The Akuma Thread

Yeah, I believe EX Ruffian Kick goes through fireballs. On PC so I can’t double check that…but it did in SF4 anyway, and I don’t see why it wouldn’t in here. And Cody is pretty free on wake-up, but alpha counters can help him escape from certain situations, and his alpha counter sets up really well for a combo.

Yeah, I’d say the match-up is in Akuma’s favor vs Ken, but I’m not sure if Akuma outright beats Ken. Just my opinion though; I’m sure if I faced your Akuma that opinion would change. :slight_smile:

Also, out of curiosity…how does Akuma lose to Vega? I faced a few Vega players in my short time of using Akuma and the match-up seems relatively even to me.

The Abel match-up seems like it’d be more even due to the fact that Abel can get through fireballs pretty easily, but I guess the fact you can demon his step kick on block hurts Abel in the long run. And the fact that Abel himself is pretty free on wake-up since I believe EX Tornado Throw is his main reversal and Akuma has so many ways to deal with that so easily…

…yeah, that list seems pretty accurate. I guess I’m arguing about the Cody and Ken match-up because I’m somewhat biased towards both characters. :wink:

Yea I’d say akuma doesn’t outright beat ken but he does have an advantage. What options does ken have to catch teleports? Ex tastu is the only one I can think of on the top of my head.

Yeah, I think EX Tatsu is the only thing that can actually catch teleports. A fireball could probably also catch it, but in that case you’re already away and the small amount of damage you take then won’t make much of a difference anyway.

I wish I could face your Akuma. That’s the one match-up that I really, really like. Even in SF4 when I used Cody and that match-up was a complete nightmare for him in that game. :smiley: (Not that it’s exactly a great match-up in this game either but Cody has more escape options now.)

If only my ps3 TE stick worked on pc. It’s stuped how no one has figured out a way to get them to work on pc.

Don’t really know how to help you there…doesn’t motionjoy or glovepie allow those kinds of controllers/sticks to work? Or some other kind of emulating software? I’m not 100% sure since I’ve never tried to get PS3 controllers/sticks to work on my PC…

They don’t work with my stick but they do with my ps3 controllers. My stick shows up on my pc but the buttons won’t respond.

Oh…that really sucks then. You mean that the buttons won’t respond period, or just won’t respond with your games? Because Xpadder can help if the issue is with the latter…though I’m guessing it’s the former.

Why can’t they just have one kind of Arcade Stick that works on all platforms? The closest to that is the TvC arcade stick, since if you get the Wii to USB adapter it will work on Wii, Wii U, PC, and PS3…but not 360. I have one myself and it works great…but I flat out suck with arcade sticks. :frowning:

The buttons won’t respond period. This sucks because I have a gaming pc but with no way to get my stick to work for it.

I think Akuma loses to Vega simply because of his cr. jab and cr. mp. He has one of the easiest times punishing Akuma’s sweep. Its hard to throw fireballs at him because he can cover distance quickly. You can harass him on wake-up but its difficult to knock him down. Regarding Ken: I think its about 5.5-4.5 for Akuma. Not a huge advantage but one nonetheless.

Ah, I see. That makes more sense. So the match-up is something like 6-4 Vega’s favor? The match-up definitely seems winnable, albeit annoying.

Yeah, that seems about right for the Ken match-up. Ken may have decent pokes and can get really good damage if he gets in with meter, but he loses the fireball war hard against Akuma.

Yeah, Akuma can definitely beat Vega. You just have to be very smart with fireballs and footsies. Vega has fantastic reach on his cr. jab, which ultimately can lead into an ABC launch for good damage. In that sense he’s good at punishing your mistakes.

As for Ken? There is no reason why Akuma should ever feel pressured. He beats him in the fireball game, has better pokes, and is better at turtling it out. Once Ken has meter Akuma just has to watch out for random EX tatsus. Also need to look out for random SRK’s being done after the stepkick. It pays to do your own SRK into a tag or just teleport away.

Ok I might as well put this one down before I forget tomorrow to note it.

