:eek: Has anyone ever thought that the problem might not be akuma?
Tell that Infiltration and Momochi. And I’d like to know what matchups exist where footsies and zoning are awkward or do you really think guys are throwing out random sweeps and throw setups?
After watching combo videos of assorted characters and using Ryu, his damage is fine. Akuma is solid
I think his vortex was born out of the SSFIV damage nerfs. I remember the debate in Vanilla about whether it was worth it to end a combo with sweep or FADC Shaku. SSFIV ended that debate. Akuma could live off footsies and damage back then. I remember Momochi’s Akuma being very footsie based.
I dont think Akuma is bad in SFxT. He seems solid to me. I think he works well with a character whose combos push towards the corner.
Akumas vortex was discovered and went through its beginning stages in SF4. Even still Infiltration still made top 3 in Evo 2010 off a footsies based playstyle in SSF4. Saying Akumas vortex was developed because of damage nerfs is preposterous.
I think saying it was born in SSFIV was a wrong way to put it. What I was trying to say was that it became more viable when SSFIV hit. In Vanilla you could end combos with FADC Red Fireball, and have built up decent stun. In SSFIV, you cant rely on stun.
I remember when Arturo went to Japan and he was showing videos of Akuma players using the sweep into cross up tatsu. That’s the first I remember seeing Akuma being played like that in SFIV.
Yes, there are still footsie based Akuma’s around like Infiltration and to some extent -6(he still uses those FADC far HK combos that are character specific now). However, you have to admit the vortex/setup style has become more popular in recent SF4 games. Having to break from that style in SFxT is puting some people off Akuma. Im just saying without the Vortex, he is still well equipped in the game imo.
Nope. The Vortex was being discovered near the end of Vanilla and that is why Akuma got his stun rating nerfed because of how easy he could stun someone.
Akuma can still live off footsies in 2012. Just why not use the vortex if you got it?
My point was that after Super, the Vortex became an even better option. It’s not as good in AE 2012, but it’s still there. All im trying to say is that Akuma was a well equipped character, with or without the vortex. I think you can say the same for SFxT Akuma. The tools are somewhat still there in SFxT(his Cr.HK and st.HK are a little worse). He gets hurt more because of the games system(safe roll, easy combo inputs killing the demon short cut) than rather him just having nothing.
I just dont think he should be written off so early or called awful just because the vortex is not strong here. There could be other ways to play him.
I would agree.
People need to remember Akuma was a fundimental character who HAD a vortex not a vortex character.
I have a question, I didn’t really know which is the appropriate thread, so here it goes.
Has a forward roll recovery frames, and are they invulnerable? I mean, if someone predicts the opponent is going to roll, can he punish it? And can Akuma safely teleport right after the roll, without having any frames where he can be punished?
I have a debate with a friend of mine, he insists that roll does not have any vulnerable frames and that akuma can teleport right after it, making him completely safe, whilst I say the opposite, that like the teleport, roll also has recovery frames that are vulnerable, allowing you to punish a predicted roll, if timed correctly…
Please share your knowledge… thanks in advance.
I don’t know, I think Akuma would have been mid-tier or worse if he didn’t have his vortex in SF4. There are some matches I could see that would be a living hell in that game.
Akuma was considered top 3 in Vanilla before they even started finding the vortex. Maybe in Super onward, but still he was a character with a solid fundamentals who didn’t always need to use the vortex to win.
I think its mostly due to his great damage and stun in Vanilla that allowed him to compete. But then again, people also didn’t know much about characters like Abel, Viper, and Seth during that time in Vanilla. Viper suddenly emerged as a bad match, Seth could be a pain, and wake-up pressure was the ideal way to beat Abel. If I recall correctly, early speculation on Cammy and Fei-Long also wasn’t very high. We know how that turned out. There are some matches I just couldn’t see him winning too easily without a vortex:
Viper
Seth
Abel
Balrog
Fei-Long
Cammy
But anyway, I don’t want to derail this thread further.
So yeah Akuma is terrible boo but back on topic…
So whats are akuma’s combo’s outside of cr.hp range if they are crouching? I mean everyone loves to get in via jump in or whatever into point blank, cr.mp,cr.hp link into bnb for the win, but cr.hp is finicky in distance and at the range cr.hp whiffs, so does hk tatsu on crouchers.
So whats the plan when just out of range to hit them with a cr.hp? Cancel into fireball, link into sweep or boost combo? This is a problem I find with akuma in this iteration, unless he’s in the prefect range and or they are standing, he just does shit damage.
you can chain cr mp/cr mk to fr st HK and do a launcher combo cause I cant combo after a chain in to lk tatsu… or you can cross cancel the first hit of the HK and tag jump hK do another launcher combo get akuma back again to deal some extra damage…
Akuma is not bad. He can zone well and has a good match up against strong characters. He practically gets out for free with forward roll back wards or forwards teleport. He has the fastest walking speed in the game and also has a 5 frame sweep. He doesnt need meter to do heavy damage when he does land a non launcher combo. He has dirty frame traps that lead to launcher or combo of st far Hk. You just need to be good at hit confirming. He isnt a vortex character anymore so I say move on from that idea.
So lets recap:
Pros:
Fast walk speed.
Great normals
Strong Anti air
Strong defense
IMO strong offense
Great Frame traps
Great footsies
He has a reversal
Good battery character
Air fireballs can set up offense
his corner combos do crazy damage
Cons:
Crap Health
Cant vortex like old game (not a big deal because hes never been a vortex character outside of SSFIV)
Can be hard to condition people to grab tech based on grab distance nerf (imo not a big deal because the dude is fast as hell)
Please I know my opinion isnt the only one and im not saying im 100% right but really think about it.
Biggest con to me seems to be worthless air to air normals. I think I lose 100% of the time in the air if my opponent presses any button.
So I was looking at some stuff on Gouki, and it seems he does high damage in the corner.
I don’t know if this old or not, but is this true that he can combo off of his overhead in certain cases?
[media=youtube]xXIHyTpkHao[/media]
The weird thing is, he can only combo off of his overhead if the opponent is standing, and if they are standing, why didn’t they block? As the guide put it. Not saying it won’t happen, but landing an overhead on a standing opponent is pretty rare.
The overhead can combo on crouching on counter hit I believe.
Also you should never need to do any air to air attacks unless you are trying to beat vegas wall attacks then you just nuetral jumping RH. If you are A2A for anti airing just upper cut.
How exactly do you block Misogi? Does it hit overhead? The animation happens so quickly that I never know how exactly I get hit with it.