UMVC3/Akuma: Difference between revisions

From SuperCombo Wiki
No edit summary
(Reworked page using new layout. Added frame data to movelist, some common synergies and their players, and some sample combos (23/50 reworked))
Line 1: Line 1:
{{UMvC3Header}}
{{Infobox Character UMVC3
|name=Wesker
|image=Umvc3_akuma_face.jpg
|health=750,000
|magicseries=Stronger+
|airchain=Three
|forwarddash=28
|backdash=28
|jump=42
|superjump=81
|walljump=No
|doublejump=No
|airdash=No
|xfactordamage1=32.5
|xfactordamage2=55
|xfactordamage3=77.5
|xfactorspeed1=7.5
|xfactorspeed2=15
|xfactorspeed3=22.5
|minimumdamagenormal=10%, 20
|minimumdamagehyper=33
|minimumdamagexfactor=35
|content=
==Introduction==


{{UMvC3CharacterHeader|Akuma|akuma|
A recurring antagonist in the ''Street Fighter'' series, Akuma is a martial artist who became obsessed with the idea of growing stronger and defeating his opponents, often by killing them. Embracing the Satsui no Hadou, Akuma searches for worthy opponents to battle.
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.
|
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 ===


[[File:Akuma colors.jpg]]
'''In UMvC3,''' Akuma is a simple but effective character who runs away while harassing with aerial fireballs and trying to snipe opponents with his fast beam hyper.


{{ProConTable
| pros =
*Very solid solo damage, including the ability to use multiple level 1 hypers in a single combo
*Powerful assist for some characters in Tatsumaki, which destroys projectiles while providing a large amount of lockdown
*Several invincible tools to escape pressure with his teleport and dragon punch attacks
| cons =
*Poor range on most normals
*Even in X-Factor, has a lackluster mixup game. Usually has to rely on chip damage and keepaway to kill
*Tied for second-lowest health total in the game
*Without meter to threaten his beam hyper, Akuma's zoning is much less threatening
}}
}}
== Move List ==
=== Assists ===


== Pros and Cons ==
{{MoveData
|image=
|caption=
|name=Gohadoken
|input=Assist A
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=Mid
|startup=38
|active=-
|recovery=141, 111
|onhit=-
|onblock=-
|properties=Priority: Low, Durability: 5
|description=
THC Hyper: Messatsu Gohado. Extremely vanilla projectile assist. Although it comes out noticeably faster than common beam assists, this is usually negated by the fact that the projectile has to also physically travel to its target. It also loses on durability to many other projectile assists. Does stay on screen for a very long total time compared to many common assists, which can be useful.
}}
}}


=== Pros ===  
{{MoveData
|image=
|caption=
|name=Tatsumaki Zankukyaku
|input=Assist B
|data=
{{AttackData-UMVC3
|damage=40,000 x2 + 70,000
|guard=Mid
|startup=32
|active=17(6)6
|recovery=110, 80
|onhit=-
|onblock=-
|properties=Nullifies low and medium priority projectiles, {{strk}}
|description=
THC Hyper: Messatsu Goshoryu. Recommended assist choice, and one of the primary reasons to use Akuma. Advances forward while kicking around him, hitting three total times.


* Very high damage output in addition to above average meter build.
High amount of total lockdown, and can also be used to juggle opponents and convert stray hits or instant overheads. Unfortunately, this assist also carries the opponent quite far, so you will need to move quite quickly to follow up on it outside the corner.
* 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 ===
Additionally, Akuma's tatsu assist nullifies non-hyper projectiles it comes into contact with, including beams.
}}
}}


* Tied for the second lowest health in the game.
{{MoveData
* Stubby normals make challenging opponents at range very risky.
|image=
* Requires meter to become more of a threat.
|caption=
* Despite being an anchor character, is outclassed as an anchor somewhat.
|name=Hyakki Gojin
|input=Assist Y
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=OH
|startup=59
|active=11
|recovery=93, 63
|onhit=-
|onblock=-
|properties={{groundbounce}} vs airborne, {{otg}}
|description=
THC Hyper: Messatsu Gohado. Akuma hops into the air and then divekicks back down. Because this move hits Overhead, it can be used to set up high/low unblockables or similar mixups when paired with a low attack from the point character. In practice, the short range of this assist makes a setup like this difficult to perform, and rarely worth the loss of Tatsu assist.  
}}
}}
 
=== Ground Normals ===
 
{{MoveData
|image=
|caption=
|name=Stand Light
|input=5L
|data=
{{AttackData-UMVC3
|damage=53,000
|guard=Mid
|startup=6
|active=3
|recovery=6
|onhit=+6
|onblock=+5
|properties={{rpdfire}}
|description=
Fairly standard jab, although slower than the average 5L. Can be useful as an anti-air; its rapid fire property allows you to mash this attack and juggle an airborne opponent long enough to confirm into 5S.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Stand Medium
|input=5M
|data=
{{AttackData-UMVC3
|damage=40,000 x2
|guard=Mid
|startup=9
|active=5
|recovery=14
|onhit=+4
|onblock=+2
|properties=-
|description=
Double-hitting combo filler attack.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Stand Heavy
|input=5H
|data=
{{AttackData-UMVC3
|damage=88,000
|guard=Mid
|startup=8
|active=4
|recovery=18
|onhit=+3
|onblock=+1
|properties=-
|description=
-
}}
}}




=== Players to Watch ===
{{MoveData
|image=
|caption=
|name=Crouching Light
|input=2L
|data=
{{AttackData-UMVC3
|damage=48,000
|guard=Low
|startup=5
|active=2
|recovery=11
|onhit=+2
|onblock=+1
|properties={{rpdfire}}
|description=  
Slightly faster than 5L, but still slower than many character's light attacks. Useful to stagger for baiting pushblock.
}}
}}


Justin Wong, Clegg Madness, SumBrwnKid, Brian Kasugano, Raid
{{MoveData
|image=
|caption=
|name=Crouching Medium
|input=2M
|data=
{{AttackData-UMVC3
|damage=75,000
|guard=Mid
|startup=6
|active=3
|recovery=14
|onhit=+3
|onblock=+1
|properties=
|description=
Note: Does not hit low. Akuma's 2M is aimed higher than most crouching normals. It is much faster than his 5M, more comparable to his light normals while also causing significantly more hitstun. However, 2L has slightly superior range.
}}
}}


{{MoveData
|image=
|caption=
|name=Crouching Heavy
|input=2H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Low
|startup=8
|active=4
|recovery=25
|onhit=-
|onblock=-6
|properties={{strk}}, {{softknockdown}}
|description=
Standard sweep attack.
}}
}}




{{MoveData
|image=
|caption=
|name=Launcher/Special
|input=S
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=Mid
|startup=7
|active=3
|recovery=21
|onhit=Launch
|onblock=-1
|properties={{launch}}, {{nocancel}}
|description=
Safe launcher. Has poor horizontal range, but covers the area above Akuma quite well. Akuma can dash underneath an incoming character and attack with 5S for a crossup.
}}
}}


=== Aerial Normals ===


{{ UMvC3CharacterDataBox | 750,000 | Stronger+ | No | No | 0 |
{{MoveData
32.5 | 55 | 77.5 |
|image=
7.5 | 15.0 | 22.5 |
|caption=
10 | 15 | 20 |
|name=Jumping Light
10 | 10 | 10 | 20 | 33 |
|input=j.5L
35 | 35 | 35 | 35 | 33 |
|data=
35 | 35 | 35 | 35 | 33 |
{{AttackData-UMVC3
35 | 35 | 35 | 35 | 33 |
|damage=53,000
|guard=OH
|startup=8
|active=9
|recovery=7
|onhit=+9
|onblock=+8
|properties=-
|description=
Poor range, and unfortunately also too slow to hit as an instant overhead except against the largest opponents.
}}
}}
}}


== Video Walkthrough ==
{{MoveData
<youtube>8-1rXuNyV_8</youtube>
|image=
|caption=
|name=Jumping Medium
|input=j.5M
|data=
{{AttackData-UMVC3
|damage=70,000
|guard=OH
|startup=10
|active=3
|recovery=23
|onhit=+15
|onblock=+13
|properties=
|description=
Decent air-to-air and combo filler. Also has a (small) cross-up hitbox. Works as an instant overhead against big bodies.
}}
}}


=== Combos ===
{{MoveData
<youtube>0q5ArNIDiyY</youtube> <br>
|image=
[http://www.youtube.com/watch?feature=player_embedded&v=3_EitxWBKeg corner combo with tatsu relaunch] <br>
|caption=
[http://www.youtube.com/watch?feature=player_embedded&v=bGAKWaY8Qck advanced BnB's] <br>
|name=Jumping Heavy
[http://www.youtube.com/watch?v=6SicYU9L4Yc Combos with Hawkeye and Jill assist] <br>
|input=j.5H
[http://youtu.be/5qMTnFRJR-E cool combo with vergil assist] <br>
|data=
{{AttackData-UMVC3
|damage=88,000
|guard=OH
|startup=10
|active=3
|recovery=23
|onhit=+15
|onblock=+13
|properties=
|description=
Upward-angled airthrow OS attack. Useful for chasing down opponents who attempt to superjump away from Akuma.


