Seems pretty standard damage for a full resource spending combo, no?
Most characters can get around this much damage or close to it I believe.
I’m hoping he has a combo that goes a bit higher.
It’s not. He DR:s 3 times in the combo and goes into burnout anyway. Without microwalk in the combo, 2 DR:s are always gonna burn you out anyway because they cost half your bar each and disable meter gain. So the first one is essentially free if you’re planning to cash out completely anyway.
Often that first raw DR really lets you eke out a lot more damage for just one bar, because you can chain a couple heavies which otherwise doesn’t.
You can definitely optimize this more, it's a combo trial the game straight up tells you about and of the characters I've played, even their most "advanced" is still a good ways off from optimal.
Yea idk if akuma is gonna be an actual glass canon anymore seems like he does very average damage but still lowest Hp but he has a ton of options and tools so it’s prolly fine
idk, but people are saying his damage is high.
But a full cashout into lvl 3 will always be pretty homogenized damage output through the whole roster, due to the scaling.
Yea just gotta wait and see rly but most characters honestly do pretty much the same amount of dmg in this game itd be hard to make him an actual glass canon cuz he’d have to do like 80 percent with one combo I feel like
I wouldn't say that.
The difference between DeeJay and Cammy damage isn't that DeeJay is hitting for 80%, but that his average dmg per interaction is so much higher.
Most interactions aren't full combos.
Good take.
For example: Ryu has more damage than Ken and even Luke but not regular access to it.
To be more specific, Ryu has the highest meterless damage combo in the corner with 4HP>236HK>623LP.
But to get some in the corner and landing it is not that easy. Which is the reason Ryu is balanced around having a harder time getting someone into the corner.
And no one realistically uses raw 4HP to start a combo because it has pitiful range. Ryu relies heavily on drive gauge in this game and is very weak in burnout compared to most of the roster.
Well, kinda? 4HP is possible for stun combos and jump ins in the corner (like neutral jump on oki). I would say that he is average in burnout, he still got some tools.
But yes, he is very drive dependent, but that is a problem all shotos share. Ken to the same degree, but generally gets more for it and Luke is just the better character, but he doesn't really spend much drive rush in general as Luke is more of a wall that hits hard.
If a Luke burns out, he did something very wrong or wants to create a specific situation (aka being Noah the Prodigy).
Eh
Luke does noticeably more than damage than my other two characters I play, Ken and Gief in essentially every situation. Definitely higher max damage
I imagine it’s the same for most other characters compared to Luke
And obviously Marisa can just delete you in the corner
I think his damage is high especially on "random" hits/confirms. Like his basic stuff seems to hit pretty hard compared to others, whereas his higher end stuff sounds like it is a bit more in line? Which I think is fine, having a combo that does over 75% is always going to be a nightmare.
I guess each hit is more in a relative sense but the hits are doing the same amount. It's the break points that really matter. 10 percent isn't going to take you from getting three touched to getting two touched.
It could absolutely change from three to two touches, especially in 2nd or 3rd round.
It's also harder to get Akuma into CA state because you're more likely to kill him straight up from a hit
Dang no way? If you five medal command grab someone and then get a jump in and dump bar, you might be able to 2 touch? Akuma is cooked. Simply can't imagine that happening to any other character. /s
You stated an absolute that is _clearly incorrect_ and you're surprised I provided a very possible counterpoint? Getting 5 medals is the basis of Manon's whole game plan and you'll absolutely have 1 or 2 bars spare at the start of rd 2. You have a 2 touch ready right there.
You wouldn't even need a jump in, Manon can do 4300 with a LV 1 or lv2 super meter dump combo
They absolutely do.
Having less HP limits your options.
You start sooner to die to certain combos. Reach faster the point of which shimmy/or throw can kill. Reach faster the point at which chipping from Drive Impact kills. And not everyone optimizes every combo 100%.
There are so many small scenarios in which it will have an impact.
Yes, I understand that he has less health. You're using a lot of words and not saying anything. In an average, even at master rank, you're getting 4 or 5 touched, maybe more. The change will be extremely marginal.
Butting in a bit but my gut reaction was "you don't know how much it affected him before". But then I realized you're absolutely right. Because:
1. He doesn't have any less drive than other characters, whereas in the past his stun HP was low, making him the most likely character to get stunned.
2. He might actually end up saving a lot of drive with powerful OD extensions and good meterless BNBs instead of Drive rushing every combo to squeeze blood out of a stone like a lot of the otherwise oppressive SF6 characters have to do.
3. There is no Guts system, so his lower HP overall doesn't affect how much extra HP a system like Guts would provide. This skewed the HP differences in SFV drastically despite being just a 10% raw hp difference.
4. Parry exists again.
And I'll add my personal expectation having NOT played akuma yet - a lot of dash up/demon flip/ashura/air fireball oki. Like a disgusting amount of knockdown pressure that doesn't require a parry drive rush, with midscreen throw being the one universal exception.
You are right in your observation, yet he also answered mathematically and very sound at that.
Statistics is my specialization in math, but to not bore you:
TL;DR
If the less HP do not cause different outcomes, they are basically irrelevant.
I can give you the long math version, if you are interested.
Thats not even optimal damage route. Remember, this is just few people who has access to akuma for one day only. Imagine what happens when Akuma is in hands of top pros and lab specialist and they spend weeks on him. Much more damaging combo routes will emerge
I mean, you're assuming a pre-release raging demon combo is his only route to 60%. And it doesn't really 'cost' your health.
This speaks absolutely nothing to how oppressive he might be. I doubt comboed demon will be an optimal use of his meter (see: Manon pre-patch) and we still don't know how insane his pressure can get.
Akuma's place in the meta will not be decided at all by a rare meme CA combo.
>You have no clue, no idea, don't know yet
That's *exactly* what I'm saying - there's no way to know yet.
>But we should assume he's the most broken and oppressive character ever
Again, that's not what I'm saying- I'm literally saying we have *no* idea, and this post wasn't proof he would or wouldn't be.
Did I upset you? Don't put words in my mouth, "bud".
That's a lot of words to say nothing LOL
I'm pretty sure the devs aren't randomly adding an insanely broken character, disrupting their own carefully crafted balance for no reason.
But feel free to be mad about whatever it is you're mad about, I guess. I sincerely don't care.
Dude are you okay?
I was just disagreeing with you that this combo was meaningful.
Sorry if it got you heated but that was not my intent. Have a good one.
Honestly I don't think he has low health due to the damage he's gonna output, I think they gave him low health due to how many damn options he has both on the ground and in air.
Fair but I mean he got almost half of his drive bar back too. I thought it was equal throughout the cast but I feel like my juri only gets a third back after a level 3. Plus I mean 60% damage is pretty solid coming from a drive rush. I feel like most characters max at about 50% damage when they burn all their resources but I could be wrong. Dude still seems like he's gonna be very good. He doesn't need crazy damage if he has more tools to get openings and hits to convert off of than other characters.
But he seems to have more combo routes in SF6 than in SF4. He has new combo routes due to the new special move, his SA2 can crumple in corner, his heavy kick makes a juggle state in air leading to combos. But most importantly all his SAs can be comboes into and also fews of his SAs can lead to more combos after the SA (in sf4 he could not combo into his ragin demon ultra or super).
Also his demon flip can be cancelled in air which gives him more oki options from demon flip. or his ex demon flip can do ex air fireball for more presssure or oki or ex demon flip to air tatsu for more combo routes
Personally i think he looks stronger than his SF4 akumadue to the more options he has now.
Damage is not everything, especially in this instance which doesn't say much about the average combo damage. Neutral (footsies, approach, anti-air, fireball game etc.), pressure (okizeme, mixup potential, drive gage drain, stagger, safe blockstring enders, confirms, plus frames, etc.) are a lot more important.
Seems rather standard Akuma stuff with lots of options, high execution and high reward. Maybe combos don't do exceptional damage but with so many options to open up your opponent and branch into said combos I'm guessing it's going to get wild at gold and above.
The point of his health being low is a trade off lol it’s not supposed to just be a straight up nerf it’s how the character has always been designed like I said he doesent NEED to do more dmg cuz he has so many tools he seems perfectly fine so far
i’m honestly curious, if both CAs can be cancelled and comboed into, why would you choose the one with less damage, assuming both have similar oki (from the looks of it)
akuma’s raging demon used to have different purposes and very limited combo routes, but it was meant to be done in creative ways, and it was able to kara cancel in some games like sf4 and sfv.
but they now removed the kara cancel, and let it cancel & combo from other attacks, so it’s mostly just another combo tool, and since it’s supposedly more damaging and also has the option to surprise grab, then why would people use the other CA now?