So I just came off from a set with Songi and OWWWW do those beatings still hurt. But hey that is the learning process: if it ain’t hard at first, you ain’t doing it right.

Something I did do though and this could be pretty good but it’s viability will depend on how the game advances in years to come.

For those who don’t know, Akuma can switch cancel off of his air fireballs. This can be really good when you wish to surprise your opponent with defense and then BOOM character runs in to cause some havoc :D!

Albeit the conditions are as follows:

  1. The opponent MUST be on the ground when you do this, it doesn’t work vs aerial opponent as far as I know
  2. You must be in your recovery state otherwise you’ll get a raw tag which will suck.

The idea is to perform the switch cancel the moment the fireball is blocked and you are in your recovery state, that point where Akuma kind of hunches over a little after throwing one.

If done successfully, Akuma will run out and your partner will run in from full-screen’s distance back in your opponents’ face.

The run itself is a little risky however this is where it gets a little tricky as you can perform a charge move during the run to either to bait stuff like stray reversals out or to put pressure on your opponent.

This can be augmented with a character whose charge moves leave them at advantage or at least to a point where they cannot be punished on block by jabs at least.

Looks at previous posts Man did I just break the chain again?

Hmmmm…think of something…

Ah yeah. I think that Norieaga’s list is pretty fine but then again, I’m a little suicide in the fact that the worst of worst match-ups on there is Cammy, everyone else can be handled with some smart strategy.

Then again I don’t think my opinion does hold much substance to it since I need some more match-up experience myself against those ‘Bad Match-ups’ Norieaga has mentioned.

Okay guys gulps here are the dreaded changes and my thoughts on them. Got any opinions or possibly rants. Never fear VENT IT ALL OUT HERE!

Close HK (2nd hit) – Hit effect on airborne opponent changed to bound.
- Can now be canceled
(Good change, it now makes the Mid-screen Misogi much easier to do in Pandora set-ups off of wall-bounces and it will do more damage as well. I think Cr.:mp: > Close St.:hk: > MISOGI will be the new super set-up now off of a launcher.)

Far HP – Can now be canceled
(Somewhat underused as a normal but a new special cancellable normal is always welcomed in my opinion. Now you can punish stuff like Yoshi’s Gehosen without needing to sweep him)

Far HK – Blockstun frames changed from +5 on hit/±0 on block +6 on hit/-2 on block
(Reverting a little back to it’s AE form. I had a feeling that this change would happen considering of how much of a god-send it was to begin with. Me however, I always thought the second hit was -2 on block anyway lol. But no seriously, no more free Far St.:hk:s against Julia, Zangief or Ken kind of sucks though.

Ashura Senku (Punch ver.) – Distance covered has been reduced
- Invincibility time changed from 1-50 frames to 1-40 frames
- Full frame length changed from 61 to 72 frames
Ashura Senku (Kick ver.) – Distance covered has been reduced
- Invincibility time changed from 1-40 frames to 1-30 frames
- Full frame length changed from 54 to 64 frames
(Nerfs to teleports, it seems that people complained about keep-away Akuma a little bit too much. I think they’re trying to make him less zoning oriented and. more offensive as a character I think)

EX Gohadoken – ”
Abolished from mid-air combo limit”
(Erm…never a very great move to use in combos to begin with. I didn’t even know that it had an air combo limit :sweat:. Seems like one of those: 'Oh we’ll buff this just to make the character look better changes because EX fireball isn’t really a great EX in my opinion simply because it doesn’t cause a hard-knockdown on hit and it doesn’t do a lot of damage for an EX making it seldom used move

Tatsumaki Zankukyaku (MK) – Damage stun changed from 40+20+20(80) to 40×3(120)
Tatsumaki Zankukyaku (HK) – All hits are guaranteed if the first hit connects
(Changes to the Tatsus. They did crap damage in my opinion to begin with in my opinion. Damage buffs to :mk: tatsu are pretty good but we may be seeing some more usage of the :hk: version especially off of launchers considering that it’s more guaranteed this time around.

Airborne Tatsumaki Zankukyaku – Hurtbox increased
(Here come more nerfs. Kind of sucks that they are still on the tatsu nerfing. This means that it could kind of suck as a cross-up attempt now as you could get stuffed for doing it.

