Fireball3k (talk | contribs) m (→Hyper Combos) |
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* Very nice offensive toolkit- plenty of fast and powerful moves | * '''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 | |||
* Five super moves, 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= | |cons= | ||
* Terrible defense- he takes more damage from attacks than most of the cast, so | * '''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 | * '''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 | * '''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 | * Raging Demon is quite slow to come out, even though it hurts when it hits | ||
}} | }} | ||
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*{{qcb}} + {{lk}} / {{hk}} ({{airok}}) | *{{qcb}} + {{lk}} / {{hk}} ({{airok}}) | ||
;Tenma Kyuujin Kyaku (Divekick) | ;Tenma Kyuujin Kyaku (Divekick) | ||
*{{ | *{{qcf}} + {{lk}} / {{hk}} ({{aironly}}) | ||
;Jigoku Guruma (Command Throw) | ;Jigoku Guruma (Command Throw) | ||
*{{hcb}} + {{hk}} (close) | *{{hcb}} + {{hk}} (close) | ||
;Ashura Senkuu (Teleport) | |||
*{{dp}} or {{rdp}} + {{lp}} + {{hp}} or {{lk}} +{{hk}} | |||
}} | }} | ||
|content2= | |content2= | ||
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|name= Light Punch | |name= Light Punch | ||
|linkname= 5LP | |linkname= 5LP | ||
|input= 5LP / | |input= 5LP // {{lp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Medium Punch | |name= Medium Punch | ||
|linkname= 5MP | |linkname= 5MP | ||
|input= 5MP / | |input= 5MP // {{mp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Heavy Punch | |name= Heavy Punch | ||
|linkname= 5HP | |linkname= 5HP | ||
|input= 5HP / | |input= 5HP // {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Light Kick | |name= Light Kick | ||
|linkname= 5LK | |linkname= 5LK | ||
|input= 5LK / | |input= 5LK // {{lk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Heavy Kick | |name= Heavy Kick | ||
|linkname= 5HK | |linkname= 5HK | ||
|input= 5MK / | |input= 5MK // {{mk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Heavy Kick | |name= Heavy Kick | ||
|linkname= 5HK | |linkname= 5HK | ||
|input= 5HK / | |input= 5HK // {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Crouching Light Punch | |name= Crouching Light Punch | ||
|linkname= 2LP | |linkname= 2LP | ||
|input= 2LP / | |input= 2LP // {{d}} + {{lp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Crouching Medium Punch | |name= Crouching Medium Punch | ||
|linkname= 2MP | |linkname= 2MP | ||
|input= 2MP / | |input= 2MP // {{d}} + {{mp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Crouching Heavy Punch | |name= Crouching Heavy Punch | ||
|linkname= 2HP | |linkname= 2HP | ||
|input= 2HP / | |input= 2HP // {{d}} + {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Crouching Light Kick | |name= Crouching Light Kick | ||
|linkname= 2LP | |linkname= 2LP | ||
|input= | |input= 2LK // {{d}} + {{lk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Crouching Medium Kick | |name= Crouching Medium Kick | ||
|linkname= 2LP | |linkname= 2LP | ||
|input= | |input= 2MK // {{d}} + {{mk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Crouching Heavy Kick | |name= Crouching Heavy Kick | ||
|linkname= 2HK | |linkname= 2HK | ||
|input= 2HK / | |input= 2HK // {{d}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Air Light Punch | |name= Air Light Punch | ||
|linkname= j.LP | |linkname= j.LP | ||
|input= | |input= j.LP // Jump + {{lp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Air Medium Punch | |name= Air Medium Punch | ||
|linkname= j.mp | |linkname= j.mp | ||
|input= Jump+{{mp}} | |input= j.MP // Jump + {{mp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Air Heavy Punch | |name= Air Heavy Punch | ||
|linkname= j.HP | |linkname= j.HP | ||
|input= Jump+{{hp}} | |input= j.HP // Jump + {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Air Light Kick | |name= Air Light Kick | ||
|linkname= j.HK | |linkname= j.HK | ||
|input= Jump+{{lk}} | |input= j.LK // Jump + {{lk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Air Medium Kick | |name= Air Medium Kick | ||
|linkname= j.MK | |linkname= j.MK | ||
|input= Jump+{{mk}} | |input= j.MK // Jump + {{mk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Air Heavy Kick | |name= Air Heavy Kick | ||
|linkname= j.HK | |linkname= j.HK | ||
|input= Jump+{{hk}} | |input= j.HK // Jump + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Forward Heavy Kick | |name= Forward Heavy Kick | ||
|linkname= 6HK | |linkname= 6HK | ||
|input= 6HK /{{f}}+{{hk}} | |input= 6HK // {{f}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Air Up Medium Kick | |name= Air Up Medium Kick | ||
|linkname= j.8MK | |linkname= j.8MK | ||
|input= j.8MK / | |input= j.8MK // Jump + {{u}} + {{mk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Air Up Heavy Kick | |name= Air Up Heavy Kick | ||
|linkname= j.8HK | |linkname= j.8HK | ||
|input= j.8HK / | |input= j.8HK // Jump + {{u}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Launcher | |name= Launcher | ||
|linkname= Launcher | |linkname= Launcher | ||
|input= | |input= 3HP // {{df}} + {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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> | }}<br> | ||
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|name= Gohadoken | |name= Gohadoken | ||
|linkname= Gohadouken | |linkname= Gohadouken | ||
|input= 236 + P // QCF+P // {{qcf}}+{{p}} | |input= 236 + P // QCF+P // {{qcf}} + {{p}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |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> | }}<br> | ||
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|name= Zankuu Hadoken | |name= Zankuu Hadoken | ||
|linkname= Zankuu Hadoken | |linkname= Zankuu Hadoken | ||
|input= 236 + P // QCF+P // {{qcf}}+{{p}} | |input= 236 + P // QCF+P // {{qcf}} + {{p}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |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> | }}<br> | ||
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|name= Goshoryuken | |name= Goshoryuken | ||
|linkname= Goshoryuken | |linkname= Goshoryuken | ||
|input= 623 + P // F,D,DF+P // {{dp}}+{{p}} | |input= 623 + P // F,D,DF+P // {{dp}} + {{p}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |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> | }}<br> | ||
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|name= Tatsumaki Zankuu Kyaku | |name= Tatsumaki Zankuu Kyaku | ||
|linkname= Tatsumaki Zankuu Kyaku | |linkname= Tatsumaki Zankuu Kyaku | ||
|input= 214 + K // {{ | |input= 214 + K // {{qcb}} + {{k}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= Like most of his other appearances, this move pops the opponent up for some minor juggles. | |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> | }}<br> | ||
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|name= Tenma Kuujin Kyaku | |name= Tenma Kuujin Kyaku | ||
|linkname= Divekick | |linkname= Divekick | ||
|input= | |input= 236 + K // {{qcf}} + {{k}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Jigoku Guruma | |name= Jigoku Guruma | ||
|linkname= Jigoku Guruma (command throw) | |linkname= Jigoku Guruma (command throw) | ||
|input= 63214 + HK // {{hcb}}+{{hk}} | |input= 63214 + HK // {{hcb}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Messatsu Gou Shouryuu | |name= Messatsu Gou Shouryuu | ||
|linkname= | |linkname= | ||
|input= 236 + PP // {{qcf}}+{{lp}}+{{hp}} | |input= 236 + PP // {{qcf}} + {{lp}} + {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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> | }}<br> | ||
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|name= Messatsu Gou Hadou | |name= Messatsu Gou Hadou | ||
|linkname= | |linkname= | ||
|input= 214 + PP // {{qcb}}+{{lp}}+{{hp}} | |input= 214 + PP // {{qcb}} + {{lp}} + {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Messatsu Gou Rasen | |name= Messatsu Gou Rasen | ||
|linkname= | |linkname= | ||
|input= 214 + KK // {{qcb}}+{{lk}}+{{hk}} | |input= 214 + KK // {{qcb}} + {{lk}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Tenma Gou Zankuu | |name= Tenma Gou Zankuu | ||
|linkname= | |linkname= | ||
|input= 236 + PP // {{qcb}}+{{lp}}+{{hp}} | |input= 236 + PP // {{qcb}} + {{lp}} + {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= Useful as a combo ender- you can land it after a Tatsu or after an air combo, for example | |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> | }}<br> | ||
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|image= MVC2 Akuma Gohadoken 01.png | |image= MVC2 Akuma Gohadoken 01.png | ||
|image2= MVC2 Akuma Gohadoken 02.png | |image2= MVC2 Akuma Gohadoken 02.png | ||
|imageSize2= 100x100px | |||
|caption2= Type α | |caption2= Type α | ||
|name= Projectile Type | |name= Projectile Type | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= HP Gohadoken. Variable counter is also HP Gohadoken. Variable Combination super is Messatsu Gou Hadou. | |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> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= HP Goshoryuken. Variable counter is also HP Goshoryuken. Variable Combination super is Messatsu Gou Shouryuu. | |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> | }}<br> | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= HK Tatsumaki Zankuu Kyaku. Variable Counter is also HK Tatsumaki Zankuu Kyaku. Variable Combination super is Messatsu Gou Rasen. | |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> | }}<br> | ||
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|name= Ashura Warp | |name= Ashura Warp | ||
|linkname= | |linkname= | ||
|input= 241 + PP/KK or 623 + PP/KK // {{dp}} or {{rdp}} + {{lp}}+{{hp}} or {{lk}} + {{hk}} | |input= 241 + PP/KK or 623 + PP/KK // {{dp}} or {{rdp}} + {{lp}} + {{hp}} or {{lk}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 |
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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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. |