One thing i found out AFTER the video is that Akuma's fireball does 700 damage while average fireballs like Ryu's does 600. His OD fireball does 1000 damage while other fireballs typically does 800.
at the distance you show in the video , the opp can DI as an answer ( Heavy fireball recovery at that distance will not recover in time, it's not like you can abuse H fireball at this distance) , and you have others answer other than that to deal with . It would be interresting you show the answer too in the video
@@Absontchica This. I agree with this. His heavies are unreasonably safe. I can understand Akuma having a lot of damage output through combos. But this iteration of him doesn't feel like he earns it.
@@gaetanoisgro6710are u using mainly heavy dp? It is the most rewarding and does have air-invulnerability but it’s on a slower startup so it can be prone to getting stuffed if u do it too late. When in doubt I rely on medium and light, tho heavy can be good because it reaches out further.
The fireball speed is a major problem. I main Guile and I've actually seen Akuma throw three fireballs into my H. Sonic Blade > boom before it reached him (granted the first did hit the blade before the boom). I do NOT have this problem with Ryu and a total of 1 to 3 frames more recovery across three fireballs will not solve it. I was sure Guile wins every traditional fireball war in the game before Akuma (Ryu can be tricky with Denjin, Dee Jay is REALLY tricky but can be done with L sonic blade into boom slowly pushing the clashes towards Dee Jay until you have the frames to use H. sonic blade and throw three hits back at Dee Jay's two). I'm not sure Guile beats Akuma as the charged versions at least match H. Blade into boom.
I currently struggle against everything Akuma does lmao. Just having to keep track of all of his options has been tough for me. The nerf to Cammy's Spin Knuckle certainly isn't helping, though that S2 winrate chart showed Cammy being one Akuma's few losing matchups so I think it's more of a "me being bad" problem.
I'm like 60/40 against him as Cammy. But barely squeezing out a lot of those. Feels like 60% of Akumas just on autopilot and cruise to their wins. Then you get the good ones using tech like this.
It's hard to react to whether he gonna do dive kick which is plus on block easy to anti air but then akuma can air fireball to punish anti air that's what I struggle vs him
I've always struggled vs Cammy when i was maining Ken. But as Akuma I've been boding Cammys on ranked like crazy. Seems to me his buttons are godlike against her. While for Ken it was realky hard playing footsies against Cammy
Yes yes yes! I find myself parrying teleport command grab and running into short range HP fireball all the time. The fact that his animations are similar is ridiculous.
I feel like i can't do anything against akuma with a good fireball game. Even when i predict a fireball and i jump it's often not a punish and he still has time to block. I'm fine with akuma being the character that twerks on you because he has loads of mixups and everything. But having the best zoning/fireball game on top of that is just absurd. That's even without mentioning air fireball because anti airing it without some kind of DP/flash kick. While having to worry about a normal jump in, dive kick, or demon flip is just too much. And his absolutely insane walk speed with his amazing buttons that make his neutral game insanely strong. You can't just give everything to a character with the excuse that he has slightly less life than the other characters.
Weird enough I noticed this fireball difference when playing him but couldn't fully realise what was going on till I watched this video. I always manage to contest fireballs even if I'm late to react.
I'm glad for this video. I mean normally you do get to (with good timing) jump to beat fireballs, or parry, but I find myself unable to do anything in the face of the footsie game, even as Ken. Being mental stacked by DR, what I've learned is the best fireball in the game, Messatsu, even his jumps got mix up with air fireball, divekick, and "toes" (6MK) once more, lower HP does not balance an unhittable character. (Plat 1 atm, and it's the patient Akumas that don't do dumb things because they have everything to make an opening that really devoid of hope)
against JP you can actually heavy hadou and if he punish counter spikes you, h.hadou will punish counter him and you can actually recover and keep trading if you both keep doing it on wakeup
Worth mention that akumas HP fireball can be charged to lvl2 and come out meaty on a lot of knockdowns (like heavy tatsu) beating a lot of invul supers and still being +2 on block
Oh there's a very good reason. He is very popular, but making him OP as well means even people that don't really care about him will buy him hoping to have it easier online. Having a new character being OP is a usual tactic from companies to make you buy them. After sales calm down, then they will see how they can balance him better.
