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= Introduction = | {{MVC2 Character Intro|char= akuma|full=Akuma|short=AKUMA|content= | ||
== Introduction == | |||
Mastering the Dark Hado wasn't enough for him- Akuma now seeks the mightiest opponent on the battlefield of Marvel vs Capcom 2! Generally, Akuma's considered a lower-middle tier character in this game, but don't write him off. Like many of his other appearances, Akuma is a character of extremes. On one hand, Akuma has a very capable offense. He's got a kit of good shoto normals, as well as useful special moves and supers, a number of which are air-enabled. To balance this offensive flexibility out, however, his defensive ability is pretty bad. He has close to the worst vitality in [[Marvel vs Capcom 2]], so it is very important that you not get hit. He's not as easy to kill as, say, Phoenix is in [[Marvel vs. Capcom 3]], but he's gonna die if you get caught in a combo. He still has special moves like a teleport and a divekick he can use to stay slippery, but he really needs to get into the opponent's face and stay there to be effective. Thankfully, you can bring in assists to help with covering his weak points, so if he sounds appealing, he may make a good addition to your team. | |||
== | '''TODO''': Add frame data, as well as missing sprites | ||
== Gameplay == | |||
{{2 Column Flex|flex1=6|flex2=4 | |||
|content1= | |||
{{Content Box|content='''Akuma''' is a brutal offensive presence who can use his variety of powerful specials to keep the opponent guessing. His main weaknesses are his dangerously low stamina and his lack of range outside fireballs and beams. | |||
{{ProConTable | |||
|pros= | |||
* '''Very nice offensive toolkit'''- plenty of fast and powerful moves, although they lack range outside the projectiles | |||
* '''Very damaging Level 3 super'''- the Raging Demon does a lot of damage when you can land it | |||
* '''Five super moves total''', all of them allowing for some big damage | |||
* '''Above average mobility'''- good wavedash, as well as a quick teleport and a divekick give him some ways to stay slippery | |||
|cons= | |||
* '''Terrible defense'''- he takes significantly more damage from attacks than most of the cast does, so you'd best not let him get combo'd | |||
* '''Overall lacks range on his attacks'''- his normals are pretty stubby, so he has to use his projectiles and mobility to compensate | |||
* '''Struggles against strong zoning.''' Not completely helpless against it, but his options for evading it are kind of limited. | |||
* '''Needs to remain on offense to have a chance at winning'''- he can't turtle very well | |||
* Raging Demon is quite slow to come out, even though it hurts when it hits | |||
}} | |||
}} | |||
|content2= | |||
{{Content Box|content= | |||
<center><youtube>FeQ--9m9iFM</youtube></center> | |||
}} | |||
}} | |||
}} | |||
== Character Summary == | |||
{{3 Column Flex | |||
|content1= | |||
{{Content Box|header=Special Moves|content= | |||
;Gohadoken (Fireball) | |||
*{{qcf}} + {{lp}} | |||
;Zankuu Hadoken (Air fireball) | |||
*{{qcf}} + {{lp}} / {{hp}} ({{aironly}}) | |||
;Goshoryuken (Dragon Punch) | |||
*{{dp}} + {{lp}} / {{hp}} ({{airok}}) | |||
;Tatsumaki Zankuu Kyaku (Hurricane Kick) | |||
*{{qcb}} + {{lk}} / {{hk}} ({{airok}}) | |||
;Tenma Kyuujin Kyaku (Divekick) | |||
*{{qcf}} + {{lk}} / {{hk}} ({{aironly}}) | |||
;Jigoku Guruma (Command Throw) | |||
*{{hcb}} + {{hk}} (close) | |||
;Ashura Senkuu (Teleport) | |||
*{{dp}} or {{rdp}} + {{lp}} + {{hp}} or {{lk}} +{{hk}} | |||
}} | |||
|content2= | |||
{{Content Box|header=Super Moves|content= | |||
;Messatsu Gou Shouryuu (Shoryuken super) | |||
*{{qcf}} + {{lp}} + {{hp}} | |||
;Messatsu Gou Rasen (Hurricane kick super) | |||
*{{qcf}} + {{lk}} + {{hk}} | |||
;Tenma Gou Zankuu (Air fireballs) | |||
*{{qcf}} + {{lp}} + {{hp}} (Mashable) | |||
;Messatsu Gou Hadou (Beam super) | |||
*{{qcb}} + {{lp}} + {{hp}} | |||
;Shun Goku Satsu (Raging Demon) | |||
*{{lp}}, {{lp}}, {{f}} {{lk}}, {{hp}} | |||
}} | |||
|content3= | |||
{{Content Box|header=Assist Types|content= | |||
;Type α - Projectile Type | |||
*Assist: {{hp}} Gohadoken | |||
*Counter: {{hp}} Gohadoken | |||
*Combination: Messatsu Gou Hadou | |||
;Type β - Anti-air Type | |||
*Assist: {{hp}} Goshoryuken | |||
