Shit, this is an awesome idea. I will give it a try for sure. Focus > U2.
Another bloke mentioned cross-up tatsu > U2. This is also on the to-do list.
Shit, this is an awesome idea. I will give it a try for sure. Focus > U2.
Another bloke mentioned cross-up tatsu > U2. This is also on the to-do list.
Gamogo, i dont know if people annoy you with requests, but i haven’t heard this one yet so im gonna go ahead and ask: Does the unblockable still work in AE? I’m assuming it does actually, but the real question is: does it work against yun/yang? It would be pretty sweet.
No man, send the questions in, not a problem.
I wanted to test the unblockable against Ryu yesterday, but barely anyone used him so I didn’t get to. I’ll see if I can do it today VS Y&Y (as everyone is using them) and report back.
Today will likely be my last day playing as I am off home to New Zealand for a couple weeks in a few days. I’ll try my best to answer any questions or pull off any setups before I go.
Dunno if this is common or not, but SSFIVAE crashed three times last night. It was running non-stop all day and night, but I found that kinda funny. Pretty certain it was a networking error between the cabs, but it was still hilarious. Before it died the first time, the game starting lagging really badly and I got a slow-motion U2 combo on a Guile which looked really sweet
We haven’t seen shit over here but the time lock is speculated also. I feel this is likely as patching them in would be a shit of a chore as no digital distribution is available for updates for arcade machines.
We’re yet to complete single player as we’ve all just been playing one another. The AI that I have played is as dumb as ever though.
The intro and so on is all exactly the same, so nothing extra is hinted at beyond what we’ve seen on the consoles. The score table looks really cool though
I really wonder if the sweep takes more stun than before…it is difficult to know.
Ya, a lot of nuances like this will require detailed data best found in training mode. I want to test a few lp srk fadc hp shaku combos today to see if it yields more stun (despite still doing poor damage) for example.
The important thing is that stun and damage aside, all of Akuma’s tools function the same still. This is great news.
Stun doesn’t get scaled depending on the character’s health, right? If so, it’s possible to try sweeping Akuma for example who has 850 stun rate, with the current sweep stun rate of 100 it would take 9 sweeps at least to stun him, if they increased the stun to 150 it would take 6 sweeps, that’s VERY unlikely to happen though unfortunately =(
If you got time to mess around with that then it’d be great to know since seeing AE in training mode action seems so far away lol, it’s cool if you can’t though cuz maybe that’ll annoy people who are trying to play the game in your arcade :P, any information you’d provide about AE is still great.
Thanks :P, it’s just sad that it takes 9 freaking sweeps to stun Akuma lol.
One last thing Gamogo, could you try LP SRK FADC Teleport then immediately U2? To see if the new teleport canceled U2 hitbox (maybe even slightly faster startup) can juggle U2 from the SRK. Again so sorry for requesting so many things
Ok, I played a lot more today but didn’t get any chances to apply anything among the new questions, sorry. Everyone had their game faces on today, though I used U2 exclusively through out. All my U2 combos connected (except one - which was blocked, again connecting low though and not whiffing) though I am able to land it reliably in Super for the most part anyway. I think it is a little bit faster, but that hitbox is definitely larger now.
Yang is very difficult. So many safe specials and frame advantage on normals. Interestingly, Yun (and possibly Yang) actually have very weak ultras.
Also, both Fuerte’s Ultras have had significant damage nerfs. Abel’s U2 has had a noticeable damage nerf also. I am finding Honda a lot more manageable. Seth’s lack of j.hp really changes this match - I was able to close ground on him a lot easier.
I played a few Cammy’s today and celebrated the lack of tkcs pressure. This matchup definitely got easier.
I played a solid Ken and found the match panned out much the same. Oddly, I think Ken’s c.hk may have slightly better recovery? During a footsies battle, my c.hk was blocked a couple of times when I tried to punish his blocked c.hk and also a whiffed one. This is going from memory, though my spacing and reactions perhaps weren’t ideal.
Noone used Ryu again, lol.
Sagat is better. I played a couple again. Expect a few Sagat players to return to him, which is good news for Akuma players 'cos this is such a fun match.
Balrog’s headbutt nerf (extra recovery) is funny. He has a slight crouch animation when he finishes it, extending our punish window.
Nice report thank you.
I think Akuma is definitely better on AE since the others character has been nerfed, right?
Anyway, if U2 never wiff in combo, I bet we will see more U2 in the future
I think so. Akuma is good in this game. He remains solid and gets a pseudo-buff by way of him not being changed and many other characters being scaled back.
I reactively tried to escape tatsu today and everyone laughed It looks so goofy lol.
MP SRK is so good, I love it.
Yeah we all saw it but thanks alot for all the feedback. Our arcade better have it tomorrow.
[media=youtube]Hsf19YILu7s[/media]
check out around 1:33 looks like teleport has less recovery
That’s great for those gimmicky demon setups.
@xcuzman
Yes, I pointed out this video too because on SSFIV, this punish would hit Akuma.
To be fair, maybe his Ultra has ass start up and thats why it didnt hit?
Believe me, Id love the hell out of less recovery but Im not gonna get my hops up til I got the game in my hands lol
Sakura can dodge far roundhouse now? fucking bullshit, good thing she’s free on wakeup though, I hope this change only effected Sakura and not other characters who are forced to block both hits.
Guess the coward copter nerf must have been huge if he thinks those could become bad matchups for Akuma.
Double post.