Super SFIV Arcade - Akuma Changes

[Specials]
MP SRK’s invincibility is lengthened, to be exact he is completely invincible for the first 5 frames.
Air tatsu’s jump arc is changed, so running away with tatsu is impossible.
EX Tatsu’s damage and stun build got reduced.

[Ultra]
U2, when canceled during teleport only, has bigger hitbox downwards.
A combo like st.HP -> Teleport -> U2, is possible.

[Others]
During back dash, airborne frame comes immediately after invincibility frames end.

[Overall]
Considering balance, we removed the runaway tactic with air tatsu,
but other things can be done as you currently can,
so you will be able to apply your skill in SSF4 to SSF4 AE as well.

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)

U2 buff - waste because u1 > u2
ex tatsu nerf - makes no sense, it’s an ex move!
MP shoryu buff - still gonna take 6 frames of FP DP than 5 frames of MPDP
Air tatsu nerf - whatever

overall - I’m just happy his walk speed and DF palm didn’t get nerfed. I guess I should care less about dizzying an opponent now.

:confused: … overall taking all char nerfs and buffs into consideration Akuma’s changes is a slap in the face. MP buff? WTF! Why not bring back Vanila fadc shaku especially since ex tatsu got severely nerfed. This duo made no sense to me period.

I also agree with what VersatileBJN said about chars like Cammy, Bison, Viper, Makoto etc. comparing health, damage, and stun to Akuma’s. Let’s also not forget that Akuma’s super and ultra are not comboable. (Fawk u2’s combo. It’s still garbage not to mention useless in competitive play, even casually.)

I guess it could have been worst and will miss thw ‘rolfcopter’ especially in tight situations.

I swear the difference between Ryu and Akuma remaining is just their names. Ffs.

Ex tatsu’s strength was that it doesn’t combo into Ultra (like Ryu’s) is probably the best/most consistent viable ender on crouchers (jab jab jab xx ex tatsu) and it doesn’t even consistently launch opponents in one direction or another (save for point blank situations.)

This game disappoints further.

There’s more to consider than just the invincibility. Here’s what the new MP SRK will look like:

http://img560.imageshack.us/img560/1363/newmpsrk.jpg

Right now you’re only invincible while SRK is hitting on the ground - the change will extend invincibility to the first upwards angled frame as shown above. The downside is that if you’re hitting with this 5th frame of invincibility, you’re only doing 1 hit for 60 dmg and 50 stun, as opposed to 80 dmg and 80 stun with 2 hits of HP SRK, or the full 150/150 with the complete HP SRK.

So yeah, HP SRK will probably still end up the best choice for AA (assuming they don’t nerf invul on that), but MP SRK could find some use for high priority jump ins that tend to trade with HP SRK. Like Honda’s j.mp… though that’s going to be nerfed apparently.

Guys be glad, we got off light if this is all that happens. The only really big hit was the tatsu copter, but you can live without that.

The only logical reason I can see them nerfing the EX Tatsu was because of Akuma’s vortex options that follow a dizzy instead of the dizzy itself. Seems like Capcom want to make it hard to dizzy to prevent easy vortex setups. Can’t think of any other reasoning.

Nonetheless, I’m happy I still have my walk speed, my sweep, and my demon flip options. Without those, Akuma would be terrible.

While it sucks having to deal with 850 HP, Akuma did get pseudo-health buffs because everyone got damage nerfs. So overall I’m happy the transition will be minimal (except I don’t get to spam roflcopter out the corner against Zangief and Hawk). :frowning:

Based on other character changes I actually think Akuma will be slightly stronger relative to the rest of the characters. Stay optimistic.

We got off light, as said … doesn’t make sense to kill EX Tatsu though, it wasn’t that great in the first place.

You didn’t understand what i meant.

Insaid that even in vanilla fadc redball wasn’t the most damaging/stunning combo.

In VANILLA s.hp xx hado fadc s.hp… Did more damage than s.hp xx lk tatsu > lp shoryu fadc redball.

