Callie Rose (talk | contribs) (Created page with "{{Infobox Character SFIVR |name=X |image= |health=XYZ |chains=XYZ |forwarddash=X |backdash=X |movement=XYZ |content= == Introduction == <div style="width:800; margin-top:5px; padding:25px;"> ''Insert character description here.'' ----- Insert character introduction here. {{ProConTable | pros = * '''Pro 1:''' * '''Pro 2:''' * '''Pro 3:''' | cons = * '''Con 1:''' * '''Con 2:''' * '''Con 3:''' }} </div> }} == Normals == === Standing Normals === === <span class="invis...") |
(Ibuki stands alone as the only character intro left to do in the first row of the cast.) |
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{{Infobox Character SFIVR | {{Infobox Character SFIVR | ||
|name= | |name = Akuma | ||
|image= | |image = | ||
|health= | |health = 850 | ||
|chains= | |chains = LK > MK > HK</br> P > HK | ||
|forwarddash= | |walkspeed = 2.2 (4th fastest) | ||
|backdash= | |forwarddash = 14 | ||
|movement= | |dashdistance = 1.2 (Very Short) | ||
|backdash = 23 | |||
|backdashinvuln = 9 | |||
|movement = 8-Way Airdash</br>Teleport | |||
|content= | |content= | ||
== Introduction == | == Introduction == | ||
<div style="width:800; margin-top:5px; padding:25px;"> | <div style="width:800; margin-top:5px; padding:25px;"> | ||
'' | ''Akuma woke up one day and decided to be cheaper than he has ever been before.'' | ||
----- | ----- | ||
Master of the Satsui no Hado, the demonic power of killing intent, '''Akuma''' is quite different from the rest of his shoto confidants, playing moreso like a setplay character with oppressive okizeme under the right circumstances. Arguably, Akuma's most notable character trait isn't an offensive tool at all, but rather his teleport, '''Ashura Senku,''' with a simplified input done by pressing back or forward plus three punches or kicks. Akuma's teleport is as powerful as it's ever been, being fully invulnerable for the entire duration as well as freely cancellable into any of his special moves. In combination with his new '''8-way airdash,''' Akuma is extremely mobile as he tosses fireballs across the stage. | |||
His fireballs have received comfortable improvements - most notable is his new '''air red fireball,''' done by performing the Shakunetsu input in the air. Additionally, EX Shakunetsu has been overhauled, now moving far slower and allowing Akuma to act independently of it as it travels. EX Shakunetsu acts as a moving wall in neutral, allowing Akuma to shelter behind it and continue harassing the opponent with buttons, threatening to anti-air them if they try to jump over. Akuma's goal is to control the ground and air with his fireballs, then get an opening and force the opponent's defense to crack with reset pressure and his famous '''Demon Flip.''' | |||
{{ProConTable | {{ProConTable | ||
| pros = | | pros = | ||
* ''' | * '''Teleport:''' Akuma's teleport is so good, it's not even funny. Ashura Senku is a candidate for the best special move in the entire game, and it's not hard to see why - with full invulnerability for its entire duration, and the ability to cancel into special moves at any time, Akuma has a verifiable "get out of mixups free" card at quite literally any time, and it doesn't hurt that it travels half-screen, too. Akuma is practically impervious to dealing with offense as a result of this special move, and it should be used whenever you feel like you're about to be put in a desperate situation. | ||
* ''' | * '''Great Zoning:''' While not a pure zoner, Akuma has access to amazing tools for keeping the opponent away, as well as forcing them to the corner from afar with EX Red Fireball. At a moment's notice, he can switch from aggressively pursuing the opponent to taking a life lead and playing from a distance. | ||
* ''' | * '''Raging Demon:''' On top of great resource use in general, Akuma has access to one of the best supers in the game in his Raging Demon. Only costing two bars, and lacking a super flash, this super acts as a 290-damage command grab jumpscare if Akuma is ever directly on top of you, and he's extremely plus after the knockdown, to top it off. | ||
| cons = | | cons = | ||
* ''' | * '''Fragile:''' Alongside Seth, Akuma holds the lowest health pool in the game at 850. Although this weakness isn't quite as bad as Seth's due to the existence of Ashura Senku, Akuma is still exceptionally prone to dying for a mistake, especially against explosive characters like Boxer, Makoto and Yun. | ||
* '''Mediocre Damage:''' While definitely nowhere near terrible, Akuma's damage is generally lacking compared to his contemporaries, although not exceptionally so - this generally calculates out as requiring one extra confirm on average per round to secure the kill. | |||
* ''' | |||
}} | }} | ||
</div> | </div> |
Latest revision as of 21:50, 11 August 2024
Introduction
Akuma woke up one day and decided to be cheaper than he has ever been before.
Master of the Satsui no Hado, the demonic power of killing intent, Akuma is quite different from the rest of his shoto confidants, playing moreso like a setplay character with oppressive okizeme under the right circumstances. Arguably, Akuma's most notable character trait isn't an offensive tool at all, but rather his teleport, Ashura Senku, with a simplified input done by pressing back or forward plus three punches or kicks. Akuma's teleport is as powerful as it's ever been, being fully invulnerable for the entire duration as well as freely cancellable into any of his special moves. In combination with his new 8-way airdash, Akuma is extremely mobile as he tosses fireballs across the stage.
His fireballs have received comfortable improvements - most notable is his new air red fireball, done by performing the Shakunetsu input in the air. Additionally, EX Shakunetsu has been overhauled, now moving far slower and allowing Akuma to act independently of it as it travels. EX Shakunetsu acts as a moving wall in neutral, allowing Akuma to shelter behind it and continue harassing the opponent with buttons, threatening to anti-air them if they try to jump over. Akuma's goal is to control the ground and air with his fireballs, then get an opening and force the opponent's defense to crack with reset pressure and his famous Demon Flip.
Strengths | Weaknesses |
---|---|
|
|
Akuma | |
---|---|
[[File:|center|300px]] | |
Character Data | |
Health | 850 |
Chains | LK > MK > HK P > HK |
Walkspeed | 2.2 (4th fastest) |
Forward Dash Duration | 14 frames |
Forward Dash Distance | 1.2 (Very Short) |
Backdash Duration | 23 frames |
Backdash Invuln | 9 frames |
Unique Movement | 8-Way Airdash Teleport |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Akuma, known in Japan as Gouki, is a video game character and recurring antagonist of the Street Fighter series, first appearing in Super Street Fighter II Turbo as a hidden boss. He is an emotionless and powerful warrior fixated on mastering the Satsui no Hado.