Super SFIV Arcade - Akuma Changes

I’m (slowly) gaining confidence in the Cammy matchup which is nightmarish. For a while there I dreaded having to face her but have developed an understanding of her which has allowed me to feel comfortable with the matchup now.

While we still can’t afford to screw up, we definitely have the means to give her a hard time. Tatsu sweep is brilliant in this match.

Not to kiss to much ass but this is a solid ass post. Needs a stamp on it that says Chris “I Respect That” Hu Approved.

I don’t buy it. Yeah palm works if the opponent is dumb. But if they are cautious they will just block, and then you are in their face at what? +3 ? How long does that last? Also, if the opponent KNOWS they are getting option selected they are 99% more likely to block, how many times are you gonna OS a blocking rog before you realize they are just gonna block? Then what? DF grab? Hope you dont get reversaled.

You open them up to frame trap pressure on block or tight pressure. Specifically on Rog I get a large number of throws, because you can time your throw attempt to beat out crouch techs and jabs. Tokido uses his frame trap backdash OS pressure to great success on Japanese players.

One of the points of OS is to make them block, to accept pressure for fear of taking OS damage.

Why would they just randomly start reversing if they are blocking 99% of the time? If you know your opponent is going to block then they are open to DF grab. The palm strike establishes pressure and a mind set on your opponent. Once you have forced that mindset on them they become open to other options.

Palm strike pressure is safe, which is the point. Your opponent has no options against it and it forces them to block. In this game with so many options other than block players don’t like to block and it’s generally not their first choice. That’s why the palm is so good, it exposes these types of flaws in players games and even if they are solid leads to good Akuma pressure.

Once a player uses the palm strike more and gets accustomed to the pressure it generates they will better understand how to follow it up. You can’t just toss palm strikes at guys and expect to win, that’s not what I’m saying. You got to put in work. You need to understand the matchups and the mindsets of each character used. Akuma is hard to use, and hard to make his options effective comparatively, but once you understand how to make those options effective he becomes much better than he appears to be.

Talking about the c.short, st.short he does every so often?

I don’t know either, but the one that comes to my mind is buffering sweeps into the second jab of a block string… ?

Yes, it’s a frame trap and an OS to punish backdash. If the opponent backdashes he gets the standing roundhouse, if they jab or tech it beats their input.

@ YIAZ-M :

i hope that we get some information from tokido in the near future
but good to know that that his walkspeed didnt changed at all

a little off topic question
does tokido got his own blog ??

Sorry to ask, just wanna know how does the cr. short beat the jab or tech? He does the cr.lk to the s.hk? Do you know a video where he does this exactly, can’t really picture it, this would be interesting to see.

It does when used as a frame trap.

1:32 you can see the OS at work on a backdash.

[media=youtube]IFI6bA74gcM[/media]

It just bugs me how both Akuma and Guy had the ability to do their respective flip grabs on a juggled opponent in Alpha yet both now have that ability stripped. I’ll concede the health increase – thats being greedy – no real need for it.

I guess the sf.Hk not hitting everyone makes sense after some intense consideration – some people crouch lower or tighter than others so I concede that as well.

Tatsu + trip not working on everyone feels weird to me. I just do not see the reasoning minus unique hitbox properties. While this provides the answer why it doesn’t function like that it still feels like it should connect.

I respect the lower EX SRK damage output though I question its use now as the s.HP version is essentially the same. Does the new tweak have a higher juggle limit or increased invulnerability? Does anyone have evidence on this move?

I’ll be very sad if his walking speed has changed. The video around here doesn’t really have Akuma moving on foot very much to prove or disprove this change.

Is there an example of just how floaty Akuma and Ryu become after an early jump arc Tatsu?

I’m still waiting on that West vs ShinAkuma204 mirror match. I think everyone on this forum wants to see that.

Since this is the only active thread now, i’m posting here. I’ve tried searching for hours but couldnt find what i was looking for. Is there a japanese message board for ssf4? I found the wiki but it’s mostly outdated information.
Thanks

I want a “single” button mash for ALL moves for AlL situations including “demon” then Capcom can nerf whatever they fawking hell want to appease to the masses.

I spent a lot of time trying to master Akuma, clearly the most difficult character IMHO (let the whiners/haters dirty their diapers). And once I have gotten better Capcom pulls some shietz outta their aRse so that everything learned more or less goes out the window. I admit I don’t mind subtle changes (balance/imbalance) but when it is game changing, it really takes the FUN factor out of the game for me. Isn’t the fact that Akuma’s health is garbage enough=balance? (Yeah Seth’s is the worst but his tools are just as good if not better than Akuma’s.) I only play SFIV mainly for Akuma. Sure I can learn other characters and probably do just as well if not better with them but I could careless for the other characters. Without Akuma, I’d have more FUN just playing Pong or Frogger.

Hell, I’ll just go and play the Sims. No quarter-circle, plinking, or FADC. And babies are produced along the way too. Nerf that CapCUM! *** end of rant ***

This.

ammiracle, try the japanese SRK.

unless you are an english speaker just trying to get the best tips, lol. in which case, good luck.

Akuma 's U2 doesn’t look good and take a looooong time . . .

To your first point: who cares how it look? its a comboable ultra. combo into it.

To your second point: Learn to man-combo, it doesnt matter how long it takes if you use it the way its meant to be used.

/trolling

Haha, that is fucking gold.

Manbos dude! This is a Man-Combo…

Nutral jump HP, cr.MP, cs.HP, HP hado, FADC, cs.HP, HP hado, FADC, cs.HP, teleport, u2.

A Manbo to me is a combo that you mostly hit HP throught the whole combo. or combos with like 12 one frame links (see cammy combos) haha