=== Technology ===
When using this attack in neutral (usually when fishing for an airthrow or throw tech), consider buffering a 421L. On a successful throw or throw tech, the special input will have no effect. If j.5H hits, you can confirm into Gosho (421L > L) to start a combo. If j.5H whiffs or is blocked, you can use the divekick or fireball follow-ups to safely escape instead.
[http://www.youtube.com/watch?feature=player_embedded&v=q_ptnrc-gxA ground throw conversion] <br>
}}
[http://www.youtube.com/watch?feature=player_embedded&v=tqEcAvemVFU guard break with level 3] <br>
}}
[http://www.youtube.com/watch?v=7yYBTucY8Mg Team BnB, tech and cool resets with Spencer] <br>


== Hit/Hurtbox Guide ==
{{MoveData
|image=
|caption=
|name=Jumping Special
|input=j.5S
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=OH
|startup=8
|active=4
|recovery=16
|onhit=+17
|onblock=+15
|properties={{aircombofinisher}}
|description=
Solid jump-in hitbox, although L Tatsu and j.5M are also competitive for this purpose. Deals more damage than any of Akuma's other air normals, and is useful in jump loops.
}}
}}


<youtube>TYRBq2KYP74</youtube> <br>
=== Command Normals ===


== Move List ==
{{MoveData
|image=
|caption=
|name=Zugaihasatsu
|subtitle=Chop
|input=6M
|data=
{{AttackData-UMVC3
|damage=45,000 x2
|guard=Overhead
|startup=21
|active=4
|recovery=19
|onhit=-1
|onblock=-3
|properties={{groundbounce}} versus airborne, can be special-canceled
|description=
Standing overhead. Akuma can chain into this from any of this light or medium normals. If Akuma has successfully used staggered lights to discourage opponents from mashing pushblock, he can open them up with this attack.


=== Assist Types ===
6M can be special canceled. On hit, Akuma can easily confirm by simply chaining into 5S.


{{UMvC3CharacterAssists
As a gimmick, Akuma can fake out opponents by kara-canceling chop into his Raging Demon hyper.
  | Gohadoken L | {{shot}} {{front}} | 90,000 | {{proj}} | Messatsu-Gouhadou Agyo <br> If playing as Akuma, <br> hold {{ h}} for Ungyo  | Hyakki Gojin | {{direct}} {{tiltdown}} | 90,000 | {{high}} {{otg}} <br> {{groundbounce}} <br> vs airborne <br> {{softknockdown}} | Messatsu-Gouhadou Agyo <br> If playing as Akuma, <br> hold {{ h}} for Ungyo
  | Tatsumaki <br> Zankukyaku | {{direct}} {{front}} | 40,000 X 2 <br> + 70,000 <br> (132,600) | {{projnull}} {{strk}} | Messatsu-Goshoryu
  }}
  }}
}}


=== Normal Moves ===


{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | {{l}} | 53,000 | {{rpdfire}} }}
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 48,000 | {{rpdfire}} {{low}} }}
{{MoveListRow | Standing Medium | {{m}} | 40,000 X 2 <br> (72,000) | }}
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 75,000 |  }}
{{MoveListRow | Standing Heavy | {{h}} | 88,000 |  }}
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 85,000 | {{low}} <br> {{softknockdown}} }}
{{MoveListRow | Special | {{s}} | 90,000 | {{launch}} {{nocancel}} }}
{{MoveListRow | Zugaihasatsu <br> "Overhead Chop" | {{f}} + {{m}} | 45,000 X 2 <br> (81,000) | {{high}} ( {{groundbounce}} on aerial opponents)}}
{{MoveListRow | Senpukyaku | {{f}} + {{h}} | 100,000 | {{strk}} }}
{{MoveListRow | Jumping Light | air {{l}} | 53,000 | {{high}} }}
{{MoveListRow | Jumping Medium | air {{m}} | 70,000 | {{high}} }}
{{MoveListRow | Jumping Heavy | air {{h}} | 88,000 | {{high}} }}
{{MoveListRow | Jumping Special | air {{s}} | 90,000 | {{high}} {{aircombofinisher}} }}
{{MoveListRow | Tenmakujinkyaku <br> "Dive Kick" | air {{d}} + {{m}} | 80,000 | }}
{{MoveListFooter}}


=== Throws ===
{{MoveData
|image=
|caption=
|name=Senpukyaku
|input=6H
|data=
{{AttackData-UMVC3
|damage=100,000
|guard=Mid
|startup=18
|active=5
|recovery=16
|onhit=+10
|onblock=+2
|properties={{strk}}
|description=
Akuma performs an advancing, spinning kick, similar to his Tatsumaki special move. However, it does not nullify projectiles in the way that Tatsu does. As an advancing attack that juggles opponents while being very advantageous, it is a solid combo tool.


{{UMvC3MoveListHeader}}
Despite appearances, this move is not airborne at any point in its duration. Akuma will be put in standing recovery if he is hit during this attack, and he can be thrown out of the startup.
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
}}
{{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
}}
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
 
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
 
{{MoveListFooter}}
{{MoveData
|image=
|caption=
|name=Tenmakujinkyaku
|subtitle=Divekick
|input=j.2M
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=14
|active=Until grounded
|recovery=8
|onhit=+11*
|onblock=+9*
|properties=Not cancelable
|description=
Divekick attack. Akuma halts any existing aerial momentum and kicks downwards, with a very slight amount of forward velocity as well. Divekick can not be chained in to, and it also cannot be canceled into anything except for X-Factor, so its combo utility is minimal. However, it has great frame advantage, and can be used as an oppressive neutral tool and combo starter. If this move connects, a safe choice is to mash 5L on landing, which can juggle an airborne opponent while also confirm against a grounded one.
 
Divekick has a minimum height requirement for activation, similar to the minimum height for airdashes on characters that have them. If attempted below this height, Akuma will perform a regular j.5M instead.
}}
}}


=== Special Moves ===
=== Special Moves ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Gohadoken | {{qcf}} + {{atk}} | 90,000 | {{proj}} }}
|image=
{{MoveListRow | Zanku Hadoken | air {{qcf}} + {{atk}} | 90,000 | {{proj}} <br> {{atk}} used determines angle fired }}
|caption=
{{MoveListRow | Goshoryuken L | {{dp}} + {{l}} | 90,000 | {{strk}} }}
|name=Gohadoken
{{MoveListRow | Goshoryuken M | {{dp}} + {{m}} | 55,000 + 70,000 <br> (118,000) | {{strk}} }}
|input=236X
{{MoveListRow | Goshoryuken H | {{dp}} + {{h}} | 40,000 X 2 + 70,000 <br> (132,600) | {{strk}} }}
|data=
{{MoveListRow | Tatsumaki Zankukyaku L | {{qcb}} + {{l}} | 110,000 | {{airok}} {{strk}} <br> {{projnull}} }}
{{AttackData-UMVC3
{{MoveListRow | Tatsumaki Zankukyaku M | {{qcb}} + {{m}} | 40,000 X 2 + 70,000 <br> (132,600) | {{airok}} {{strk}} <br> {{projnull}} }}
|version=L
{{MoveListRow | Tatsumaki Zankukyaku H | {{qcb}} + {{h}} | 35,000 X 4 + 70,000 <br> (166,200) | {{airok}} {{strk}} <br> {{projnull}} }}
|subtitle={{qcf}} + {{l}}
{{MoveListRow | Hyakkishu <br> "Demon Flip" | {{rdp}} + {{atk}} | 0 | {{airok}} <br> {{atk}} used determines distance }}
|damage=90,000
{{MoveListRow | Hyakki Gosho <br> "Palm Strike" | During Hyakkishu: L | 100,000 | {{groundbounce}} <br> {{softknockdown}} }}
|guard=Mid
{{MoveListRow | Hyakki Gojin <br> "Dive Kick" | During Hyakkishu: M | 90,000 | {{high}} <br> {{otg}} <br> {{groundbounce}} vs airborne <br> {{softknockdown}} }}
|startup=14
{{MoveListRow | Hyakki Goho <br> "Fireball" | During Hyakkishu: H | 90,000 | {{proj}} }}
|active=-
{{MoveListRow | Ashura Senku <br> "Teleport" | {{dp}} / {{rdp}} + {{s}} | 0 | Teleport forward or back, <br> respectively. }}
|recovery=28
{{MoveListFooter}}
|onhit=-4
|onblock=-6
|properties=Priority: Low, Durability: 5
}}
{{AttackData-UMVC3
|version=M
|subtitle={{qcf}} + {{m}}
|damage=90,000
|guard=Mid
|startup=14
|active=-
|recovery=31
|onhit=-7
|onblock=-9
|properties=Priority: Low, Durability: 5
}}
{{AttackData-UMVC3
|version=H
|subtitle={{qcf}} + {{h}}
|damage=90,000
|guard=Mid
|startup=14
|active=-
|recovery=34
|onhit=-10
|onblock=-12
|properties=Priority: Low, Durability: 5
|description=
Standard projectile special. Button strength determines Akuma's recovery and the speed at which the projectile travels - H version travels fastest and has the longest recovery.
 