*Counter: {{hp}} Goshoryuken | |||
*Combination: Messatsu Gou Shouryuu | |||
;Type γ - Expansion Type | |||
*Assist: {{hk}} Tatsumaki Zankuu Kyaku | |||
*Counter: {{hk}} Tatsumaki Zankuu Kyaku | |||
*Combination: Messatsu Gou Rasen | |||
}} | |||
}} | |||
== | == Moves List == | ||
== | === Normal Moves === | ||
= | ==== Ground Normals ==== | ||
{{MoveData | |||
|image= MVC2 Akuma 5LP.png | |||
|caption= | |||
|name= Light Punch | |||
|linkname= 5LP | |||
|input= 5LP // {{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 5 | |||
|Active= 4 | |||
|Recovery= 4 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Quick punch, low range and damage with good speed | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 5MP.png | |||
|image2= MVC2 Akuma 5MP 2.png | |||
|caption2= | |||
|name= Medium Punch | |||
|linkname= 5MP | |||
|input= 5MP // {{mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 4 | |||
|Active= 8 | |||
|Recovery= 15 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 5HP.png | |||
|caption2= | |||
|name= Heavy Punch | |||
|linkname= 5HP | |||
|input= 5HP // {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 6 | |||
|Active= 9 | |||
|Recovery= 17 | |||
|Guard= HL | |||
|Special Property= None | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 5LK.png | |||
|caption= Kick | |||
|name= Light Kick | |||
|linkname= 5LK | |||
|input= 5LK // {{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 7 | |||
|Active= 11 | |||
|Recovery= 7 | |||
|Guard= HL | |||
|Special Property= HL | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 5MK.png | |||
|image2= MVC2 Akuma 5MK 2.png | |||
|caption= Kick | |||
|name= Heavy Kick | |||
|linkname= 5HK | |||
|input= 5MK // {{mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 10 | |||
|Active= 9 | |||
|Recovery= 8 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 5HK.png | |||
|caption= Kick | |||
|name= Heavy Kick | |||
|linkname= 5HK | |||
|input= 5HK // {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 10 | |||
|Active= 9 | |||
|Recovery= 8 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 2LP.png | |||
|caption= Caption | |||
|name= Crouching Light Punch | |||
|linkname= 2LP | |||
|input= 2LP // {{d}} + {{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 4 | |||
|Active= 5 | |||
|Recovery= 5 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Quick low move, good up close | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 2MP.png | |||
|caption= Caption | |||
|name= Crouching Medium Punch | |||
|linkname= 2MP | |||
|input= 2MP // {{d}} + {{mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 5 | |||
|Active= 5 | |||
|Recovery= 9 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 2HP.png | |||
|caption= Punch them into the air | |||
|name= Crouching Heavy Punch | |||
|linkname= 2HP | |||
|input= 2HP // {{d}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 5 | |||
|Active= 13 | |||
|Recovery= 12 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 2LK.png | |||
|caption= Low kick | |||
|name= Crouching Light Kick | |||
|linkname= 2LP | |||
|input= 2LK // {{d}} + {{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 5 | |||
|Active= 7 | |||
|Recovery= 5 | |||
|Guard= L | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 2MK.png | |||
|caption= Low kick, now with more range. | |||
|name= Crouching Medium Kick | |||
|linkname= 2LP | |||
|input= 2MK // {{d}} + {{mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 6 | |||
|Active= 7 | |||
|Recovery= 9 | |||
|Guard= L | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 2HK.png | |||
|caption= Knocks down, of course! | |||
|name= Crouching Heavy Kick | |||
|linkname= 2HK | |||
|input= 2HK // {{d}} + {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 6 | |||
|Active= 7 | |||
|Recovery= 9 | |||
|Guard= L | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
==== Air Normals ==== | |||
{{MoveData | |||
|image= MVC2 Akuma J.LP.png | |||
|caption= One punch. | |||
|name= Air Light Punch | |||
|linkname= j.LP | |||
|input= j.LP // Jump + {{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 8 | |||
|Active= 11 | |||
|Recovery= 1 | |||
|Guard= High | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Quick air normal | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma J.MP.png | |||
