Super SFIV Arcade - Akuma Changes

A cancelable sweep has been a shoto staple since SF2. It’s only since the SF3 series and scattered games after has it been changed.

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Sorry to ask, but where exactly where you going with this? Infiltration did select U2 in that match, but he never landed it against EG. Ricky. Heck, he didn’t even get to activate it even once! As for Tokido, watch the matches against Eita again. He never picked U2.

I posted this in the video where Ken Bogard interviewed Tokido.

"I just noticed something repeating some of the answers Tokido gave Ken towards the end of the first video.

After talking about Gouki Ken asked him did he try out the new arcade edition and Tokido said of course. Then the next thing he says is kind of unclear to me, but its evident he said something along the lines of he has no new information about gouki. Then Ken said they changed gouki, and Tokido says “really!?”

Tokido was surprised to hear that there were changes done to Akuma. But he played the AE, is it safe to say the rumors were just rumors? If anyone should notice changes in Akuma, i’m pretty sure Tokido would be the one."

Any thoughts on this?

Uhm, u2 is good against rufus because it shuts down ex messiah kick. (beats all 4 of his follow ups iirc) As for Tokido vs Eita, U2 is good because you can punish a teleport with your own teleport, cancel into u2. Plus if they go to punish your teleport with a demon, you can u2 them in the mouth. I learned both of those the hard way while playing a friends akuma :smiley:

He said U2 is a joke, when it actually has its uses. It’s not the best ultra in the game but it sure can be used to punish some mistakes. Also he said Infiltration don’t use it because it sucks, and I posted a video of him picking it. The Tokido video was just to show what happened to tokido because of U2, he doesn’t seem too fond of U2 yet. About using it or not in a match, there are some times when you won’t even use U1, it’s not like that does matter though.

There is also a thread about what you can do with U2 here somewhere.

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It doesn’t seem that Akuma’s walk speed was slowed down in this video.

But he’s still toptier.

The move’s presence is what makes it useful in that situation, it denies the other person options.

It’s a double-edged sword really. It was supposed to limit Ricky’s use of EX messiah for fear of getting blocked then U2 punished. But that never happened. I suppose it also would have limited Rufus in his use of U2, but Ricky chose U1 against Infiltration. In the end, I think his choice of ultras hindered him more than helped him… Though I agree that U2 has it’s uses, it’s not as versatile (or rewarding) as U1. Maybe that changes with the advent of the AE and when (if?) the update hits the home consoles and we get a few more uses out of it.

Still, I think Akuma should’ve gotten something along the lines of a Messatsu Gou Hadou (ground & air versions) or the KKZ as a 2nd ultra. Or, go back with tradition and make the SGS/KKZ hidden Ultras that only work if you have a full super + ultra meter.

Messatsu hadouken or Kongou Kokuretsu Zan would have been such cool ultras =/

Speaking of U2… I’m hoping they at least take the teleport scaling on him.

I’d pay Capcom to swap Demon Armageddon with KKZ. And I don’t even really mind Armageddon.

after playing akuma in vanilla today i realized how good his damage and stun was and comparing it to super i dont think he’s top tier i think he is a tier below top.
he still a good character though and all it depends on is making the right choices with him

Really? Im pretty sure cancelable sweeps were not in Alpha.

If the srk FADC U2 is true, I bet they will nerf the damage on U2 overall.

I like KKZ a lot also, but it would be kinda boring for an Ultra (like Ryu’s U1. Booooorrringgg!) I really like U2 for the sole reason that he turns into a roflcopter. That’s an epic win in my book.

Yeah, sweeps could be cancelled.

Hhaha and speaking of Alpha, I want the body splash and air-to-air throw as demon flip follow ups! Those were sooooooooo cool. But sadly, it will probably never be added to SSF4. :wasted: And also, Akuma had a roll! I can only dream of him having these stuff. :crybaby:

Yeah I felt the same when I saw this video.

Anyway, Ken Bogard is a friend of mine so I will ask him some stuffs about Akuma on msn, and if I have something interesting I will let you know, it seems he played a lot arcade version yesterday.

SRK FADC u2 was only mentioned by one person, who was posting troll comments all over the boards… So I doubt it’s real… and I guess KKZ would be a little bland in that it’s a noncinematic type move. Suppose they could have just done what they did to Shinryuken or Abare Tosanami, make a full cinematic ultra and then a “whiff” that’s just the KKZ alone.

Yup. It wasn’t until A3 that sweep cancel was removed.

Akuma not having his vanilla stun was just a bad idea when characters like Ibuki, Viper, etc stun so quickly. Akuma deserves that reward for beating on your ass consistently. He doesn’t have the easy huge chunks of damage off normals like Ryu does with c.mk xx super and dp fadc ultra. His stun needs to return in stronger form for arcade version IMO.

With that said, Akuma is def still a A class character. No worse than top 5.

How can he remain top 5 when he have difficulties against the most used characters (Rufus, Cammy, Dictator, etc.) ? He is still good, but that’s all. Definately not top.

if it should be true that the walkspeed shouldnt be decreased at all then im fine with the other changes because they wont hurt my gameplay with akuma

SF33rdS Akuma

@Shintei Satsui

That video you posted is not a representation of Akuma in SF33rdS. All but two of those combos were on instant stun and the two that weren’t were character/situation specific. When a character is stunned in that game the juggle limits completely change and thats why you see crazy tool assisted combos like that.

Admittedly Akuma was really cool in SF33rdS. Lots of priority and a total of what… 7 supers. But he had one giant thing keeping him down – well two things I guess. First yes his health was crazy low. It was really frustrating. But he has that now in SSF4 so we have to accept that. However one major draw back with Akuma in SF33rdS was his ability to do EX versions of moves being completely non existent. The trade off was he has fantastic combo ability but not enough staying power to compete top tier.

Ultimately when it comes to SSF4 I just want some changes that seem simple enough and at least logical.

Tatsu -> Sweep needs to work on all chars.

sf.HK needs to contact low on both hits against all characters.

Health up to 900? Dare I say 950? PLEASE!!! I know it selfish but… less health than Chun? The dude is ripped!

Finally an overhaul of the demon flip:

  • Let the grab variant contact out of air a la old school Alpha style.
  • Fix the trip and make it less garbage.
  • This one might be a bit technical. There was a guide somewhere out there that dealt with juggle state limit values. Moves over all apply/add to a juggle state counter. Once the counter reached a number that was over the juggle value of any given move that move would then no longer be able to hit the opponent. The demon flip palm variant should have its juggle value increased by one, two, three, etc (which ever is required) so that it can hit an airborne juggle state opponent. Even if I have to FADC it – it just feels like it should be able to…