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
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
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
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!
@@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.
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.
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?
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
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.
I freaking love your videos and channel but PLEASE check your volume levels before uploading. This is SOOOO quiet (TH-cam stats say it's nearly 20dB below normalized).
We back in business, watched these vids in my freshman year and now I’m graduated
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
To be fair, flip + palm isn't an over head in ultra either :p
@@Sephrik wtf
looks like he ended up getting the command grab :)
He got the teleport command grab in SF6 lol
We’re all doomed come his release in SF6 are we-
Nah.
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
im glad they brought the command grab back in sfvi
2:16 THEY BROUGHT THIS TO SF6 WTFFF
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
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!
I can see that SFV's Akuma was heavily inspired by this version.
Not really lmao
If anything Omega Oni's moveset inspired Akuma from SFV more than Omega Akuma.
@@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.
Btw, he has an easy 1000 stun counter hit combo by doing jump heavy, close heavy, EX gouhado fadc, close heavy, EX tatsu, far heavy target combo.
Loving these Omega videos, please make a playlist of them when you get a chance!
Already did it a while ago
Qcf+(LP+HP) is Messatsu Gouhado if you were still wondering.
I really wanna see if it’s true but I can’t find any videos mentioning it!
Man he looks fun as hell in this version.
Hell yeah love this series
So many elements carried onto sf5 akuma how cool
I'm happy to see some more of these videos.
Big coping and praying that demon in SF6 works like the demon here
Wow another video!
THE RETURN
Akuma's back-kanji is TEN which means HEAVEN.
It's also the kanji used to refer to Amamiya SORA aka TEN-CHAN. In other words, Aqua. That is all.
You'll be playing SF6 when it drops right Bafael? I'm expecting the tech
cannotttt waaaittttt
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.
it's 1 am sleep well baf
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?
Maybe. There's a lot of old videos I've been putting off. Including continuing the SF3 char notes series.
Pog as fuck, good stuff
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
Thanks, Baf! Does this mean you're gonna run Omega tourneys again? ;)
whats the name of the song in the end of the video?
Has no name, my brother composed it
@@Bafael well can we get a link?!
@@phantomwolfy1I was looking for this as well.
Why are the videos only available if you go into the playlist, otherwise they're hidden
Because I haven't made them live yet lol. I'll put them all up in the next few days
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
He discussed this in the video, it isn't useless (it's how you combo Ultra 2 often) and you see it in USF4 too.
You can do that with regular Akuma.
Wait, these are still being made??
Is this a remake of an older video?
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.
Are these in a playlist already?
yes and also all the others
@@Bafael what a king
actually dude i dont see it
@@rycksoto9003 th-cam.com/play/PLo3Zl2nq6CkCxbMARngTjckiFfKCQgwkY.html
I freaking love your videos and channel but PLEASE check your volume levels before uploading. This is SOOOO quiet (TH-cam stats say it's nearly 20dB below normalized).
Sure but this is a video from like 4 years ago.
@@Bafael That's funny. The upload date says July 22, 2022.
@@phreakinpher I mean I made it 4 years ago lmao, here's the original th-cam.com/video/ez989l3B0QQ/w-d-xo.html
@@Bafael Oh that makes more sense. Love your stuff!
Was this a reupload?
Yes.
I think Omega is better than sfv and Sfiv
Do omega oni
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