@@ilikestamps2978 yeah esp at lower ranks they just throw it out randomly so if youre crouch blocking or just out of range its super easy to whiff punish
@@ilikestamps2978its +3 on block in sf6 which is a huge buff and I think its extremely good. Its not anywhere near as broken as vanilla sf4 obviously but the fact that its duckable is somsthing that conditions your opponent into crouching at st.HK range which really lets you take space and apply pressure since st.HK is such a gigantic normal. Its the definition of high risk, high reward but the implications of the move make it a scary tool.
@Tongue.Tornado Well, it's also the Ryu vs Sagat part, since Ryu canonically defeated Sagat (though it was due to the Satsui no Hado, and that's how Sagat got his chest scar)
*Laughs in Adon* Adon could focus absorb the first hit of Akumas stand Heavy Kick and then forward dash. Because of Adons low profile during his dash, the second hit of Akumas would wiff and Adon would get a free punish.
The button so rich in history. Starting off as a focus attack breaker in SFIV. It got it's own fancy name in SFV and new function as a command normal. Then got relegate back to being an unnamed normal again in SF6.
Vanilla Akuma was something I didn't learn existed till ultra, so its always funny hearing people talk about him like he was this core part of the meta (which I'm sure he was in areas that had him unlocked but no cabinet I ever went to had him and I drove many hours back in the day to get to the handful of remaining arcades to play vanilla SF4 when it first came out. Like akuma was in the console version of SF4, for sure, but like all the console exclusives, it seemed like no one in tournaments used them because tournaments were on arcade cabinets. I still haven't been able to find out how akuma was even unlocked in arcades, the impression I've gotten is that it was some sort of time unlock thing, but perhaps if units got unpowered the timer started over again, thus why the cabinets I found didn't have him? Regardless, all I remember from the vanilla days is Sagat and Daigo's Ryu at top levels for most tournaments. Sagats as far as the eye could see, and Daigo who was using Ryu for some reason even though it seemed to put him at a disadvantage. Years later I'd hear that Seth and Akuma were probably actually the best in that game, not Sagat, but because they were unlocked in arcades so late, they didn't really get figured out until just before SSF4 came out and changed everything. Long story short, its fun to see a video talk about why akuma could have been a dominating force if he hadn't been time locked or whatever was going on with him, in the same way its fun seeing a video on second impact sean, another character who was supposedly great but only figured out right before a new version of the game came out that nerfed him.
I think this is the first time I've heard someone say FADC with the same points of emphasis I'd use when saying AC/DC (Not hating, just vocalising something I noticed). Great video by the way!
Also noteworthy about the SF6 version, it has really high scaling if it's used mid-combo, so it's good for starting combos but worse for extending them
it's also SUUUUPER risky in SF6.... as the second hit doesn't hit crouching opponents, if they block low your first hit, they'll be +12 in your face....
Even back in the days, I was baffled the idea of keeping it good on block but making the second hit whiff on crouchers wasn't their choice. It was so obviously the play.
Nestled in this is the short history of my favorite Akuma button, 5MK. That little knee I first discovered in SF5 is just so wonderful to me and personally defines his gamefeel as more fluid than the other shotos.
Awesome video. Could theory fighter or anyone else give me some advice. I've grown up playing fighting games (I turn 40 tomorrow actually haha) but I've hit what I can only call a skill ceiling. I'm too good to beat casuals but I panic when combos get long and drop them. I can do simple combos very easily but throwing in drive rush in 6 or FADC's in 4, the execution barrier for these god like moves is something I could never get to grips with. You guys understand the game on another level, any advice or tips on getting better with execution (input buffering and such is beyond me)
I also struggle with certain complex inputs, but I generally just try not to play characters whose gameplay require them. For long combos, ya just gotta practice the shit out of them in training mode til they're 2nd nature, so in a match, you don't even think about it anymore. Same goes for complex inputs, I guess. You just do it over and over in training mode until it's a reflex. Sometimes experimenting with remapping buttons can help too.
Timings are very tight if you're someone who is not used to grind combos. I've tried doing the basic combos on the trials of SF6 (I'm new to the whole genre) and had a hard time trying to pull them off, 'cause timings on when to input moves and how long you have to input them varies drastically. You can only keep hitting the lab and practice them, SF6 an Tekken have both good combo example showing you how fast and when to input moves
I’m not sure if it was like this in SFxT, but in SF6, the first hit of stand HK also jails on block, meaning if you’re stand blocking the first hit, you can’t duck the second hit. Which is really nice
"SF4 is not based on just frames and links" **casually mentions a just frame loop, naming it a God Button, implying it's the reason the character was by far top tier**
I loved using it in Street Fighter 4 & still do in Street Fighter 6. It's a good combo starter. Standing HK, crouching LP, Overdrive Tatsumaki, Overdrive Goshoryuken.