|caption= Another punch. | |||
|name= Air Medium Punch | |||
|linkname= j.mp | |||
|input= j.MP // Jump + {{mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 6 | |||
|Active= 10 | |||
|Recovery= 1 | |||
|Guard= H | |||
|Special Property= {{aironly}} | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= text | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma J.HP.png | |||
|caption= Sends them down if they're in the air. | |||
|name= Air Heavy Punch | |||
|linkname= j.HP | |||
|input= j.HP // Jump + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 9 | |||
|Active= 7 | |||
|Recovery= 5 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Helpful for building meter- usable several times in a super jump | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma J.LK.png | |||
|caption= Big knee | |||
|name= Air Light Kick | |||
|linkname= j.HK | |||
|input= j.LK // Jump + {{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 8 | |||
|Active= 11 | |||
|Recovery= 1 | |||
|Guard= | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma J.MK.png | |||
|caption= . | |||
|name= Air Medium Kick | |||
|linkname= j.MK | |||
|input= j.MK // Jump + {{mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 10 | |||
|Active= 8 | |||
|Recovery= 10 | |||
|Guard= High | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma J.HK.png | |||
|caption= . | |||
|name= Air Heavy Kick | |||
|linkname= j.HK | |||
|input= j.HK // Jump + {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 8 | |||
|Active= 7 | |||
|Recovery= 9 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
==== Command Normals ==== | |||
{{MoveData | |||
|image= MVC2 Akuma 6HP.png | |||
|image2= MVC2 Akuma 6HP 2.png | |||
|caption= Karate chop | |||
|name= Forward Heavy Punch | |||
|linkname= 6HP | |||
|input= 6HP // {{f}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4+6 | |||
|Startup= 27 | |||
|Active= 17 | |||
|Recovery= 9 | |||
|Guard= H | |||
|Special Property= {{overhead}} | |||
|Cancel= None | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A slow karate chop that works as an overhead. Blockable on reaction and unable to cancel into anything else afterward, so be sure you'll hit before you throw this one. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 6HK.png | |||
|caption= Hop kick | |||
|name= Forward Heavy Kick | |||
|linkname= 6HK | |||
|input= 6HK // {{f}} + {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 19 | |||
|Active= 17 | |||
|Recovery= 5 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Useful for putting your opponent in position for his air fireball super during an air combo. | |||
| | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma J.8MK.png | |||
|caption= Smaller, but higher hitbox than your normal j.MK | |||
|name= Air Up Medium Kick | |||
|linkname= j.8MK | |||
|input= j.8MK // Jump + {{u}} + {{mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 5 | |||
|Active= 17 | |||
|Recovery= 5 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Useful for putting your opponent in position for his air fireball super during an air combo. | |||
| | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma J.8HK.png | |||
|caption= Different hitbox, same good damage | |||
|name= Air Up Heavy Kick | |||
|linkname= j.8HK | |||
|input= j.8HK // Jump + {{u}} + {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 12 | |||
|Startup= 13 | |||
|Active= 7 | |||
|Recovery= 10 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Flows from j.8MK pretty well. | |||
}} | |||
}}<br> | |||
=== Universal Mechanics === | |||
{{MoveData | |||
|image= MVC2 Akuma 2HP.png | |||
|caption= Akuma's universal launcher | |||
|name= Launcher | |||
|linkname= Launcher | |||
|input= 3HP // {{df}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 5 | |||
|Active= 13 | |||
|Recovery= 12 | |||
|Guard= HL | |||
|Special Property= {{launcher}} | |||
|Cancel= Super Jump, Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A slightly higher damaging version of Akuma's 2HP. Seems like the same hitbox as well, not much point in using this as it's harder to hit confirm. | |||
}} | |||
}}<br> | |||
=== Special Moves === | |||
{{MoveData | |||
|image= MVC2 Akuma Gohadoken 01.png | |||
|image2= MVC2 Akuma Gohadoken 02.png | |||
|imageSize2= 100x100px | |||