Anyways, we can consider ourselves lucky…i’m cool with the ex tatsu nerf. 200 dam and 250 stun was actually too much. The thing that really doesn’t make sense is no buffs to shakunetsu. Shit’s useless in combos right now

I’m genuinely surprised EX SRK didn’t get nerfed. 190 damage to punish jump-ins via a completely invincible AA special is pretty badass in this game.

I often get asked why I use it as often as I do until I explain the damage it does. 190 is a LOT from a single AA that can be landed quite easily.

Its sounds to me like U2 won’t have its annoying whiff properties on many characters making it even more useful for me unless I’m in matchups where its genuinely useless (Blanka for example).

YES!!! I though capcom would nerf gouki :(…

+100000000000000000000 :slight_smile:

I’m fine with it, sad that they really didn’t give him much and no mention of a faster U2 atm. I’m scared that I might turn over and just main Sakura when AE drops. Lets hope Shin Akuma looks good.

yeah its a bit asscakes that akuma still does bugger all stun right now, even with ex tatsu, but bollocks to it. end of the day there’s lots of nerfs happening across the board and it looks like we didn’t get hit too hard.

just imagine we got extra recovery on df palm.

So as far as I can tell, U2 startup = the same and only has a bigger hitbox when used out of a teleport?

+1, I was actually looking for that nerf and saw the ex tatsu nerf instead, I was like sure I’ll take that instead of nerfing a very good AA and a BnB finisher when I need that extra damage, EX SRK > EX tatsu, I already like to finish crouching opponents with ex fireball now since it gives a much better knockdown than ex tatsu. I hope the EX SRK remains the same and ain’t a hidden nerf that we’ll find out when the game comes out.

As for the rest of the changes:

MP SRK:

That would be more useful now for AAing certain jump ins, 130 damage > 80 damage that HP SRK usually gives.

U2 hitbox:
I hope the hitbox has improved enough to punish low attacks when teleporting, like Ibuki’s slide special attack thing. I’m disappointed a raw ultra doesn’t have a better hitbox, I was thinking it would be much more useful as an OS if it had a better hitbox, like to punish extra options of Bison’s EX escapes. More combo ability is still good though.

Backdash:
That’s good to be less predictable with teleports, but mirror Akuma fights would be more annoying to me now, I liked setting up demon flip dives with option select tatsu that would fully stuff backdashes and beat teleports…

If those are the final changes, it’s very acceptable, I’m just glad his main tools didn’t get nerfed any further, my alternate Bison on the other hand got nerfed pretty hard, his SK trap got fucked (more pushback after SK and cr. lk has a worse hurtbox), that’s good news when playing him as Akuma though lol

As for Adon:

I hope it’s back to normal time and not just a bit slower, if that’s the case, Tokido is so going to unleash the demon on GamerBee lol.

mp srk has always been the best anti-air because empty jumps in sf4 are retarded. this is a big buff against good players.

u2 hitting low means you can punish cammy’s u1 for trying to punish your tp. you can do it in super now, but the timing is hard. can probably punish rufus’ c fierce, too.

good changes for akuma’s bad matchups. best change is adon is now free on sweep

Yeah I just wonder how low. I hope it gets as low as sweep but that may be pushing it. Cross up tatsu, teleport xx U2 might be possible now though if it is you will have to be damn fast and still gonna lose damage to scaling. But if it is that low, low forward buffer teleport xx U2 could be a legitimate whiff punish or counter hit poke.

Well, I suppose we dodged a bullet. But I still don’t get some of these changes… Serioulsy, cowardcopter was ONLY usefull against Gief and T.Hawk and then only as an alternative to the TP to keep them guessing. Why nerf it?? Because TP is so godlike??? :rofl:

And damage/stun nerf to EX tatsu… Wooooooooooooooooooooooooow! So instead of Akuma getting some much needed stun buffs, he got it nerfed… AGAIN!!! Capcom is just so clueless. sigh