Super SFIV Arcade - Akuma Changes

The easiest way I found was explained in a youtube video, I think it was Loltima when he explained the “Itabashi Slayer”, where you do :r: :lp: + :mp: x 2, then roll the joystick to the :df: position and hit :lk: + :hp:

I had to do it a few times in practice mode, but it’s almost second nature now (when I don’t get it mixed up with the U1 inputs :razz: )

Yeah,Akuma is exactly the same overall.
UC2 is a way better, I guess this is the main change (no wiff and hit a crouching opponent)

can u still ducks Kens U2?
because it was always kinda funny how u could avoid both U2s by just… sitting down

Saw this the other day. Figured it should be mentioned.

Tokidos Lab 12/28/10

I posted that a couple of pages back, there was some debate about the x-up tatsu being different, but Four Wude posted a video of him playing AE Akuma:

That was enough to convince me x-up tatsu was barely changed and it probably won’t hurt his x-up tatsu game at all.

I played a couple of lengthy arcade sessions today and managed to pull in two separate streaks of 12. I played 7 consecutive matches against a Ryu player and it was really striking how much more effective my footsies were. I caught a lot of his whiffed c.mk’s with c.hk which was very cool. I’m wondering if this is attributable to his c.mk nerf or if I just had my shit together.

I used U2 exclusively again and am definitely finding an improvement in how well it works in combos. I even did a particularly sloppy combo (tele flames started to become visible before cancelling) and it still connected on Ryu. Neato. I can confirm again that U2 no longer piles on meter for the opponent when they eat it too which is great.

Cross up tatsu definitely feels a little floaty - the forward throw > dash x2 > jump, tatsu setup feels kinda sloppy. Its hard to explain.

mp srk rocks my nuts still.

Ryu’s trade srk into Ultra is bastardly once again. I ate one of those without thinking.

I played a couple of Adons. I’m loving his wake-up difference. He actually feels similar to DJ now in terms of how he falls and gets back on his feet. Its an adjustment I want to work more at exploiting as I’m still kinda rooted in his Super wake-up, so I’m hesitant when I knock him down even still.

The Gouken matchup remains largely unchanged despite Gouken’s buffs. Flip palm all day.

Strangely I played no Yuns nor Yangs, which was nice.

I tried using a lot of lp srk FADC hp shaku combos to see if I could tell any difference. Nothing to report there, it seems the same.

EX tatsu actually resembles Ryu’s EX tatsu from Super now. Not all hits connect and it doesn’t feel as solid as it once did. Damage is still decent, though I rarely use it to be honest. Its a nice tech buster still though. lp, lp, . . . . ex tatsu.

fs.hp anti-airs just as good as in Super. I’m also confident none of Akuma’s other normals have changed. Only changes are definitely that air tatsu - both escape AND cross-up.

Its nice to be able to transition from Super on consoles to arcade seamlessly with Akuma. I feel right at home playing in the arcade as Akuma hasn’t been molested a great deal. Thats good news for all of us.

Looks can be deceiving. It feels different, trust me. Reading what Tokido has said re: it not travelling as far kinda makes sense. This explains the floatier feel many of us have been talking about.

Shit! This is my favourite set up. Does it just “feel” different, or does it actually work different? I.e. is it still as effective as in Super?

Its . . . man, its very hard to describe.

Firstly, it doesn’t quite cross-over as far, so it feels as if Akuma is being held back somewhat when you perform it. Secondly, it feels like it floats slightly longer before the actual arc completes (when you land the hit). But its ever so slight - its just enough for me to think ‘wait a minute’ as its just that little bit different.

Its almost as if some of the god-awful aspects of escape tatsu are merged into it somehow. Obviously its not THAT bad, but it certainly feels stiffer and floatier. The setups still work, they just don’t feel as locked in somehow. I also got cross-cut SRK’d a few times with Ryu when performing it, though that can happen in Super sometimes so maybe my setups could perhaps have been tighter.

I want this game on console so I can begin developing a deeper familiarity with it. Learning cross-up tatsu properly was a bit of a slog and I suspect in AE we’ll need to re-familiarise ourselves with it to a small degree. Actually, I know we will because it is definitely different, although its more a case of regaining that familiarity that we’ve all built up in Super with respect to AE’s slight changes.

I think this a poor answer mate, but its hard to put into words. Hopefully you’ll get to check this game out soon.

itabashi slayer is with rh
[media=youtube]S6PylqrGT4c[/media]

Thanks for the info. At least it’s still useable. That’s like the core of his mix-up game.

I am getting annoyed at EX Tatsu missing hits during combo. It is causing some Ryu-like symptoms where the character gets out of it and just stands there. So far it happens occasionally on Zangief and Sakura. You DON’T want it to miss on Zangief like that. Akuma’s never had that problem on any other version of the game except AE.

Another problem that still hasn’t been fixed is Counter Hit close fierce > fireball on crouching Chun-Li. The fireball goes over her head and leaves you at disadvantage. This problem has existed since console SSF4.

so which akuma do you think is the best? vanilla, ssf4, or ae?

IMO:

Akuma in vanilla will stay the best ever (he is OP)
but I seriously think he is better in AE than SSFIV.

Vanilla. By miles.

I feel Super’s Akuma is perhaps better than AE, largely because he still has a functional escape tatsu and unmolested EX tatsu.

is far standing MK special cancelable in AE?

no

10 characters

Fortunately, overall nerfs are a balanced deal.

OP is only ever relative to the cast. Vanilla Akuma is a hell-lot nearer the perfect SF4 Akuma build than either of the post vanilla versions.

I think the reason he was scaled back to the shadow he is today instead of being given competition buffed to nearer his level is that by-design he can’t be a bad character in this game; where-as you can’t get someone like Gouken up to that level sensibly without a major redesigning of how the character works.

I think ShinAkuma204 was saying something along the lines that their hands are tied by bad design choices they’d made from the outset.

He is buffed in some regards in AE. Teleport into U2 seems to be an OS buster. I’m curious to see if any character can OS punish Akuma’s port when he has U2 stocked.

Vanilla Akuma was not over powered, at least not in Vanilla. He may be over powered if you dropped him in Super or AE, but in Vanilla he was just another beefy character in a long list of beefy characters.