Anyway. This is all theory fighter. I’m trying to get a picture as to how much this will realistically impact us IF the change remains. Some folks I feel are overreacting though I agree such a small change does have a lot of implications.
So fs.hk may now have a delayed startup. With these changes, as a standalone attack we retain the ability to follow up with:
These aspects and options remain somewhat unchanged though fs.hk obviously won’t come out as snappy as we’re perhaps accustomed to. The loop is obviously out, and insofar I think its fair to assume FADC’d balls > fs.hk might be fickle given the slower start-up and quotes about how it now only works on ‘larger characters.’
The go-to option for standing up crouchers by way of ball > FADC > fs.hk no longer being viable is the kicker (luls). So what now? ball > FADC > c.mp > lp SRK? Maybe ball > FADC > c.hp (stands 'em up) > etc? c.hp has poor range so I’m thinking Akuma’s FADC options from a ball might be best saved for standing opponents or perhaps (if we’re close enough) cancelled into c.hp or c.mp > EX tatsu.
I don’t normally involve myself in these kinds of discussions, but I’m finding this interesting. Mainly because recently I’ve refined this part of my Akuma game and it looks like it will be changed. Its a little like studying for an exam only to find out a big chunk of your source material no longer applies.
The goal here (by discussing it without getting too cranky) is to perhaps determine if this change isn’t as drastic as many are perhaps assuming it is.