First of all, thanks a ton for STHD, I'm lovin' it. I probably don't need to go any further on this; I just want you to know before I start that I really appreciate what you've done. Here's what I've come to ask you: In STHD, Akuma is now meant to be a playable character; he got a nerf to his air fireball, his teleport, his hurricane kick, and even some of his normals. However, a few days ago, a player named SaBrE (you probably know him, yeah?) mentioned that some of his moves - mostly his normals - were still ridiculously overpowered due to how safe they were. After he did this, I took the liberty of using the new hitbox mode to determine what exactly was different between Akuma's moves compared to Ryu and Ken's, and there's a ton of huge differences. - S.Jab is a lot larger than Ryu's and Ken's, as well as his S.Fierce. - S.Forward covers almost his entire head and extends past his foot, making it almost impossible to beat. - S.Roundhouse has one less hitbox (or maybe a shorter one) than Ryu has in the front, making it a lot safer against conventional jump-ins. - On all of Akuma's Neutral Jumping attacks except Fierce, the blue hitbox that covers Akuma's body is only half as large as Ryu and Ken's. - J.Forward and J.Roundhouse have no hitbox in the front, making it a lot safer as air-to-air than Ryu's or Ken's (I guess more important Ryu's, since it appears they were based off Ryu'sversion). It does have the strange disadvantage of having a blue hitbox that's a little lower than his red one (a disadvantage Ryu and Ken don't have), but it doesn't offset what's so awesome about this move. - The red and blue fireballs. Holy crap, dude...both of these fireballs have invincible startup! If you're reading this and thinking I'm full of it, turn the speed down to '0', go to training mode, and see for yourself. --- And, although the argument can easily be made that this was true in ST as well, some of Akuma's hitboxes have actually become SAFER since ST! Here are the list of things that are obviously better about STHD Akuma compared to ST Akuma: 1. Standing Fierce (S.Hp): This one used to have the exact same hitboxes as Ryu and Ken. Now, as already stated, the red hitbox is much, much bigger. 2. All Neutral Jumping Normals: These used to have the same blue hitboxes as Ryu and Ken. Now, as I've mentioned, they've all been cut in half (except Neutral Jumping Fierce, which inexplicably didn't get changed). There doesn't appear to be any differences in the red hitboxes. 3. Red and Blue Fireballs: This is is probably the biggest one. The change is specifically in the prefireball animation. In STHD, not only did Akuma's blue hitbox match Ryu's and Ken's (which is really weird, because it makes the front of Akuma's horsestance have no hitbox), but it also is invincible on startup. In ST, however, Akuma's blue hitbox during the prefireball animation actually expands to take up most of Akuma's horse stance. Also, there is no invulnerable period during the animation. -- So, here's what I really wanna know: 1. Did you know about all this? Were these changes made deliberately, and if so, why? 2. (Maybe a bit less important): Is Akuma's fireball animation longer than Ryu's and Ken's? This question isn't really why I came here, but I'm sure it's longer and no one believes me If you didn't know about these already, I'm sorry to have to bring these up to you. If you want a more detailed report of exactly what's different, you can go here: http://www.capcom-unity.com/street_.../AKUMA___he_is_still_way_too_good?num=10&pg=1 Sabre's post on page 1 explains why it's bad from a practical standpoint, while my posts on page 2 and 3 detail exactly what's different between Akuma's hitboxes compared to STHD Ryu and Ken, and ST Akuma.