Some characters could crouch it in AE, like C.Viper I believe. I remember very well because among all of the other things it does, it cancels into ultra Demon, so I would get cheeky sometimes and demon a crouching opponent in between the two kicks because I knew they were going to punish.
As a certified Akuma fanboy, it is my duty to inform you that this button actually has an official name as of SF4 Omega and V, *"Kikokurenzan"* Now whether or not that translates to "Party Starter" you'll have to ask Capcom.
It may seem that way, but Jago had his double roundhouse in Killer Instinct 2, a game that came out 12 years before Street Fighter 4. He may have even had it in 1 as well, but I don't know enough about 1. Tons of characters in Killer Instinct (Xbox) also had two hit, forward moving, heavy attacks that would make Akuma's double roundhouse seem weak. This was because they were balanced by the shadow system mechanics, specifically Shadow Counter. As I'm sure you've experienced, that double roundhouse was essentially a free Shadow Counter for any responsive opponent with meter. KI had a lot of specials, normals, and command normals that by themselves would dominate an entire other game's neutral if they were given to a character in them, but were balanced by combo breakers and shadow counters in KI. I'd always tell people around that time, "Tatsu in this game is fullscreen, fast, safe on block, crushes lows, can be made projectile invulnerable with meter, is a combo starter, a combo extender, a combo ender, and it's still fair. Have fun."
His RH button was busted, but his mediums were the worst of the shotos. Seems like they made his medium buttons worse but his heavies better. Also Ryu doesn't beat Akuma in Vanilla. Once the vortex was perfected Akuma had advantage over Ryu as well.
Akuma ultra sf4 standing high kick whiffs on most crouchers, so it isnt that godlike in every matchup but sure u can spam on fatter characters And u made it sound like ultra 2 got buffed cus it is now cancellable from far standing fierce, but technically they didnt make changes to this ultra. it is that far standing fierce got buffed because the update made it cancellable into specials
getting vortexed was the least fun i had in that game . . . well, i kinda checked out after ULTRA , but EARLY sf4, akuma was not fun to watch, or play against e.g. infiltration vs tokido evo 2013
@@Cannon_Shotsyou completely missed the plot on this comment >.> I said we have to talk about the data in sf4 because the frame data in sf5-6 (although 6 is still an objectively better game than 5) is boring as shit.
@@Reshi99841 frame links in delay netcode, and invincible 3-frame reversals with an enormous buffer window! Playing SFIV online was bad for the blood pressure.
Imagine being so much of a literal child you call a 2009 game, which is often considered the first MODERN fighting game because it created the modern, online focused competitive scene, a boomer game. I too love retro consoles like PS3 and PS4.
That button gave me bad habits back then. Sweep too.
Back then baby we still throwin that party starter out right nooow
@@thaisennj9781 IKR!! 😂#Akuma #StreetFighter6 #PartyStartsAgain
It's STILL good post nerfs in Ultra, too 😂
OH! I'M THE PARTY STARTER
YOU MIGHT HAVE A GOOD TIME BUT WE PARTY HARDER
This was the first thing I thought of lol
TWISTED PARTY STARTER
oh my god I was getting frustrated online in SF6 at this single button, to think it has its own dedicated history and nickname is crazy
It's not really that good tbh. You can crouch under the second hit now. It's real use is just for combos really
@@ilikestamps2978 yeah esp at lower ranks they just throw it out randomly so if youre crouch blocking or just out of range its super easy to whiff punish
@@ilikestamps2978its +3 on block in sf6 which is a huge buff and I think its extremely good. Its not anywhere near as broken as vanilla sf4 obviously but the fact that its duckable is somsthing that conditions your opponent into crouching at st.HK range which really lets you take space and apply pressure since st.HK is such a gigantic normal. Its the definition of high risk, high reward but the implications of the move make it a scary tool.
Its +3 on block in sf6, its crazy lol
Nothing compared to his standing HP. That's what I was expecting this video to be about lol.
A video about Vanilla SF4 Akuma? I have waited for someone to talk about this character for a very long time, can't wait.
