Some updated info: -DPs are all 4f startup instead of 3, making them safe jumpable (although that's not very common in Omega) -All regular/red fireballs have slightly faster recovery. LP/MP red fireballs are safer on block (-2/-1 respectively) -Gohadoken went from -4 to -6 on block -EX Gohadoken lost its knockdown, is now +2 oB/+5 oH (originally was -1 oB) -Flip + Palm doesn't hit overhead, so crouch blocking is always safe (but may give Akuma more plus frames to extend pressure) -EX Flip + Slide is actually -2 (video said -1), important to know if you fight someone like Gief or Hugo
They also made his OD Tatsu the same as in Omega Even though this mode was basically never talked about, a LOT of stuff came from it to SFV and SF6. Like how Dee Jay in Omega is much like SFV Nash, or Ken getting his Crazy Kicks back in SF6
The fact that his demon was combo-able from anything easily made this this funnest Akuma to use Oh, something you forgot, his light tatsu became a massive combo too, being able to do the sfv light tatsu into ex or heavy, and doing heavy will lead into the super combo demon as well
@@AsBizarrasAventurasdeKlonesias that's also not true lmao, I can see now that Omega Akuma is way more like sfv Akuma than Oni lmao. I don't see sfv Akuma air dashing, doing air demons, doing a 3 bar shoryu that does almost half health, etc
@@blyat8832 well, his vtrigger dp in which he goes up and then down its clearly inspired by Omega Oni, which has almost the same animation. But no stress bud i respect your opinion, they really might have nothing to do with each other
@@AsBizarrasAventurasdeKlonesias well there is a little bit they got in common, like the whole light tatsu into heavy, and the similar super too. But omega Akuma has more in common, with the heavy kick target combo and forward heavy punch one, not being able to normally fire ball while back jumping, shorter and more vulnerable teleport, quarter circle input for demon, etc.
I've never played Omega mode back when it came out so it's actually been super interesting seeing how much inspiration for concepts that would be introduced in 5 came from this version. Love these videos!
Hey Baf, would like to know your thoughts on char balance philosophy Do you think a fight game should be balanced based on the online player or on what its tournament performance is? or is there is a good way to blend the two. The wider question is how do we come to a consensus on what is a broken char, because many different levels of player will have reason why something is or isnt broken and ways to deal with it.
Hard to say on the first question, I think for most poorly-balanced fighting games the stand-out characters in terms of win rate are similar both online and at tournaments, while if the game is well-balanced it's not usually an issue. As for the second question, I think "broken" in the sense of "overpowered" should be judged purely on merit of whether the character wins significantly more often than other characters especially relative to the amount of play that character sees, rather than just opinions of "This seems strong." Ultimately results are the only thing that matter IMO. Of course there are ways where a character can be "broken" without being overpowered, such as if the character is simply uninteresting or parts of the character's kit don't work, but that's kind of a different issue from balance.
@@Bafael I just find it a subject with a lot of noise but id agree about the results being the key indicator. Now im gonna drop in a shameless fame data question. In 3s is block stun duration determined by the first or last active frame of a move connecting? So say if a move has 3 active frames and I hit the opponent on the last active frame of the move, have I gained myself 2 frames adv? Im only just starting to grapple with frame data as a tool and on the face it seem fairly simple, but so many things with frame data just creates more questions.
@@Chris-xl6pd yeah if you hit with the tail end of the active frames you get extra frame advantage. This is really easy to see with moves that have long active periods like universal overhead or Ryu f+mp where you can link out of them if they hit late. They inflict a static amount of blockstun or hitstun and since you don't have to resolve those active frames you recover "sooner" relative to the opponent.
If you're still making these, I'd like to see an episode on C.Viper. I love her but I never really played Omega since it wasn't ever the competitive standard, so I barely know what was changed about her
one thing you possibly missed thats completely useless: you can cancel his teleport with ultra 2, at any point in the teleport just do up, up and 3 kicks and youll get it
I freaking love your videos and channel but PLEASE check your volume levels before uploading. This is SOOOO quiet (RU-vid stats say it's nearly 20dB below normalized).
Air fireball, crossup tatsu and teleport nerfs are stupid imo. Akuma only needs the super that combos to make him good. U2 upgrade is also a welcome change. The overall mobility nerf (divekicks, demonflips, command dashes, etc) was also extremely stupid because sf5 devs just wanted to reduce mobility in 5 and it made it extremely stale af. I don’t play the twins but i think the mobility nerf was overkill and an extremely bad decision.
Quick question, since you're uploading the old Omega videos and making a couple new ones, does that also mean you're gonna be reuploading your SF3 primer videos in this channel too?