Also as a Marisa player, I get free points off akuma. She stops a lot of his options. A good Akuma will change up their game plan against Marisa but if they just do the regular Akuma shit then she wins
@@ViewtifulOtaku7 the buffs she got really help her. If they're fishing a lot with CR mk then your st HK will do serious damage since one punish counter combo will lead to 40% of his life gone plus corner positioning. Gladius stops air fireball very consistently and stance stops demon flip options. And if you are stuck in the corner then wake up drive reversal works wonders. If you see them throwing HK a lot in neutral, walk up and crouch block a lot. Akuma HK whiffs on crouching opponents and you get fat Marisa damage if that happens. Hardest things for her to deal with IMO are his stand HP and heavy fireball. Hope this helps
omfg even his fireball hand hurtbox is superior? That in particular just seems like taking the piss - it's like everything of his just needs to be better than anyone else. 'but he has low health!' please, it's just 10% health, barely noticeable, while he has 50% more offensive openings while also being 50% safer than the rest of the cast.
Glad the yearly patch is not a thing anymore... Let's see what Capcom will do to Akuma/Gouki in the next nearest update patch (I guess no significant change lmao)
I haven't participated in the community since Akuma's release but it doesn't seem that bad to me...I find Ryu definitely stronger than him in the new season.
@@TriforceofJacob Yeah. I should be embarassed because I don't want to see 6 Akumas in top 10 in every tournie. Whatever you say. Akuma came out and every JP and Ken main disappeared. Plus on everything, superior hurtboxes for the same moves other characters have and can obliterate your health in a single combo, link into two supers and all without using drive meter. They got rid of Luke's crouching medium because it was too oppressive. But then they gave the SAME crouching medium to Akuma. "YoU ShOuLd Be EmBaRasSeD for bEinG Up In ArMs." God forbid you have a concern about a product you paid for. I wish I had the passive tolerance to consume sh!t like you.
It looks highly intentional. This is INCONSISTENT FIGHTER 6 after all where Balancing and Consistency doesn't exist. In need of a massive clean up is an understatement of the year if anyone want to call it. Frankly. Everyone should tell Capcom to fix that. Such a shame we no longer have Ono to inform.
@@azuresaiyan9005 I wasn't overreacting. It's just one of the many issues in the game. You'd have to be pretty blind not to see all the inconsistencies in the game at this point because they are scattered throughout. I stick to it being intentional because they would NEVER make a mistake like that. It's safer and more realistic to say it's intentional than to say it's something they missed. Also, everyone should mention it, otherwise there will be no change. So, again, it's not an overreaction. An over reaction would be me cursing and saying many foul things but that haven't been the case.
AKUMA is Season 2's LUKE. Everything that made Luke ridiculous in S1 has gone to Akuma including his ridiculous 2MP. There is a reason why he is the number #1 used character taking up the slots in Legend Rank. As I said to everyone, Akuma completely trumps Ryu. OH YES. I can 100% confirmed on the hurt box hand extension for it happened to me last night! Using Ryu, I did a very close Level 3 move activation to counter Akuma's hadoken but Ryu's fist went straight THROUGH Akuma's hands. I was so PISSED when that happened for it made INCONSISTENT FIGHTER 6 even more of a reality for it makes no design sense whatsoever as to why Capcom purposely made such a decision like that. Frankly, they really don't care about balancing the game at all.
I've been playing a lot of Gief and the amout of lame Akumas is insane. That wouldn't be too bad if I could actually punish him for fireball spam lmao.
the problem with akuma is not a single thing but the entire thing, I struggle the most against air hadou because of the wide angles of the projectile, I feel like they should give it more recovery time on landing so if you go for the read and DI he does not DI you back as soon as he lands
It really is but try to dp late to to pass through the fireball during your invul frames, or walk/dash past for max punish combo on hard read. If you're in a pinch, air to air seems to be the safest bet to deal with all of akumas air options. But I think late dp takes care of all the options as well.
@@Crouton- i play aki so I can anti air with hk in to venomous fang dive to punish dive kick it's very satisfying but your right jumping normal attack will beat all his options less dmg but it's so hard to know whether he gonna dive kick or fireball 😩
One thing i found out AFTER the video is that Akuma's fireball does 700 damage while average fireballs like Ryu's does 600.
His OD fireball does 1000 damage while other fireballs typically does 800.