|caption2= It's not that color in-game, but the hitbox is the same | |||
|name= Gohadoken | |||
|linkname= Gohadouken | |||
|input= 236 + P // QCF+P // {{qcf}} + {{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 14 (both versions) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= A standard shoto fireball. HP version travels faster than LP version, but the damage between the two is the same. As a very basic projectile, it doesn't have much use against any character/assist with a beam or highly durable projectile. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma Zankuu Hadoken 01.png | |||
|image2= MVC2 Akuma Zankuu Hadoken 02.png | |||
|imageSize2= 100x100px | |||
|caption= | |||
|name= Zankuu Hadoken | |||
|linkname= Zankuu Hadoken | |||
|input= 236 + P // QCF+P // {{qcf}} + {{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 (both versions) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= H | |||
|Special Property= {{aironly}} | |||
|Cancel= Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= An Akuma staple. Not as oppressing in this game as in others, but still good at covering some space in the air or for stalling/covering Akuma's descent. Can only be used once when normal jumping but can be used as many times as can be input during a super jump, so TKing the input (2369P) is useful. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma Goshoryuken 01.png | |||
|image2= MVC2 Akuma Goshoryuken 02.png | |||
|image3= MVC2 Akuma Goshoryuken 03.png | |||
|image4= MVC2 Akuma Goshoryuken 04.png | |||
|caption4= Makes you invincible, like a SRK should do | |||
|name= Goshoryuken | |||
|linkname= Goshoryuken | |||
|input= 623 + P // F,D,DF+P // {{dp}} + {{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 19 (light) / 16 + 4 + 4 (heavy, 3 hits) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= H | |||
|Special Property= {{airok}} | |||
|Cancel= Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= A pretty good DP. Multiple hits, goes slightly farther than Ryu's DP but not as far as Ken's (and definitely not Sakura's). Mainly useful as a reversal as it has invincibility on startup (roughly 3 frames). Extremely unsafe on block but does good damage, so it can be useful as a combo ender where j.HP/j.HK won't kill. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma Tatsumaki Zankuu Kyaku 01.png | |||
|image2= MVC2 Akuma Tatsumaki Zankuu Kyaku 02.png | |||
|image3= MVC2 Akuma Tatsumaki Zankuu Kyaku 03.png | |||
|image4= MVC2 Akuma Tatsumaki Zankuu Kyaku 04.png | |||
|caption4= Pretty good. | |||
|name= Tatsumaki Zankuu Kyaku | |||
|linkname= Tatsumaki Zankuu Kyaku | |||
|input= 214 + K // {{qcb}} + {{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 6 x 3 (light) / 5 + 5 + 5 + 4 + 4 (heavy) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property= {{airok}} | |||
|Cancel= Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Like most of his other appearances, this move pops the opponent up for some minor juggles. The best use of this move is using it in the air either after a magic series, and followed by an air fireball super (j.236PP), or immediately following a launcher (and maybe a j.lp to position the opponent correctly) to abuse the air tatsu glitch, allowing this move to do an extremely high amount of damage with little to no effort and no meter. However, if the air fireball super is used after an air tatsu, characters may fall out of the super, leading to very little damage and possibly a punish on Akuma if rolled and performed low to the ground. This can be generally avoided by ensuring that Akuma is very close to the opponent and at a perfect diagonal so that nearly every fireball hits. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma Tenma Kuujin Kyaku 01.png | |||
|caption= Makes you fall very quickly | |||
|name= Tenma Kuujin Kyaku | |||
|linkname= Divekick | |||
|input= 236 + K // {{qcf}} + {{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 12 (light) / 18 (heavy, all hits) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= H | |||
|Special Property= {{aironly}} | |||
|Cancel= None | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Akuma drops like a brick when you use this, so it can be useful for dodging stuff. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption=Uses his grab hitbox, but doesn't have a whiff animation | |||
|name= Jigoku Guruma | |||
|linkname= Jigoku Guruma (command throw) | |||
|input= 63214 + HK // {{hcb}} + {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 16 | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= N/A | |||
|Special Property= | |||
|Cancel= None | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Command throw. Doesn't have a whiff animation. Because it shares part of the motion with your Tatsumaki Zankuu Kyaku, it can be used as an option select up close. | |||
}} | |||
}}<br> | |||
=== Hyper Combos === | |||
{{MoveData | |||
|image= MVC2 Akuma Messatsu Gou Shouryuu 01.png | |||
|image2= MVC2 Akuma Messatsu Gou Shouryuu 02.png | |||
|image3= MVC2 Akuma Messatsu Gou Shouryuu 03.png | |||
|image4= MVC2 Akuma Messatsu Gou Shouryuu 04.png | |||
|caption4= Akuma's version of the Shoryu Reppa | |||
|name= Messatsu Gou Shouryuu | |||
|linkname= | |||
|input= 236 + PP // {{qcf}} + {{lp}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 41 max | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= No | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A good reversal super, as it comes out relatively quickly and has a few frames of invincibility on startup. Akuma also moves forward quite far and fast before rising into the air, so it can be used to punish even longer ranged moves or closely thrown fireballs. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma Messatsu Gou Hadou 01.png | |||
|image2= MVC2 Akuma Messatsu Gou Hadou 02.png | |||
|image3= MVC2 Akuma Messatsu Gou Hadou 03.png | |||
|image4= MVC2 Akuma Messatsu Gou Hadou 04.png | |||
|imageSize3= 100x100px | |||
|imageSize4= 100x100px | |||
|caption3= This is the beam hitbox- it's a bunch of these that overlap | |||
|caption4= Hitbox closest to his hands- not optimal | |||
|name= Messatsu Gou Hadou | |||
|linkname= | |||
|input= 214 + PP // {{qcb}} + {{lp}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 45-51 if all hits connect | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Slow startup, but great range. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma Messatsu Gou Rasen 01.png | |||
|image2= MVC2 Akuma Messatsu Gou Rasen 02.png | |||
|image3= MVC2 Akuma Messatsu Gou Rasen 03.png | |||
|image4= MVC2 Akuma Messatsu Gou Rasen 04.png | |||
|caption4= Rising blender kick- Shinryuken with kicks instead of a punch | |||
|name= Messatsu Gou Rasen | |||
|linkname= | |||
|input= 214 + KK // {{qcb}} + {{lk}} + {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 45 | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Really good corner carry on the last hit- sends them flying | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma Tenma Gou Zankuu 01.png | |||
|image2= MVC2 Akuma Zankuu Hadoken 01.png | |||
|image3= MVC2 Akuma Zankuu Hadoken 02.png | |||
|imageSize3= 100x100px | |||
|caption3= Made up of lots of these. | |||
|name= Tenma Gou Zankuu | |||
|linkname= | |||
|input= 236 + PP // {{qcb}} + {{lp}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 45-46 (varies) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= {{aironly}} | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Useful as a combo ender- you can land it after a Tatsu or after an air combo, for example. As previously mentioned, be careful using this super after an air tatsu; if Akuma is not positioned correctly, the opponent can fall out, leading to significantly reduced damage at best, and a punish at worst (thanks Cable). | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma Shun Goku Satsu 01.png | |||
|caption= I still have more! | |||
|name= Shun Goku Satsu (Raging Demon) | |||
|linkname= | |||
|input= 5LP, 5LP, 6, 5LK, 5HP // {{lp}} , {{lp}} , {{f}} , {{lk}} , {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 70 | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= Grab, Level 3 | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Slow to come out, but does very nice damage if you hit.<br> | |||
It's slow, | |||
}} | |||
}} <br> | |||
=== Variable Assists === | |||
{{MoveData | |||
|image= MVC2 Akuma Gohadoken 01.png | |||
|image2= MVC2 Akuma Gohadoken 02.png | |||
|imageSize2= 100x100px | |||
|caption2= Type α | |||
|name= Projectile Type | |||
|linkname= | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= HP Gohadoken. Variable counter is also HP Gohadoken. Variable Combination super is Messatsu Gou Hadou. An okay projectile assist, but generally not used as both of his other assists are much better (especially tatsu assist). Also not terribly useful due to his fireball having no durability, in a game where the best projectile assists are literal beams. His alpha counter being a fireball makes this assist even less worthwhile. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma Goshoryuken 03.png | |||
|caption= Type β | |||
|name= Anti-Air Type | |||
|linkname= | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 24 (total) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= HP Goshoryuken. Variable counter is also HP Goshoryuken. Variable Combination super is Messatsu Gou Shouryuu. A good anti-air assist, as Akuma covers a good portion of the screen in front of the point character, and he has invincibility on startup of the move. Also features a great alpha counter in his DP. Despite its practicality, this assist is generally not picked over tatsu assist, especially considering how competitive the anti-air assist niche is in this game. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma Tatsumaki Zankuu Kyaku 02.png | |||
|caption= Type γ | |||
|name= Expansion Type | |||
|linkname= | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 23 (total) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= HK Tatsumaki Zankuu Kyaku. Variable Counter is also HK Tatsumaki Zankuu Kyaku. Variable Combination super is Messatsu Gou Rasen. Despite this assist's alpha counter being mediocre, and the THC being useless, this is Akuma's preferred assist choice. Travels quite far past the point character, and puts opponent in a lot of hitstun if it connects which makes picking up combos off of this assist very easy. This assist is also great for trapping your opponent and forcing them to eat a mixup if they do block the assist. It does leave Akuma somewhat unsafe after the tatsu, so don't be predictable or carefree when calling this assist unless you want him to get blown up. Overall, a very powerful assist that can quickly catch opponents not paying attention, leading to a high damage conversion, and run the ground-game against opponents who don't counter-call it. | |||
}} | |||
}}<br> | |||
=== Taunt === | |||
=== Other === | |||
{{MoveData | |||
|image= MVC2 Akuma Ashura Warp 01.png | |||
|image2= MVC2 Akuma Ashura Warp 02.png | |||
|caption=Moving | |||
|caption2=Startup | |||
|name= Ashura Warp | |||
|linkname= | |||
|input= 241 + PP/KK or 623 + PP/KK // {{dp}} or {{rdp}} + {{lp}} + {{hp}} or {{lk}} + {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 0 (no hitbox) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Full invincible during startup and movement.<br> | |||
the stick input determines the direction- {{dp}} goes forward and {{rdp}} goes backward<br> | |||
PP goes behind your opponent, but KK goes a short distance in either direction | |||
}} | |||
}}<br> | |||
{{Navbox-MVC2}} | |||
[[Category:Marvel Vs. Capcom 2]] | [[Category:Marvel Vs. Capcom 2]] | ||
Latest revision as of 02:26, 1 September 2024
Introduction
Mastering the Dark Hado wasn't enough for him- Akuma now seeks the mightiest opponent on the battlefield of Marvel vs Capcom 2! Generally, Akuma's considered a lower-middle tier character in this game, but don't write him off. Like many of his other appearances, Akuma is a character of extremes. On one hand, Akuma has a very capable offense. He's got a kit of good shoto normals, as well as useful special moves and supers, a number of which are air-enabled. To balance this offensive flexibility out, however, his defensive ability is pretty bad. He has close to the worst vitality in Marvel vs Capcom 2, so it is very important that you not get hit. He's not as easy to kill as, say, Phoenix is in Marvel vs. Capcom 3, but he's gonna die if you get caught in a combo. He still has special moves like a teleport and a divekick he can use to stay slippery, but he really needs to get into the opponent's face and stay there to be effective. Thankfully, you can bring in assists to help with covering his weak points, so if he sounds appealing, he may make a good addition to your team.