It's funny the match up triangle between Ryu, Akuma and Sagat is the opposite in the lore. Minus Sagat beating Akuma obviously
What's so funny about it when it's just the Ryu and Akuma part?
@Tongue.Tornado Well, it's also the Ryu vs Sagat part, since Ryu canonically defeated Sagat (though it was due to the Satsui no Hado, and that's how Sagat got his chest scar)
@MrCrininer you mean uppercut, or ryu learn akuma uppercut that why he stalk ryu? Sagat beat Akuma?
@@MrCrininerryu also beat up sagat in sfa1
@@luigifan001and the original Street Fighter
Akuma is feared in SF and Tekken alike
Yeah, he is a demon!
*Laughs in Adon* Adon could focus absorb the first hit of Akumas stand Heavy Kick and then forward dash. Because of Adons low profile during his dash, the second hit of Akumas would wiff and Adon would get a free punish.
Adon wasn't in vanilla SFIV though
The button so rich in history. Starting off as a focus attack breaker in SFIV. It got it's own fancy name in SFV and new function as a command normal. Then got relegate back to being an unnamed normal again in SF6.
Vanilla Akuma was something I didn't learn existed till ultra, so its always funny hearing people talk about him like he was this core part of the meta (which I'm sure he was in areas that had him unlocked but no cabinet I ever went to had him and I drove many hours back in the day to get to the handful of remaining arcades to play vanilla SF4 when it first came out. Like akuma was in the console version of SF4, for sure, but like all the console exclusives, it seemed like no one in tournaments used them because tournaments were on arcade cabinets. I still haven't been able to find out how akuma was even unlocked in arcades, the impression I've gotten is that it was some sort of time unlock thing, but perhaps if units got unpowered the timer started over again, thus why the cabinets I found didn't have him?
Regardless, all I remember from the vanilla days is Sagat and Daigo's Ryu at top levels for most tournaments. Sagats as far as the eye could see, and Daigo who was using Ryu for some reason even though it seemed to put him at a disadvantage. Years later I'd hear that Seth and Akuma were probably actually the best in that game, not Sagat, but because they were unlocked in arcades so late, they didn't really get figured out until just before SSF4 came out and changed everything.
Long story short, its fun to see a video talk about why akuma could have been a dominating force if he hadn't been time locked or whatever was going on with him, in the same way its fun seeing a video on second impact sean, another character who was supposedly great but only figured out right before a new version of the game came out that nerfed him.
I didnt know akuma us locked in arcade vanilla sf4? I saw him as a hidden char in some cabinets but not locked,
I love this channel for being able to make interesting videos about a single normal move.
Babe wake up, theory fighter just uploaded.
Unfunny comment
Don't call me babe, my boyfriend will get jealous
Comments that are becoming a chore Part I
Babe wake up and eat a mixup
The "Furst!!!!!@!!!!" of 2024
I think this is the first time I've heard someone say FADC with the same points of emphasis I'd use when saying AC/DC (Not hating, just vocalising something I noticed). Great video by the way!
"also known as the party starter"
I've never heard that before. It's accurate.
Important to note is that the second hit of far HK would whiff on certain characters (e.g. Cammy) so you gotta be careful of that.
I just wanted to mention this too, against c.viper.
Saw the words "Party Starter" " Theory Fighter" and Akumas SF4 HK and clicked at the speed of Yuns dive kick.
Also noteworthy about the SF6 version, it has really high scaling if it's used mid-combo, so it's good for starting combos but worse for extending them
it's also SUUUUPER risky in SF6.... as the second hit doesn't hit crouching opponents, if they block low your first hit, they'll be +12 in your face....
@@seilaoquemvc2 yeah he mentioned that
Wait, I thought we only talk about old games on this channel? SF4 wasn't that long ago... oh nooooooo
Seriously can't get enough of these videos ty ❤
"If Vanilla Street Fighter 4 was before your time."
Really? Starting things by making me feel old? I was there for the hype of SF2 in the early 90s.
Very interesting video!
Maybe a "Defense-Heavy Characters in Street Fighter"? Sometimes, they are good (like Guile). Other times, not so much.
One of the many reasons I love playing Akuma.
Never again it looked so meaty and powerful, you can see him putting his weight in it.
new theory fighter vid, LET'S GOOOOO!
And now we're back
Party Starter is probably my favorite button in any fighting game it introduced so many horrible habits i still have today 🙏🙏
Even back in the days, I was baffled the idea of keeping it good on block but making the second hit whiff on crouchers wasn't their choice.
