I can attest to that: [media=youtube]-WMvAZ95A0Q[/media]
:razz:
And wow… This conversation’s getting heated!! I’m betting on ShinAkuma204!
I can attest to that: [media=youtube]-WMvAZ95A0Q[/media]
:razz:
And wow… This conversation’s getting heated!! I’m betting on ShinAkuma204!
lol that’s amazing.
Just my two cents on the argument, akuma seems much less dangerous in super from a viper player’s pov. I can def tell a difference with his stun nerf. Match is prob 5-5 now in this game, in vanilla I’m certain it was in akuma’s favor.
akuma’s hp is way to bring it all home with rufus, abel, and viper, and ryu out there. Maybe evo will prove me wrong. I say he’s rank 5ish in this game.
For the most part it is pointless to point them all out as any vet Akuma knows them all. Besides everyone has more or less directly or indirectly mentioned them. And I’m still at a lost why some moves were nerfed like the HK loop, not broken imo for Akuma with such low health. I’m done. Akuma is still fun though a lot harder to win with. Big combo equals other characters 2-3 hp, hk , dp. WTF!!!
Akuma In super is a mix bag.
Good - he has all the tools to dominate. Good zoning and good mixup and good dmg.
Bad - He has crap health and stun resist, in a game which rewards the loser with Ultra come backs. You can beats someone to 25% health and they land a ultra and you lose over half your health. That’s hard to stomach.
-He doesn’t fit a role as well as other characters. He’s more of a multi-tasker. So he requires more work to play well.
I think in vanilla his stun was a big thing. It was that cherry on top of the cake which made the work worthwhile. Now though I think a lot of players just won’t feel the risk/reward is there. many other characters in the roster which just player better and are safer to use.
can someone elighten me?
what is this stun nerf everyone speaks of?
Capcom reduced the amount of stun many of his moves did most notably his s.HK, c.HK, shoryuken, and red fireball. Now the HP version of the red fb does the least stun and LP does the most so its almost useless to FADC a srk to red fb since you wont get the most damage and stun like before. I dont know all the moves that got do less stun now so if anyone can correct me feel free.
Funny thread.
Can abels u2 outlast an air ex tatsu? I used to think abels were fodder but they can be tricky with them rolls.
Shin, any recent videos? Gluck at evo.
You can do a HK tatsu right when he ultras and it will go over him and if he cancels it you will hit him.
As far as the cr mk fb fadc st rh. What I am saying it didn’t have to be tip range before. I am not talking about when im up close. In vanilla you could hit that combo easily now it has to be tip.
As far as the option selects. Theres no point for the opponent to really worry about the throw because you can get away from it easier. I mean yea its there but still now you can back dash away instead of having to risk anything. Only time you can sweep is after a palm.
Also the demon flip throw whiff recovery. Is big in matchups like vs abel. Now he has a way out of pressure Same thing for zangief
When I say Gouken is fun. I am talking about combo wise.
I don’t think gouken has much answer for akuma’s pressure. I’ve played a few incredible Goukens, but only a few and even then it’s because my akuma can get pretty pattern. When offense fails, I usually default to a stupid plan like full screen ex-flip.
Best and exact analysis of super akuma so far. I agree which shows why akuma cannot possibly be top 3. He is 5 at best. IMO it’s still gat, ryu, dudley, rufus, akuma etc. I’d even venture to put chun and abel before akuma but that would be stretching it.
Yeah but when you say easily countered, nothing springs to mind unless is something super unsafe. And there is always going to be a counter for the majority of the movesets in this game. Why should Akuma be any different?
you can just hit confirm the “tip” range
for instance, at ‘point blank’ range (or directly next to the opponent) you can start off with :
cr.lk > cr.lp > cr.lp > cr.mk > fireball FADC > st.hk > etc.
this works on any ‘normal’ i guess you could say hitbox sized character (used it on ken in training mode)
if you’re not that close, its still not that difficult to know when or when you are at the right distance for a cr.mk > fireball > FADC > st.hk
HOWEVER it is a little bit more character specific in SUPER, because some characters have weirder hitboxes (dudley, deejay, etc.)
:looney:
you can also get a cr.lk > cr.lp > cr.mp > fireball > FADC > st.hk > etc. to work at the right distance on any character
example on ‘normal’ hitbox sized characters : because it is hard to find yourself at that PERFECT distance, an EARLY crossup lk will push them to that perfect distance to execute the combo. not sure if a crossup LATE lk will push them at that distance, will have to check in training mode when i can play super again
example on ‘deeay’ (lol) hitbox sized characters : will work just as it did in vanilla SF4
just take it to the training room and experiment your favorite links from vanilla and you will be surprised that they are all still there, you’ll just have to space them with a tad bit more precision and you will have to know the character specifics but they are easy as hell to remember!
Shit does like…no damage. It gets scaled into oblivion with such a long hit confirm. It also contains two 1 frame links (c.lp to c.mk and FADCed fireball into s.hk). A good way to waste 2 bars and risk getting reversaled.
A better one is c.mp c.lp c.mp hado fadc s.rh which does A LOT more damage and is easier…
…BUT…
…let’s face it guys, there ARE ways to land hado fadc s.hk but it just isn’t practical like it was in Vanilla any more. I’m still playing akuma on a daily basis and did that shit like twice in a real match. There is no more use to it.
Thank you.
and Abel players don’t use breathless vs Akuma for the record.
I know what you’re saying. I’m saying you can still do it at max range and when closer you can substitute a different combo.
Not really much has changed, you just don’t get to abuse the throw OS? Now you must force the opponent to block through use of the palm which opens them up for the throw.
Abel has no real answer for the palm strike, so you can still pressure him so that he has to accept pressure. Not sure about Gief tho. The point is you can still rape other characters wake up, you just have to approach it a bit differently now.
He does have some beefy combos, but I personally don’t find being free on wake up much fun despite the combo potential.
[quote=“VeNOM2099, post:101, topic:103905”]
I can attest to that: [media=youtube]-WMvAZ95A0Q[/media]
My favorite part was DF palm over and over haha… i can see people raging over this :mad:
Uhm, I don’t know how opening with the DF palm strike is any different now than it was in vanilla. I always used that move first on the untechable knockdown, it’s not like they changed its frame data or anything to where it’s more effective at shutting down options than it used to be. Like ShinAkuma says, it establishes a fear that allows you to do a lot of other things to them as a result, but that’s how I’ve always approached the wakeup game regardless, is there a reason why you specifically point it out as the way to go for SSFIV Shin?
for a few reasons:
-if opponent jumps or doesn’t block on untechable wakeup, palm will smack him back down, this ITSELF does a few things:
?caution on jumping
?caution on focusing
?caution on 4+ frame reversals
?is an OVERHEAD attack!
?opponent should default to block, when trained to block, he’s now open to df throws.
?backdashes can be swept or pressured further
-whiff palm can go into throw, hit string, all-around momentum/pressure
-walk up ex-tatsu is meant to bait and beat crouch OS tech throws
?this causes your opponent to be cautious the next time you walk up and try to ex tatsu again. Now since he’s not hitting buttons, he’s again open to be thrown.
However, reversal fighter 4 and online scrubbery means your opponent probably has no idea he’s being trained and will learn nothing from his wakeup games. I know I sure don’t. Palm is one technique to train your opponent into doing what you want him to do.
true that
i think it does close to 200 damage, which definately isnt a lot
it was one of my favorite combos to do especially because of the aesthetic value, but it is impractical
ill be tryin out this new cr.mp > cr.lp > cr.mp > hadou > FADC