Compared to aerial Gohadoken, this move is more dangerous to use, as it holds Akuma in one place for the duration.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Zanku Hadoken
|input=j.236X
|data=
{{AttackData-UMVC3
|version=L
|subtitle=(air){{qcf}} + {{l}}
|damage=90,000
|guard=Mid
|startup=10
|active=-
|recovery=35
|onhit=-
|onblock=-
|properties=Priority: Low, Durability: 5
}}
{{AttackData-UMVC3
|version=M
|subtitle=(air){{qcf}} + {{m}}
|damage=90,000
|guard=Mid
|startup=10
|active=-
|recovery=40
|onhit=-
|onblock=-
|properties=Priority: Low, Durability: 5
}}
{{AttackData-UMVC3
|version=H
|subtitle=(air){{qcf}} + {{h}}
|damage=90,000
|guard=Mid
|startup=10
|active=-
|recovery=45
|onhit=-
|onblock=-
|properties=Priority: Low, Durability: 5
|description=
Aerial version of Akuma's fireball special. Notably, this move does not halt Akuma's aerial momentum, allowing him to stay mobile while putting out projectiles on either approach or retreat. Button strength changes the angle of the fireball - but all versions travel down-forward, so the difference is fairly minor.
 
Akuma is limited to one fireball per jump. Even if Akuma recovers from this move, and even if the first fireball is destroyed, Akuma can not fire another one until he touches the ground. This limit can be (somewhat) circumvented by using his Demon Flip fireball.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Goshoryuken
|input=623X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{dp}} + {{l}}
|damage=90,000
|guard=Mid
|startup=6
|active=14
|recovery=24
|onhit=-2
|onblock=-15
|properties=Invuln until frame 6, airborne from frame 7, {{strk}}
}}
{{AttackData-UMVC3
|version=M
|subtitle={{dp}} + {{m}}
|damage=55,000 + 70,000
|guard=Mid
|startup=4
|active=5(1)10
|recovery=30
|onhit=-4
|onblock=-23
|properties=Invuln until frame 7, airborne from frame 5, {{strk}}
}}
{{AttackData-UMVC3
|version=H
|subtitle={{dp}} + {{h}}
|damage=40,000 x2 + 70,000
|guard=Mid
|startup=3
|active=6(1)10
|recovery=44
|onhit=-
|onblock=-36
|properties=Invuln until frame 10, airborne from frame 5, {{strk}}
|description=
One of the few meterless invincible reversals in the game. Can be used to mash out of pressure, or on reaction to hypers that would otherwise punish him (so long as the hyper is not 0f after the flash).
 
As a bonus, Akuma can cancel into his fireball hyper, even on whiff, to protect himself from being punished.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Tatsumaki Zankukyaku
|input=214X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{qcb}} + {{l}}
|damage=110,000
|guard=Mid
|startup=8
|active=7
|recovery=18
|onhit=-
|onblock=-1
|properties={{strk}}, {{projnull}}, Airborne from frame 8
}}
{{AttackData-UMVC3
|version=M
|subtitle={{qcb}} + {{m}}
|damage=40,000 x2 + 70,000
|guard=Mid
|startup=8
|active=17(6)6
|recovery=14
|onhit=+11
|onblock=+3
|properties={{strk}}, {{projnull}}, Airborne from frame 8
}}
{{AttackData-UMVC3
|version=H
|subtitle={{qcb}} + {{h}}
|damage=35,000 x4 + 70,000
|guard=Mid
|startup=8
|active=41(6)6
|recovery=16
|onhit=+9
|onblock=+1
|properties={{strk}}, {{projnull}}, Airborne from frame 8
|description=
Akuma advances forward while attacking 1/3/5 times, depending on button strength. This special will nullify non-hpyer projectiles it comes into contact with, although this move can still be beaten by projectiles that clip Akuma's head while avoiding the hitbox.
 
Akuma can convert an M or H tatsu hit that carries to the corner by mashing 5S. Outside of the corner, conversion is difficult.
 
Tatsu is safe on block, but aware opponents can punish it by pushblocking the even-numbered hits, which will cause the 3rd/6th hits to whiff and become unsafe.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Air Tatsumaki Zankukyaku
|input=j.214X
|data=
{{AttackData-UMVC3
|version=L
|subtitle=(air){{qcb}} + {{l}}
|damage=110,000
|guard=Mid
|startup=5
|active=28
|recovery=Until grounded +6
|onhit=+13
|onblock=+12
|properties={{strk}}, {{projnull}}
}}
{{AttackData-UMVC3
|version=M
|subtitle=(air){{qcb}} + {{m}}
|damage=40,000 x2 + 70,000
|guard=Mid
|startup=5
|active=18(4)6
|recovery=Until grounded +6
|onhit=+13
|onblock=+12
|properties={{strk}}, {{projnull}}
}}
{{AttackData-UMVC3
|version=H
|subtitle=(air){{qcb}} + {{h}}
|damage=35,000 x4 + 70,000
|guard=Mid
|startup=5
|active=42(4)6
|recovery=Until grounded +6
|onhit=+13
|onblock=+12
|properties={{strk}}, {{projnull}}
|description=
Aerial version of Akuma's tatsu special. This move does not alter Akuma's aerial momentum - he will continue to move in his current jump arc while kicking around him. Has a very solid cross-up hitbox and retains the projectile nullification of the grounded version, making it a solid jump-in.
 
In air combos, L Tatsu is preferred as it does all of the damage in a single, up-front hit.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Hyakkishu
|subtitle=Demon Flip
|input=421X
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=14
|active=-
|recovery=37/42/53
|onhit=-
|onblock=-
|properties={{airok}}, Airborne starting frame 1 when performed on the ground
|description=
Command jump that can be performed while on the ground or while airborne. Button strength changes the height of the flip. Akuma has three follow-up attacks he can perform during Demon Flip (detailed below), for each of the three normal attack buttons. These attacks can be performed from frame 14 onward.
 
Akuma can stall at superjump height by repeatedly doing Demon Flips into whiffed L follow-up, although he is still limited by the three-specials-per-jump rule.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Hyakki Gosho
|subtitle=Palm
|input=(During Demon Flip) L
|data=
{{AttackData-UMVC3
|damage=100,000
|guard=OH
|startup=9
|active=4
|recovery=15
|onhit=-
|onblock=+12
|properties={{groundbounce}}, {{softknockdown}} if ground bounce already used
|description=
Akuma performs a downward angled palm strike with limited range. It is an overhead, but typically outclassed by 6M and Gojin Divekick for that purpose. It is the fastest of Akuma's Demon Flip follow-ups, and thus the safest to whiff.
 
Gosho's primarily useful as a combo tool. j.5H xx 421L > L lets Akuma convert almost any air hit into a ground bounce and relaunch.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Hyakki Gojin
|subtitle=Divekick
|input=(During Demon Flip) M
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=OH
|startup=14
|active=Until Grounded
|recovery=8
|onhit=+13
|onblock=+11
|properties={{otg}}, {{groundbounce}} (vs airborne)
|description=
Falling kick attack with a similar angle to his j.2M command normal. Unlike the command normal version, this attack is an overhead. It also can hit cross-up, and is a solid mixup tool. Also useful for picking up after airthrows and in certain combo routes.
 
Despite the purple flame effect, this move's hitbox is identical to the regular j.2M divekick.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Hyakki Goho
|subtitle=Fireball
|input=(During Demon Flip) M
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=Mid
|startup=10
|active=-
|recovery=Until grounded
|onhit=-
|onblock=-
|properties=Priority: Low, Durability: 5
|description=
Downward-angled fireball. Can circumvent Akuma's normal limit of one fireball per jump: j.236X, 421X > H can put out two shots in a single jump for additional coverage. As a bonus, this move automatically corrects Akuma's facing if he switched sides with the opponent during Demon Flip.
 
Once Akuma uses Goho, he is stuck in recovery until he lands, which can only be canceled by hyper or X-Factor.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Ashura Senku
|subtitle=Teleport
|input=623S or 421S
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=14
|active=-
|recovery=20
|onhit=-
|onblock=-
|properties=Invuln frames 14-30
|description=
Akuma phases out and then "teleports" across the stage. 623S input will cause Akuma to teleport forwards, while 421S input will make Akuma teleport backwards.
 