Hyakki Gojin – Damage increased from 50 to 70
Hyakki Gosho – Damage increased from 70 to 100
Hyakki Gozan – Damage increased from 60 to 80
(Damage buffs to the Demon Flip Repetoire (well except the throw.) I welcome these changes especially because that palm now does 100 damage which could mean that the EX Version could do even more damage. There’s also slight damage buffs to the dive-kick and the slide which are welcomed too but their uses aren’t as strong as the palm. Well at least at this point in time.)

Zanku Hadoken – Hitbox has been reduced
- When used during a backwards jump, 5 frames added upon landing
(Nerfs to air fireballs, another reason, why I think they’re making Akuma more of an ‘in your face’ character which I applaud greatly. The idea of 5 extra landing frames is a blessing and a curse. Mainly because it will allow him to tag out more efficiently with air fireballs because the tag period will be increased in theory. BUT the extra landing frames on block make it suck as a defense tool as well as it’s reduced hit-box.)

Goshoryuken (MP, HP) – During the first hit, blockstun has been decreased by 10 frames
- The second hit does not connect on a crouching, blocking opponent
- Pushback on block has been reduced
(OK THIS IS THE KILLER! The nerfing of DP switch cancel. My only issue with this now is that will the 3rd hit connect as well? Otherwise, tagging out could be made much harder than it was before combined with the nerf of his teleports.)

Misogi – Hitbox has been increased
(Nice small buff to Misogi, I hate to be greedy but I wanted more than just this :frowning: like more damage wink wink)

Special move meter gain
Gohadoken: whiff 15->5, on hit 40->20
Shakunetsu Hadoken (L): whiff 15->5, on hit 20->25
Shakunetsu Hadoken (M): whiff 15->5, on hit 20×2(40)->15×2(30)
Shakunetsu Hadoken (H): whiff 15->5, on hit 20×3(60)->10×3(30)
Zanku Hadoken: whiff 15->5, on hit 5->16
Goshoryuken (M): on hit 20+20(40)->30+10(40)
Goshoryuken (H): on hit 20+10×2(40)->20+10×2(40)
Tatsumaki Zankukyaku (L): whiff 15->10, on hit 40->20
Tatsumaki Zankukyaku (M and H): whiff 15->10, on hit 40 x number of attacks->20+10 x number of attacks
Airborne Tatsumaki Zankukyaku; whiff 15->0, on hit 40->35
Hyakkishu: whiff 10->0
Hyakki Gosho: whiff 0->15
Hyakki Gojin: whiff 5->10, on hit 40->30
Hyakki Gosai: whiff 5->15, on hit 40->60

(Ok so Akuma didn’t come out as destroyed as Ryu did in the fact that at least his fireballs still build meter. I had mistaken these for damage buffs :lol: it goes to show how much a good sleep is needed. It seems that they are really encouraging offensive play with these moves. I’m going to miss the lack of meter build on his demon flip charge move. I loved to use that to build free meter from full-screen :(. )

So overall, Akuma came out pretty, well in-tact at least in comparison to the other SF Cast members.

He came out with some good changes especially to his normals Cl.St.:hk: is much better now and Far St.:hp: being special cancellable is welcomed big time.
Buffs to Demon flip follow-ups is also welcomed as well. The palm is the most notable.
Misogi being buffed slightly isn’t that bad but personally, I wanted more!
Tatsu changes are welcomed. I could see the tatsu being used as a viable entry off of a launcher now.

HOWEVER

He came out with some crippling nerfs.
Nerfs to teleport, air fireballs and his DP switch cancels really hurt his zoning game and his ability to tag out which was arguably one of the stronger reasons to use him over other shotos in my opinion.
Nerfs to his Cross-up Tatsu also hurt his offensive game slightly. I don’t know why Capcom like to beat a dead horse like that.
Meter build on a good portion on his moves were changed however the throw seems to have come out as the main winner. Consider the fact that +300 is almost a whole bar, then you can see where I’m coming from at least.

