lol @ Akuma stunning people
Not a tease or a troll, thats why i wanted to ask here if anyone else knows whats goin on
I’ve been playing AE since Tuesday every night for about 6 hours this week at Planet Zero, and I’m going to Arcade UFO to play it some today.
I’ll write more detailed information when I have the time, but I’ll let you guys know a few things:
- Akuma’s Vortex is untouched.
- Hurricane cross-up feels a little weird but still works just as good, might be placebo effects.
- Frame data on normals, palm, dive kick all feel the same.
- EX Tatsu seems to lose a hit or two in combos now, similar to how Ryu’s used to be.
- Vortex works on Adon completely now. He practically has Sagat’s hitbox on wakeup, go to town.
- Yun & Yang won’t be bad matches but they will be hard to fight.
- I can’t see Akuma having a bad matchup in this game so far. All of the dumb shit that he used to have problems with ended up getting fixed (Bison, Cammy, El Fuerte, Rose, etc).
- The new U2 adds a powerful tool into his vortex arsenal. If you can land a successful mixup with jump in roundhouse and it connects on crouch, you can hit confirm into stand fierce > teleport > U2 for good damage and reward for vortex.
- The new MP DP works wonders on jump ins, I love it so far.
- Teleport recovery seems to be the same as SSF4. Need to see frame data to be sure.
Overall, I feel like Akuma got the better end of the deal in this game. He can’t run away as easily now and is forced to make better decisions and spacing, but he gained things that overall make him more fearsome than before. He feels top tier right now.
It feels so good to hear that, can’t wait for Tokido Vs Gamerbee in AE, I’d like to see him jump or forward dash on wakeup now lol. Thanks for the info.
Rose’s U2 nerfed
Cammy’s dive nerfed
Adon wake up nerfed
Abel U2 nerfed
Overall damage nerfed (aka Honda/Abel etc…)
Well,it smells good for Akuma in AE.
IMO, Abel’s U2 was never a problem for Akuma, but I agree with everything else!
Look out for the lower tier characters who got better though. Deejay comes to mind.
Yea I think Akuma was the only character that Abel’s U2 would lose to every time.
I’m sure you guys have seen this already, but here
[media=youtube]_QurejHkOM4#t=1m09s[/media]
no more punishing teleports for you cammy ;_;
They should have given him some stun capability back. Just adding some to HP Shaku and Sweep. Even just an extra 50 points would be fine
Yeah I think everyone would have wanted that because we’ve experienced how well Akuma stunned people in Vanilla, but then I’m very glad he was left untouched and other than the tatsu escape nerf, the new MP SRK & teleportxxU2 hitbox changes seem like good buffs. Characters that Akuma’s matchups weren’t in his favor against were toned down a bit (i.e Cammy, Bison & Honda), that’s a hidden buff as well.
Just imagine Akuma’s DF palm would have been nerfed or like some other stupid shit that happened between vanilla > SSFIV. I think it’s essential to use Akuma’s standing HP in his hit confirms whenever possible to be able to get some decent stun damage going now, I’ve got a lot to work on since I can only reliably do it after demon flip dive kicks so far…
OH YESSS!!!.
I agree. You seem you want a god tier character. When i saw fuerte’s changes, i thought capcom would nerf akuma too. I’m glad with the changes. What would we do without df Palm? puff…
I only made the comment because after a forward throw I proceeded to hit a Ryu 4 times in a row with Xup Tatsu into Sweep and didnt stun him. I just put my controller down and went down stairs to eat some Frosted Flakes
From Tokido’s latest blog, I can’t remember if this was discussed in one of the stickied threads or not:
Whoever used Akuma for a good amount of time in AE, does the x-up tatsu feel any less ambiguous now or there’s any trouble beating reversal SRKs with it for example?
It feels different.
A few of us have commented on this but it is very difficult to put into words. It feels a little bit floatier and perhaps more difficult to gauge placement. Think back to when you were perhaps first getting used to consistent cross-up tatsus in vanilla/super and how it took a while to become familiar with the the correct spacing and placement - its a little like that, albeit the trajectory has been slightly altered.
