Akuma's definitely near the top but I might put Ryu above him even if just because Ryu has a Super/Ultra that's just about as good (better imo), he dishes out quite a bit of damage, and he doesn't take as much damage. I guess in order to make an effective tierlist, we'd either have to start from scratch, or at least know which version of SF4 these characters are based on. I haven't seen a list of any changes made character-wise, so I'm gonna assume they're still based on Vanilla SF4 and that those tier lists are what we'd use.
I haven't noticed any major changes either, but I'm leaning towards thinking that it's based on super, purely because of Cody. That doesn't really matter though, because if we wanted to make an accurate tier list, we'd have to start from the ground up. It's just too different from the console versions. It might take a few weeks but it'd be really cool if we could do it. I'm thinking of just spending 1-2 hours on every character both on and offline. When I've done all this I'll put up another list and we'll go from there. If anyone wants to do this too that'd be awesome and we could compile what we think.
I've problems keep connecting my start up to combo with akuma after double round house or crouch punches i always fail to tatsu and SRK afterwards and demon flip most of times backfired me I guess I'm more used to charged characters =/
You can't do double roundhouse to tatsu, the only way would be to connect it: double roundhouse -> crouch punch/kick -> tatsu. The timing for it is too hard though, I think 1-2 frame to connect the roundhouse to crouch. Even if everything connects and they don't block, if they are crouching, the tatsu will not hit unless it's EX. I usually stick to double roundhouse straight to SRK if the kicks land. If they don't land and I don't have any super bars to FADC the SRK, there's not much to do except to either go into a blocking stance or teleport away.
yes, im talking bout the speed of punch after double roundhouse such pain in the ass anyway, any idea how to use demon flip efficiently?
It's not worth the hassle of going for that combo to have an extra 29 damage compared to a simple double roundhouse to SRK. Demon flips... it's kinda tough with the lag and more often than not, I get punished going for them.
It's playable, but still not fixed yet. It really depends on who you're playing against. If you're in US and play against someone from Japan, the game's frame/second will definitely be lower than playing someone from your own country. It can even get so laggy that it goes like 3 seconds/frame... Only once or twice did I play against someone that the game ran perfectly like playing offline. Usually it's a little bit slower than that, but still very fun when people don't ragequit.
They should make it so that if you quit before the match starts (ie, on the screen where you see the GC ID and win/lose ratio), it doesn't count as drop out. Because everytime I see some guy with like 50 wins and 0 loss, 99.99% of the time it means the guy's a ragequit addict (how many SF world champs would be playing iPhone?), but if I quit right on the screen I would get a drop out count, but if I play with him 99.99% of the time it would be a complete waste of time. The sap would get completely obliterated then quit, wasting approximately 60 seconds of my life. Either that or make it so you can decline matchups. The ranked matches are completely random and you have no choice over who you're fighting against.
I know what you mean but your d/c count doesn't matter. Someone was talking before about an update fixing the ragequitting coming on Monday, so this could all be a thing of the past soon. Also depending on how many BP you have you might wanna set filtering to Same Skilled, because serial ragequitters usually have really high BP.
I main Guile and I can assure you he belongs right up there in the tier list. Projectiles with fast recovery, an air throw, easy normals to combo into and ridiculously easy specials to pull off with the SP button activated. his EX moves are simpler to activate when compared with the rest of the cast. EX Flash Kick (Down, Up, SP) to finish off untimely hurricane kicks and a Sonic Boom followed by EX Sonic Boom (Left, Right SP) to finish off an opponent. Only cons I can think of is the complexity of using a Super or Ultra against an opponent with fair execution; so many times have I faced a ragequit when they get baited and SRK, only to be hit by the ultra.
I agree. I am more worried vs. Ryu then Akuma when using my Zangief. Akuma's fireballs are something I walk towards to without blocking sometimes since the damage is so little and it hardly matters when all I need is about 3 slams + 1 Ultra to finish him, haha... Ryu's down kick + fireball + Super + ultra is one of the most damaging combos in the game... almost 50-60%?
Heh the flawed matchup system is driving everyone's drop out counter up. In fact all of my drop out counters come from these kinds of BS. Just fought three losers by the names of sidious187, christhinge, and kevingarry, all ragequitted. Funny thing is I fought each of them 3 times, in a row, since the damn matchup system doesn't recognize the last guy you fought, and of course all 3 of them ended up ragequitting all 3 times. That brings my fight record tonight to 9 out of 9 times dropped out, what a fun game session /sarcasm. Damn the online mode is so f***ed up. Hope that fix on Monday will actually make some improvements.
Ryu players shouldnt really use the super to ultra unless they know itll finish them off, cos the damage scaling will nerf the ultra quite a bit. I still find Akuma more annoying. I play as Abel and if I really put the pressure on and get a Ryu in the corner, its all over. Usually people will try to SRK without even thinking, meaning i can just punish them. Akuma however just spams that air fireball and if you do manage to get him in the corner he can just teleport out. But he's pretty weak and his moves arent that powerful. The most powerful combo I've come across is Sagats EX tiger uppercut-ultra.
I know, he's pretty underrated. His flash kick is like a more powerful SRK with better horizontal range (but with charge ). Also like you said, his normals are easy to combo with and just feel good to use. Plus, because sonic boom is so slow you can follow it in which puts pressure on. I was using him online today and he's got two completely different styles of play that are both really effective. You can just camp it out with sonic boom and punish anyone who tries to jump in with flash kick, cos sonic booms recovery is really quick. Also just rushing in and mixing stuff with his normals works well. That side punch where he comes right back as soon as it connects is great for baiting SRKs because most people seem to be unfamiliar with his moveset. I'll definitley be using him more online. I love using Abel because he's not a very common character and people kinda don't know what to expect, but Guile's even better in that respect. Especially if you just turtle the first round, theyll think thats probably all you're gonna do, so when you go in and start relentlessly attacking they don't know what to do. Cometely underrated character.
Sagat? I thought his best combo is uppercut cancel into fwd Focus then fwd roundhouse kick and Ultra... One of the easier combo since everything is pressing fwd, haha...