COMPARED TO THE REST OF THE CAST (SF SIDE)

Akuma ain’t the only one!
The nerfs to boost combos will make his punishment game stronger in my opinion.
Nerfs to the health limits of some people like Guile and Rolento could help him in those match-ups. No offense but I don’t know why Rolento was given 1000 health to begin with in my opinion maybe it’s because of his lack of damage.
No health buff but then again I didn’t really expect to be greeted with one anyway.
Although his escape options aren’t as free anymore, he still has his forward throw for a safe-ish tag at least. This throw is about to get better because of the decrease in throw start-up times.

Now we have to wait for the Tekken Side.

I do fear for the Mishimas in a way.
Fingers crossed that Lili doesn’t get completely shafted (personally at least). One side of the squad is alright, let’s hope the other side isn’t as bad :pray:.

I honestly don’t know what to say. Capcom is the worst at balancing their own games.

Analysis:
ST. RH - whatever, I don’t even use it.
Far ST. HP - never bothered to use it much.
Demon Flip Damage+ - good but there’s still a problem of using it consistently. Rolls KILL it.
Tatsu Damage+ - good but why do it when you can switch off a FP SRK for better damage?
Air Fireball/Teleport/DP - No more defense at all?

As I see it this is going to suck hard. He still has the shitty health but now he has to rushdown more. I’m actually not at all enthusiastic about this patch, I’m officially dropping this game. Its been fun. :slight_smile:

EDIT: What does it mean the EX Gohadoken was abolished from mid-air combo limit?

I was a little confused at this as well. BUT I think that I’ve got it.

It means that it is no longer subject to juggle combo scaling. In my opinion, it’s quite a useless buff considering EX Fireball was never really: ‘The Combo Ender of Choice’ because of its mediocre damage for an EX move. It’s only advantages were it hits twice and it’s as fast as his regular fireballs recovery wise.

Maybe if it caused a hard knockdown then I would be interested…

The only MASSIVE Change in my opinion was the buff to his Cl St.:hk: BIGGEST AKUMA BUFF EVER! In my opinion since it ground-bounces against aerial opponents and is cancellable.

EDIT: This still makes my Akuma X Lili Wallbounce Pandora Set-up still hard as hell to do. But it does open up some Ground-bounce Pandora set-ups for her.

How bad do you guys think the air fireball nerf is? Do you still think we can AA if we do it low to the ground?

I am kind of surprised that you were getting away with doing that based on the recovery frames that it already has.

I’m just pissed off that they’re nuking the archetype of the character because of some whiny idiots who casually play the game. People who’ve grown up with SF4 and SFxT don’t understand the meaning of real keep-away. Can’t people see that keep-away is already nerfed as it is? I invite every fucking person who whines about that shit to play me in ST. I don’t know, I just don’t feel its Street Fighter if all of it is close-range. That’s what distinguishes SF from other franchises like VF, DOA, Tekken, and so forth.

Anyway, can anyone quantify the 5 frames? For example, how many extra seconds of landing would it bring? Is the air fireball useless now? Thanks!

Far hk and far hp might lead to new juggles. I used far hp as a poke for people that had moves that hope over cr.mk and sweep like Xiaoyu.we can still tag dp just not on block safely anymore which I admit was silly. Air fireball nerf will only hurt people that abused that. I want more of a ground fireball guy since since damage on air fireball was pitiful and had me giving up space. Teleports won’t be as free anymore. face it, some characters can’t do shit about akuma’s teleport like asuka (that matchup is easily 7-3 right now).

A lot of people are over reacting. Everyone should take a chill pill and wait see the patch itself.

Where my raging demon fixes!?

So true, the air fireball nerf could be used in the fact that it may be easier to tag from it. But it’s reduced hitbox does concern me right now.

To be honest, I think Capcom could be going for the ‘ERM…WE MAY DO NEXT TO NOTHING TO HIM BUT…HEY AT LEAST OTHERS GOT NERFED SO HIS MATCH-UPS ARE EASIER’

I’m still hype for that Cl. St.:hk: buff. Goodbye St./Cr.:lp: into Misogi Mid-screen :tup: