No edit summary |
No edit summary |
||
Line 23: | Line 23: | ||
==Throws== | ==Throws== | ||
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: none;"|- | ||
| Seoi Nage || [[File:Lp.png]]+[[File:Lk.png]] | | Seoi Nage || [[File:Lp.png]]+[[File:Lk.png]] | ||
|- | |- | ||
Line 29: | Line 29: | ||
|} | |} | ||
==Command Moves== | ==Command Moves== | ||
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: none;"|- | ||
| Zugai Hassatsu || [[File:F.png]]+[[File:Mp.png]] | | Zugai Hassatsu || [[File:F.png]]+[[File:Mp.png]] | ||
|- | |- | ||
Line 35: | Line 35: | ||
|} | |} | ||
==Special Moves== | ==Special Moves== | ||
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: none;"|- | ||
| Gou Hadou Ken || [[File:Qcf.png]]+[[File:P.png]] SC | | Gou Hadou Ken || [[File:Qcf.png]]+[[File:P.png]] SC | ||
|- | |- | ||
Line 66: | Line 66: | ||
==Super Arts== | ==Super Arts== | ||
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: none;"|- | ||
| I || Messatsu Gou Hadou || [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]] || 112 Gauge Dots || 2 Stocks || no EX moves | | I || Messatsu Gou Hadou || [[File:Qcf.png]][[File:Qcf.png]]+[[File:P.png]] || 112 Gauge Dots || 2 Stocks || no EX moves | ||
|- | |- | ||
Line 83: | Line 83: | ||
==Target Combo== | ==Target Combo== | ||
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: none;"|- | ||
| [[File:Mp.png]]c[[File:Hp.png]] | | [[File:Mp.png]]c[[File:Hp.png]] | ||
|} | |} | ||
Line 126: | Line 126: | ||
[[Image:(akumadf).gif|none]] | [[Image:(akumadf).gif|none]] | ||
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
! align="center" | Move | ! align="center" | Move | ||
Line 138: | Line 138: | ||
[[Image:(akumadb).gif|none]] | [[Image:(akumadb).gif|none]] | ||
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
! align="center" | Move | ! align="center" | Move | ||
Line 151: | Line 151: | ||
[[Image:(akumajump).gif|none]] | [[Image:(akumajump).gif|none]] | ||
[[Image:(akumafjump).gif|none]] | [[Image:(akumafjump).gif|none]] | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Startup Frames''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Startup Frames''' | ||
Line 159: | Line 159: | ||
''Comments here'' | ''Comments here'' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Startup Frames''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Startup Frames''' | ||
Line 169: | Line 169: | ||
[[Image:(akumaw).gif|none]] | [[Image:(akumaw).gif|none]] | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' | ||
Line 179: | Line 179: | ||
[[Image:(akumatw).gif|none]] | [[Image:(akumatw).gif|none]] | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' | ||
Line 189: | Line 189: | ||
[[Image:(akumat).gif|none]] | [[Image:(akumat).gif|none]] | ||
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' || align="center" | '''Gauge Increase''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' || align="center" | '''Gauge Increase''' | ||
Line 200: | Line 200: | ||
[[Image:(akumahparry).gif|none]] | [[Image:(akumahparry).gif|none]] | ||
[[Image:(akumalparry).gif|none]] | [[Image:(akumalparry).gif|none]] | ||
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' | | align="center" | '''Move''' || align="center" | '''Motion''' | ||
Line 211: | Line 211: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="95%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="95%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Frames you're frozen''' || align="center" | '''Frames opponent is frozen''' || align="center" | '''Frame Advantage when parry is successful''' || align="center" | '''Frames before you can try another parry''' | | align="center" | '''Move''' || align="center" | '''Frames you're frozen''' || align="center" | '''Frames opponent is frozen''' || align="center" | '''Frame Advantage when parry is successful''' || align="center" | '''Frames before you can try another parry''' | ||
Line 221: | Line 221: | ||
| align="center" | Parry (Air) || align="center" | 16 || align="center" | 16 || align="center" | +4(LP/LK) +3(MP/MK) +2( HP/HK) 0(Special/Super) -16(Fireball) || align="center" | 21(19 when attack comes from the air)*,** | | align="center" | Parry (Air) || align="center" | 16 || align="center" | 16 || align="center" | +4(LP/LK) +3(MP/MK) +2( HP/HK) 0(Special/Super) -16(Fireball) || align="center" | 21(19 when attack comes from the air)*,** | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
|* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately) | |* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately) | ||
Line 228: | Line 228: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Gauge Increase''' | | align="center" | '''Move''' || align="center" | '''Gauge Increase''' | ||
Line 238: | Line 238: | ||
| align="center" | Parry (Air) || align="center" | 4*** | | align="center" | Parry (Air) || align="center" | 4*** | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="57%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="57%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
|*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack) | |*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack) | ||
Line 250: | Line 250: | ||
[[Image:(akumalp).gif|none]] | [[Image:(akumalp).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 257: | Line 257: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 264: | Line 264: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 274: | Line 274: | ||
[[Image:(akumamp).gif|none]] | [[Image:(akumamp).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 281: | Line 281: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 288: | Line 288: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 298: | Line 298: | ||
[[Image:(akumahp).gif|none]] | [[Image:(akumahp).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 305: | Line 305: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 312: | Line 312: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 322: | Line 322: | ||
[[Image:(akumacloselp).gif|none]] | [[Image:(akumacloselp).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 329: | Line 329: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 336: | Line 336: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 346: | Line 346: | ||
[[Image:(akumaclosemp).gif|none]] | [[Image:(akumaclosemp).gif|none]] | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 353: | Line 353: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 360: | Line 360: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 370: | Line 370: | ||
[[Image:(akumaclosehp).gif|none]] | [[Image:(akumaclosehp).gif|none]] | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 377: | Line 377: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 384: | Line 384: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 394: | Line 394: | ||
[[Image:(akumalk).gif|none]] | [[Image:(akumalk).gif|none]] | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 401: | Line 401: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 408: | Line 408: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 418: | Line 418: | ||
[[Image:(akumamk).gif|none]] | [[Image:(akumamk).gif|none]] | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 425: | Line 425: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 432: | Line 432: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 442: | Line 442: | ||
[[Image:(akumahk).gif|none]] | [[Image:(akumahk).gif|none]] | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 449: | Line 449: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 456: | Line 456: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 466: | Line 466: | ||
[[Image:(akumaclosemk).gif|none]] | [[Image:(akumaclosemk).gif|none]] | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 473: | Line 473: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 480: | Line 480: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 490: | Line 490: | ||
[[Image:(akumaclosehk).gif|none]] | [[Image:(akumaclosehk).gif|none]] | ||
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 497: | Line 497: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 504: | Line 504: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 516: | Line 516: | ||
[[Image:(akumajlp).gif|none]] | [[Image:(akumajlp).gif|none]] | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 523: | Line 523: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 530: | Line 530: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 540: | Line 540: | ||
[[Image:(akumajmp).gif|none]] | [[Image:(akumajmp).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 547: | Line 547: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 554: | Line 554: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 564: | Line 564: | ||
[[Image:(akumajhp).gif|none]] | [[Image:(akumajhp).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 571: | Line 571: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 578: | Line 578: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 588: | Line 588: | ||
[[Image:(akumanjhp).gif|none]] | [[Image:(akumanjhp).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 595: | Line 595: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 602: | Line 602: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 612: | Line 612: | ||
[[Image:(akumajlk).gif|none]] | [[Image:(akumajlk).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 619: | Line 619: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 626: | Line 626: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 636: | Line 636: | ||
[[Image:(akumajmk).gif|none]] | [[Image:(akumajmk).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 643: | Line 643: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 650: | Line 650: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 660: | Line 660: | ||
