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[[File:Alpha.png]]Fireball- Terrible. Don't use it. | [[File:Alpha.png]]Fireball- Terrible. Don't use it. | ||
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[[File:Beta.png]]Tatsu- One of the best assists in the game. Fantastic for | [[File:Beta.png]]Tatsu- One of the best assists in the game. Fantastic for Rushdown characters since it locks them down. | ||
<br> | <br> | ||
[[File:Gamma.png]]Dive Kick- Not too bad, but since Tatsu is so | [[File:Gamma.png]]Dive Kick- Not too bad, but since Tatsu is so good, this will never be used. | ||
=== Basic Strategy === | === Basic Strategy === |
Revision as of 23:36, 13 March 2017


Akuma
The "Master of the Fist" trained with his brother Gouken. In time Akuma would kill Gouken and work to persuade Gouken's pupil, Ryu, to be seduced by the Satsui no Hadou. Akuma is very secretive and constantly in pursuit of a true opponent to face in battle.
In a nutshell
Akuma returns in Ultimate with a game play very similar to what was seen in the past. Playing as Akuma depends on getting in close through the use of his varied special attacks and looking for strong mix-up opportunities. Although Akuma does relatively high damage, his low life means that he can be removed from the game fairly easily if used recklessly. Akuma is most known for his Tatsumaki Zenkuyaku assist, though hit stun has been modified since the previous installment of Marvel vs. Capcom 3, which means the point character will need to have a faster reaction time.
Alternate Colors
Pros and Cons
Pros
- Very high damage output in addition to above average meter build.
- Good support value in Tatsu assist helping with rushdown and beam DHC punishing enemy assist calls.
- Respectable air mobility with Demon Flips.
- Can switch up his playstyle from relentless offensive mixup game to runaway fireball game.
Cons
- Tied for the second lowest health in the game.
- Stubby normals make challenging opponents at range very risky.
- Requires meter to become more of a threat.
- Despite being an anchor character, is outclassed as an anchor somewhat.
Players to Watch
Justin Wong, Clegg Madness, SumBrwnKid, Brian Kasugano, Raid
Character Vitals
Video Walkthrough
Combos
corner combo with tatsu relaunch
advanced BnB's
Combos with Hawkeye and Jill assist
cool combo with vergil assist
Technology
ground throw conversion
guard break with level 3
Team BnB, tech and cool resets with Spencer
Hit/Hurtbox Guide
Move List
Assist Types
If playing as Akuma,
hold {{#motion: h}} for Ungyo
Normal Moves
(72,000)
softknockdown
"Overhead Chop"
(81,000)
"Dive Kick"
Throws
Special Moves
atk used determines angle fired
(118,000)
(132,600)
projnull
(132,600)
projnull
(166,200)
projnull
"Demon Flip"
atk used determines distance
"Palm Strike"
softknockdown
"Dive Kick"
OTG
groundbounce vs airborne
softknockdown
"Fireball"
"Teleport"
respectively.
Hyper Moves
"Rapid Fireballs"
(285,600 ~ 342,900)
mashable
"Beam Hyper"
hold h
(260,300 ~ 312,500)
softknockdown
mashable
"Rapid Fireballs"
(285,600 ~ 342,900)
mashable
"Beam Hyper"
hold h
(260,300 ~ 312,500)
OTG
strk
mashable
(292,000)
projnull
hardknockdown
mashable
Level 3 Hyper.
Frame Data
Mission Mode
Strategy
Tips and Tricks
- Throws are an important part of Akuma's game. Off of any throw, front or back, air or ground, you can instantly do an air Charged Messatsu Gouhado with {{#motion: qcf , uf + atk + atk}}. This will OTG for big damage.
- Akuma's teleport is extremely useful, especially when combined with assists that hit repeatedly as he passes through you and changes sides.
- Akuma's overhead Chop can be special cancelled, which means you can score a launcher with the {{#motion: s}} button into huge damage.
Combos
Assists
Fireball- Terrible. Don't use it.
Tatsu- One of the best assists in the game. Fantastic for Rushdown characters since it locks them down.
Dive Kick- Not too bad, but since Tatsu is so good, this will never be used.