that it hits crouchers. It really makes little sense that it won’t hit crouched opponents.

Please come true. Along with no nerf to walk speed. I’ll go crazy if we get 150 sweep stun + shaku dmg

you gotta admit that those combos you mentioned was very overpowered

So if the hitbox of U2 is lowered is cross-up tatsu into U2 going to work more consistently and as a viable reason to pick it for the vortex game?

Not really

crlk crlp crmp hado fadc hk tatsu shoryuken = 310PV in vanilla for 2 EX bars, I don’t call that OP.

So yeah, begining by far HK gave a huge combo in vanilla, but how do you place far HK on opponents which it wiffs except by punishment or counter?

Akuma was too strong in vanilla, but he’s not “logic” right now

shakunetsu must be better (stun/damage)
sweep must be balanced (150 stun)

no.

s.hp xx hado FADC s.hp xx lk tatsu > hp srk does way more stun/damage. It was the same in vanilla, fadc redball was never the most stunning/damaging combo from 2 bars. I want hp shaku to do 150/200 again because of AA srk fadc redball or baiting crouch techs for nearly 300 damage/350 stun. The better spacing from the lp srk fadc shaku combos would be sweet, but not OP in any ways.

c.lp c.lp c.mp xx hado fadc s.hk did ass damage anyways…it was more for styling and was especially good against characters you could do lk tatsu > sweep. Again, not OP in any way or form.

Not entirely accurate. From SF4 to Super the FADC red combos did about the same damage and stun as the Super combo of choice.

SF4 combo = Jump fp, stand fp>short tatsu>small dp fadc red fireball - 437 damage 740 stun 2 bars 455/800 with ex red 3 bars

SSF4 combo = Jump fp, stand fp>fireball fadc fp>small tatsu> fierce dp - 435 damage 725 stun 2 bars 455/750 with ex dp 3 bars

Weren’t the damn changes supposed to be released today? -_-

Waiting very impatiently for the change blog =/

BTW ShinAkuma, in your sig, it should be “whose” cuisine reigns supreme. =)

It’s usually released at like 10 pm PST. So, probably in about 4 more hours.

It’s up… SUPER STREET FIGHTER IV???IV ???

I can’t read shit but google chrome seems like it says strong dp inproved, ex tatsu dmg nerfed??? and the escape tatsu nerfed.

Akuma Changes in AE: (Rough Translation)

  • Mid shoryuken invinsibility increase, from start up total 5 frame invincible.
  • Air Tatsu change, difficult to run away from corner
  • EX Tatsu stun & damage reduced.
  • Demon teleport to Ultra 2, the hit box increase for below part
  • Can do Standing HP - Teleport - Ultra 2 combo
  • Back dash improve

From Your Brother,
Gouken

Why would they nerf Ex Tatsu and NOT change Shaku?

Basically, what was expected. Good news in my opinion, I’ll only miss corner escape tatsu. Akuma will still be a solid character.

O believe me, I like having the buffed U2 and MP SRK, and I also think the news is generally good, I just dont see why they nerfed yet another combo ender for him

So basically he’s pretty much the same. That means he’ll still be good(if not better with improved U2), but losing tatsu escape and stun off ex tatsu(why?) is very dissapointing.

Them not addressing his stun basically is Capcom’s way of saying “We know his stun is now a joke. We did that on purpose because you fools already do a lot of damage and have the most tools available”, which I don’t agree with at all. His health is low so he should od a lot of stun. Not being able to get that dizzy makes his room for error smaller than it should be.

Viper, Cammy, Ibuki, Makoto, Seth all have low health and do a lot of damage. They all do a lot of stun. Why not Akuma?

Overall, he’ll definitely still be good, and I would say with some nerfs to some key match ups like Ryu(this might be now Akuma’s favor) and Cammy might see him go higher up on the tier list(he’s already high up there).

Akuma/Shin Akuma BABY!

Dev blog out… we’re translating right now for the frontpage of SRK. cross your fingers people! :slight_smile:

SUPER STREET FIGHTER IV???IV ???

Already translated above by Real Devastator. :slight_smile:

Changes are cool. EX tatsu is like useless except against Rufus. U2 seems cool, probably means that we can combo on every standing and crouching opponents. Mp srk invincibility is kinda random but good. :smiley: “Improved backdash” probably means he goes from invincible to airborne, which is really good.

So, the only thing that is bad is the escape tatsu, which was too good anyways. So, I like the changes. :slight_smile: Mainly for the Roflcopter hitbox. :woot:

Boo, hitbox increased on cancel from teleport ONLY? that dashes my hopes of x-tatsu into U2 on more characters…

I just want to know why nerf Ex tatsu damage lol. It misses some hits on most of characters and some can even walk out of it on hit. I only wanted corrections in his hitboxes and maybe corrections on other characters hitboxes (balrog I’m looking at you).

Maybe MP shoryu will make for a great anti-air doing good damage (unlike HP shoryu which does 55% of its total damage when Anti air)