[[Image:(akumanjmk).gif|none]] | [[Image:(akumanjmk).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 667: | Line 667: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 674: | Line 674: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 684: | Line 684: | ||
[[Image:(akumajhk).gif|none]] | [[Image:(akumajhk).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 691: | Line 691: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 698: | Line 698: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 708: | Line 708: | ||
[[Image:(akumanjhk).gif|none]] | [[Image:(akumanjhk).gif|none]] | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 715: | Line 715: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 722: | Line 722: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 732: | Line 732: | ||
[[Image:(akumaoh).gif|none]] | [[Image:(akumaoh).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 739: | Line 739: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 746: | Line 746: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 757: | Line 757: | ||
[[Image:(akumasn).gif|none]] | [[Image:(akumasn).gif|none]] | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' || align="center" | '''Kara-Throw''' || align="center" | '''Kara-Throw Range''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' || align="center" | '''Kara-Throw''' || align="center" | '''Kara-Throw Range''' | ||
Line 764: | Line 764: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 771: | Line 771: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' | ||
Line 781: | Line 781: | ||
[[Image:(akumatn).gif|none]] | [[Image:(akumatn).gif|none]] | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' || align="center" | '''Kara-Throw''' || align="center" | '''Kara-Throw Range''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' || align="center" | '''Kara-Throw''' || align="center" | '''Kara-Throw Range''' | ||
Line 788: | Line 788: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 795: | Line 795: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' | ||
Line 806: | Line 806: | ||
[[Image:(akumaclp).gif|none]] | [[Image:(akumaclp).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 813: | Line 813: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 820: | Line 820: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 830: | Line 830: | ||
[[Image:(akumacmp).gif|none]] | [[Image:(akumacmp).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 837: | Line 837: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 844: | Line 844: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 854: | Line 854: | ||
[[Image:(akumachp).gif|none]] | [[Image:(akumachp).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 861: | Line 861: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 868: | Line 868: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 878: | Line 878: | ||
[[Image:(akumaclk).gif|none]] | [[Image:(akumaclk).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 885: | Line 885: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 892: | Line 892: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 902: | Line 902: | ||
[[Image:(akumacmk).gif|none]] | [[Image:(akumacmk).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 909: | Line 909: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 916: | Line 916: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 926: | Line 926: | ||
[[Image:(akumachk).gif|none]] | [[Image:(akumachk).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 933: | Line 933: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 940: | Line 940: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 951: | Line 951: | ||
[[Image:(akumafmp).gif|none]] | [[Image:(akumafmp).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 958: | Line 958: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 965: | Line 965: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 975: | Line 975: | ||
[[Image:(akumajdmk).gif|none]] | [[Image:(akumajdmk).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 982: | Line 982: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 989: | Line 989: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 999: | Line 999: | ||
=== Target Combo === | === Target Combo === | ||
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 1,006: | Line 1,006: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,013: | Line 1,013: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 1,025: | Line 1,025: | ||
[[Image:(akumahdk).gif|none]] | [[Image:(akumahdk).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 1,032: | Line 1,032: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,039: | Line 1,039: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 1,049: | Line 1,049: | ||
[[Image:(akumazhdk).gif|none]] | [[Image:(akumazhdk).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 1,056: | Line 1,056: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,063: | Line 1,063: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 1,073: | Line 1,073: | ||
[[Image:(akumashdk).gif|none]] | [[Image:(akumashdk).gif|none]] | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 1,084: | Line 1,084: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,095: | Line 1,095: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 1,109: | Line 1,109: | ||
[[Image:(akumatzk).gif|none]] | [[Image:(akumatzk).gif|none]] | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 1,120: | Line 1,120: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,131: | Line 1,131: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 1,145: | Line 1,145: | ||
[[Image:(akumaatzk).gif|none]] | [[Image:(akumaatzk).gif|none]] | ||
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 1,155: | Line 1,155: | ||
| align="center" | Air Tatsumaki Zankuukyaku (Roundhouse) || align="center" | (Air) QCB+HK || align="center" | 240(80+80+80)(40 life points) || align="center" | 5* || align="center" | 11(3+5+3) || align="center" | Yes | | align="center" | Air Tatsumaki Zankuukyaku (Roundhouse) || align="center" | (Air) QCB+HK || align="center" | 240(80+80+80)(40 life points) || align="center" | 5* || align="center" | 11(3+5+3) || align="center" | Yes | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
|(*) Blocked damage is for 1 hit only, its not possible to block more hits | |(*) Blocked damage is for 1 hit only, its not possible to block more hits | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,171: | Line 1,171: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 1,181: | Line 1,181: | ||
| align="center" | Air Tatsumaki Zankuukyaku (Roundhouse) || align="center" | 4 || align="center" | 1* || align="center" | 16(7+2+7) || align="center" | 12(4+4+4) | | align="center" | Air Tatsumaki Zankuukyaku (Roundhouse) || align="center" | 4 || align="center" | 1* || align="center" | 16(7+2+7) || align="center" | 12(4+4+4) | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
|(*) Gauge increase for blocked hit is for 1 hit only, its not possible to block more hits | |(*) Gauge increase for blocked hit is for 1 hit only, its not possible to block more hits | ||
Line 1,189: | Line 1,189: | ||
[[Image:(akumasrk).gif|none]] | [[Image:(akumasrk).gif|none]] | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 1,200: | Line 1,200: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,211: | Line 1,211: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 1,225: | Line 1,225: | ||
[[Image:(akumahs).gif|none]] | [[Image:(akumahs).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 1,232: | Line 1,232: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,239: | Line 1,239: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 1,249: | Line 1,249: | ||
[[Image:(akumahgouzan).gif|none]] | [[Image:(akumahgouzan).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 1,256: | Line 1,256: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,263: | Line 1,263: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 1,273: | Line 1,273: | ||
[[Image:(akumahgoushou).gif|none]] | [[Image:(akumahgoushou).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 1,280: | Line 1,280: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,287: | Line 1,287: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 1,297: | Line 1,297: | ||
[[Image:(akumahgoujin).gif|none]] | [[Image:(akumahgoujin).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 1,304: | Line 1,304: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,311: | Line 1,311: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 1,321: | Line 1,321: | ||
[[Image:(akumahgousai).gif|none]] | [[Image:(akumahgousai).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' || align="center" | '''Juggle Value''' | ||
Line 1,328: | Line 1,328: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,335: | Line 1,335: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 1,345: | Line 1,345: | ||
[[Image:(akumaasf).gif|none]] | [[Image:(akumaasf).gif|none]] | ||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel''' | ||
Line 1,358: | Line 1,358: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,372: | Line 1,372: | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
Line 1,390: | Line 1,390: | ||
[[Image:(akumamgh).gif|none]] | [[Image:(akumamgh).gif|none]] | ||
{| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' | | align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' | ||
Line 1,396: | Line 1,396: | ||
| align="center" | I || align="center" | Messatsu Gou Hadou || align="center" | 2 bars (112 each bar) || align="center" | QCF QCF+P || align="center" | 290*(47 life points) || align="center" | 19** || align="center" | 0 || align="center" | 2,59(x2) | | align="center" | I || align="center" | Messatsu Gou Hadou || align="center" | 2 bars (112 each bar) || align="center" | QCF QCF+P || align="center" | 290*(47 life points) || align="center" | 19** || align="center" | 0 || align="center" | 2,59(x2) | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
