Super turbo why is akuma banned




















So to stop the tournament from becoming a one-trick pony, characters are banned so that way people don't feel pushed to pick a single character or they're soft-banned by the players because if you even thought about picking O. A textbook case where unrestrained picks resulted in low diversity can be seen in Tekken 4. User Info: alanlegauche. Some characters can beat Akuma. The problem with him is: almost half the cast cant and all the work for the rebalancing of the game is lost.

But, I dont agree with the ban before Akuma win a major tournament. One year would be enough to prove he is broken. I guess I got lucky. The characters I use beat him down. User Info: Aptic. Akuma has what ken and ryu have but better. User Info: JigglyNorris. Although I agree with the ban, I would liked to have seen him go for at least a year at Evo for a better verdict. User Info: Fatal Lightning. Those crazy air fireballs. The strength of the punch determines its speed and number of hits: Jab flies the slowest and hits once, while Fierce flies the fastest and hits three times.

The Fierce version can be used to lock the enemy forever in the corner and chip them to death while they are locked in blockstun. The recovery of the Strong and Fierce versions is much greater than that of any other projectile in the game, but if they connect, the opponent will be locked in blockstun for a longer period. To perform the corner trap, you have to use the recovery bug. Either kara a light normal into the initial hp red fireball, or make sure the last normal you used was a light one.

The faster recovery will allow you to keep them in blockstun before they can recover. But keep in mind some characters have ways to safely get through the first fireball that's a meaty like shoto jab srk etc.

Akuma throws a small blue ball of energy that descends diagonally to the ground. This does less damage than his other projectiles, but has the advantage of allowing Akuma to recover as he lands a. Dee Jay's Machine Gun Upper. Akuma is vulnerable around his head, which characters with a high jump can exploit to counter the move, or trade in their favor - though taking a full knockdown in the process. Akuma becomes completely invulnerable and performs a rising punch that hits up to three times, knocks down and juggles, then falls defenseless to the ground.

The added stun timer is particularly good, since one can often either land three hits, or combo into a Tatsu. Akuma becomes completely invulnerable up until he attacks with spinning kicks. All versions cause a full knockdown on hit. The forward and roundhouse versions have active frames on the way up, hit multiple times, and juggle. This can be used to go through projectiles, punishing the enemy before he can recover with the exception of Sagat's low Tiger shot.

It will also evade any normal attack if done as a meaty, possible hitting them up to three times. This can also be used to evade any cross-up attempt. Akuma cannot use this move as a reversal after you are hit by normal attacks while airborne, that is to say, after an air reset. Akuma instantly attacks with spinning kicks that combo into themselves, knock down and juggle.

Akuma becomes invulnerable while glowing, then teleports to other location on the screen. The direction of the SRK motion determines the direction he teleports to, and punches or kicks determine how far he moves, being that the punch version gives a longer distance. Akuma has the 1f faster prejump time from Old Shotos, this can be a considerable advantage on some situations.

You see the gap between the leg and body hurtboxes during the prejump frames on the back jump? That happens to be just enough to allow the shotos to evade Low Tiger Shots entirelly! You can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently.

Be aware though that if it's a meaty Short Low Tiger Shot you'll most likelly end up landing on it, unless you react with an air tatsu to alter your jump trajectory, of course.

At the first landing frame, it's not possible to jump again i. Throws are an exception and can be performed on the first landing frame not the first ground throwable frame and this includes command throws too, but since the hitbox-hurtbox interaction have priority over the throwbox-throw vulnerabillity box interaction, this can't be used as a counter to well timed anti air sweeps. Things are different on jumps that crosses over the opponent landing on the other side though.

Strangelly, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later like it normally would. Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.

Akuma has better projectiles than the rest of the cast, goes through other characters projectiles with his Tatsus and Teleports, controls distance better with his air Hadouken, is completely invulnerable to cross-ups due to invulnerable Tatsus and never dizzies it looks like he gets dizzy, but Akuma recovers instantly, effectively saving him from longer comboes and juggles and that's it.

He is much stronger than other characters and should not be used for competitive play. You can use another air normal, like j hp for instance, instead of j hk for the non crossup combos. And as a general rule, you can often do air fireball instead, in place of a jump in, but the timing is a little different.

There's also a 3rd option: win against 12 human opponents in a row and then hold down any button except Start for 2 seconds at the win quote screen. This rarely mentioned option has an even less mentioned caveat, which is that dictator's stage must be next in 1-player mode. That means all 11 AI characters in 1-player mode before dictator must have been defeated and greyed out.

In other words, Shin Gouki can only be fought in dictator's stage. Dee Jay. Fei Long. Frame Count. Frame Count Jab. Simplified Jab. Frame Count Strong. Simplified Strong. Frame Count Fierce. Simplified Fierce. Frame Count Short. Simplified Short. Frame Count Forward. Simplified Forward. Frame Count Rh. Simplified Rh. Frame Count 3P. Simplified 3P. Frame Count 3K. Simplified 3K. Bison Ryu Sagat T. This extends to basically old Sagat, shotos, and Hawk.

Ken because he feels that he needs a cheap character to beat a cheap character. There are several players who happily play Claw. Sagat players for sure. Extended range on his low pokes, better priority on all his low kicks, his j. HK is completely invulnerable, has good damage, his zoning skills is top3, fast walk speed, best uppercut in the game, etc….

I thought it was confirmed O. Ken has the same walk speed as N. Also, j. Gat has the absolute best zoning in the game. Gat or Ken when it comes to the zoning game. Ryu also has incredibly good zoning. His red fireball is a pretty solid advantage, but O. Ken just feels more effective because his slow fireball is extremely slow, his fast fireball is pretty fast, both have great recovery, and he has great anti-air options with his fierce uppercut being so fast and covering good range.

Ken, and sometimes near impossible if they have really good reversal uppercut execution. Ryu with bar would jump to rank 2, just below O. No-one uses O. Sagat, and I honestly do not know that order they would be ranked, since each have advantages and disadvantages in different areas. Ken good though? Gat, Sim? Ryu, Ryu, DJ? HK is completely invulnerable, has good damage, his zoning skills is top3, fast walk speed, best uppercut in the game, etc… I thought it was confirmed O.



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