I expect it to become second nature with time and I must admit that the vortexes I’ve setup in AE have worked as intended. I did catch myself doing a double-take at my tatsus in one match VS a Ken however but I chalked it up to me using a different setup and just plain being a little jittery at the arcade. I don’t think this is the case and seeing others (Tokido besides) commenting on it suggests it has been changed. Slightly.
For what it is worth, Ryu players have made similar comments though I’ve eaten and seen a couple of cross-up tatsus > super from Ryu players so they still manage fine also.
Its actually seems as if its additional hang-time is a way for opponents to perhaps react better to it and block correctly.
This got me thinking that U2 might be the go-to Ultra in this match now.
I noticed while playing AE that a blocked cannon spike (her SRK) has less push-back now. So I’m thinking rather than punishing these with U1 (or with a combo) you could now perhaps block > tele XX U2.
Outside of this, you can also bait her spiral arrows out with teles and then smash her up with U2 also. Interesting.
This is what jumped into my mind when you mentioned it being ‘floatier’.
As it currently is, a cross-tatsu is consistently blockable on reaction if it’s done too early in the apex; so for example if you do a sweep at tip range then step forward, but can’t step forward too much coz then jab DP would get you, you wanna then make up the range by doing the cross tatsu earlier and the bigger swing around makes it blockable.
Making the cross tatsu mixup blockable would be retarded, but perhaps they made it easier to block in some scenarios. I hope it isn’t the case that in order to keep it from being blockable, you have to do one with a small swing around that is vulnerable to DPs.
You might want to investigate a little into whether that kind of thing has affected it when used in open play situations.
From an opponent perspective I think it might be more of the same. I recall a nice streak I managed to rack up a week or so ago and each time I scored a knock-down I had a group of people say in unison “oh geezus, here we go” as I ripped into my wake-up fuckery. It was pretty funny, but the point is that among my options were cross-up tatsus which were just as effective in AE as they are in super.
One thing I’d like to properly test is the flip grab > fs.hp > step forward > jump > cross-up tatsu.
Thats always been a nice and consistent way to land the cross-up tatsu in terms of reliable setups, so I’ll have to use it while paying proper attention to what is happening. This setup is very automatic for me so I don’t pay a great amount of attention to what is going on with it anymore. I’m adamant I landed a bunch of these in AE as it is a fundamental part of my game, but I do recall the cross-up tatsu feeling funny. I remember performing cross-up tatsus and thinking “fuck” as if I’d executed too early, but the tatsu crossing up anyway (and landing the hit) which is why I chalked this up to me just plain playing badly or adjusting to the cabinets.
Four Wude and Tokido have both commented on this and I did also in my original write-up so I think its definitely worth looking into further. Something’s up, but Akuma’s vortex remains effective irrespective of this.
Recall how from vanilla > super Akuma’s cross-up tatsu pushed opponents further away (especially after sweep) making it difficult to repeat it a lot? Its a little like that - little nuances have been changed despite it remaining much the same.
Check this out (5 seconds onwards):
[media=youtube]YLRoOVqWkCA[/media]
Ken’s lp srk seems to have the same grounded state during the intial hit like Ryu in AE. This is the same property that allows Ryu to again trade into Ultra. Its interesting that Ken can do this also so I’m curious as to what Ken’s options after afterwards and if Akuma has the same ability too.
Akuma forward throws > dash x2 > jump > d+mk
Ken performs a wake-up lp srk
It trades with Akuma’s d+mk but Ken remains standing. He then performs another lp srk which juggles. I notice it doesn’t count as a counterhit for Ken, so at least he can’t tack on a full Ultra afterwards o_O
Fortunately the full ultra status only works from fierce SRK. First hit of fierce on either counter or AA has the knockdown property which causes what I call juggle state 2.
Juggle state 2 is godlike. It exists off Goukens backthrow, Juris jump MP and Sakuras EX Shunpukyaku, for example. Resets can be done with any normal or jump normal, full ultra, or see them land on a sweep.
[Edit] Scratching other stuff.
ROFL@double reversal