|* (55x5)+60 Damage is when all hits connect. | |* (55x5)+60 Damage is when all hits connect. | ||
Line 1,403: | Line 1,403: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,413: | Line 1,413: | ||
[[Image:(akumatgz).gif|none]] | [[Image:(akumatgz).gif|none]] | ||
{| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' | | align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' | ||
Line 1,419: | Line 1,419: | ||
| align="center" | I || align="center" | Tenma Gou Zankuu || align="center" | 2 bars (112 each bar) || align="center" | (Air) QCF QCF+P || align="center" | 320*(53 life points) || align="center" | 25** || align="center" | 0 || align="center" | 2,85(x2) | | align="center" | I || align="center" | Tenma Gou Zankuu || align="center" | 2 bars (112 each bar) || align="center" | (Air) QCF QCF+P || align="center" | 320*(53 life points) || align="center" | 25** || align="center" | 0 || align="center" | 2,85(x2) | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="26%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="26%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
|* (60x5)+80 Damage is when all hits connect. | |* (60x5)+80 Damage is when all hits connect. | ||
Line 1,426: | Line 1,426: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,436: | Line 1,436: | ||
[[Image:(akumamgs).gif|none]] | [[Image:(akumamgs).gif|none]] | ||
{| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' | | align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' | ||
Line 1,442: | Line 1,442: | ||
| align="center" | II || align="center" | Messatsu Gou Shoryu || align="center" | 2 bars (112 each bar) || align="center" | QCF QCF+P || align="center" | 390*(66 life points) || align="center" | 44** || align="center" | 14*** || align="center" | 3,48(x2) | | align="center" | II || align="center" | Messatsu Gou Shoryu || align="center" | 2 bars (112 each bar) || align="center" | QCF QCF+P || align="center" | 390*(66 life points) || align="center" | 44** || align="center" | 14*** || align="center" | 3,48(x2) | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
|* (40x3)+50+120+110+100 Damage is when all hits connect. | |* (40x3)+50+120+110+100 Damage is when all hits connect. | ||
Line 1,451: | Line 1,451: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,461: | Line 1,461: | ||
[[Image:(akumamgr).gif|none]] | [[Image:(akumamgr).gif|none]] | ||
{| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' | | align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' | ||
Line 1,467: | Line 1,467: | ||
| align="center" | III || align="center" | Messatsu Gou Rasen || align="center" | 2 bars (112 each bar) || align="center" | QCF QCF+K || align="center" | 390*(65 life points) || align="center" | 15** || align="center" | 0 || align="center" | 3,48(x2) | | align="center" | III || align="center" | Messatsu Gou Rasen || align="center" | 2 bars (112 each bar) || align="center" | QCF QCF+K || align="center" | 390*(65 life points) || align="center" | 15** || align="center" | 0 || align="center" | 3,48(x2) | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
|* 70+(40x9)+130 Damage is when all hits connect. | |* 70+(40x9)+130 Damage is when all hits connect. | ||
Line 1,474: | Line 1,474: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,484: | Line 1,484: | ||
[[Image:(akumamgsenpuu).gif|none]] | [[Image:(akumamgsenpuu).gif|none]] | ||
{| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' | | align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' | ||
Line 1,490: | Line 1,490: | ||
| align="center" | III || align="center" | Messatsu Gou Senpuu || align="center" | 2 bars (112 each) || align="center" | (Air) QCF QCF+K || align="center" | 405*(67 life points) || align="center" | 15** || align="center" | 0 || align="center" | 3,61(x2) | | align="center" | III || align="center" | Messatsu Gou Senpuu || align="center" | 2 bars (112 each) || align="center" | (Air) QCF QCF+K || align="center" | 405*(67 life points) || align="center" | 15** || align="center" | 0 || align="center" | 3,61(x2) | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
|* 60+(55x3)+70+(40x4)+130 Damage is when all hits connect. | |* 60+(55x3)+70+(40x4)+130 Damage is when all hits connect. | ||
Line 1,497: | Line 1,497: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,507: | Line 1,507: | ||
[[Image:(akumasgs).gif|none]] | [[Image:(akumasgs).gif|none]] | ||
{| border="1em" cellspacing="0" width="90%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="90%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' || align="center" | '''Damage/Gauge''' | | align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' || align="center" | '''Damage/Gauge''' | ||
Line 1,514: | Line 1,514: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,524: | Line 1,524: | ||
[[Image:(akumakkz).gif|none]] | [[Image:(akumakkz).gif|none]] | ||
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' | | align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Damage/Gauge''' | ||
Line 1,530: | Line 1,530: | ||
| align="center" | any || align="center" | Kongou Kokuretsu Zan || align="center" | Requieres MAX gauge (2 full bars/224) || align="center" | D,D,D+PPP || align="center" | 640*(107 life points) || align="center" | 126** || align="center" | 26*** || align="center" | 2,85 | | align="center" | any || align="center" | Kongou Kokuretsu Zan || align="center" | Requieres MAX gauge (2 full bars/224) || align="center" | D,D,D+PPP || align="center" | 640*(107 life points) || align="center" | 126** || align="center" | 26*** || align="center" | 2,85 | ||
|} | |} | ||
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
|* 370(300)+(55x2)+40+(55x2)+(40x4) Damage is when all hits connect. | |* 370(300)+(55x2)+40+(55x2)+(40x4) Damage is when all hits connect. | ||
Line 1,539: | Line 1,539: | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
Line 1,568: | Line 1,568: | ||
==== Everyone ==== | ==== Everyone ==== | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
Line 1,588: | Line 1,588: | ||
==== Specific to: ==== | ==== Specific to: ==== | ||
Chun-Li, Makoto, Q, Alex, Necro, Twelve, and Elena | Chun-Li, Makoto, Q, Alex, Necro, Twelve, and Elena | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
Line 1,596: | Line 1,596: | ||
Akuma, Urien, Necro, Sean, Alex, Yun, Remy, Q, Chun-Li, Makoto, Twelve, Yang, Ryu, Dudley, Elena and Ken | Akuma, Urien, Necro, Sean, Alex, Yun, Remy, Q, Chun-Li, Makoto, Twelve, Yang, Ryu, Dudley, Elena and Ken | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
Line 1,607: | Line 1,607: | ||
==== Everyone ==== | ==== Everyone ==== | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
Line 1,616: | Line 1,616: | ||
==== Specific to: ==== | ==== Specific to: ==== | ||
Yun, Akuma, Oro, Remy, Dudley, Elena, Chun-Li, Ibuki, Hugo, Makoto, Alex and Yang | Yun, Akuma, Oro, Remy, Dudley, Elena, Chun-Li, Ibuki, Hugo, Makoto, Alex and Yang | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
Line 1,624: | Line 1,624: | ||
Ryu, Yun, Akuma, Oro, Remy, Dudley, Elena, Chun-Li, Ibuki, Hugo, Makoto, Sean, Ken, Twelve, Alex and Yang | Ryu, Yun, Akuma, Oro, Remy, Dudley, Elena, Chun-Li, Ibuki, Hugo, Makoto, Sean, Ken, Twelve, Alex and Yang | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
Line 1,633: | Line 1,633: | ||
=== Super Art 1 === | === Super Art 1 === | ||
==== Everyone ==== | ==== Everyone ==== | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
Line 1,655: | Line 1,655: | ||
=== Super Art 2 === | === Super Art 2 === | ||
==== Everyone ==== | ==== Everyone ==== | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
Line 1,674: | Line 1,674: | ||
=== Super Art 3 === | === Super Art 3 === | ||
==== Everyone ==== | ==== Everyone ==== | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
Line 1,692: | Line 1,692: | ||
==== Specific to: ==== | ==== Specific to: ==== | ||
Yun, Akuma, Remy, Ryu, Q, Oro, Necro, Chun-Li, Dudley, Ibuki, Makoto, Sean, Twelve, Hugo, Alex, Yun and Ken | Yun, Akuma, Remy, Ryu, Q, Oro, Necro, Chun-Li, Dudley, Ibuki, Makoto, Sean, Twelve, Hugo, Alex, Yun and Ken | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
Line 1,701: | Line 1,701: | ||
=== Kongou Kokuretzu Zan === | === Kongou Kokuretzu Zan === | ||
==== Everyone ==== | ==== Everyone ==== | ||
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: | {| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: none;" | ||
|- | |- | ||
| align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''1st Move''' || align="center" | '''2nd Move''' || align="center" | '''3rd Move''' || align="center" | '''4th Move''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' |
Revision as of 16:18, 10 April 2021
Introduction
When playing Akuma, the basic goal is either to use his zoning ability to control your opponent’s options, minimizing the risk of getting hit yourself, or to simply go on total offense and decimate the opponent as quickly as possible, as they can take him out just about as quickly.
It is very important to note (if you didn't know already) that Akuma has the absolute worst defense rating of all the characters in 3S, and is tied with Remy for having the smallest stun bar. One should also note that Akuma's supers are all the same length, and that he has no EX moves. All this was done to counter balance his incredible offense and mixups.
Specific Character Information
- Stamina: 985
- Stun Bar Length (in pixels): 56 (Short)
- Stun Bar Recovery (frames it takes to recover 1 pixel): 23
- Taunt: Increases damage for the next hit/combo by 43.8% and increases stun damage for the next hit/combo by 28.1%. One taunt is the maximum.
- Best Kara-Throw: Zugai Hasatsu (
+
)
- Moves where Akuma is unthrowable: Zugai Hasatsu (
+
)
Character Colors
Moves List
Throws
Seoi Nage | ![]() ![]() |
Tomoe Nage | ![]() ![]() ![]() |
Command Moves
Zugai Hassatsu | ![]() ![]() |
Tenma Kuujin Kyaku | Air forward![]() ![]() |
Special Moves
Super Arts
Target Combo
![]() ![]() |
Move Analysis
- All those sprites are taken from the site http://www.zweifuss.ca/
- All Framedatas in "Move Analisys" section are taken from Game Restaurant , this means the Framedata isn't from the Dreamcast version like Karathrow site, it's from Arcade version.
General
- Move: Move name
- Motion: What you must do to execute the move
- Damage: Damage it does (in pixels)
- Stun Damage: Stun Damage it does (in pixels)
- Chains into itself: If you can combo into the same movement
- Special Cancel: If you can cancel the move into a Special Move
- Super Cancel: If you can cancel the move into a Super Art
- Throw Range: Range of the throw (in pixels)
- Num.: Super Art number
- Super Art: Super Art name
- Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)
Frame Data
- Startup: Number of frames it takes to start the move
- Hit: Number of frames that can hit the opponent
- Recovery: Number of frames it takes to recover from the move
- Blocked Advantage: Number of frames you are in advantage/disvantage after opponent have been blocked the hit
- Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit
- Crouching Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit while he's crouching
- + # : You have # frames of advantage
- - # : You have # frames of disvantage
- # ~ # : Advantage/disvantage can vary from # to #
- Down: Enemy gets knocked down
- Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
- Parry: How opponent must parry the move, High (H), Low (L) or both (HL)
Gauge Increase
- Miss: Gauge you gain if you miss the move (in pixels)
- Blocked: Gauge you gain if the move gets blocked (in pixels)
- Hit: Gauge you gain if you hit the opponent with the move (in pixels)
- Parry: Gauge opponent gains when he parry the move (in pixels)
Basic Moves
Move | Total frames |
---|---|
Dash Forward | 13 |
Comments here
Move | Total frames |
---|---|
Dash Backwards | 13 |
Comments here
Move | Motion | Startup Frames |
Jump | BU or U or FU | 3 |
Comments here
Move | Motion | Startup Frames |
Super Jump | DBU or DU or DFU | 5 |
Comments here
Move | Motion | Frames |
Normal Wakeup | - | 77 |
Comments here
Move | Motion | Frames |
Quick Stand | Tap D when hitting the ground | 50 |
Comments here
Move | Motion | Frames | Gauge Increase |
Taunt | HP+HK | 66 | 4(6) |
Comments here
Move | Motion |
Parry (High) | Tap F when about taking a hit |
Parry (Low) | Tap D when about taking a hit |
Parry (Air) | Tap F in air when about taking a hit |
Frame Data
Move | Frames you're frozen | Frames opponent is frozen | Frame Advantage when parry is successful | Frames before you can try another parry |
Parry (High) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2( HP/HK) 0(Special/Super) -16(Fireball) | 24(19 when attack comes from the air)*,** |
Parry (Low) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2( HP/HK) 0(Special/Super) -16(Fireball) | 24(19 when attack comes from the air)*,** |
Parry (Air) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2( HP/HK) 0(Special/Super) -16(Fireball) | 21(19 when attack comes from the air)*,** |
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately) |
** (If another attack connects within 2 frames of your parry, it will automatically be parried) |
Gauge Increase
Move | Gauge Increase |
Parry (High) | 4*** |
Parry (Low) | 4*** |
Parry (Air) | 4*** |
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack) |
You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).
- Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude
Normal Moves
Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame.
Standing Normals
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Far Jab | LP | 20(3 life points) | 3 | Yes | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 3 | 4 | +4 | +4 | +4 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Far Strong | MP | 105(18 life points) | 11 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 4 | 9 | +4 | +5 | +5 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Far Fierce | HP | 140(24 life points) | 15 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
8 | 5 | 22 | -6 | -4 | -2 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Close Jab | (Close to opponent)LP | 30(5 life points) | 3 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
3 | 3 | 5 | +3 | +3 | +3 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Close Strong | (Close to opponent)MP | 115(20 life points) | 7 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 4 | 10 | +1 | +2 | +3 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Close Fierce | (Close to opponent) HP | 135(24 life points) | 15 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 4 | 17 | -4 | -2 | 0 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Short | LK | 40(7 life points) | 3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 4 | 7 | +2 | +2 | +2 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Far Forward | MK | 95(16 life points) | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 5 | 17 | -7 | -6 | -5 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Far Roundhouse | HK | 145(25 life points) | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
9 | 5 | 20 | -7 | -5 | -3 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Close Forward | (Close to opponent) MK | 115(20 life points) | 9 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 5 | 11 | +2 | +4 | +6 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Close Roundhouse | (Close to opponent) HK | 120+80(40)(33 life points) | 13+11(7) | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5/7 | 3/5 | 19 | -6 | -4 | -2 | H/L | H/L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
4 | 8 | 16 | 8(4+4) |
Comments here
Jumping Normals
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Jump Jab | (Air)LP | 40(7 life points)(50 if neutral jump) | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | Until landing | - | -5~+7 | -5~+7 | +4~+7 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Jump Strong | (Air)MP | 90(16 life points) | 9 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 5 | - | -2~+10 | -2~+10 | +7~+10 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 6 | 11 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Jump Fierce | (Air) HP | 130(23 life points) | 13 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 4 | - | +3~+13 | +3~+13 | +10~+13 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 10 | 19 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Neutral Jump Fierce | (Air) HP | 130(23 life points) | 13 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 3 | - | +6~+13 | +6~+13 | +12~+13 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 10 | 19 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Jump Short | (Air) LK | 40(7 life points) | 5 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 10(19 if neutral jump) | - | -6~+7 | -6~+7 | 0~+7 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Jump Forward | (Air) MK | 80(14 life points) | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 6 | - | -2~+10 | -2~+10 | +6~+10 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 6 | 11 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Neutral Jump Forward | (Air) MK | 80(14 life points) | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 6 | - | -2~+10 | -2~+10 | +6~+10 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 6 | 11 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Jump Roundhouse | (Air) HK | 120(21 life points) | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 4 | - | +2~+13 | +2~+13 | +8~+13 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 10 | 19 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Neutral Jump Roundhouse | (Air) HK | 120(21 life points) | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 5 | - | +2~+13 | +2~+13 | +10~+13 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 10 | 19 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Universal Overhead | MP+MK | 40(7 life points) | 3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
15 | 8 | 7 | -5~+7 | 0~+8 | +1~+9 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Throws
Move | Motion | Damage | Stun Damage | Throw Range | Kara-Throw | Kara-Throw Range |
Seoi Nage | LP+LK or F+LP+LK | 110(19 life points) | 9 | 24 | F+MP/C+MK/C+HK | 44/37/37 |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 1 | 21 | - | - | - | LP+LK | - |
Gauge Increase
Miss | Blocked | Hit |
0 | 7 (for the player who blocked) | 7 |
Comments here
Move | Motion | Damage | Stun Damage | Throw Range | Kara-Throw | Kara-Throw Range |
Tomoe Nage | B+LP+LK | 110(19 life points) | 15 | 24 | F+MP/C+MK/C+HK | 44/37/37 |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 1 | 21 | - | - | - | LP+LK | - |
Gauge Increase
Miss | Blocked | Hit |
0 | 7 (for the player who blocked) | 7 |
Comments here
Crouching Normals
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Crouch Jab | D+LP | 20(3 life points) | 3 | Yes | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 3 | 4 | +4 | +4 | +4 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Crouch Strong | D+MP | 95(16 lifepoints) | 7 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 4 | 7 | +3 | +4 | +5 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Crouch Fierce | D+HP | 135(24 life points) | 11 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 5 | 19 | -8 | -6 | -4 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Crouch Short | D+LK | 20(3 life points) | 3 | Yes | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 3 | 7 | +1 | +1 | +1 | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Crouch Forward | D+MK | 90(16 life points) | 3 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 5 | 16 | -3 | -2 | -1 | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Crouch Roundhouse | D+HK | 135(24 life points) | 3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 5 | 25 | -15 | Down | Down | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Command Normals
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Zugai Hasatsu | F+MP | 40+50(18 life points) | 9+7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
14 | 1 | 22 | -1 | +1 | +3 | H/H | H/H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2+0 | 2+1 | 7+2 | 4+4 |
This move is crucial for advance Akuma gameplay. First of all, this is the common Kara-Demon move, also this is the move that you can become unthrowable by normal grabs, also Gigas Breaker (even caught from behind).
