Super SFIV Arcade - Akuma Changes

Man cowardcopter was very useful vs Bison and Rog too + other characters with very good corner pressure games, now getting cornered by those will be even more of a nightmare.

As for the ex tatsu, it’ll probably deal 200 stun and 180 damage now, which ain’t bad, still prefer to leave the EX SRK untouched.

Why do you think that mp srk is better against empty jumps? Serious question.

Cowardcopter is godsend in just about every matchup. Whenever you’re cornered it’s just SO MUCH BETTER than teleport. Trying to escape a corner with TP means guaranteed punish. This was often not the case with cowardcopter.

Anyways, i’m still happy because other characters also lost it. It was just too good and sometimes you’d even HIT your opponents while trying to escape and you could even juggle with srk or sweep, lol.

Im not sure, but as Sycho pointed out at the top of this page, you can see that MP SRK’s hitbox is higher at an earlier point than HP SRK. Maybe the few frames help out in hitting the opponent out of the air or something?

I’m not completely sure what they’re looking to change with the U2 hitbox. If look back at what it actually looks like, it appears to hit in the place it should be hitting already. Unless they extend it lower to where it looks Rufus U2 hilarious, it still shouldn’t be good against lows.

Could be that all they are trying to do is make the HP x Teleport x U2 combo (the one no one uses) consistent and nothing else.

EX Tatsu, I don’t get what they are trying to stop him doing. Four Wudes theory is the only thing that adds up to me at this point. Still EX Tatsu is a weird way to stop him doing it. Other vortex characters can stun, combo, then carry on vortexing and Akuma can only do a meaningful mixup after the stun without dropping a fair amount of damage on characters who eat tastu - sweep or if he does Ultra 1 on the stun. I think it’s ridiculous to have made it so impractical to stun just because of fearing him getting stun, combo, mixup.

I’m happy with the buffs, they don’t effect me to badly atmy level of skill… However

  • I’m surprised they didn’t nerf EX SRK
  • I’m surprised they didn’t improve Shaku
  • I hope they haven’t nerf’s EX Tatsu to Ryu’s level. (160/200)

Not to concerned though.

Anyways as LoyalSol said; you guys got off light with some of the stuff other characters are putting up with.

I dunno what chances Zangief has against Akuma or any of his bad matches without EX Hand knockdowns.

good players won’t press anything when they guess jump on you and see you’re ready to dp them. so if you use fierce srk on an empty jump, you won’t get the first hit of the srk and only get 80 damage. this applies to most, not all characters. (gief, rufus empty jumps are easy to 3-hit while shotos will never eat 3 hits on an empty jump - it’s either 2 or blocked aka dead akuma). this applies to ex srk, too.

mp srk 2 hits is always 130 damage. only problem is your timing has to be pretty good for it to hit where you’re still invincible while still getting the first hit, otherwise, you’ll trade (obv not good for akuma). this buff basically guarantees 130 damage on a jump, whether it’s empty or not. unlike ryu though, akuma’s fierce srk will still have uses :slight_smile:

Well I’m happy. Looks like the Honda/Akuma combo ought to still be going strong in AE.

Well with AE coming out tomorrow (I think) there will be that stream also! I’m not sure if i’ll beable to catch it, but if anyone does… definitely be on the look out for some akuma info, along with shin akuma as a playable :smiley:

I suppose that’s true, though for myself I really only use it in those two matchups. It’s not really THAT much better than TP as it can be punished if they expect it, but that’s really the beauty (or at least it was) about the coward-copter as most players don’t really expect an escape that way as they tend to look for the TP animation to come out.

It’s not such a big deal, but it’s a head-scratcher nonetheless as to why they thought nerfing it would improve offense in this game. Using it to get out of the corner allowed us to get back on the offensive, rather than see us turtle hard or TP run-away all game. Now what this means is that basically when Gief or Hawk have us in the corner, we should just put the joystick down and let them beat us into a pulp cuz we ain’t getting out of there… At least not without taking some damage.

As for the U2 “buff”, it’s only if you use U2 with a back-TP… Again, I don’t understand the logic in this. Why only make it hit lower if you TP backwards? It’s not like if you TP forward it will suddenly make you immune to any follow up punish from the opponent. In fact just the contrary as most player expect you to try to TP through them and so the bait it by walking forward, then walking back as you do the move to catch you on the long ass recovery (thanks for that too Capcom!).

Venom, have you ever tried playing with gief for a bit, just mssing around with him :)? I have and it really sucks to work your ass off to get a ryu/akuma in the corner and for them to just cowardcopter out of it. What you said in your middle paragraph IS kind of true but it should be true. If a zangief gets you in a corner, then he won the ground game and you deserve the damage. That’s the battle against him. In my opinion, the nerf is pretty fair and thankfully ryu got the nerf too.

Is there any source that says it only works with back teleport ? on eventhubs it said that the hitbox is bigger (downwards) when canceled from a teleport (didn’t specifically mention which way, so it should be both). We still have to wait and see how much the hitbox has improved, it could be just be a minor tweak to allow close fierce XX teleport U2 possible on crouching opponents, so there’s still a possibility it won’t punish very low attacks, hopefully it will though.

People who have access to AE need to check if Yun and Yang are tatsu sweepable or not ASAP, plus if they can dodge the 2nd hit of far HK or not.

SSF4 Arcade Edition changes, notes and impressions : News : EventHubs.com

Ryu’s jab SRK trade to U1 is confirmed, I fucking hate giving someone an advantage for Not anti airing properly, what would stop Ryu from using his jab SRK all the time to AA once he has U1? It’ll trade like 99% of the time since it only has like a couple of invincibility frames = free ultra, Bullshit.

That’s Capcom for ya. Wacky nerfs like cr MK and utterly stupid buffs like trade>ultra.

At least the jab SRK probably has a couple of grounded frames so fully stuffing it on wakeup with DF dive kick will give a free combo now. It’s still a retarded thing from Capcom to bring back something on purpose that they’ve removed in the previous version.

Here’s a video of Akuma in AE vs claw (it’s pretty useless though lol):

[media=youtube]tStNyc60Lek[/media]

Air tatsu seems a bit different, but that’s probably because the Akuma player was bad and didn’t know how to space 'em well.

No need to confirm: I mixed it up with the mention of the changed backdash properties (that’s what you get for trying to speed read stuff while half-asleep). Sorry!

[media=youtube]FpuD29TeAoQ[/media]

He looks the same basically. Tokido needs to experiment with U2 and see what’s going on.

Main thing I’m looking for is hopefully some key buffs in the stuff department. We don’t need full Vanilla stun back, but an upgrade from Super “I don’t stun you until you’re a pixel away from KO” Akuma would be tight.

Looks like teleport recovers faster again from what I have been seeing, the game overall looks faster than console too

Daigo suggested that fireball characters seemed much weaker. Either he’s just commenting on the new state of the characters and the way the meta game is shaping up, or there is some subtle system difference he has picked up on but can’t identify. Pure speculation on my part, but perhaps they did something subtle and universal like reducing pre-jump frames to makes jumps a little earlier.