TODO: Add frame data, as well as missing sprites
Gameplay
Akuma is a brutal offensive presence who can use his variety of powerful specials to keep the opponent guessing. His main weaknesses are his dangerously low stamina and his lack of range outside fireballs and beams.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Gohadoken (Fireball)
+
- Zankuu Hadoken (Air fireball)
+
/
(
)
- Goshoryuken (Dragon Punch)
+
/
(
)
- Tatsumaki Zankuu Kyaku (Hurricane Kick)
+
/
(
)
- Tenma Kyuujin Kyaku (Divekick)
+
/
(
)
- Jigoku Guruma (Command Throw)
+
(close)
- Ashura Senkuu (Teleport)
or
+
+
or
+
- Messatsu Gou Shouryuu (Shoryuken super)
+
+
- Messatsu Gou Rasen (Hurricane kick super)
+
+
- Tenma Gou Zankuu (Air fireballs)
+
+
(Mashable)
- Messatsu Gou Hadou (Beam super)
+
+
- Shun Goku Satsu (Raging Demon)
,
,
,
- Type α - Projectile Type
- Assist:
Gohadoken
- Counter:
Gohadoken
- Combination: Messatsu Gou Hadou
- Type β - Anti-air Type
- Assist:
Goshoryuken
- Counter:
Goshoryuken
- Combination: Messatsu Gou Shouryuu
- Type γ - Expansion Type
- Assist:
Tatsumaki Zankuu Kyaku
- Counter:
Tatsumaki Zankuu Kyaku
- Combination: Messatsu Gou Rasen
Moves List
Normal Moves
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 5 | 4 | 4 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick punch, low range and damage with good speed |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 4 | 8 | 15 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 6 | 9 | 17 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 7 | 11 | 7 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
HL | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 10 | 9 | 8 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 10 | 9 | 8 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 5 | 5 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick low move, good up close |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 5 | 5 | 9 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 5 | 13 | 12 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 5 | 7 | 5 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Special, Super | - | - | - |
Air Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 8 | 11 | 1 | High | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick air normal |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 6 | 10 | 1 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
Chain, Special, Super | - | - | - | |
text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 9 | 7 | 5 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Helpful for building meter- usable several times in a super jump |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 8 | 11 | 1 | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 10 | 8 | 10 | High |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 8 | 7 | 9 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Special, Super | - | - | - |
Command Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4+6 | 27 | 17 | 9 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Template:Overhead | None | - | - | - | |
A slow karate chop that works as an overhead. Blockable on reaction and unable to cancel into anything else afterward, so be sure you'll hit before you throw this one. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 19 | 17 | 5 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Useful for putting your opponent in position for his air fireball super during an air combo. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 5 | 17 | 5 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Useful for putting your opponent in position for his air fireball super during an air combo. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
12 | 13 | 7 | 10 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Flows from j.8MK pretty well. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 5 | 13 | 12 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Template:Launcher | Super Jump, Chain, Special, Super | - | - | - | |
A slightly higher damaging version of Akuma's 2HP. Seems like the same hitbox as well, not much point in using this as it's harder to hit confirm. |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 (both versions) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Super | - | - | - | |
A standard shoto fireball. HP version travels faster than LP version, but the damage between the two is the same. As a very basic projectile, it doesn't have much use against any character/assist with a beam or highly durable projectile. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 (both versions) | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
Super | - | - | - | |
An Akuma staple. Not as oppressing in this game as in others, but still good at covering some space in the air or for stalling/covering Akuma's descent. Can only be used once when normal jumping but can be used as many times as can be input during a super jump, so TKing the input (2369P) is useful. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
19 (light) / 16 + 4 + 4 (heavy, 3 hits) | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
Super | - | - | - | |