Although this move has some invincibility, it does not occur until 14f in, making it a poor reversal. Instead, Ashura is decent as an offensive tool. It can be used to pass througn an opponent, even in the corner, which can create a cross-up situation when paired with an assist.
}}
}}
 
 
=== Hyper Combos ===
 
{{MoveData
|image=
|caption=
|name=Messatsu Gohado Agyo
|subtitle=Cotton Candy
|input=236XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=11,000 x48 - x96
|guard=Mid
|startup=7+1
|active=76
|recovery=50
|onhit=-
|onblock=-
|properties={{airok}}, mashable, Priority: High, Durability: 5 per projectile
|description=
Akuma unleashes a barrage of fireballs. Although this hyper has very high damage potential if it "shotguns" most of the fireballs, in practice a good percentage of them will whiff. The travel time of the fireballs makes it difficult to use this hyper in neutral, as opponents have additional time to recover. However, this hyper is also very safe on block.
 
If Akuma holds H during the super flash of this hyper, he will instead perform its beam version (see below).
}}
}}
 
{{MoveData
|image=
|caption=
|name=Messatsu Gohado Ungyo
|subtitle=Beam
|input=236XX, then hold H (1 bar)
|data=
{{AttackData-UMVC3
|damage=18,000 x25 - x50
|guard=Mid
|startup=7+1
|active=80
|recovery=46
|onhit=-
|onblock=-34
|properties={{airok}}, mashable, Priority: High, Beam Durability: 1 per frame for 25 frames
|description=
If H is held during the startup, Akuma fires a single large beam instead of the fireball barrage. As a beam, this hyper reaches across the screen much faster, can hit multiple opponents at once, and deals more consistent damage. To compensate, its maximum damage potential is slightly slower than the "cotton candy" version, and it is much worse on block.
 
This hyper (and its aerial version), are a core part of Akuma's threat as a zoner. Akuma can react to an opponents projectiles or assist calls with this hyper to snipe them from across the screen, shutting down a lot of options as long as he has meter.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Tenma Gozanku
|subtitle=Air Cotton Candy
|input=j.236XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=11,000 x48 - x96
|guard=Mid
|startup=7+2
|active=76
|recovery=16
|onhit=-
|onblock=-
|properties=mashable, Priority: High, Durability: 5 per projectile
|description=
Air version of Akuma's fireball hyper. Akuma shoots the barrage at a down-forward angle. Compared to the ground version, it has one additional frame of post-flash startup, but MUCH less recovery, and is almost impossible to punish on block.
 
Usually, this does less damage than the beam variant, as several of the shots will miss. However, Akuma can follow-up after standard combos into air fireball hyper:
 
*If comboing into it midscreen, land with a falling j.236H, then use 236XX > H (beam) immediately as you land.
*If comboing into it in the corner, you can link j.5S afterwards to score a knockdown, then land, rejump, and perform 236L xx 236XX > H (beam).
 
In the corner, it is also possible to follow-up with a gimmicky Down or Side TAC.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Tenma Gozanku (Beam)
|subtitle=Air Beam
|input=j.236XX, then hold H (1 bar)
|data=
{{AttackData-UMVC3
|damage=18,000 x25 - x50
|guard=Mid
|startup=7+2
|active=80
|recovery=13
|onhit=-
|onblock=-1
|properties={{otg}}, mashable, Priority: High, Beam Durability: 1 per frame for 25 frames
|description=
Air version of Akuma's beam hyper. Compared to the ground version, it has one extra frame of post-flash startup, but significantly less recovery. As a fast hyper with solid damage, it can be used to snipe assist calls or punish an opponent's whiffed attacks. As an OTG, allows Akuma to get some damage on knocked down opponents when he does not have time to set up Hyakki Gojin.
 
If you catch an assist with this low to the ground: you can land, rejump, and hyper again to catch them before they recover.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Messatsu Goshoryu
|input=623XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=40,000 x8 + 150,000
|guard=Mid
|startup=13+3
|active=14(6)14(6)14
|recovery=40
|onhit=-4
|onblock=-22
|properties=Invuln until frame 22, {{strk}}
|description=
Invincible reversal hyper. Deals respectable damage but synergizes awkwardly with DHCs.
 
Since Akuma almost always runs Tatsu assist, this will usually be his Team Hyper. Anchor Akuma can abuse this by mashing A1+A2 during blockstun. He will automatically perform this invincible reversal as soon as a gap appears, while being able to block freely in the meantime. As long as Akuma still has X-Factor to cancel the recovery, he can protect himself if this reversal is baited, and start an easy kill combo if it hits.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Raging Demon
|input=L, L, 6M, H (3 bars)
|data=
{{AttackData-UMVC3
|damage=465,000 - 510,000
|guard=Throw
|startup=5+0
|active=40
|recovery=4
|onhit=-
|onblock=-
|properties=Mashable, Unvuln until frame 39, {{hardknockdown}}
|description=
Cinematic level 3 hyper. Akuma slides across the ground. If he comes into contact with a grounded opponent, he command grabs them, dealing heavy damage and ending with a hard knockdown. Rarely useful, since it cannot connect against airborne oppoents. May be possible to use in guard breaks, or as anti-Dark Phoenix technology. Its invincibility can be used to blow through other grounded hypers.
 
If it does connect, Akuma can connect a very fast tiger knee j.2369XX (Beam) hyper before the opponent recovers.
}}
}}
 
=== Universal Mechanics ===
 
{{MoveData
|image=
|caption=
|name=Ground Throw
|input=6H, 4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Throw
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
Standard ground throw that results in the opponent knocked down. Forward throw places the opponent right next to Akuma, where they can be hit only with a very fast Tiger Knee'd Air Beam hyper. Back throw sends the opponent further away, and Akuma can do a regular jump into air Beam Hyper with more lenient timing.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Air Throw
|input=j.6H, j.4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Airthrow
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
Standard airthrow that results in a hard knockdown. Air back throw sends the opponent further away, but has much better combo oppotunities than the forward throw, and should be used whenever possible.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Snap Back
|input={{qcf}}+[[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=2
|active=4
|recovery=18
|onhit=-
|onblock=+1
|properties=Snapback
|description=
Animation and hitbox based on 5H.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Hard Tag
|input=Hold 14f [[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=27,000
|guard=OH
|startup=-
|active=20
|recovery=34
|onhit=-
|onblock=-16
|properties={{softknockdown}}
|description=
-
}}
}}
 
 
== Team Position ==
 
Akuma is almost always played as an '''Anchor''' character. He brings an exceptionally strong assist, so placing him in the third slot maximizes the amount of time your team will be able to access it. He also scales very well with X-Factor, which greatly enhances the chip damage of his fireballs and makes his 8f beam hyper an extremely threatening tool for punishing whiffed attacks or assist calls.
 
=== Notable Synergies ===
 
'''Wolverine:''' Wolverine and Akuma have historically been referred to as "best friends" in UMvC3, owing mostly to Akuma's Tatsumaki assist as a support tool for Wolverine. Tatsu assist destroys (non-hyper) projectiles it collides with, allowing Wolverine to close the distance against zoning opponents. It also has a very long duration, meaning it can keep opponents in hitstun or blockstun for quite a long time. If Wolverine can call Akuma and then attempt either an Instant Overhead or a cross-up Berserker Slash. If these attacks hit, Akuma will juggle the opponent long enough for Wolverine to recover and start a combo for free. If the opponent manages to block, Akuma will still keep Wolverine safe.
 
'''Players to Watch:''' Clegg Madness (Wolvie/Spencer/Akuma), SBK (Wolvie/Dante/Akuma), Justin Wong (Wolverine/Storm/Akuma), SumBrwnKid (Wolvie/Dante/Akuma)
 
'''Iron Fist:''' While not a projectile itself, Akuma's Tatsumaki assist destroys projectiles. It also has relatively long duration and can keep opponents in blockstun for a significant amount of time. These factors make Akuma with tatsu assist a solid choice for any rushdown-focused character, and Iron Fist is no exception. Akuma's assist can also be called while attempting an Instant Overhead, and juggles long enough for Iron Fist to confirm if it connects, while also keeping him safe if it is blocked.
 
'''Players to Watch:''' Justin Wong (Iron Fist/Storm/Akuma, rarely, or Wolverine/Iron Fist/Akuma, rarely)
 
'''Spencer:''' Similar to the other characters on this list, Spencer is a rushdown character with limited mobility and short range. He benefits from having Akuma assist to cover his approach, and can also use the Tatsu for offensive pressure or to extend combos. Tatsu called before Spencer's command overhead gives him more damaging follow-ups than what he could do solo.
 