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Tenma Kuujin Kyaku | (Air) D+MK | 90(16 life points) | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
8 | Until landing | 3 | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Target Combo
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Target Combo | Closemp -> Close HP | 115+80 | 7+3 | No/No | Yes/No | Yes/No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | - | - | -12 | -10 | -8 | HL/HL | H/H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
- | 4+1 | 8+1 | 4+4 |
Comments here
Special Moves
Please note that in this section you will see mainly 3 images for the special moves, this means the image on the left its done withLP (or LK), the image on the center its done withMP (or MK), and the image on the right its done with HP (or HK). Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves.
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Gou Hadouken | QCF+P | 60(17 life points) | 4 | 3 | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 1 | 38 | -11 | -10 | -10 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 1 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Zankuu Hadouken | (Air) QCF+P | 60(10 life points) | 4 | 3 | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
11 | 1 | 7 | - | - | - | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 1 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Shakunetsu Hadouken (Jab) | HCB+LP | 50(8 life points) | 3 | 3 | Yes | |
Shakunetsu Hadouken (Strong) | HCB+MP | 100(50+50)(16 life points) | 3+3 | 3+3 | Yes | |
Shakunetsu Hadouken (Fierce) | HCB+HP | 150(50+50+50)(24 life points) | 3+3+3 | 3+3+3 | Yes |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Shakunetsu Hadouken (Jab) | 13 | 1 | 42 | -23 | Down | Down | HL | H |
Shakunetsu Hadouken (Strong) | 17 | 1 | 43 | -18 | Down | Down | HL/HL | H/H |
Shakunetsu Hadouken (Fierce) | 21 | 1 | 44 | -15 | Down | Down | HL/HL/HL | H/H/H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Shakunetsu Hadouken (Jab) | 0 | 1 | 1 | 4 |
Shakunetsu Hadouken (Strong) | 0 | 2(1+1) | 2(1+1) | 8(4+4) |
Shakunetsu Hadouken (Fierce) | 0 | 3(1+1+1) | 3(1+1+1) | 12(4+4+4) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Tatsumaki Zankuukyaku (Short) | QCB+LK | 100(17 life points) | 6 | 7 | Yes | |
Tatsumaki Zankuukyaku (Forward) | QCB+MK | 120(90+30)(21 life points) | 15(11+2) | 10(7+3) | Yes/No | |
Tatsumaki Zankuukyaku (Roundhouse) | QCB+HK | 150(90+30+30)(25 life points) | 17(11+2+2) | 13(7+3+3) | Yes/No/No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Tatsumaki Zankuukyaku (Short) | 11・(14) | 2・(2) | 17 | -12 | Down | Down | HL | H |
Tatsumaki Zankuukyaku (Forward) | 2・11・(14)・18・(21) | 2・2・(2)・2・(2) | 16 | -8 | Down | Down | HL | H |
Tatsumaki Zankuukyaku (Roundhouse) | 2・11・(14)・18・(21)・25・(28)・32・(35) | 2・2・(2)・2・(2)・2・(2)・2・(2) | 10 | -5 | Down | Down | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Tatsumaki Zankuukyaku (Short) | 3 | 8 | 13 | 4 |
Tatsumaki Zankuukyaku (Forward) | 3 | 9(8+1) | 15(13+2) | 8(4+4) |
Tatsumaki Zankuukyaku (Roundhouse) | 3 | 10(8+1+1) | 17(13+2+2) | 12(4+4+4) |
With MK version of Tatsumaki, if you hit the opponent with the knee (before you raise into the air) Akuma will spin only 1 time into the air. Also with HK version, Akuma will spin only 2 times in the air if the knee hits.
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Air Tatsumaki Zankuukyaku (Short) | (Air) QCB+LK | 80(14 life points) | 5 | 3 | Yes | |
Air Tatsumaki Zankuukyaku (Forward) | (Air) QCB+MK | 160(80+80)(27 life points) | 5* | 8(3+5) | Yes | |
Air Tatsumaki Zankuukyaku (Roundhouse) | (Air) QCB+HK | 240(80+80+80)(40 life points) | 5* | 11(3+5+3) | Yes |
(*) Blocked damage is for 1 hit only, its not possible to block more hits |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Air Tatsumaki Zankuukyaku (Short) | 5・9 | 2・1 | 9 | - | Down | Down | HL | H |
Air Tatsumaki Zankuukyaku (Forward) | 5・9・12・16 | 2・1・2・1 | 9 | - | Down | Down | HL | H |
Air Tatsumaki Zankuukyaku (Roundhouse) | 5・9・12・16・19・23・26・30 | 2・1・2・1・2・1・2・1 | 9 | - | Down | Down | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Air Tatsumaki Zankuukyaku (Short) | 1 | 1 | 7 | 4 |
Air Tatsumaki Zankuukyaku (Forward) | 2 | 1* | 9(7+2) | 8(4+4) |
Air Tatsumaki Zankuukyaku (Roundhouse) | 4 | 1* | 16(7+2+7) | 12(4+4+4) |
(*) Gauge increase for blocked hit is for 1 hit only, its not possible to block more hits |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Gou Shoryuken (Jab) | F, D, DF+LP | 130(100(23 life points)) | 16(13) | 11(9) | Yes | |
Gou Shoryuken (Strong) | F, D, DF+MP | 150(100+50)(25 life points) | 19(13+6) | 14(11+3) | Yes/No | |
Gou Shoryuken (Fierce) | F, D, DF+HP | 180(60x3)(29 life points) | 24(8x3) | 15(11+3+3) | Yes/Yes/No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Gou Shoryuken (Jab) | 3 | 14 | 26 | -24 | Down | Down | HL | HL |
Gou Shoryuken (Strong) | 2 | 2/5 | 41 | -30 | Down | Down | HL/HL | HL/HL |
Gou Shoryuken (Fierce) | 1 | 2/2/19 | 35 | -34 | Down | Down | HL/HL/HL | HL/HL/HL |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Gou Shoryuken (Jab) | 3 | 10 | 15 | 4 |
Gou Shoryuken (Strong) | 3 | 11(10+1) | 17(15+2) | 8(4+4) |
Gou Shoryuken (Fierce) | 3 | 12(10+1+1) | 19(15+2+2) | 12(4+4+4) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Hyakki Shuu | F, D, DF+K | - | - | - | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
- | 36 | - | - | - | - | - | - |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
- | - | - | - |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Hyakki Gouzan | During F, D, DF+K (No Input) | 100 (17 life points) | 13 | 3 | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
41 | 15 | 13 | -11 | Down | Down | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Hyakki Goushou | During F, D, DF+K press P | 130(23 life points) | 16 | 13 | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
10 | 3 | 17 | - | Down | Down | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Hyakki Goujin | During F, D, DF+K press K | 100(17 life points) | 13 | 11 | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
9 | Until landing | 3 | - | - | - | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Hyakki Gousai | During F, D, DF+K press LP+LK | 110(19 life points) | - | 15 | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
3 | 2 | 17 | - | Down | Down | Impossible | Impossible |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | - | 7 | - |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Ashura Senkuu (Forward) (PP) | F, D, DF+PP | - | - | - | No |
Ashura Senkuu (Forward) (KK) | F, D, DF+KK | - | - | - | No |
Ashura Senkuu (Backwards) (PP) | B, D, DB+PP | - | - | - | No |
Ashura Senkuu (Backwards) (KK) | B, D, DB+KK | - | - | - | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Ashura Senkuu (Forward) (PP) | 20 | 46 | 9 | - | - | - | - | - |
Ashura Senkuu (Forward) (KK) | 20 | 30 | 9 | - | - | - | - | - |
Ashura Senkuu (Backwards) (PP) | 20 | 46 | 9 | - | - | - | - | - |
Ashura Senkuu (Backwards) (KK) | 20 | 30 | 9 | - | - | - | - | - |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Ashura Senkuu (Forward) (PP) | - | - | - | - |
Ashura Senkuu (Forward) (KK) | - | - | - | - |