It was so obviously the play.
Nestled in this is the short history of my favorite Akuma button, 5MK. That little knee I first discovered in SF5 is just so wonderful to me and personally defines his gamefeel as more fluid than the other shotos.
That double high kick animation looks so weird now that we’ve seen how fluid it is in SF6.
The mocap work is pretty astounding
It's so cool seeing Rubbish's editing on a Theory Fighter video
Awesome video.
Could theory fighter or anyone else give me some advice. I've grown up playing fighting games (I turn 40 tomorrow actually haha) but I've hit what I can only call a skill ceiling. I'm too good to beat casuals but I panic when combos get long and drop them. I can do simple combos very easily but throwing in drive rush in 6 or FADC's in 4, the execution barrier for these god like moves is something I could never get to grips with.
You guys understand the game on another level, any advice or tips on getting better with execution (input buffering and such is beyond me)
If u still play 4 check out ghost sfo on twitch he's a hard-core sf4 streamer and he will help u
if you're dropping combos with drive rush it's a bit of a skill issue
@@saltyluigi4011name checks out
I also struggle with certain complex inputs, but I generally just try not to play characters whose gameplay require them. For long combos, ya just gotta practice the shit out of them in training mode til they're 2nd nature, so in a match, you don't even think about it anymore. Same goes for complex inputs, I guess. You just do it over and over in training mode until it's a reflex. Sometimes experimenting with remapping buttons can help too.
Timings are very tight if you're someone who is not used to grind combos. I've tried doing the basic combos on the trials of SF6 (I'm new to the whole genre) and had a hard time trying to pull them off, 'cause timings on when to input moves and how long you have to input them varies drastically.
You can only keep hitting the lab and practice them, SF6 an Tekken have both good combo example showing you how fast and when to input moves
Seeing this video pop up made my day. I'm not sure if I should be worried about that.
Some oddly trippy visuals in this one. I like it.
This channel is cool. Can't believe I didn't hit that Sub button sooner. Apologize for that, Glad I figured things out.
Love those in depth videos! Please do some for KOF games!
I’m not sure if it was like this in SFxT, but in SF6, the first hit of stand HK also jails on block, meaning if you’re stand blocking the first hit, you can’t duck the second hit. Which is really nice
Great video as always, made Saturday that much better!
For a second I thought you were gonna say jab was +7 on block instead of hit. I would've cried istg
Absolute banger of a video again!
I remember this. SF4 really was just OP jank all over and I think may have been the most fun for it
It was kinda slow
@@cleangoblin2021 But silly fun
Had someone I know telling me this move was broken in SF6, conveniently I can just show him 8 mins of this instead.
The ptsd that I have from akuma's vortex shenanigans istg
fantastic video
"SF4 is not based on just frames and links"
**casually mentions a just frame loop, naming it a God Button, implying it's the reason the character was by far top tier**
I am sorta glad that Party Starter is back in SF6.
Satsui No Hado knows no bounds. It transcends dimensions.
Akuma is the Doomslayer of Street Fighter
I loved using it in Street Fighter 4 & still do in Street Fighter 6. It's a good combo starter. Standing HK, crouching LP, Overdrive Tatsumaki, Overdrive Goshoryuken.
The button is amazing. But it can lead to bad habits due to that
It's funny how Kim Far D in kof 13 was a VERY similar button and situation at the time.
Theory fighter is the best. Great Stuff Mate.
SHOSH! **vibrates violently**
5:10 it's..... Been that long already.......?
💀
I love your style.
Music track list? Can u upload the Spotify playlist?
Some characters could crouch it in AE, like C.Viper I believe. I remember very well because among all of the other things it does, it cancels into ultra Demon, so I would get cheeky sometimes and demon a crouching opponent in between the two kicks because I knew they were going to punish.
is that the hit twitter user theory fighter
Rock paper scissors balancing is so fun in FG needs to come back
The party starter in SF6 has scarred me
god that animation is so fast
Relative to the game, its not that fast. SF4 in general was just faster than SF5 and SF6
Welcome back Akuma SF4 5HK, Akuma SF6
Good ol' days when Sagat touched you once and you lost 70% of your hp
I would rather not have Sagat touch me...
Doom music plus fighting lore is back
As a certified Akuma fanboy, it is my duty to inform you that this button actually has an official name as of SF4 Omega and V, *"Kikokurenzan"*
Now whether or not that translates to "Party Starter" you'll have to ask Capcom.