'''Players to Watch:''' Clegg Madness (Wolvie/Spencer/Akuma), Raid (Phoenix Wright/Spencer/Akuma)
 
'''Other Players to Watch:''' Brian Kasugano (Chun/Ryu/Akuma), Zenpool (Deadpool/Ryu/Akuma), LivinLegend26 (Chris/Wesker/Akuma), oAcentric (Chun/Ryu/Akuma)
 
== Combos ==
 
=== Solo Combos ===
 
<code><nowiki>2L > 2M > 2H > 5S sjc. j.5M x2 > j.5H xx 421L > L, falling j.5H, land, jump forward, j.5M x2 > j.5H xx 214L, land, 2M > 2H > 5S sjc. j.5M > j.5H xx j.214L xx j.236XX, falling 236H, land, 236XX > H (865,000 damage for 2 bars, builds ~1.25 bars of meter)</nowiki></code> <br>
 
Standard BnB combo. Basically you will use this in some form off any hit into an early launcher. This is the midscreen version, although everything up until the first hyper works in the corner as well.<br>
 
<code><nowiki>(Everything is the same as above up until the j.214L xx j.236XX), then j.5S, land, jump back 236L xx 236XX > H (890,000 damage for 2 bars, builds ~1.3 bars of meter)</nowiki></code> <br>
 
Variant ender for the corner. You can replace the j.5S with a j.6S or j.2S TAC if you have another character still alive., which may catch the opponent off-guard. Note that j.8S doesn't work. <br>
 
<code><nowiki>2L > 5H > 6H, dash, 2M > 5S sjc. j.5M x2 > j.5H xx 421L > L, falling j.5H, land, jump forward, j.5M x2 > j.5H xx 214L, land, 2M > 5S sjc. j.5M > j.5H xx j.214L xx j.236XX (etc.)</nowiki></code> <br>
 
Very slight optimization of the standard BnB using 6H against grounded opponents. Usually not worth going for, but adds about 40,000 damage. Note how during the jump loops near the end, you only perform 2M, not 2M > 2H. <br>
 
<code><nowiki>(Any standard ground confirm) 6H xx 421L > L, [rejump, j.5M > j.5H > j.5S xx 236L]x2, j.5M > j.5H > j.5S xx 214L, land, 2H > 5S sjc. j.5M x2 j.5H xx 214L xx 236XX (etc.)</nowiki></code> <br>
 
Variant combo route that is difficult to confirm into in a real match, but more damaging. Standard 2-bar ender deals ~1,000,000 damage. <br>
 
<code><nowiki>(Any standard ground confirm) 6H > 5S sjc. j.5M > j.5H > j.5S, falling j.236L, land, 421L > M, dash forward 2M > 5H > 5S sjc. j.5M x2 > j.5H > j.5S, land, 421L > M, 6H > 5S, sjc. j.5M > j.5H xx 214L xx 236XX</nowiki></code> <br>
 
[https://youtu.be/bGAKWaY8Qck Video Timestamp] Very advanced variant using Gojin (divekick) instead of Gosho (palm). If divekick and a fireball connect at the same time, the ground bounce is not consumed, allowing for an entire second relaunch. The standard 2 bar version does just over 1,000,000 damage. <br>
 
<code><nowiki>Instant Overhead j.5M > j.5M > j.5H, land, 2M > 5H > 6H > 5S sjc. etc.</nowiki></code> <br>
 
[https://youtu.be/bGAKWaY8Qck?t=43 Video Timestamp] j.5M is an instant overhead versus large body characters like Sentinel, even without fuzzy guard. IOH into a standard corner BnB deals roughly 930,000. <br>


===Hyper Moves===
<code><nowiki>Forward Ground Throw, Tiger Knee j.2369XX > H</nowiki></code> <br<


{{UMvC3MoveListHeader}}
[https://youtu.be/0q5ArNIDiyY?t=1103 Video Timestamp] Simple extra damage off a ground throw. Back throw is similar, but tiger knee is not necessary. Just jump and beam hyper off the ground. <br>
{{MoveListRow | Messatsu-Gohado Agyo <br> "Rapid Fireballs" | {{qcf}} + {{atk}} + {{atk}} | 11,000 X 48 <br> (285,600 ~ 342,900) | {{proj}} <br> mashable }}
{{MoveListRow | Messatsu-Gohado Ungyo <br> "Beam Hyper" | {{qcf}} + {{atk}} + {{atk}} <br> hold {{h}} | 18,000 X 25 <br> (260,300 ~ 312,500) | {{proj}} <br> {{softknockdown}} <br> mashable }}
{{MoveListRow | Tenma-Gozanku Agyo <br> "Rapid Fireballs" | air {{qcf}} + {{atk}} + {{atk}} | 11,000 X 48 <br> (285,600 ~ 342,900) | {{proj}} <br> mashable}}
{{MoveListRow | Messatsu-Gohado Ungyo <br> "Beam Hyper" | air {{qcf}} + {{atk}} + {{atk}} <br> hold {{h}} | 18,000 X 25 <br> (260,300 ~ 312,500) | {{proj}} <br> {{otg}} <br> {{strk}} <br> mashable }}
{{MoveListRow | Messatsu-Goshoryu | {{dp}} + {{atk}} + {{atk}} | 40,000 X 8 + 150,000 <br> (292,000) | {{strk}} <br> {{projnull}} }}
{{MoveListRow | Raging Demon | {{l}} , {{l}} , {{f}} , {{m}} , {{h}} | (465,000 ~ 507,000) | {{throw}} <br> {{hardknockdown}} <br> mashable <br> Level 3 Hyper. | level3 }}
{{MoveListFooter}}


== Frame Data ==
<code><nowiki>Air Backthrow, 421M > M, jump forward, j.5M x2 > j.5H xx j.214L, land, 2M > 2H > 5S sjc. j.5M x2 > j.5H xx 214L xx 236XX etc.</nowiki></code> <br>


{| cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
Standard pickup off air backthrow. Air forward throw is possible with 421L instead but very tight timing and may depend on jump height. Deals ~700,000 with the regular 2-bar finisher. <br>
|- 
! align="left"    | Move Name
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | Adv. On Guard
! align="center"  | Adv. On Hit
! align="center"  | Notes
|- 
| align="left"    | [[File:L.png]]
| align="center"  | 6
| align="center"  | 3
| align="center"  | 6
| align="center"  | +5
| align="center"  | +6
| align="center"  |
|- 
| align="left"    | [[File:M.png]]
| align="center"  | 9
| align="center"  | 5
| align="center"  | 14
| align="center"  | +2
| align="center"  | +4
| align="center"  |
|- 
| align="left"    | [[File:H.png]]
| align="center"  | 8
| align="center"  | 4
| align="center"  | 18
| align="center"  | +1
| align="center"  | +3
| align="center"  |
|- 
| align="left"    | Crouch [[File:L.png]]
| align="center"  | 5
| align="center"  | 2
| align="center"  | 11
| align="center"  | +1
| align="center"  | +2
| align="center"  |
|- 
| align="left"    | Crouch [[File:M.png]]
| align="center"  | 6
| align="center"  | 3
| align="center"  | 14
| align="center"  | +1
| align="center"  | +3
| align="center"  |
|- 
| align="left"    | Crouch [[File:H.png]]
| align="center"  | 8
| align="center"  | 4
| align="center"  | 25
| align="center"  | -6
| align="center"  | -
| align="center"  |
|- 
| align="left"    | [[File:Right.gif]] + [[File:M.png]]
| align="center"  | 21
| align="center"  | 4
| align="center"  | 19
| align="center"  | -3
| align="center"  | -1
| align="center"  |
|- 
| align="left"    | [[File:Right.gif]] + [[File:H.png]]
| align="center"  | 18
| align="center"  | 5
| align="center"  | 16
| align="center"  | +2
| align="center"  | +10
| align="center"  |
|- 
| align="left"    | [[File:S.png]]
| align="center"  | 7
| align="center"  | 3
| align="center"  | 21
| align="center"  | -1
| align="center"  | -
| align="center"  |
|-
| align="left"    | Jump [[File:L.png]]
| align="center"  | 8
| align="center"  | 9
| align="center"  | 7
| align="center"  | +8
| align="center"  | +9
| align="center"  |
|- 
| align="left"    | Jump [[File:M.png]]
| align="center"  | 10
| align="center"  | 3
| align="center"  | 19
| align="center"  | +12
| align="center"  | +14
| align="center"  |
|- 
| align="left"    | Jump [[File:H.png]]
| align="center"  | 10
| align="center"  | 3
| align="center"  | 23
| align="center"  | +13
| align="center"  | +15
| align="center"  |
|- 
| align="left"    | Jump [[File:S.png]]
| align="center"  | 8
| align="center"  | 4
| align="center"  | 16
| align="center"  | +15
| align="center"  | +17
| align="center"  |
|- 
| align="left"    | Jump [[File:Up.gif]] + [[File:S.png]]
| align="center"  | 10
| align="center"  | 4
| align="center"  | Until Grounded
| align="center"  |
| align="center"  |
| align="center"  |
|-
| align="left"    | Jump [[File:Right.gif]] / [[File:Left.gif]] + [[File:S.png]]
| align="center"  | 10
| align="center"  | 3
| align="center"  | Until Grounded
| align="center"  |
| align="center"  |
| align="center"  |
|-
| align="left"    | Jump [[File:Down.gif]] + [[File:S.png]]
| align="center"  | 9
| align="center"  | 4
| align="center"  | 15
| align="center"  |
| align="center"  |
| align="center"  |
|-
| align="left"    | Jump [[File:Down.gif]] + [[File:H.png]]
| align="center"  | 14
| align="center"  | Until Grounded
| align="center"  | 8
| align="center"  | +9
| align="center"  | +11
| align="center"  |
|- 
| align="left"    | Forward Throw
| align="center"  | 1
| align="center"  | 1
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  |
|- 
| align="left"    | Back Throw
| align="center"  | 1
| align="center"  | 1
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  |
|- 
| align="left"    | Forward Air Throw
| align="center"  | 1
| align="center"  | 1
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  |
|- 
| align="left"    | Back Air Throw
| align="center"  | 1
| align="center"  | 1
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  |
|- 
| align="left"    | [[File:Alpha.gif]] Assist
| align="center"  | 38
| align="center"  | -
| align="center"  | 141
| align="center"  |
| align="center"  |
| align="center"  |
|- 
| align="left"    | [[File:Beta.gif]] Assist
| align="center"  | 32
| align="center"  | 17(6)6
| align="center"  | 110
| align="center"  |
| align="center"  |
| align="center"  |
|- 
| align="left"    | [[File:Gamma.gif]] Assist
| align="center"  | 59
| align="center"  | 11
| align="center"  | 93
| align="center"  |
| align="center"  |
| align="center"  |
|- 
| align="left"    | Snap Back
| align="center"  | 2
| align="center"  | 4
| align="center"  | 18
| align="center"  | +1
| align="center"  | -
| align="center"  |
|-
| align="left"    | Gohadoken [[File:L.png]]
| align="center"  | 14
| align="center"  | -
| align="center"  | 28
| align="center"  | -6
| align="center"  | -4
| align="center"  |
|-
| align="left"    | Gohadoken [[File:M.png]]
| align="center"  | 14
| align="center"  | -
| align="center"  | 31
| align="center"  | -9
| align="center"  | -7
| align="center"  |
|-
| align="left"    | Gohadoken [[File:H.png]]
| align="center"  | 14
| align="center"  | -
| align="center"  | 34
| align="center"  | -12
| align="center"  | -10
| align="center"  |
|-
| align="left"    | Zanku Hadoken [[File:L.png]]
| align="center"  | 10
| align="center"  | -
| align="center"  | 35
| align="center"  | +10
| align="center"  | +11
| align="center"  |
|-
| align="left"    | Zanku Hadoken [[File:M.png]]
| align="center"  | 10
| align="center"  | -
| align="center"  | 40
| align="center"  | +10
| align="center"  | +11
| align="center"  |
|-
| align="left"    | Zanku Hadoken [[File:H.png]]
| align="center"  | 10
| align="center"  | -
| align="center"  | 45
| align="center"  | +10
| align="center"  | +11
| align="center"  |
|-
| align="left"    | Goshoryuken [[File:L.png]]
| align="center"  | 6
| align="center"  | 14
| align="center"  | 24
| align="center"  | -15
| align="center"  | -2
| align="center"  |
|-
| align="left"    | Goshoryuken [[File:M.png]]
| align="center"  | 4
| align="center"  | 5(1)10
| align="center"  | 30
| align="center"  | -23
| align="center"  | -4
| align="center"  |
|-
| align="left"    | Goshoryuken [[File:H.png]]
| align="center"  | 3
| align="center"  | 6(1)10
| align="center"  | 44
| align="center"  | -36
| align="center"  | -18
| align="center"  |
|-
| align="left"    | Tatsumaki Zankyaku [[File:L.png]]
| align="center"  | 8
| align="center"  | 7
| align="center"  | 18
| align="center"  | -1
| align="center"  | -
| align="center"  |
|-
| align="left"    | Tatsumaki Zankyaku [[File:M.png]]
| align="center"  | 8
| align="center"  | 17(6)6
| align="center"  | 14
| align="center"  | +3
| align="center"  | +11
| align="center"  |
|-
| align="left"    | Tatsumaki Zankyaku [[File:H.png]]
| align="center"  | 8
| align="center"  | 41(6)6
| align="center"  | 16
| align="center"  | +1
| align="center"  | +9
| align="center"  |
|-
| align="left"    | Air Tatsumaki Zankyaku [[File:L.png]]
| align="center"  | 5
| align="center"  | 28
| align="center"  | Until Grounded, 6 frames grounded recovery
| align="center"  | +12
| align="center"  | +13
| align="center"  |
|-
| align="left"    | Air Tatsumaki Zankyaku [[File:M.png]]
| align="center"  | 5
| align="center"  | 18(4)6
| align="center"  | Until Grounded, 6 frames grounded recovery
| align="center"  | +12
| align="center"  | +13
| align="center"  |
|-
| align="left"    | Air Tatsumaki Zankyaku [[File:H.png]]
| align="center"  | 5
| align="center"  | 42(4)6
| align="center"  | Until Grounded, 6 frames grounded recovery
| align="center"  | +12
| align="center"  | +13
| align="center"  |
|-
| align="left"    | Hyakkishu [[File:L.png]]
| align="center"  |
| align="center"  |
| align="center"  |
| align="center"  | 37/ Until Grounded
| align="center"  |
| align="center"  |
|-
| align="left"    | Hyakkishu [[File:M.png]]
| align="center"  |
| align="center"  |
| align="center"  |
| align="center"  | 42/ Until Grounded
| align="center"  |
| align="center"  |
|-
| align="left"    | Hyakkishu [[File:H.png]]
| align="center"  |
| align="center"  |
| align="center"  |
| align="center"  | 53/ Until Grounded
| align="center"  |
| align="center"  |
|-
| align="left"    | Hyakki Gosho
| align="center"  | 9
| align="center"  | 4
| align="center"  | 15
| align="center"  | +12
| align="center"  |
| align="center"  |
|-
| align="left"    | Hyakki Gojin
| align="center"  | 14
| align="center"  | Until Grounded
| align="center"  | 8
| align="center"  | +11
| align="center"  | +13
| align="center"  |
|-
| align="left"    | Hyakki Goho
| align="center"  | 10
| align="center"  | -
| align="center"  | Until Grounded
| align="center"  |
| align="center"  |
| align="center"  |
|-
| align="left"    | Ashura Senku
| align="center"  |
| align="center"  | 14
| align="center"  |
| align="center"  | 20
| align="center"  |
| align="center"  |
|-
| align="left"    | Messatsu-Gohado Agyo
| align="center"  | 7+1
| align="center"  | 76
| align="center"  | 50
| align="center"  | -20
| align="center"  | -18
| align="center"  |
|-
| align="left"    | Messatsu-Gohado Ungyo
| align="center"  | 7+1
| align="center"  | 80
| align="center"  | 46
| align="center"  | -34
| align="center"  |
| align="center"  |
|-
| align="left"    | Tenma-Gozanku Agyo
| align="center"  | 7+2
| align="center"  | 76
| align="center"  | 16
| align="center"  | +3
| align="center"  | -5
| align="center"  |
|-
| align="left"    | Tenma-Gozanku Ungyo
| align="center"  | 7+2
| align="center"  | 80
| align="center"  | 13
| align="center"  | -1
| align="center"  |
| align="center"  |
|-
| align="left"    | Messatsu-Goshoryu
| align="center"  | 13+3
| align="center"  | 14(6)14(6)14
| align="center"  | 40
| align="center"  | -22
| align="center"  | -4
| align="center"  |
|-
| align="left"    | Raging Demon
| align="center"  | 5+0
| align="center"  | 40
| align="center"  | 4
| align="center"  |
| align="center"  |
| align="center"  |
|}


== Mission Mode ==
<code><nowiki>Air Backthrow, 421M > M, jump forward, j.5M > j.5H > j.5S xx 236L, land, jump forward, j.5M x2 > j.5H xx 214L, land 2M > 5S sjc. j.5M x2 > j.5H xx 214L xx 236XX (etc.) </nowiki></code> <br>


<youtube>WjtcznbhRPw</youtube>
Slight extension on the standard throw conversion. <br>


== Strategy ==
<code><nowiki>Air Backthrow, 421M > M, jump forward, j.5M > j.5H > j.5S xx 214L, land 5H > 5S sjc. (delay) j.5M x2 > j.5H xx 421L > L, falling 214L, land, 2M > 5S sjc. j.5H xx 214L xx 236XX etc.</nowiki></code> <br>


=== Tips and Tricks ===
[https://youtu.be/bGAKWaY8Qck?t=155 Video Timestamp] Advanced version of the regular backthrow confirm. A sufficiently delayed air combo chain after the first launch means you can catch an opponent after Gosho before they reach the ground. Standard 2-bar ender deals ~800,000 damage and builds a total of 1.25 meter.