Ashura Senkuu (Backwards) (PP) | - | - | - | - |
Ashura Senkuu (Backwards) (KK) | - | - | - | - |
Teleport move, and as you can see it in the "Frame Data", (PP) travels further than (KK). Some Super Arts can caught Akuma from this move those Super Arts are: Hugo SA1, Ken SA3,
Super Arts
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
I | Messatsu Gou Hadou | 2 bars (112 each bar) | QCF QCF+P | 290*(47 life points) | 19** | 0 | 2,59(x2) |
* (55x5)+60 Damage is when all hits connect. |
** (3x5)+4 Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 1 | 49 | -13 | Down | Down | HLx6 | Hx6 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
I | Tenma Gou Zankuu | 2 bars (112 each bar) | (Air) QCF QCF+P | 320*(53 life points) | 25** | 0 | 2,85(x2) |
* (60x5)+80 Damage is when all hits connect. |
** (4x5)+5 Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 1 | 13 | -49 | Down | Down | HLx6 | Hx6 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
II | Messatsu Gou Shoryu | 2 bars (112 each bar) | QCF QCF+P | 390*(66 life points) | 44** | 14*** | 3,48(x2) |
* (40x3)+50+120+110+100 Damage is when all hits connect. |
** (5+3)x2+15+7+6 Damage is when all hits connect. |
*** (0+3)x2+9+5+5 Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
1 | 2 | 37 | -25 | Down | Down | HLx7 | HLx7 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
III | Messatsu Gou Rasen | 2 bars (112 each bar) | QCF QCF+K | 390*(65 life points) | 15** | 0 | 3,48(x2) |
* 70+(40x9)+130 Damage is when all hits connect. |
** This damage is when only 3 hits are blocked. Full blocked damage is 9+(3x9)+8 but its not possible to block more than 3 hits of this Super Art. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 2 | 51 | -35 | Down | Down | HLx1~4 | Hx1~11 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
III | Messatsu Gou Senpuu | 2 bars (112 each) | (Air) QCF QCF+K | 405*(67 life points) | 15** | 0 | 3,61(x2) |
* 60+(55x3)+70+(40x4)+130 Damage is when all hits connect. |
** This damage is only when 2 hits are blocked. Full blocked damage is 8+(7x3)+9+(3x4)+8 but its not possible to block more than 2 hits of this Super Art. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
9 | 1 | 51 | -35 | Down | Down | HLx1~3 | Hx1~10 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Throw Range | Damage/Gauge |
any | Shun Goku Satsu | Requieres MAX gauge (2 full bars/224) | LP LP F LK HP | 490(87 life points) | - | 0 | 12 | 2,18 |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
1 | 38 | 2 | - | Down | Down | Impossible | Impossible |
Akuma's grab Super Art, and it have aprox. 5 frames of invincibility at startup. Shun Goku Satsu it's the only Super Art in the game that can be supercanceled from ANY ground move. Yes, you can "pull off" a Shun Goku Satsu during ANY POINT of ANY GROUND MOVE, like after the first hit of the close Roundhouse, or during a Shakunetsu Hadouken. This is not as good as it sounds, because you cannot grab the opponent during blockstun or hitstun (with the exception of far HK), but you can "bait" the opponent to counter or punish some poke or move (a sweep for example), and during the recovery of your sweep perform the Shun Goku Satsu and grab him while he's in the middle of his punish move (remember that Shun Goku Satsu it's invincible during some frames of the startup)
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
any | Kongou Kokuretsu Zan | Requieres MAX gauge (2 full bars/224) | D,D,D+PPP | 640*(107 life points) | 126** | 26*** | 2,85 |
* 370(300)+(55x2)+40+(55x2)+(40x4) Damage is when all hits connect. |
** This damage is only when 6 hits are blocked. Full damage is ¿(7x2)+5+(7x2)+(5x4)? |
*** 15(15)+(3x9) Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
16 | 6 | 58 | -26 | Down | Down | HLx9 | Impossible/HLx8 |
Kongou Kokuretzu Zan it's the Super Art that does the most damage in the game, but it's so SLOW at startup that it's very hard to use it during combat (the opponent can just jump away when the screen freezes, and all of the hits of KKZ will miss), however, it does a great amount of chip damage, and this move can guarantee a win when the opponent have low health and he is in wakeup status. The first hit of this move it's a huge Akuma's ki lightning that goes vertically, hitting whatever there is in his way, and that first hit it's unparryable.
Meaties:
- S.MK
- S.MP
- C.LK
- UOH
- F+MP
- Air Hadouken
Combos
Midscreen
You may add some moves such as; Dive Kick, J+, J+Tatsu, J+Hadou, etc. before these combos for more damage/hits.
Everyone
Specific to:
Chun-Li, Makoto, Q, Alex, Necro, Twelve, and Elena
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Tatsumaki Zankuukyaku (![]() |
Gou Shoryuken (![]() |
- | - | ??? (??%) | ?? |
Akuma, Urien, Necro, Sean, Alex, Yun, Remy, Q, Chun-Li, Makoto, Twelve, Yang, Ryu, Dudley, Elena and Ken
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Tatsumaki Zankuukyaku (![]() |
Gou Shoryuken (![]() |
- | - | ??? (??%) | ?? |
Hit Confirms
Everyone
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch ![]() |
Crouch ![]() |
- | - | ??? (??%) | ?? |
Specific to:
Yun, Akuma, Oro, Remy, Dudley, Elena, Chun-Li, Ibuki, Hugo, Makoto, Alex and Yang
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch ![]() |
Crouch ![]() |
Crouch ![]() |
- | ??? (??%) | ?? |
Ryu, Yun, Akuma, Oro, Remy, Dudley, Elena, Chun-Li, Ibuki, Hugo, Makoto, Sean, Ken, Twelve, Alex and Yang
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch ![]() |
Crouch![]() |
Crouch ![]() |
- | ??? (??%) | ?? |
Super Art 1
Everyone
It does more damage if you Super Cancel an early Shoryuken into SA1 than Super Cancel with a Shoruyken
Super Art 2
Everyone
Super Art 3
Everyone
Shun Goku Satsu
Specific to:
Yun, Akuma, Remy, Ryu, Q, Oro, Necro, Chun-Li, Dudley, Ibuki, Makoto, Sean, Twelve, Hugo, Alex, Yun and Ken
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Far ![]() |
Shun Goku Satsu | - | - | 598 (52%) | 5 |
Kongou Kokuretzu Zan
Everyone
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Tatsumaki Zankuukyaku (![]() |
Close![]() |
Kongou Kokuretzu Zan | - | ??? (??%) | ? |
Crouch ![]() |
Tatsumaki Zankuukyaku (![]() |
Close![]() |
Kongou Kokuretzu Zan | ??? (??%) | ? |
Corner
You can add Akuma's dive kick or a J+ before these combos for more damage.
Strategies
Due to Akuma's naturally disadvantageous life and stun bars, high level Akuma play consists of seamless, unpredictable, safe offense and few mistakes. Should your opponent unleash their offense on you, you can lose a lot of life quickly. Obviously it is also very important to have a strong defense because of how much damage Akuma takes. Learn to block low and tech throws, and use Akuma's wakeup options wisely.
Overview
Punish after Parrying:
Air Parry:
- Air Hadouken
- Tatsumaki, land, SRK (very precise)
- Tatsumaki, land SA1/3.
-,
(air reset, not very useful)
Normal Parry:
- Raging Demon (requires fast reflexes)
- s.hp xx tatsumaki, SRK.
- s.hp xx SRK xx SA1/2
- CORNER: s.hp xx tatsumaki, SRK, SA1
Low Parry:
- c., c.
, c.
xx SA1 (works only on some characters)
- CORNER: c., tatsumaki, xx shoryuken xx Sa1
Wake-Up Moves:
- Demon flip
- Teleport
- Hurricane
- The best by far: Block!
Blockstrings
- after knockdown- c., c.
, c.
, c.