Good video!
Can we get that logo on a tshirt plz m8?
HE'S BACK
TIL this is the origin of Jago's Double Roundhouse command normal.
It may seem that way, but Jago had his double roundhouse in Killer Instinct 2, a game that came out 12 years before Street Fighter 4.
He may have even had it in 1 as well, but I don't know enough about 1.
Tons of characters in Killer Instinct (Xbox) also had two hit, forward moving, heavy attacks that would make Akuma's double roundhouse seem weak.
This was because they were balanced by the shadow system mechanics, specifically Shadow Counter.
As I'm sure you've experienced, that double roundhouse was essentially a free Shadow Counter for any responsive opponent with meter.
KI had a lot of specials, normals, and command normals that by themselves would dominate an entire other game's neutral if they were given to a character in them, but were balanced by combo breakers and shadow counters in KI.
I'd always tell people around that time, "Tatsu in this game is fullscreen, fast, safe on block, crushes lows, can be made projectile invulnerable with meter, is a combo starter, a combo extender, a combo ender, and it's still fair. Have fun."
I hit roundhouse just for the video
Akoomer 😩
The jab loop was nerfed eaaarly on in the game's lifespan.
15 years ago... 😫🧓👴
theory fighter upload :)
Sf4 is so cool, sucks that im bad
I qas there for vanilla sf4 :-) and i got to play akuma on the arcade version
Editing went off here, huh
ITs crazy how SF6 is made by fans for fans
this move was definitely not irrelevant, the fug lmfao
tokido used it all the time, it's broken in neutral
Im getting PTSD
wow never been this early to the goat
A COOMER
His RH button was busted, but his mediums were the worst of the shotos. Seems like they made his medium buttons worse but his heavies better.
Also Ryu doesn't beat Akuma in Vanilla. Once the vortex was perfected Akuma had advantage over Ryu as well.
i want sagat back in sf6 so bad. make him twelve feet taller or something idc
I feel like drive impact should only take two hits max
Akuma ultra sf4 standing high kick whiffs on most crouchers, so it isnt that godlike in every matchup but sure u can spam on fatter characters
And u made it sound like ultra 2 got buffed cus it is now cancellable from far standing fierce, but technically they didnt make changes to this ultra. it is that far standing fierce got buffed because the update made it cancellable into specials
3 characters considered to be top tier with Ryu in that list? XD I think SF4 is before YOUR time lol
Go look at the tier lists for 2009-2010 :)
His stand roundhouse in SF6 is still pretty annoying.
getting vortexed was the least fun i had in that game . . . well, i kinda checked out after ULTRA , but EARLY sf4, akuma was not fun to watch, or play against
e.g. infiltration vs tokido evo 2013
akumer
This singular button is one of the 57 reasons that I detest Akuma and I wish he wasn't so popular.
Sf6 rules
Akuma is broken in SF4, period.
Adapt, ya big baby
ngl I miss the heavy metal
Man I love that we still have to talk about 4 because capcom has been putting people to sleep with frame data for 8 years.
What do you mean by putting to sleep? Genuine question since sf6 is my first sf game basically
1:29, 2:03, 2:22, 5:35, 6:48, 7:18. Frame data is in every fighting game. It is literally what the video is about
@@Cannon_Shotsyou completely missed the plot on this comment >.>
I said we have to talk about the data in sf4 because the frame data in sf5-6 (although 6 is still an objectively better game than 5) is boring as shit.
@@jasonbarry3301I can't fathom what you mean by this. Considering the concept of the video... You want more broken buttons?
@@viewerguy10Dude, this is just a sf4 fan with revisionist history. sf4 was literally called Sleep Fighter Snore because of how boring that game was.
Its better not to use it in sf6
🤌
No view gang mf
SF4 >
boomers just cant get over SF4 even though it was trash
1 frame links in a delay based netcode is pretty shit but SF4 wasnt trash
@@Reshi99841 frame links in delay netcode, and invincible 3-frame reversals with an enormous buffer window! Playing SFIV online was bad for the blood pressure.
Imagine being so much of a literal child you call a 2009 game, which is often considered the first MODERN fighting game because it created the modern, online focused competitive scene, a boomer game. I too love retro consoles like PS3 and PS4.
@@merluzacongelada5361 ok boomer
Cool video but overshadowed by "God" button, why do we have to resort to blasphemy to gas someone's skill