How does this compare to Luke? Luke is still busted....
at the distance you show in the video , the opp can DI as an answer ( Heavy fireball recovery at that distance will not recover in time, it's not like you can abuse H fireball at this distance) , and you have others answer other than that to deal with . It would be interresting you show the answer too in the video
Akuma's EVERYTHING is insane
Air fireball is much worse than sfv, while ground fireball is way better than sfv
Including his health
Agreed he should have 8000@@MrQuay03
@@lorcanmanthen he would get 2 shotted all the time for no reason, they don’t need to give him less health they need to make his moves less stupid
@@Absontchica This. I agree with this. His heavies are unreasonably safe. I can understand Akuma having a lot of damage output through combos. But this iteration of him doesn't feel like he earns it.
It's so fun playing a shoto with an amazing fireball again honestly
SFV final patch Ryu…?
the no hurtbox on hand really felt when you are zangief thinking you got read but no it whiff cause he walk fast and arm no hurtbox
The insane strength of his fireball and his super consistent anti-air options are the primary reason I’ve switched to him
For some reason my DP trade a lot in antiair situations compared to other shotos.
@@gaetanoisgro6710are u using mainly heavy dp? It is the most rewarding and does have air-invulnerability but it’s on a slower startup so it can be prone to getting stuffed if u do it too late. When in doubt I rely on medium and light, tho heavy can be good because it reaches out further.
@@oneunripemango1858 Yeah that must be the cause!
Good info on the technical data, comparisons, & mention of the command grab w/that similar aura. Thanks for the vid.
The fireball speed is a major problem. I main Guile and I've actually seen Akuma throw three fireballs into my H. Sonic Blade > boom before it reached him (granted the first did hit the blade before the boom). I do NOT have this problem with Ryu and a total of 1 to 3 frames more recovery across three fireballs will not solve it.
I was sure Guile wins every traditional fireball war in the game before Akuma (Ryu can be tricky with Denjin, Dee Jay is REALLY tricky but can be done with L sonic blade into boom slowly pushing the clashes towards Dee Jay until you have the frames to use H. sonic blade and throw three hits back at Dee Jay's two).
I'm not sure Guile beats Akuma as the charged versions at least match H. Blade into boom.
Akuma has the most busted fierce fireball in the entire game at that distance parrying his fireball is a guess
Well, perfect parrying anyway
I currently struggle against everything Akuma does lmao. Just having to keep track of all of his options has been tough for me. The nerf to Cammy's Spin Knuckle certainly isn't helping, though that S2 winrate chart showed Cammy being one Akuma's few losing matchups so I think it's more of a "me being bad" problem.
I'm like 60/40 against him as Cammy. But barely squeezing out a lot of those. Feels like 60% of Akumas just on autopilot and cruise to their wins. Then you get the good ones using tech like this.
It's hard to react to whether he gonna do dive kick which is plus on block easy to anti air but then akuma can air fireball to punish anti air that's what I struggle vs him
I've always struggled vs Cammy when i was maining Ken. But as Akuma I've been boding Cammys on ranked like crazy. Seems to me his buttons are godlike against her. While for Ken it was realky hard playing footsies against Cammy
@@snap_drama346 my slow ass sometimes misses punishes when I crouch his st.HK lmao
Yes yes yes! I find myself parrying teleport command grab and running into short range HP fireball all the time. The fact that his animations are similar is ridiculous.
Me too. The animations are really similar
His fireball was the first thing I noticed when fighting against him.
I feel like i can't do anything against akuma with a good fireball game.
Even when i predict a fireball and i jump it's often not a punish and he still has time to block.
I'm fine with akuma being the character that twerks on you because he has loads of mixups and everything.
But having the best zoning/fireball game on top of that is just absurd.
That's even without mentioning air fireball because anti airing it without some kind of DP/flash kick. While having to worry about a normal jump in, dive kick, or demon flip is just too much.
And his absolutely insane walk speed with his amazing buttons that make his neutral game insanely strong.
You can't just give everything to a character with the excuse that he has slightly less life than the other characters.
Yeah you can
I couldn’t agree more. The mf literally has no weaknesses shit is wild
@@TriforceofJacob No you can't. Lower health is meaningless if he's untouchable
If you jump his fireball and its not a punish then its not a read.