(into fireball/flip/tatsu)
- cl , cr
x
demon flip dive kick
- cr, , cl
x
demon flip dive kick
- cr., s.hp, x demon flip kick
Raging Demon Set-ups
- Kara Demon: Twds +,
,
, down forward,
,
!
(if done right, then the raging demon will come out before the first hit of
)
- : i actually tried this a couple of time and it seems pretty useful.
- Cl. , (walk up) cr. rh kara demon.
- Cr. , Kara Demon (while pressing
, press
twice and hold another
button--hp or
will do fine--to keep the jabs from coming out.
- Divekick (does not matter which or if the divekick even connects), pause then Kara Demon.
- Dash up (kara) Demon. (quickly press the jabs while dashing)
- UOH Rh. Kara demon
- If you do a fireball late enough, nothin will come out (of you time it just right, Gouki will still say "gou zanku") just like Demon Flip Kick. You can use this to jump in on an opponent, do a fake fireball, buffer the jabs and then do a Kara Demon.
- Parry into demon (you have to be fast)
- Raging demon on wakeup (if your opponent won't back off)
Basics
Super Art Selection
SAI (Messatsu Gouhadou) - Akuma's fireball super, and his super art of choice, for a variety of reasons. It's easily the safest of his supers, which makes it hard to punish unless it's blocked at close range. It can be confirmed or cancelled out of a variety of moves, including cr. short x 2, cr. forward, any of his uppercuts, etc. It also does good chip damage, especially when preceded by a fireball or red fireball. The main thing going against it is its fairly low damage, but it's still respectable, especially against the weaker characters.
SAII (Messatsu Goushoryu) - Akuma's uppercut super, similar to Ken's SAI. Does better damage than SAI, and has many of the same confirms and cancels as SAI. On the other hand, this super is much more than SAI unsafe if missed, and basically gives the opponent a free combo. Also has less chip potential, since the last 3 hits are easily parried. Not a bad super, but SAI is preferrable.
SAIII (Messatsu Gourasen) - Akuma's hurricane kick super, goes straight up. Does the most damage out of all of his supers, but has the worst recovery and chip damage by far. Also lacks range and lead-in combos, making it hard to easily integrate into his ground pressure/offensive. Probably his worst super.
Shun Goku Satsu (Raging Demon) - Akuma's signature special art, requires 2 full meters (all of his super arts are the same length.) Does loads of damage and is a grab super (therefore, unblockable), but is ordinarily hard to connect with since the jabs usually give the super away, and it's fairly easy to jump after the super flash if it's not kara'ed. Techniques such as kara-ing it with toward or hiding the jabs by dashing eliminate these problems and make it a much more lethal super, however. And a final word, if you cannot kara-demon, buffer this move from a dash (and landing at point blank) or to counter an air attack, or combo into far
, the Shun Goku Satsu will be useless for you, and you will waste all your gauge. The throw range its completely ridiculous, and you will be only able to connect it in random situation like when the opponent is trying some hit-confirm something or some other thing. Also note that you will be doing more damage if you connect any SA twice than with Shun Goku Satsu.
Kongou Kokuretsu Zan: Akuma's new special art, channels his energy into a shockwave, requires 2 full meters again. Even more damaging than the raging demon and is the more damaging Super Art in the game (provided all of the hits connect), and has potential for extra with taunt and/or crouching damage. Good for countering early jump-ins and cross-ups, but is somewhat slow to come out and does severely reduced damage if the first hit misses. His most common combo with this super involves a jab reset into the KKZ (after a Tatsumaki Zankuukyaku) This is also the ultimate chip out super - if you get a knockdown with 2 full stocks and your opponent having only a few pixels of life, this super guarantees the win, provided you time it right. This is since the first hit is unparriable; therefore, it must be blocked, and does good chip on its own. If, by some ridiculous chance, your opponent survives the first hit and starts red-parrying out of it, you still have a good 6 or 7 parries worth of time to screw them up (about the same as his SAI).
Kara-Techniques
Kara Demon - f ,
,
, down-forward,
,
Kara UOH - Hold forward while doing UOH.
Zoning
Mixups
Demon Flip Mixups!:
The demon flip really gives you lots of options. The kick should be your main tool, since its the safest. With this, you can late cancel to try to combo, early cancel to stuff potential counters, or go for the cross up. If you are close enough, you have the throw option, which works really well against tall characters. To keep the kicks unexpected, you have either the slide kick, or an empty demon flip, which I generally follow up with a throw, or I sometimes just go straight into another demon flip. Anyway, lets talk about setups.
fp juggle into demon flip
This is either an air tatsu juggle into fp, or bnb ending in fp instead of srk. This attack string can really put pressure on the opponent, and is a good tool against characters without uppercuts. You won't ever be in range for the throw with this one.
just a standing normal into demon flip
You see JR use these a lot. This is your primary way of connecting the throw, which I use nearly as much as the kick, sometimes more than the kick depending on the opponent.
meaty demon flip
I don't use this often, but its a good setup because you stand a better chance against uppercuts, and have really great combo potential.
air fb, land, demon flip
This is a setup I've been experimenting with against makoto mainly. You don't have to worry so much about a dash under or anything.
Ok, so you're in the flip...now what?
Like I said, the kick is your main option, so lets talk about that. Its tempting to always late cancel the flip so you can combo. The first thing you learn in Mixup 101 is always doing one thing in a situation = death, so you have to early cancel this thing too. Once people start getting knocked by the early cancel, they wont be so tempted to try to AA you everytime, or parry, and an early cancel kick can lead to RD setups or kara throws or more flips. Its a good sign if they just start blocking the kicks, because you are getting close to locking them down, and you have them unprepared for throws. The blocked kicks should be followed up pretty much the same way as an early cancel kick. Either land, normal > demon flip, kara throws, or if you can, an RD. I also like going for the f+mp overhead after blocked or early canceled kicks.
You also have the cross up kick. I'm just starting to use this thing, but its really great because its ambigous. What sucks though is you really need to know what situations it will cross people up on. Most of the time, a cl. >
flip, and early cancel the kick will lead to a crossup. If anyone can give some insight on crossups with demon flips that would be great.
Unlike the dive kick, after a parried flip kick, you land at the same speed, so you should be able to go right into demon. Other than that, don't get parried. I also will throw out rh and tatsus after parried flip kicks from time to time.
Time to start using the throw. Not much to know here, except make sure you are putting yourself in range for this. You really need to be right on top of them. So you are either do c. >
flip, cl.
>
flip, cl.fp >
flip. Just know your ranges because whiffing this thing is a free combo for your opponent On characters like Q, if you go for a psuedo meaty flip, and just go for the throw right away, there is relatively nothing they can do to counter it.
The slide kick really allows the normal kicks and throws to work well. I follow up my fp juggles with this one a lot! Although, once you get this thing blocked or parried, its time to hold off on it for a while, because you have pretty bad recovery on this one. I very rarely dont land this one, but you do need to be very careful with it.
Lastly, there is the empty flips, and like I said, you should mostly go for kara throws, because if someone didn't try to AA you, they are probably blocking.
Don't really ever use this punch. No real reason. Bad recovery. It sucks.
Hope this is useful I don't want to sound like an expert, because I'm not. I'm still learning the demon flip, but I think its not discussed enough here.
How to Counter different reactions to Demon Flips
Opponent is AAing you out - Early flip kick Opponent is standing blocking - Slide kick, empty flip throw, flip throw Opponent is crouching blocking - Flip punch, empty flip throw, flip throw Opponent is parrying - Vary flip strengths/kick timing (super late cancel works well), empty flip throw, flip throw Opponent trying to go under flip - Early flip kick
Additional Notes
- Personal Action: Attack up, Stun Damage up for the next non-throw attack/combo.
A Review by Chaosofdante
Introduction
When playing Akuma the basic goal is to use his superior zoning ability in order to control your opponent’s options, and at the same time, minimizing the risk of getting hit yourself.
It is very important to note (if you haven't noticed already) that Akuma has THE WORST defense rating of the characters in 3S. He is also tied with Remy for having the smallest stun bar of all of the characters 3S.
You should also note that Akuma's supers are all the same length, and that he has no EX moves. All this was done to counter balance his incredible offense and mix-up. Many people are turned away from Akuma because they see him as being too inconsistent due to his stamina, but I hope to reassure you that by making smart decisions during the match, Akuma has no holes at all in his game.
