There are several ways an animation can be played. Either it uses it’s “Normal” and uses it’s built in movements. It’s Normal and uses built in movements that are modified by physics settings but don’t actually override the built in animation, just tweak it on specified frames. Or it’s Physics and ONLY moves the position of the character based on whatever settings are in the “physics” settings for the move.
Akuma’s far HK is a Normal move with all of the forward movement on it being already built into the original animation.
I made this real short video to try and show you how each type of animation works and it should make it a lot more clear:
It’s finished. I’ve looked through every character file with a fine tooth comb. Did I catch everything? I doubt it, probably only around 90% at most. But damned if I didn’t catch a FUCK TON of stuff, even ignoring the things you might write off as “maybe intentional” there is STILL a plethora of things in there obviously not intended. But It’s over. ~60+ hours of work and I’m finally done. If you got a video or a bug you want to submit, now is the time because I’m sending it off tomorrow.
Honestly? I wouldn’t be opposed to the first set of hits doing that and then maybe removing the ability to FADC after she does the little twirl and does a 2nd set of hits to balance it. She’d still have IIRC 3-4 hits to confirm for an FADC.
Capcom have always ‘restricted’ what game modes are permitted when you set your game as joinable - i.e. they are always ranked matches.
It would be nice to be able to play arcade or training mode with the ability for people to join you as usual, but instead give us the option to transition into an endless or perhaps even a training mode lobby when they connect, rather than forcing us to play ranked. This (and any desired settings - such as number of slots and total rounds for endless) could be defined before you begin arcade mode or training mode. Right now the only option is ranked.