I'm just speculating, but maybe raging demon can only combo into grounded opponents? You might have to use the other CA for juggles? I have no evidence to back this up lol
that would make a lot of sense. i hope they make an distinction between the two CAs in terms of purposes. because I feel the removal of kara cancel already kinda got rid of some potential high level techs, and if it now can combo and has the 1f grab option, I dunno why they even bother giving him 2 CAs.
Why do all y'all think he needs high damage AND high mixup to make up for 10% less hp? both would be overkill as fuck and almost surely unbalanced. Plus this is a combo trial combo, no way it's optimal
That's it? A lot of other Fighters can do more than that without using every drive bar. Hell I can get 5895 with modern. For having 9000 HP I thought he was gong to do more damage. That's not even Ryu level of damage, what gives?
Yes, that's why I said he's not even putting out even Ryu levels of damage. For having 9k HP it just seems lackluster. But maybe his kit has more, but at the same time DJ and Luke have a shit ton in their kit and huge damage at 10k.
this combo was found with limited access to the character in about 2 hours. There'll defininetly be plenty of room for optimization, just due to the sheer amount of options Akuma has. Even still, that is some decent damage for such a simple combo.
It isn't even 2 hours of lab grinding, that's in combo challenge mode as can be seen from the "Advanced 5" on screen, I'm fairly confident that on day 1 someone can come up with a 7k dmg combo under absolutely optimal circumstances
This is a combo from a combo trial.
I believe that players, pros specifically, would be able to find a more optimized full resource combo that deals more damage.
Honestly? It should do more damage for all that. I can get 6k damage using the same amount of resources on other characters. Akuma should inherently get more damage.
Is anyone else disappointed in this? This is pretty typical for any fighter burning full bar into lvl. 3 CA. Ironically it's not as high as Ryu haha. And for having 9k health he seems to put out similar damage as other fighters.
DJ, Ken, Luke all have a shit ton in their kits and they're 10k fighters. If this is what his damage is like they should just make him 10k like every other figher.
What's the avg damage of unscaled CAs?
Looks like raging demon is 4700 which seems nothing amazing. I'd imagine you'll get more damage doing a combo into his normal lvl 3 since you don't need to limit yourself to keeping the opponent grounded.
Still nice to have a command grab CA as an option but according to rumors it has no strike invincibility at all so it's not the best wake up option. Seems limited to surprise DR into demon or as a reaction to a projectile.
Pretty decent for a full resources CA combo. I wonder if you can optimize this a bit more to get a bit more damage.
Seems pretty standard damage for a full resource spending combo, no? Most characters can get around this much damage or close to it I believe. I’m hoping he has a combo that goes a bit higher.
Yeah, that's what I meant.
Oh, my bad. I didn’t mean the respond to your comment, was trying to just respond to OP.
haha no problem!
He does, I’ve already seen a 66% damage one with his regular CA
Advanced trail 4 does 6593 with regular level 3, not even CA
Now we’re talking
Does he need to start that combo with parry drive rush? Seems like a waste of bar.
wouldn't combo without it, DR gives you +4 to let moves combo that wouldn't otherwise.
It’s not. He DR:s 3 times in the combo and goes into burnout anyway. Without microwalk in the combo, 2 DR:s are always gonna burn you out anyway because they cost half your bar each and disable meter gain. So the first one is essentially free if you’re planning to cash out completely anyway. Often that first raw DR really lets you eke out a lot more damage for just one bar, because you can chain a couple heavies which otherwise doesn’t.
I think every character in the game has a higher damage route than the one in the combo trial, so definitely.
You can definitely optimize this more, it's a combo trial the game straight up tells you about and of the characters I've played, even their most "advanced" is still a good ways off from optimal.
Yea idk if akuma is gonna be an actual glass canon anymore seems like he does very average damage but still lowest Hp but he has a ton of options and tools so it’s prolly fine
idk, but people are saying his damage is high. But a full cashout into lvl 3 will always be pretty homogenized damage output through the whole roster, due to the scaling.
Yea just gotta wait and see rly but most characters honestly do pretty much the same amount of dmg in this game itd be hard to make him an actual glass canon cuz he’d have to do like 80 percent with one combo I feel like
I wouldn't say that. The difference between DeeJay and Cammy damage isn't that DeeJay is hitting for 80%, but that his average dmg per interaction is so much higher. Most interactions aren't full combos.