@@skychaos87this is shit cause he can firebal twice safely if enemy got no antiprojectile super loterally just spam it then drive rush to win
Weird enough I noticed this fireball difference when playing him but couldn't fully realise what was going on till I watched this video. I always manage to contest fireballs even if I'm late to react.
His heavy fireball needs nerfing. It's way too fast!
You forgot to mention the fireball damage is also higher than Ryu's, his DP also does higher damage than the other shotos.
I'm glad for this video. I mean normally you do get to (with good timing) jump to beat fireballs, or parry, but I find myself unable to do anything in the face of the footsie game, even as Ken. Being mental stacked by DR, what I've learned is the best fireball in the game, Messatsu, even his jumps got mix up with air fireball, divekick, and "toes" (6MK) once more, lower HP does not balance an unhittable character. (Plat 1 atm, and it's the patient Akumas that don't do dumb things because they have everything to make an opening that really devoid of hope)
against JP you can actually heavy hadou and if he punish counter spikes you, h.hadou will punish counter him and you can actually recover and keep trading if you both keep doing it on wakeup
This happened to me yesterday. I was shocked that we were able to trade like that. That never happened with any other fireball before.
Worth mention that akumas HP fireball can be charged to lvl2 and come out meaty on a lot of knockdowns (like heavy tatsu) beating a lot of invul supers and still being +2 on block
Insane is the jumping against the fireball 🏃🏿♂️
I spat out my coffee when you said the whiffed DR heavy kick was plus. and its PLUS TEN.
Feels like Capcom put 4x more sauce into Akuma than other characters for no reason
Oh there's a very good reason. He is very popular, but making him OP as well means even people that don't really care about him will buy him hoping to have it easier online. Having a new character being OP is a usual tactic from companies to make you buy them. After sales calm down, then they will see how they can balance him better.
It just seems like it always his turn.
Ngl, it really bothers me that even after all the buffs Ryu got, his fireballs are still worse than Akuma's in every way
Mura has the ears of capcom - Akuma will see some adjustments coming his way
Akuma must be strong in every game. That’s his thing
I think Capcom took this statement too seriously
I also feel anti airing him is very difficult due to his air fireball protecting him
Akuma's fireball game does not allow Zangief to play.
akuma needs it
As a Marissa player Akuma is just the bane of my existence currently.
Also as a Marisa player, I get free points off akuma. She stops a lot of his options. A good Akuma will change up their game plan against Marisa but if they just do the regular Akuma shit then she wins
@@LucianRudeboy You have any tips for the match-up then?
@@ViewtifulOtaku7 the buffs she got really help her. If they're fishing a lot with CR mk then your st HK will do serious damage since one punish counter combo will lead to 40% of his life gone plus corner positioning. Gladius stops air fireball very consistently and stance stops demon flip options. And if you are stuck in the corner then wake up drive reversal works wonders. If you see them throwing HK a lot in neutral, walk up and crouch block a lot. Akuma HK whiffs on crouching opponents and you get fat Marisa damage if that happens. Hardest things for her to deal with IMO are his stand HP and heavy fireball. Hope this helps
Look at this! - channeling Angry Bird
Find the fireballs comparison tweet by Chico here
x.com/STB_Chico/status/1797050635839324171
omfg even his fireball hand hurtbox is superior? That in particular just seems like taking the piss - it's like everything of his just needs to be better than anyone else.
'but he has low health!' please, it's just 10% health, barely noticeable, while he has 50% more offensive openings while also being 50% safer than the rest of the cast.
I know everyone is loving this dude rn, but dam he is gimmicky and braindead. That Hvy Fireball - DR - Hvy Kick being safe is crazy.
Trying to play Chun fb vs Akuma is outrageous. I feel like Akuma is actually ignoring her fb and just blowing right past it. It's ridiculous.
Glad the yearly patch is not a thing anymore...
Let's see what Capcom will do to Akuma/Gouki in the next nearest update patch (I guess no significant change lmao)
And so the akuma hate begins.... 😂😂😂
The people downplaying him should be embarrassed.
I haven't participated in the community since Akuma's release but it doesn't seem that bad to me...I find Ryu definitely stronger than him in the new season.
You should be embarrassed for being so up in arms.