* 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 {{ {{qcf}} , {{uf}} + {{atk}} + atk}}.  This will OTG for big damage.
[https://youtu.be/3_EitxWBKeg Alternate corner combo route] <br>
* 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 {{ s}} button into huge damage.


=== Combos ===
[https://youtu.be/q_ptnrc-gxA "Full" forward ground throw combo]


=== Assists ===
=== X-Factor Combos ===
[[File:Alpha.png]]Fireball- Terrible. Don't use it.
 
<br>
<code><nowiki>(Any starter) xx 214L, 214L, 214L, 214L (etc.) xx 236XX > H </nowiki></code> <br>
[[File:Beta.png]]Tatsu- One of the best assists in the game. Fantastic for Rushdown characters since it locks them down.
 
<br>
[https://youtu.be/0q5ArNIDiyY?t=1220 Video Timestamp] X-Factor Level 3 only loop. Can be repeated a long time, but more than 7 reps is unnecessary even against the highest health characters. <br>
[[File:Gamma.png]]Dive Kick- Not too bad, but since Tatsu is so good, this will never be used.
 
<code><nowiki>2L > 2H > 5S sjc. j.5H xx 421L > L, land 5S sjc. j.5H xx 236XX > H </nowiki></code> <br>
 
Shortened combo intended to reach 1,000,000 damage as fast as possible, to minimize the amount of X-Factor duration wasted. <br>
 
=== Sample Team Combos ===
 
<code><nowiki>2L > 2M > 2H > 5S sjc. j.5M x2 > j.5H xx 421L > L, falling j.5H, land, jump forward, j.5M x2 > j.5H xx 214L, land, 2M > 2H > 5S sjc. j.5M x2 > j.5H > j.5S, land, Call assist (Spencer - Slant Shot), 421L > M, (Assist hits), 5S sjc. j.5H xx 214L xx 236XX (etc.)(~930,000 damage for 2 bar. Builds 1.75 bars of meter.)</nowiki></code> <br>
 
Akuma usually can not pick up with Demon Flip -> Divekick if ground bounce has already been used. Spencer assist circumvents that restriction, allowing for a slight increase in damage compared to the solo combo. This can be used in just about any Akuma combo that features an Air Combo Finisher. <br>
 
<code><nowiki>Call assist (Doctor Strange - Bolts of Balthakk) 623L, land, slight dash forward and jump forward, j.5S xx 421L > L, land, jump forward, j.5M > j.5H > j.5S xx 236L, land, jump forward, j.5M > j.5H > j.5S xx 214L, land 2M > 2H > 5S sjc. j.5M > j.5H xx 214L xx 236XX (etc.)</nowiki></code> <br>
 
Akuma can call some assists immediately before an L Goshoryu and then convert afterwards. Be careful not to call the assist during the shoryu (which won't work) or to accidentally input a snap back. <br>
 
[https://youtu.be/5qMTnFRJR-E Akuma/Vergil] <br>
[https://youtu.be/6SicYU9L4Yc Akuma/Hawkeye/Jill] <br>
[https://youtu.be/7yYBTucY8Mg Akuma/Spencer/Strange] <br>
 
== Alternate Colors ==


=== Basic Strategy ===
[[File:Akuma_colors.jpg]]


=== Advanced Strategy ===
== Videos and External Resources ==


== Strategy vs. Akuma ==
<youtube>TYRBq2KYP74</youtube> <youtube>8-1rXuNyV_8</youtube>


{{Content Box|content=
{{Navbox-UMVC3}}
{{Navbox-UMVC3}}
[[Category:Ultimate Marvel vs Capcom 3]]
}}
[[Category:Akuma]]

Revision as of 01:21, 8 May 2022


Introduction

A recurring antagonist in the Street Fighter series, Akuma is a martial artist who became obsessed with the idea of growing stronger and defeating his opponents, often by killing them. Embracing the Satsui no Hadou, Akuma searches for worthy opponents to battle.


In UMvC3, Akuma is a simple but effective character who runs away while harassing with aerial fireballs and trying to snipe opponents with his fast beam hyper.

Strengths Weaknesses
  • Very solid solo damage, including the ability to use multiple level 1 hypers in a single combo
  • Powerful assist for some characters in Tatsumaki, which destroys projectiles while providing a large amount of lockdown
  • Several invincible tools to escape pressure with his teleport and dragon punch attacks
  • Poor range on most normals
  • Even in X-Factor, has a lackluster mixup game. Usually has to rely on chip damage and keepaway to kill
  • Tied for second-lowest health total in the game
  • Without meter to threaten his beam hyper, Akuma's zoning is much less threatening
Wesker
Umvc3 akuma face.jpg
Character Data
Health 750,000
Ground Magic Series Stronger+
Air Chain Combo Limit Three
Forward Dash Duration 28 frames
Backdash Duration 28 frames
Jump Duration 42 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? No
Airdash? No
X-Factor Damage Boost (1/2/3) 32.5% / 55% / 77.5%
X-Factor Speed Boost (1/2/3) 7.5% / 15% / 22.5%
Minimum Damage Scaling (Normals, Specials) 10%, 20%
Minimum Damage Scaling (Hypers) 33%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Gohadoken
Assist A
Damage Startup Active Recovery
90,000 38 - 141, 111
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 5

THC Hyper: Messatsu Gohado. Extremely vanilla projectile assist. Although it comes out noticeably faster than common beam assists, this is usually negated by the fact that the projectile has to also physically travel to its target. It also loses on durability to many other projectile assists. Does stay on screen for a very long total time compared to many common assists, which can be useful.

Tatsumaki Zankukyaku
Assist B
Damage Startup Active Recovery
40,000 x2 + 70,000 32 17(6)6 110, 80
On Hit On Block Guard Properties
- - Mid Nullifies low and medium priority projectiles, Strk.png

THC Hyper: Messatsu Goshoryu. Recommended assist choice, and one of the primary reasons to use Akuma. Advances forward while kicking around him, hitting three total times.

High amount of total lockdown, and can also be used to juggle opponents and convert stray hits or instant overheads. Unfortunately, this assist also carries the opponent quite far, so you will need to move quite quickly to follow up on it outside the corner.

Additionally, Akuma's tatsu assist nullifies non-hyper projectiles it comes into contact with, including beams.

Hyakki Gojin
Assist Y
Damage Startup Active Recovery
90,000 59 11 93, 63
On Hit On Block Guard Properties
- - OH Groundbounce.png vs airborne, Otg.png

THC Hyper: Messatsu Gohado. Akuma hops into the air and then divekicks back down. Because this move hits Overhead, it can be used to set up high/low unblockables or similar mixups when paired with a low attack from the point character. In practice, the short range of this assist makes a setup like this difficult to perform, and rarely worth the loss of Tatsu assist.

Ground Normals

Stand Light
5L
Damage Startup Active Recovery
53,000 6 3 6
On Hit On Block Guard Properties
+6 +5 Mid Rpdfire.png

Fairly standard jab, although slower than the average 5L. Can be useful as an anti-air; its rapid fire property allows you to mash this attack and juggle an airborne opponent long enough to confirm into 5S.

Stand Medium
5M
Damage Startup Active Recovery
40,000 x2 9 5 14
On Hit On Block Guard Properties
+4 +2 Mid -

Double-hitting combo filler attack.

Stand Heavy
5H
Damage Startup Active Recovery
88,000 8 4 18
On Hit On Block Guard Properties
+3 +1 Mid -

-


Crouching Light
2L
Damage Startup Active Recovery
48,000 5 2 11
On Hit On Block Guard Properties
+2 +1 Low Rpdfire.png

Slightly faster than 5L, but still slower than many character's light attacks. Useful to stagger for baiting pushblock.

Crouching Medium
2M
Damage Startup Active Recovery
75,000 6 3 14
On Hit On Block Guard Properties
+3 +1 Mid -

Note: Does not hit low. Akuma's 2M is aimed higher than most crouching normals. It is much faster than his 5M, more comparable to his light normals while also causing significantly more hitstun. However, 2L has slightly superior range.

Crouching Heavy
2H
Damage Startup Active Recovery
80,000 8 4 25
On Hit On Block Guard Properties
- -6 Low Strk.png, Softknockdown.png

Standard sweep attack.