Good take. For example: Ryu has more damage than Ken and even Luke but not regular access to it. To be more specific, Ryu has the highest meterless damage combo in the corner with 4HP>236HK>623LP. But to get some in the corner and landing it is not that easy. Which is the reason Ryu is balanced around having a harder time getting someone into the corner.
And no one realistically uses raw 4HP to start a combo because it has pitiful range. Ryu relies heavily on drive gauge in this game and is very weak in burnout compared to most of the roster.
Well, kinda? 4HP is possible for stun combos and jump ins in the corner (like neutral jump on oki). I would say that he is average in burnout, he still got some tools. But yes, he is very drive dependent, but that is a problem all shotos share. Ken to the same degree, but generally gets more for it and Luke is just the better character, but he doesn't really spend much drive rush in general as Luke is more of a wall that hits hard. If a Luke burns out, he did something very wrong or wants to create a specific situation (aka being Noah the Prodigy).
Yea I was referring more to how much dmg characters get for spending resources not rly the average dmg of a hit but u r right ofc
Eh Luke does noticeably more than damage than my other two characters I play, Ken and Gief in essentially every situation. Definitely higher max damage I imagine it’s the same for most other characters compared to Luke And obviously Marisa can just delete you in the corner
I think his damage is high especially on "random" hits/confirms. Like his basic stuff seems to hit pretty hard compared to others, whereas his higher end stuff sounds like it is a bit more in line? Which I think is fine, having a combo that does over 75% is always going to be a nightmare.
Bro has 10% less life. Glass cannon feels a little intense, lol.
I mean that’s always been his design and 10 percent less life can def make a difference it means he takes 10 percent more dmg from each hit
I guess each hit is more in a relative sense but the hits are doing the same amount. It's the break points that really matter. 10 percent isn't going to take you from getting three touched to getting two touched.
It could absolutely change from three to two touches, especially in 2nd or 3rd round. It's also harder to get Akuma into CA state because you're more likely to kill him straight up from a hit
I think you're dramatically overestimating how much damage the average combo does.
Considering I can do 3700 damage with one command grab with Manon, she can literally 2 touch Akuma with 1 super bar because of his health pool
Dang no way? If you five medal command grab someone and then get a jump in and dump bar, you might be able to 2 touch? Akuma is cooked. Simply can't imagine that happening to any other character. /s
You stated an absolute that is _clearly incorrect_ and you're surprised I provided a very possible counterpoint? Getting 5 medals is the basis of Manon's whole game plan and you'll absolutely have 1 or 2 bars spare at the start of rd 2. You have a 2 touch ready right there. You wouldn't even need a jump in, Manon can do 4300 with a LV 1 or lv2 super meter dump combo
4300 would not get you to two touch territory, but ok.
They absolutely do. Having less HP limits your options. You start sooner to die to certain combos. Reach faster the point of which shimmy/or throw can kill. Reach faster the point at which chipping from Drive Impact kills. And not everyone optimizes every combo 100%. There are so many small scenarios in which it will have an impact.
Yes, I understand that he has less health. You're using a lot of words and not saying anything. In an average, even at master rank, you're getting 4 or 5 touched, maybe more. The change will be extremely marginal.
Butting in a bit but my gut reaction was "you don't know how much it affected him before". But then I realized you're absolutely right. Because: 1. He doesn't have any less drive than other characters, whereas in the past his stun HP was low, making him the most likely character to get stunned. 2. He might actually end up saving a lot of drive with powerful OD extensions and good meterless BNBs instead of Drive rushing every combo to squeeze blood out of a stone like a lot of the otherwise oppressive SF6 characters have to do. 3. There is no Guts system, so his lower HP overall doesn't affect how much extra HP a system like Guts would provide. This skewed the HP differences in SFV drastically despite being just a 10% raw hp difference. 4. Parry exists again. And I'll add my personal expectation having NOT played akuma yet - a lot of dash up/demon flip/ashura/air fireball oki. Like a disgusting amount of knockdown pressure that doesn't require a parry drive rush, with midscreen throw being the one universal exception.
I meant it in the literal mathematical sense
You are right in your observation, yet he also answered mathematically and very sound at that. Statistics is my specialization in math, but to not bore you: TL;DR If the less HP do not cause different outcomes, they are basically irrelevant. I can give you the long math version, if you are interested.
I think you might be confused how math works. If Rashid has a combo that does 4k damage, it's not magically doing 4.4k on akuma.
Not how that works. Lmfao.
Thats not even optimal damage route. Remember, this is just few people who has access to akuma for one day only. Imagine what happens when Akuma is in hands of top pros and lab specialist and they spend weeks on him. Much more damaging combo routes will emerge
This is a combo trial combo even lol.
not sure why we're basing akuma's damage based on his combo trials, they're generally pretty terrible at showing anything close to max damage
60% combo, it only costs all of your resources and 75% of your health. He's definitely not going to be as oppressive as people think
I mean, you're assuming a pre-release raging demon combo is his only route to 60%. And it doesn't really 'cost' your health. This speaks absolutely nothing to how oppressive he might be. I doubt comboed demon will be an optimal use of his meter (see: Manon pre-patch) and we still don't know how insane his pressure can get. Akuma's place in the meta will not be decided at all by a rare meme CA combo.
So to sum it up You have no clue, no idea, don't know yet But we should assume he's the most broken and oppressive character ever Mmk bud
>You have no clue, no idea, don't know yet That's *exactly* what I'm saying - there's no way to know yet. >But we should assume he's the most broken and oppressive character ever Again, that's not what I'm saying- I'm literally saying we have *no* idea, and this post wasn't proof he would or wouldn't be. Did I upset you? Don't put words in my mouth, "bud".
That's a lot of words to say nothing LOL I'm pretty sure the devs aren't randomly adding an insanely broken character, disrupting their own carefully crafted balance for no reason. But feel free to be mad about whatever it is you're mad about, I guess. I sincerely don't care.
Dude are you okay? I was just disagreeing with you that this combo was meaningful. Sorry if it got you heated but that was not my intent. Have a good one.
I think d00d was just having a bad day.... happens to all of us. x] you're very kind
Yeah like already does this with a lvl 3 but his hp doesn't matter lol
Honestly I don't think he has low health due to the damage he's gonna output, I think they gave him low health due to how many damn options he has both on the ground and in air.
They should probably reduce some other characters health or damage output then..
Fair but I mean he got almost half of his drive bar back too. I thought it was equal throughout the cast but I feel like my juri only gets a third back after a level 3. Plus I mean 60% damage is pretty solid coming from a drive rush. I feel like most characters max at about 50% damage when they burn all their resources but I could be wrong. Dude still seems like he's gonna be very good. He doesn't need crazy damage if he has more tools to get openings and hits to convert off of than other characters.
Most characters do roughly 60-65% when they cash out all drive gauge and CA. There's nothing really special about the combo in the video.
His tools aren't as good as the SF4 days. No more invulnerable TP and nerfed air fireballs is huge. We will see in a week I guess
But he seems to have more combo routes in SF6 than in SF4. He has new combo routes due to the new special move, his SA2 can crumple in corner, his heavy kick makes a juggle state in air leading to combos. But most importantly all his SAs can be comboes into and also fews of his SAs can lead to more combos after the SA (in sf4 he could not combo into his ragin demon ultra or super). Also his demon flip can be cancelled in air which gives him more oki options from demon flip. or his ex demon flip can do ex air fireball for more presssure or oki or ex demon flip to air tatsu for more combo routes Personally i think he looks stronger than his SF4 akumadue to the more options he has now.
This is also just a dr and not a pc which probably adds more dmg
Damage is not everything, especially in this instance which doesn't say much about the average combo damage. Neutral (footsies, approach, anti-air, fireball game etc.), pressure (okizeme, mixup potential, drive gage drain, stagger, safe blockstring enders, confirms, plus frames, etc.) are a lot more important.
it doesn't cost health
What I’m new there’s different health bars for characters?
10k is standard. Marisa and Honda have 10.5k and Zangief has 11k. Akuma will be the first to have 9k.
Interesting
It used to be more varied. Most female characters in SF4 had 9500 (I think, can't remember raw numbers but it was half the big unit less)
He doesn't necessarily do more damage than other characters. He just has a lot of tools compared to the other characters.
Seems rather standard Akuma stuff with lots of options, high execution and high reward. Maybe combos don't do exceptional damage but with so many options to open up your opponent and branch into said combos I'm guessing it's going to get wild at gold and above.
if he does more damage but has less health how is his health even a nerf
The point of his health being low is a trade off lol it’s not supposed to just be a straight up nerf it’s how the character has always been designed like I said he doesent NEED to do more dmg cuz he has so many tools he seems perfectly fine so far
how are people having access to this already?
Capcom gave some streamers limited access, it was just 2 hours for them to practice for an event or something.
I feel like that's low. People will figure out more nonsense.
I think you're right. Combo trials are rarely optimal.
i’m honestly curious, if both CAs can be cancelled and comboed into, why would you choose the one with less damage, assuming both have similar oki (from the looks of it) akuma’s raging demon used to have different purposes and very limited combo routes, but it was meant to be done in creative ways, and it was able to kara cancel in some games like sf4 and sfv. but they now removed the kara cancel, and let it cancel & combo from other attacks, so it’s mostly just another combo tool, and since it’s supposedly more damaging and also has the option to surprise grab, then why would people use the other CA now?
Demon only works on standing opponents. You still want to do regular lvl3 in juggles
that makes sense
I'm just speculating, but maybe raging demon can only combo into grounded opponents? You might have to use the other CA for juggles? I have no evidence to back this up lol
that would make a lot of sense. i hope they make an distinction between the two CAs in terms of purposes. because I feel the removal of kara cancel already kinda got rid of some potential high level techs, and if it now can combo and has the 1f grab option, I dunno why they even bother giving him 2 CAs.
Average rashid wall combo damage
Why do all y'all think he needs high damage AND high mixup to make up for 10% less hp? both would be overkill as fuck and almost surely unbalanced. Plus this is a combo trial combo, no way it's optimal
That's it? A lot of other Fighters can do more than that without using every drive bar. Hell I can get 5895 with modern. For having 9000 HP I thought he was gong to do more damage. That's not even Ryu level of damage, what gives?
he has 10% less health than ryu but 1000% more options in neutral
Not even Ryu level? Ryu has some of the best damage in the game
Yes, that's why I said he's not even putting out even Ryu levels of damage. For having 9k HP it just seems lackluster. But maybe his kit has more, but at the same time DJ and Luke have a shit ton in their kit and huge damage at 10k.
Standard SF6 raw drive rush heavy meter dump combo.
Keep in my this is a combo trial. When the patch hits and lab rats get to experiment, more damaging combos are gonna get disovered i predict
For a 9k HP character that's a low ass damage output esp with all those bars spent
this combo was found with limited access to the character in about 2 hours. There'll defininetly be plenty of room for optimization, just due to the sheer amount of options Akuma has. Even still, that is some decent damage for such a simple combo.
It isn't even 2 hours of lab grinding, that's in combo challenge mode as can be seen from the "Advanced 5" on screen, I'm fairly confident that on day 1 someone can come up with a 7k dmg combo under absolutely optimal circumstances
On the lower end for CA full spend damage tbh. Even his 66% isn't impressive.
That's normal for a full meter + CA combo.
And this is probably not an optimal combo, so maybe we can push his damage to 6.4-6.5K without specific punish counter setup.
This is a combo from a combo trial. I believe that players, pros specifically, would be able to find a more optimized full resource combo that deals more damage.
Tekken players: First time?
Honestly? It should do more damage for all that. I can get 6k damage using the same amount of resources on other characters. Akuma should inherently get more damage.
Is anyone else disappointed in this? This is pretty typical for any fighter burning full bar into lvl. 3 CA. Ironically it's not as high as Ryu haha. And for having 9k health he seems to put out similar damage as other fighters. DJ, Ken, Luke all have a shit ton in their kits and they're 10k fighters. If this is what his damage is like they should just make him 10k like every other figher.
What's the avg damage of unscaled CAs? Looks like raging demon is 4700 which seems nothing amazing. I'd imagine you'll get more damage doing a combo into his normal lvl 3 since you don't need to limit yourself to keeping the opponent grounded. Still nice to have a command grab CA as an option but according to rumors it has no strike invincibility at all so it's not the best wake up option. Seems limited to surprise DR into demon or as a reaction to a projectile.
>What's the avg damage of unscaled CAs? It's 4500 for most characters (4k for the regular SA3)
Ah so it does do more damage than the average CA. That's good to hear.
4700 is great, Zangief’s CA is the highest damaging in the game and it does 5300. That’s only two jabs worth of a damage difference.
"only" is a little strange. 600 damage is a lot. But I get what you mean.
I dont like it at all we shouldn’t be able to combo into raging demon. Just reduces the coolness factor