A pretty good DP. Multiple hits, goes slightly farther than Ryu's DP but not as far as Ken's (and definitely not Sakura's). Mainly useful as a reversal as it has invincibility on startup (roughly 3 frames). Extremely unsafe on block but does good damage, so it can be useful as a combo ender where j.HP/j.HK won't kill. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6 x 3 (light) / 5 + 5 + 5 + 4 + 4 (heavy) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
Super | - | - | - | |
Like most of his other appearances, this move pops the opponent up for some minor juggles. The best use of this move is using it in the air either after a magic series, and followed by an air fireball super (j.236PP), or immediately following a launcher (and maybe a j.lp to position the opponent correctly) to abuse the air tatsu glitch, allowing this move to do an extremely high amount of damage with little to no effort and no meter. However, if the air fireball super is used after an air tatsu, characters may fall out of the super, leading to very little damage and possibly a punish on Akuma if rolled and performed low to the ground. This can be generally avoided by ensuring that Akuma is very close to the opponent and at a perfect diagonal so that nearly every fireball hits. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
12 (light) / 18 (heavy, all hits) | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
None | - | - | - | |
Akuma drops like a brick when you use this, so it can be useful for dodging stuff. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
16 | - | - | - | N/A | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
Command throw. Doesn't have a whiff animation. Because it shares part of the motion with your Tatsumaki Zankuu Kyaku, it can be used as an option select up close. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
41 max | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | No | - | - | - | |
A good reversal super, as it comes out relatively quickly and has a few frames of invincibility on startup. Akuma also moves forward quite far and fast before rising into the air, so it can be used to punish even longer ranged moves or closely thrown fireballs. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45-51 if all hits connect | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Slow startup, but great range. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Really good corner carry on the last hit- sends them flying |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45-46 (varies) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
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- | - | - | - | |
Useful as a combo ender- you can land it after a Tatsu or after an air combo, for example. As previously mentioned, be careful using this super after an air tatsu; if Akuma is not positioned correctly, the opponent can fall out, leading to significantly reduced damage at best, and a punish at worst (thanks Cable). |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
70 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Grab, Level 3 | - | - | - | - | |
Slow to come out, but does very nice damage if you hit. |
Variable Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
HP Gohadoken. Variable counter is also HP Gohadoken. Variable Combination super is Messatsu Gou Hadou. An okay projectile assist, but generally not used as both of his other assists are much better (especially tatsu assist). Also not terribly useful due to his fireball having no durability, in a game where the best projectile assists are literal beams. His alpha counter being a fireball makes this assist even less worthwhile. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
24 (total) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
HP Goshoryuken. Variable counter is also HP Goshoryuken. Variable Combination super is Messatsu Gou Shouryuu. A good anti-air assist, as Akuma covers a good portion of the screen in front of the point character, and he has invincibility on startup of the move. Also features a great alpha counter in his DP. Despite its practicality, this assist is generally not picked over tatsu assist, especially considering how competitive the anti-air assist niche is in this game. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
23 (total) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
HK Tatsumaki Zankuu Kyaku. Variable Counter is also HK Tatsumaki Zankuu Kyaku. Variable Combination super is Messatsu Gou Rasen. Despite this assist's alpha counter being mediocre, and the THC being useless, this is Akuma's preferred assist choice. Travels quite far past the point character, and puts opponent in a lot of hitstun if it connects which makes picking up combos off of this assist very easy. This assist is also great for trapping your opponent and forcing them to eat a mixup if they do block the assist. It does leave Akuma somewhat unsafe after the tatsu, so don't be predictable or carefree when calling this assist unless you want him to get blown up. Overall, a very powerful assist that can quickly catch opponents not paying attention, leading to a high damage conversion, and run the ground-game against opponents who don't counter-call it. |
Taunt
Other
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
0 (no hitbox) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Full invincible during startup and movement. |