We already defeated Sheng-long! The Akuma Video Thread

take that XBL ecxuse BS out of here man. play to win or stfu

Well in my case it has nothing to do with the loop. In my view there’s no way that should have stayed in the game and it wasn’t supposed to be there in the first place. When you have a way to go from a low short, low jab hit-confirm to damage in high 300s toward 400 and around 700 stun plus a great knockdown added on to go for the mix-up you needed to get the stun… difficulty isn’t a mitigating factor if most dedicated players can learn to do it consistently.

(even though some of the only characters it worked on: Rufus, Zangief, Sagat etc can hurt you big-time in return if you went for the link and missed it)

Vanilla did end up pretty top-heavy on Sagat, Akuma, Ryu and Rufus. There were a few small issues with vanilla Akuma that needed to be addressed; since with both the loop and BnB into sweep, into oki, into BnB, into sweep, into oki in the very best hands he could become a near-inescapable stun machine.

Three simple, relatively painless changes could have resolved all that. Removing LK tatsu into sweep as a combo end either through hitbox change or tatsu recovery firstly; so that vortex resets are just from cross-tatsu, Demon Flip throw, forward throw and by burning meter for a BnB Shaku extension. Adding recovery to Demon Flip throw so that Akuma has to commit to it and not have option selects behind it. Then change far standing jab to +6, loop is out. He could still do link to standing jab to sweep, only it won’t be coming out of loops so it’d only be worth about 150 damage where in the same case he could have gone into BnB instead for nearing 300 damage.

Instead there’s a whole lot of unnecessary changes to avalanche the issues in a move that smells of overkill and submitting to a lot of complaining masses. They were so paranoid about standing jab into loops and sweep that they not only made standing jab +5 to make neither possible, but they went beyond the problem to cut damage and stun on sweep and for the hell of it made counter hit far HP into sweep a one frame link (I mean, who would complain about that ffs) while going on to give the double roundhouse a start-up nerf, a damage nerf, and a hitbox nerf.

There was never a problem with cr.MK fireball FADC f.HK in my mind, given his cr.MK had gimpy reach and active frames to begin with; the only thing you could argue is you could use it to go into the loop, which was already solved. It’s also sad how they turned his Shoryu and Shaku strengths upside down to try and make you choose between damage and stun, when both his stun and damage output are already so sterile that there isn’t really a choice to make.

What I liked with vanilla Akuma is that even while he had the low health, both players had to play smart and careful because he could punish you hard for not respecting him or trying to random him out too much; and if you landed a big combo on them there was the added intensity of throwing caution to the wind to go for the last one or two good hits or bait the desperation reversal to get the stun. It went both ways, and teleports became easier to telegraph.

It’s not merely just an Akuma thing that I’m salty about, as I recognise some of the nerfs he was getting on top of the focused ones were part of a universal crackdown on damage and stun in SSF4. Cammy hit like an 18 wheel truck in vanilla too, she got her own shopping list of damage nerfs; and what they did to Gen was horrible. The shit’s just not necessary.

Back when SRK was writing up a list of changes it would have to liked to see balance-wise from SSF4, Akuma was a character for whom almost nothing was suggested. Those 3 simple fixes don’t affect the way he played and would go right around most of his match-ups. I’m not talking about Akuma in a void either; a character that good in Super would for the most part be ridiculous. A Bison buffed sufficiently in the right places should press that Akuma to a bad match though, as should a Cammy with a cross-up and better HK plus vanilla damage etc.

Right or wrong, that’s simply how I feel on the whole thing.

I have a request for a video that is kind of akuma related: A while back, i saw videos on youtube on how to counter blanka’s U2 from full screen, should he try to chip you out. But I can’t seem to find them anymore. Does anyone have the links to those?

I think if you look back a few pages in the tier thread in general discussion, there were a few recent pages where they were discussing Blanka. I think someone posted a link to a vid called “I hate chips” or something that dealt with that. I didn’t watch the vid myself though, but the guy said something along the lines of it being about dealing with Blanka’s chip. That’s probably the vid you are after.

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He deserved the win no doubt, but the 3vs3 was so lame lol

and @FADE OUT i know that my defense isn’t good, i normally don’t let people get away from me like that was just bad… i wasn’t happy with the way i played the entire tourny

well to be honest i thought you performed much better, just couldnt pull it out

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Some poongko’s matches

well i finished 5th, but after looking at my matches i felt that i could do much better, but most people had the same problem. Nervousness is guess ;\

yeah it’s normal. everyone tends to play worse in tournaments than in freeplay…unless you got YEARS of experience, in which case it probably doesn’t matter that much

Thanks a lot :smiley:

well to some people, yes he got boring. they could have fixed the loop by making standing jab have more push back so you could only loop like two times instead of four. nothing else should have been changed, especially shaku damage. now he has less variety in his combos which makes him less interesting.

Kindevu has a very good Akuma:

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There are lots of other videos with him using the demon, make sure to check them out.

st.RH Loop in Super…Adon only.

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scatch the Adon Only

No offence but wasn’t this already known? IIRC pretty soon after SSFIV came out people found out that you could still do the loop but now it was time and space dependant because you had to make sure the jab doesn’t hit on the first active frame.

ha ha, well it was news to me! lol…i remember hearing something about it still being possible a while back, but never saw anyone do it in a match…i have tons and tons of Tokido matches on my page, a lot vs Adon, and he never even attempted it once…but either way, no offence taken. :slight_smile:

I only thought it was possible to do 2 loops of it (total of 5 hits). I’ve never seen it go up to 8. Shin, was the timing on it harder than it was in Vanilla or was the spacing very specific? Because even for the 5 hits that were known to be possible, I heard the spacing and timing on it was so strict. How was the difficulty on Adon relative to doing it on Sagat in Vanilla?

You can still loop 3 times on Sagat if the spacing is 100% perfect, but it isn’t reliable in a real match.

The only character I found it reliable on was Cody, when the game first came out. Haven’t tried to do it in a while cause no-one plays him over here. Nice find on Adon though, might have to try it out.

the only thing i found more difficult than vanilla was the strict spacing…the timing, in my opinion was just like doing the loop on vanilla sagat…also, i felt like could have gone one more loop, for a total of 11 hits…gonna have to try that in a match. :looney: