:flame:
You know you'd also need to ban Akuma's fast as heck Dragon Punch Combos and Hurricane Kick Combos, hack the game to make it so he can't throw a single fireball period, since air or ground, he stops everything with them, and hack him so that he can be dizzied like the rest of the cast, right?
"as David Sirlin writes, "Most characters in that game cannot beat Akuma. I don’t mean it’s a tough match—I mean they cannot ever, ever, ever, ever win. Akuma is 'broken' in that his air fireball move is something the game simply wasn’t designed to handle. He is not merely the best character in the game, but is at least ten times better than other characters. This case is so extreme that all top players in America immediately realized that all tournaments would be Akuma vs. Akuma only, and so the character was banned with basically no debate and has been ever since."
If it was just his fireball, they would have simply banned that rule. If it was just his teleport, they'd have banned that. But it isn't just that. Akuma Transends the cast. It is impossible to beat Akuma unless you use Akuma. He is the Street Fighter God (during that game).
Once you've nerfed him so much that he's not even the same creature anymore, then you have a character about the strength of Metaknight. Nice try. And nice on not quoting anything, just horribly paraphrasing me.
:flame:
lol @ you getting mad at me putting your quote as yellow stuff.
lol @ you being this street fighter expert by reading one text of Sirlin.
lol @ this useless *** post.
if you take away the air fireball, you take away Akuma's ability to approach you 100% safely because you can't use any anti air attack. (some supers may work, but i dunno, and who cares, right?)
if you take away the red fireball lock, then Akuma doesn't lock you in infinitely till death with it. iirc, air fireball also helps to lock it in fyi. (but who cares, right?)
if you take away Akuma's teleport, you no longer have a 100% escape against everything.
What do you have left? A Ryu that can't be dizzied and doesn't have a Super.
Akuma's regular ground fireballs are nothing special, they both get stopped by projectiles and can be passed through via invincibility frames like everyone else's.
Akuma's Hurricane Kick and Dragon Punch juggles are nice, but if you know anything about Super Turbo, you know that Ryu and Bison also have juggles that are just as effective, if not more so, because they can lead into their supers as well as used after their supers if less than 5 hits connect.
Akuma not being able to be dizzied is practically MK not being able to get gimped.
Akuma's normals are nothing special, just a standard O.Ryu or O.Ken moveset with a bit more stun.
I mean, you can go ahead and try to play this nerfed Akuma (no air fireballs, no fireball locks, no teleport), and see how far you get with it. Then you can play the Akuma that uses everything. Then you can play the MK that nerfed under the rules no planking (aka < 50 grabs) and no IDC, then you can play the MK that can grab the ledge and IDC all he wants.
Because basically, a MetaKnight that can plank and use IDC is a "Super Smash Bros. Brawl God."