If you look closely at his Drive Rush startup, it's actually very animal-like, similar to how big cats spring and pounce on their prey. It's capitalizing on how he's metaphorically becoming a bloodthirsty beast who lives on instinct. Also, notice that his form is becoming more of the "Nioh," those two manifestations of Vajra that stand as guardians in East Asian Buddhism, as shown by the leathery skin, the striated muscle fibers, and that heavy "parabolic" line that defines his rectus abdominis and the ribline. Nakayama did say that the Nioh was among the inspirations for his current design. Also, while SFV did show how he actually moves during the Shungokusatsu, it's pretty much the same for SFVI, but with the reference to his "shadows" from SSFIIX. Not really clones, but "afterimages" to show just how fast he moves. Tokido actually says it in his reaction as well, how it alludes to the "thousand strikes in one moment" (isshun sengeki) bit that he says when he starts the Shungokusatsu. And, I really agree with James's observation that his Oboro looks like a "mini" Shungokusatsu - even the godlike speed and the strikes to the vital points are faithfully recreated in the command throw.
I have a meat pie in the oven, and I have gravy made. SAUCE! Messatsu. Gou Hado! Lol I love saying the stuff Akuma says in SFA2 while I pour the gravy on top of the meat pie! 🥧😆👍
YES!!!!!! Who does light the candles on his stage? Does he do it... everyday? Where does he keep all the candles? How are they stored? Does a guy come through with a monthly delivery of candles on palettes or something? When does he have time to train when he spend most his day lighting candles? Is it mood lighting for when he is expecting company?
Im a little confused as to why they gave him low health again. Hes a giant beefcake, he should at least have regular health imo. I get that hes cheap but it doesnt seem thematically correct
@@jeromenancyfrmy homie said it best "he's a beefcake who dumps out damage, but he hurts cause he's old man" lmao. It kinda makes sense, I was convinced they'd give him normal health for once but maybe that would be too OP
@@666slateran666 He has a lot more tools and more mobility than average, I only see 3 strategies to somehow balance him : - less damage - weaker stats (framedata, invulnerability, drive rush distance...) - less health I feel like having less damage or less stats than the other characters would betray the expectations that a lot of players have around Akuma.
@@jeromenancyfr agreed, I can already see the fgc discourse around how broken akuma would be with all his shenanigans AND normal/high health. I'm just glad as a grappler player that they gave our boi a command grab.
@@666slateran666 When he was alone outside of gameplay the camera made him look absolutely huge. Like Goldlewis size or something. So I was scared he would have more health than usual.
@@Limit5482 this is exactly how it will go 1.akuma is released everyone plays him online 2. The noobs,casuals and non-character loyalists will think he is weak because of him low health 3. They bash akuma online for being so easy to kill but fail to mention how good his tools are 4. Now that akuma has weeded out the non-believers and no skillers all that's left are the die hard loyalists and akuma fans 5.those people go on to have the best time of their lives with their main character while others are beaten into a pulp
Im more excited for the big balance patch personally. Akuma is dope but the game NEEDS updates. I really hate the 1 big patch a year philosophy. Doesnt feel like a modern fighting game or a modern game in general. This isnt 2010 where they need to sell you a brand new copy to balance it.
Imagine one character winning 3 out of 5 Capcom Cup qualifiers early then nerfed to the ground? Say hi to CPT Online 2021. Imagine the same but the patch with a nerf would happen 2 months before CC? That's what you propose, very small room to adjust. One big patch philosophy gives an opportunity to make a big picture of the balance state, while short update window will be a constant opportunity to make a big mistake, multiply that to a frequency in a year and you get the idea. My favorite cycle is in Dota 2: 1 huge patch after the finals, 1 medium patch 3-4 months later, 1 in-between sized 5 months before the final tournament with a last round in Pro Circuit and qualifiers played on it. Adjustments are done in the first 2 weeks after those, everything else are bug fixes. The point is that the first shakes the core parts of the game, the second one is a balance patch for it, the last one just stabilizes the balance with drastic changes allowed to anything but the core. After awhile it resulted in over 90% character representation in Internationals.
@@chupasaurusI really don't care what you're reasoning and defense is for c rapcom. No outfits, very few new characters compared to what 5 was doing, and a focus on live service battle pass stuff for normies. The million dollar tournament already happened bro, fix the damn game. Personally haven't been playing it for months now outside of a random session with a friend
@@666slateran666to be fair SF6 is running on an entirely different engine than sf5 so I don't blame them for not having alot of characters it took sf5 time to get those chars and it will also take time for SF6 to get chars
@@HalcyonEX it's running on RE engine. Which is a engine that Capcom themselves made and have used for a ton of different games. That's not a great excuse either. If we aren't going to be getting balance updates often then they need to have at least 5 characters per season to truly shake stuff up. All the dlc so far has been mid to meh. Akuma is the first one that might be top tier from the jump
@@666slateran666 how do you know the same people who worked on the RE engine are the same people working on street fighter? You do know that in big places like Capcom different groups of people work on different projects to say generally that Capcom made the re engine and they should know is an ignorant statement clearly it IS taking more time on the new engine as we are getting characters at a slower rate or do you think Capcom is only choosing to put out less characters just to spite people like you? They want to make money and DLC chars are where the money is at if they could do more than 4 chars a season they def would