@@TriforceofJacob Yeah. I should be embarassed because I don't want to see 6 Akumas in top 10 in every tournie. Whatever you say. Akuma came out and every JP and Ken main disappeared. Plus on everything, superior hurtboxes for the same moves other characters have and can obliterate your health in a single combo, link into two supers and all without using drive meter. They got rid of Luke's crouching medium because it was too oppressive. But then they gave the SAME crouching medium to Akuma. "YoU ShOuLd Be EmBaRasSeD for bEinG Up In ArMs." God forbid you have a concern about a product you paid for. I wish I had the passive tolerance to consume sh!t like you.
seems like the no hurtbox is a glitch or oversight that will be corrected
Has that been said by Capcom?
It looks highly intentional. This is INCONSISTENT FIGHTER 6 after all where Balancing and Consistency doesn't exist. In need of a massive clean up is an understatement of the year if anyone want to call it. Frankly. Everyone should tell Capcom to fix that.
Such a shame we no longer have Ono to inform.
@@EAprima It's clearly not intended, and you are massively overreacting.
@@azuresaiyan9005 I wasn't overreacting. It's just one of the many issues in the game. You'd have to be pretty blind not to see all the inconsistencies in the game at this point because they are scattered throughout. I stick to it being intentional because they would NEVER make a mistake like that. It's safer and more realistic to say it's intentional than to say it's something they missed. Also, everyone should mention it, otherwise there will be no change. So, again, it's not an overreaction. An over reaction would be me cursing and saying many foul things but that haven't been the case.
@@EAprima What are some of the inconsistencies?
Guys do you think a hotfix is possible or we'll suffer for 6 months to a year?
Capcom said they'll do more frequent balance patches from now on.
AKUMA is Season 2's LUKE. Everything that made Luke ridiculous in S1 has gone to Akuma including his ridiculous 2MP. There is a reason why he is the number #1 used character taking up the slots in Legend Rank. As I said to everyone, Akuma completely trumps Ryu.
OH YES. I can 100% confirmed on the hurt box hand extension for it happened to me last night! Using Ryu, I did a very close Level 3 move activation to counter Akuma's hadoken but Ryu's fist went straight THROUGH Akuma's hands. I was so PISSED when that happened for it made INCONSISTENT FIGHTER 6 even more of a reality for it makes no design sense whatsoever as to why Capcom purposely made such a decision like that. Frankly, they really don't care about balancing the game at all.
I've been playing a lot of Gief and the amout of lame Akumas is insane. That wouldn't be too bad if I could actually punish him for fireball spam lmao.
Nerf Akuma yesterday
We should BUFF Akuma, it’s never good enough for him, he supposed to be god-like in every game.
As an ed player akuma makes me hate my life
it feels god awful to play gief against him
Akuma broken (Mugen)
That's basically it. If SF6 Guile is SF Rainbow Edition guy then SF6 Akuma is MUGEN Akuma. It's so ridiculous.
@@EAprima really he is so powerful.. also guile very strong
the problem with akuma is not a single thing but the entire thing, I struggle the most against air hadou because of the wide angles of the projectile, I feel like they should give it more recovery time on landing so if you go for the read and DI he does not DI you back as soon as he lands
Wow
Nah akuma is fine. One jump in combo from ryu and he’s dead. It seems fair to me 🤷🏻♂️
Looks like I'm the only one to think he isn't OP in the comments 😅
His fireballs are OP, overall he is pretty strong but wouldn't say he is broke or anything
@@MCMuraFGC yeah I agree!
Akuma is so dumb rn. And him being all over the place is unhealthy
I knew I wasn't crazy. Akuma has a lot less hit boxes, better recovery, etc. F that guy!
Nerf akuma health to 7000. That air fireball makes me anti air so annoying
It really is but try to dp late to to pass through the fireball during your invul frames, or walk/dash past for max punish combo on hard read.
If you're in a pinch, air to air seems to be the safest bet to deal with all of akumas air options. But I think late dp takes care of all the options as well.
@@Crouton- i play aki so I can anti air with hk in to venomous fang dive to punish dive kick it's very satisfying but your right jumping normal attack will beat all his options less dmg but it's so hard to know whether he gonna dive kick or fireball 😩
7000 lol no 🤡
@@heroicsquirrel3195 hmm your right 7000 still to high should be 6000