Beginning the Offense
Akuma has the basic Shoto mix-ups that allow him to confuse and knock down his opponent repeatedly. If you're not sure on what these mix ups are (tick throw, high/low, Kara throwing, etc.) please consult the Ryu section for examples.
For offense purposes, you want to use Akuma's air fireballs as a safe window to get in on opponents and begin guessing games. When using an air fireball on someone who is standing always, and I mean ALWAYS option select parry before throwing the fireball. Akuma cannot attack after the fireball has been thrown so you want to do it as late as possible. This ensures that if you throw an air fireball at a standing opponent, they can't counter hit you even if they parry. In this way Akuma becomes very safe after a late air fireball even if it's parried, you only need to watch out for things like reversal Shippus or Hugo/Alex SA1 as moves with 1-2 frame start up will still be able to get you. The option select parry is purely there to protect you from any early anti air attempts. If the parry is successful you can do a meaty fierce in the air and link a standing fierce into either short, or roundhouse Tatsu depending on if they are standing or crouching (short Tatsu whiffs on almost everyone crouching).
Another offensive option from mid range in order to get close is to cancel hit or blocked low forwards into Akuma's daemon flip. Akuma has a fairly good mix-up game from this that can work well as long as it's not used more than a few times in a match, if you become predictable with it, your opponent may be able to punish you. The input for this is (F > D > >
and any kick (
/
/
)). The kick pressed determines the distance of Akuma’s flips. Use the short kick to keep the pressure on with dive kicks, and use the other two for his throw.
Once Akuma scores a knockdown he becomes extremely dangerous. He can hit confirm his close standing forward into his B&B juggle. He can also confirm marginal damage starting low without a super with this combo (c. > c.
x RH Tatsu. If in the corner, cancel into
Tatsu and juggle with an extremely early
Shoryuken. This can additionally be canceled off the first hit into Messatsu go Hadou if you have built enough meter). If you have super, Akuma is usually better off starting low with c.
> c.
x Super.
- A note on Akuma's B&B juggles. If you hit a close standing
do not immediately cancel into Messatsu go Hadou, instead, cancel into
Tatsu if your opponent is not crouching when hit. Akuma's s.
reset into Messatsu go Hadou is much better. Despite the fact it can be parried, Akuma will recover well before his opponent has finished parrying all 6 hits, and can dash in and attack to screw up their timing. This almost always does more damage than his link (additional things to consider; it is wise to link the close standing forward into Messatsu go Hadou only if they are crouching or if it will win you the round).
- Another juggle that people often over look and deem as "too hard" to be practical, is his
reset into Kongou Kokuretsu Zan . This is his BEST combo. It does an insane amount of damage and is inescapable after the first hit of the combo connects. This reset cannot be parried and this super usually does more damage than a daemon. An important thing to do is to activate the jab as early as possible, as it often determines whether or not there is enough time to link the super. In my opinion, this combo really only needs to be practiced for about a week before it becomes second nature.
If you don’t have meter, Akuma’s best option is usually to juggle with a semi late fierce Shoryuken. You can also try to reset them with a standing fierce, and cancel that into his forward daemon flip and continue the pressure. If you have already tried canceling into forward daemon flip, try cancelling the fierce into the short daemon flip and just let it finish into the sweep. Akuma is usually safe after this sweep, and from the right range, that set-up puts you in the right place to block a counter attack from most characters, again, watch out for supers with quick start ups before executing this attack.
Another one of Akuma’s great strengths that absolutely needs to be mastered is his Asura Senkuu or his teleport. This move completely ruins the game plans of characters like Denjin-Ryu (Use it to go through meaty Denjins), Urien (Escape Aegis unblockables), and Hugo. It can also be used as a way to run away from Genei-jin, although when doing this you must be extremely careful. Reversal teleport is mandatory for high level Akuma play, as it allows him one way to get around his terrible stamina.
The last important tactic for an Akuma player to know is also his most infamous: His daemons. Akuma’s raging daemon puts Akuma’s mix up game on the same level as Makoto’s, and almost as good as Dudley’s. It is important to only use this super in much the same way Hugo uses his Gigas breaker super. Only use this super at point blank range or as Kara. If it is not done at point blank range, any scrub will know enough to jump and avoid it. Performed correctly however, if it is done point blank (like all grab supers need to be); they cannot escape by that method. In fact it can help to ignore that the daemon travels any sort of distance at all. Be careful when Kara canceling the daemon though because during those first few frames that gain extra range Akuma is not considered in the daemon animation therefore he will not pass through opponents attacks. Only regular daemons are reliable for there invincibility frames.
Akuma has a few basic ways to land his daemon. These setups are:
- Dash-daemon
- Dash-Kara daemon
- Tick Kara-daemon
- Empty cancel daemon flip into Kara daemon
And even
- Wake-up daemon.
Dash daemon is performed by buffering two jabs in the dash then simply finishing the command. Kara daemon is the same as his Kara throw (F +) but finishing the command instead. (Props to Jiro/Harmonaz for showing this final daemon set up). This is by far the best use of a daemon I have ever seen.
To perform the Walk UP KARA-DEAMON you simply need to be fast enough to input the raging daemon command within the same time window that you Kara cancel Akuma’s F + for a Kara throw. The input for this is [
>
> F >
>
]. This way Akuma will do his famous Kara throw grunt and move forward then cancelling it into a daemon. Obviously this is extremely hard to do, but there are a few ways you can practice and learn this. I learnt that hitting
and F at the same time for the first
helps cut time off. Then you need to train your hands to hit
>
>
afterwards. The hardest part I found was getting the tap correct. Remember the timing for the input is really strict but the daemon input itself isn't so much in 3S. Don't worry if you can't do it right away, Harmonaz said it took him 25 min just to learn it in his video, in perspective it took me several hours. Even Japanese players like Jiro and Match don't get it all the time, just watch their matches where they whiff in front of their opponent with max meter, that just goes to show how hard this setup is.
- Akuma has a couple of not-so-hot setups for daemons that should be avoided. I sometimes see beginners use these setups, but they aren’t safe. They are his c.
blocked canceled into daemon, and his juggle
reset, whiff
Tatsu while hiding two
in the Tatsu then finishing the command at point blank. The reason these setups don’t work is that they are easy to see coming for an experienced player. Most experienced players will jump back when they see these set-ups done by an Akuma with maxed super.
(Lately I have been experimenting with a very good, but extremely difficult daemon setup that, when done correctly, can really add to Akuma’s daemon mix up. It is very possible, although very difficult, to hide two inputs inside the two c.
inputs in a blocked version of Akuma’s c.
hit confirm. If the c.
> c.
is blocked, Akuma can then cancel into an immediate Kara daemon if the inputs were done correctly. It must be Kara daemon as the two
s push Akuma too far out of point blank range on block. The command for this is to hit c.
then immediately hit c.
during the short animation and hold then hit c.
to get the second
, and almost simultaneously negative edge the second
by releasing
, then cancel into Kara daemon. If done correctly Akuma will release two c.
s without releasing a c.
. The timing for the button presses is similar to Kara canceling Yun's standing short into
dash punch if you have any experience with Yun’s juggles.)
Match-ups
Serious Advantage Match-ups
Akuma has no match-ups where he is at a serious advantage
Advantage Match-ups
- Dudley
- Urien - Can be a very frustrating matchup for Urien, given Akuma can teleport out of reflectors, and his
tatsumaki is completely safe, as long as it's not parried.
- Elena
- Necro
- Alex
- Remy
- Q
- Hugo
- Twelve
- Sean
Fair Match-ups
- Akuma
- Ibuki
Disadvantage Match-ups
- Yun
- Chun-Li
- Ken
- Makoto - This matchup really depends on the quality of the Makoto and Akuma players. Akuma must avoid being stun-grabbed at nearly all costs, considering Makoto has one of the easiest 100% stun combos (out of her SAII) on him in the game. If Makoto gets that one stun-grab on her half of the screen with meter, the round is basically over.
- Ryu
- Oro
- Yang
Serious Disadvantage Match-ups
Akuma has no match-ups where he is at a serious disadvantage