Super SFIV Arcade - Akuma Changes

Capcom, like any other business, is doing it for the money. Not the love. How else can they afford to to do what they are doing?

This.

So many butthurts crying over trivial matters. If capcom have to decide to be casual and make money, or hardcore and make pocket change, they would (and should) go casual every time. It’s called business.

Well I found our HK.Ttsu beats Bisons Psycho Crusher on wakeup including EX Tatsu. Its too good Bison is free around those certain moments. But if they nerf sumthing that charge characters cant do anything. it just makes the original fighting style characters useless. Yes some have some bogus properties. Ryu J.HK has long hitbox. or Demon Flip Kick gets beat by LP. Some shotos have fast srks. and other shenanigans a shoto has. Well think of it this way. Your characters have shenanigans as well. dont you think we feel the same way about your character? Think before you say wats wrong about akuma or the other shotos.

Yeah no Love for Akuma. If that is so make a teleport buff not the recovery but the mystery of our teleport like 3rd Strike with those multi illusions and spots cuz it confuses players with our high walk speed.

I disagree with capcom just trying to “turn a quick buck” type of franchise. They originally didn’t want to bring this game back and it took a lot of time and patience to do so. Why would Ono show up to EVO? Or listening to seasoned players feedback? Ono cares what YOU the DEDICATED player thinks, so don’t think you are unheard. I own my own business and my customer is always right.

And if a small minority is asking one thing but the majority is asking for another, who do you please?

The minority hardcore’s like us atte going to buy the game and play it regardless. Capcom are getting our money anyway. The casuals are more than willing to turn their back and keep their money, this is not what a business wants.

Akuma definitely needs his stun back. Don’t really care about the loop, doing it once is fine.
I like that the HP Red FP got a damage boost. In my opinion, with the stuff they nerfed on Akuma, he has to work a lot harder to do the same amount of damage a more ‘normal’ character can do pretty easily. I think increasing his stun, or bringing it back to SF4 levels would be a great help.

Oh and something not necessarily Akuma related:
1 ULTRA PER ROUND PLEASE!!
CAPCOM, MAKE THIS SHIT HAPPEN.

co-sign

Removing Tatsu escape seems unfair unless they reduce teleport recovery back to how it was in IV. Akuma is made of glass and wont have much chance of defending himself given that teleport is currently too easy to punish. Guy & Seth can jump off the wall and play runaway all day, Dhalsim has a teleport that is is hard to punish how come he doesn’t have more recovery. If they’re doing this to make the game less runaway they should do it across the board else make the fighting arenas smaller.

I too hate spending matches chasing people around the stage who abuse easy escape tactics but they need to ensure that no character has an easy ride.

i just want to know why most shotos get worse every release but ken is getting constant upgrades

because Ryu and Akuma are much better than Ken

true so far the changes for ken are:ex tatsu hits crouching opponent and after anti air lp shouryuken he can followup with ex hadoken like ryu

not to derail this thread but i will say i dont know what the point of this is when Ken can already anti air lp srk into ex srk for more damage

oh one more point about Ken. supposedly his recovery time on lp.srk got nerfed so its not all buffs :stuck_out_tongue:

Hope that stays, IMO no invincible special move deserves a recovery time so fast (specially when it has a very fast startup like SRKs), Akuma’s LP SRK recovery time is perfect, people can forget about abusing it, IMO Ryu’s and Ken’s LP SRKs should have had the same recovery time (even if it means they’ll lose some juggle properties).

On topic: Did Capcom say anything about adding SSFIV Arcade Edition’s changes to the console version of SSFIV via patches?

No, Ken’s air EX tatsu can now be blocked low negating his fast air EX tatsu cross-ups into Ultra (or another special) for people that block low on wake-up. It otherwise remains unchanged. For now.

as a ken user, i agree. thats why i hope they change dudleys recovery time on his dp too, that ones even more rediculous.
the reason akuma has a longer recovery time is cause his dp has godlike priority, the reason kens dp has such fast recovery is because it gets beat out by almost every other dp type move such as Dan, Cammy, Ryu, Sagat, Guile, Blanka, Adon, Dudley and pretty much the rest of the cast. it has extremely low priority. thats my ken ramble.

as a new akuma user, i would like to see faster recovery time on his teleport and a little bit of stun output back. i mean heck, c.viper still stuns people like crazy.

Gamogo I think it said ken’s normal ex tatsu can be blocked low, not the air one. Just means you get a free +2 (or +1 can’t remember) to push them to the corner for 1 bar. I think it’s fair how they’re removing some of the gay stuff in the game. Like air tatsu escapes and el fuerte invincibility on moves after a run and blanka ball recoveries. It should make the game more offensive rather than a turtle game. Can’t complain about this, kinda unfair for all the other characters who have nothing close to a corner escape. Although my air tatsu escape will be severely missed lol.

This is now the Ken changes thread.

I doubt Akuma’s LP SRK has much more priority than Ken’s LP SRK, it trades and gets stuffed often, Akuma’s fierce SRK is the one with a lot of priority (has 6 invincibility frames, IIRC Ken’s MP SRK is just as invincible but is a frame slower than Akuma’s SRK). As for Dudley, I’m pretty sure his DPs have 0 invincibility frames (except his EX Jet Upper) so I don’t mind him much :P. Yeah C.Viper stuns like a freaking truck, I just wish they’d bring Akuma’s 200 stun sweep back and I’d be more than satisfied…

With all the talk of Capcom removing tiger knee motions, I’m starting to get paranoid about it effecting Akuma’s TK air fireballs, that’s a huge part of his mixup game IMO and I’d really really hate to see it gone.

I don’t care about the cowardcopter change, especially if it also applies to Ryu & co. The walk speed change though…eek! I fear that could totally ruin the feel of Akuma, depending on how drastic it is.

You mean, like that:

[media=youtube]86rZm1_YF6Q[/media]

XD