Launcher/Special
S
Damage Startup Active Recovery
90,000 7 3 21
On Hit On Block Guard Properties
Launch -1 Mid Launch.png, Nocancel.png

Safe launcher. Has poor horizontal range, but covers the area above Akuma quite well. Akuma can dash underneath an incoming character and attack with 5S for a crossup.

Aerial Normals

Jumping Light
j.5L
Damage Startup Active Recovery
53,000 8 9 7
On Hit On Block Guard Properties
+9 +8 OH -

Poor range, and unfortunately also too slow to hit as an instant overhead except against the largest opponents.

Jumping Medium
j.5M
Damage Startup Active Recovery
70,000 10 3 23
On Hit On Block Guard Properties
+15 +13 OH -

Decent air-to-air and combo filler. Also has a (small) cross-up hitbox. Works as an instant overhead against big bodies.

Jumping Heavy
j.5H
Damage Startup Active Recovery
88,000 10 3 23
On Hit On Block Guard Properties
+15 +13 OH -

Upward-angled airthrow OS attack. Useful for chasing down opponents who attempt to superjump away from Akuma.

When using this attack in neutral (usually when fishing for an airthrow or throw tech), consider buffering a 421L. On a successful throw or throw tech, the special input will have no effect. If j.5H hits, you can confirm into Gosho (421L > L) to start a combo. If j.5H whiffs or is blocked, you can use the divekick or fireball follow-ups to safely escape instead.

Jumping Special
j.5S
Damage Startup Active Recovery
90,000 8 4 16
On Hit On Block Guard Properties
+17 +15 OH Aircombofinisher.png

Solid jump-in hitbox, although L Tatsu and j.5M are also competitive for this purpose. Deals more damage than any of Akuma's other air normals, and is useful in jump loops.

Command Normals

Zugaihasatsu
Chop
6M
Damage Startup Active Recovery
45,000 x2 21 4 19
On Hit On Block Guard Properties
-1 -3 Overhead Groundbounce.png versus airborne, can be special-canceled

Standing overhead. Akuma can chain into this from any of this light or medium normals. If Akuma has successfully used staggered lights to discourage opponents from mashing pushblock, he can open them up with this attack.

6M can be special canceled. On hit, Akuma can easily confirm by simply chaining into 5S.

As a gimmick, Akuma can fake out opponents by kara-canceling chop into his Raging Demon hyper.


Senpukyaku
6H
Damage Startup Active Recovery
100,000 18 5 16
On Hit On Block Guard Properties
+10 +2 Mid Strk.png

Akuma performs an advancing, spinning kick, similar to his Tatsumaki special move. However, it does not nullify projectiles in the way that Tatsu does. As an advancing attack that juggles opponents while being very advantageous, it is a solid combo tool.

Despite appearances, this move is not airborne at any point in its duration. Akuma will be put in standing recovery if he is hit during this attack, and he can be thrown out of the startup.


Tenmakujinkyaku
Divekick
j.2M
Damage Startup Active Recovery
80,000 14 Until grounded 8
On Hit On Block Guard Properties
+11* +9* Mid Not cancelable

Divekick attack. Akuma halts any existing aerial momentum and kicks downwards, with a very slight amount of forward velocity as well. Divekick can not be chained in to, and it also cannot be canceled into anything except for X-Factor, so its combo utility is minimal. However, it has great frame advantage, and can be used as an oppressive neutral tool and combo starter. If this move connects, a safe choice is to mash 5L on landing, which can juggle an airborne opponent while also confirm against a grounded one.

Divekick has a minimum height requirement for activation, similar to the minimum height for airdashes on characters that have them. If attempted below this height, Akuma will perform a regular j.5M instead.

Special Moves

Gohadoken
236X
L
Qcf.png + L.png
Damage Startup Active Recovery
90,000 14 - 28
On Hit On Block Guard Properties
-4 -6 Mid Priority: Low, Durability: 5
M
Qcf.png + M.png
Damage Startup Active Recovery
90,000 14 - 31
On Hit On Block Guard Properties
-7 -9 Mid Priority: Low, Durability: 5
H
Qcf.png + H.png
Damage Startup Active Recovery
90,000 14 - 34
On Hit On Block Guard Properties
-10 -12 Mid Priority: Low, Durability: 5

Standard projectile special. Button strength determines Akuma's recovery and the speed at which the projectile travels - H version travels fastest and has the longest recovery.

Compared to aerial Gohadoken, this move is more dangerous to use, as it holds Akuma in one place for the duration.

Zanku Hadoken
j.236X
L
(air)Qcf.png + L.png
Damage Startup Active Recovery
90,000 10 - 35
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 5
M
(air)Qcf.png + M.png
Damage Startup Active Recovery
90,000 10 - 40
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 5
H
(air)Qcf.png + H.png
Damage Startup Active Recovery
90,000 10 - 45
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 5

Aerial version of Akuma's fireball special. Notably, this move does not halt Akuma's aerial momentum, allowing him to stay mobile while putting out projectiles on either approach or retreat. Button strength changes the angle of the fireball - but all versions travel down-forward, so the difference is fairly minor.

Akuma is limited to one fireball per jump. Even if Akuma recovers from this move, and even if the first fireball is destroyed, Akuma can not fire another one until he touches the ground. This limit can be (somewhat) circumvented by using his Demon Flip fireball.


Goshoryuken
623X
L
Dp.png + L.png
Damage Startup Active Recovery
90,000 6 14 24
On Hit On Block Guard Properties
-2 -15 Mid Invuln until frame 6, airborne from frame 7, Strk.png
M
Dp.png + M.png
Damage Startup Active Recovery
55,000 + 70,000 4 5(1)10 30
On Hit On Block Guard Properties
-4 -23 Mid Invuln until frame 7, airborne from frame 5, Strk.png
H
Dp.png + H.png
Damage Startup Active Recovery
40,000 x2 + 70,000 3 6(1)10 44
On Hit On Block Guard Properties
- -36 Mid Invuln until frame 10, airborne from frame 5, Strk.png

One of the few meterless invincible reversals in the game. Can be used to mash out of pressure, or on reaction to hypers that would otherwise punish him (so long as the hyper is not 0f after the flash).

As a bonus, Akuma can cancel into his fireball hyper, even on whiff, to protect himself from being punished.


Tatsumaki Zankukyaku
214X
L
Qcb.png + L.png
Damage Startup Active Recovery
110,000 8 7 18
On Hit On Block Guard Properties
- -1 Mid Strk.png, Projnull.png, Airborne from frame 8
M
Qcb.png + M.png
Damage Startup Active Recovery
40,000 x2 + 70,000 8 17(6)6 14
On Hit On Block Guard Properties
+11 +3 Mid Strk.png, Projnull.png, Airborne from frame 8
H
Qcb.png + H.png
Damage Startup Active Recovery
35,000 x4 + 70,000 8 41(6)6 16
On Hit On Block Guard Properties
+9 +1 Mid Strk.png, Projnull.png, Airborne from frame 8

Akuma advances forward while attacking 1/3/5 times, depending on button strength. This special will nullify non-hpyer projectiles it comes into contact with, although this move can still be beaten by projectiles that clip Akuma's head while avoiding the hitbox.

Akuma can convert an M or H tatsu hit that carries to the corner by mashing 5S. Outside of the corner, conversion is difficult.

Tatsu is safe on block, but aware opponents can punish it by pushblocking the even-numbered hits, which will cause the 3rd/6th hits to whiff and become unsafe.

Air Tatsumaki Zankukyaku
j.214X
L
(air)Qcb.png + L.png
Damage Startup Active Recovery
110,000 5 28 Until grounded +6
On Hit On Block Guard Properties
+13 +12 Mid Strk.png, Projnull.png
M
(air)Qcb.png + M.png
Damage Startup Active Recovery
40,000 x2 + 70,000 5 18(4)6 Until grounded +6
On Hit On Block Guard Properties
+13 +12 Mid Strk.png, Projnull.png
H
(air)Qcb.png + H.png
Damage Startup Active Recovery
35,000 x4 + 70,000 5 42(4)6 Until grounded +6
On Hit On Block Guard Properties
+13 +12 Mid Strk.png, Projnull.png

Aerial version of Akuma's tatsu special. This move does not alter Akuma's aerial momentum - he will continue to move in his current jump arc while kicking around him. Has a very solid cross-up hitbox and retains the projectile nullification of the grounded version, making it a solid jump-in.

In air combos, L Tatsu is preferred as it does all of the damage in a single, up-front hit.


Hyakkishu
Demon Flip
421X
Damage Startup Active Recovery
- 14 - 37/42/53
On Hit On Block Guard Properties
- - - Airok.png, Airborne starting frame 1 when performed on the ground

Command jump that can be performed while on the ground or while airborne. Button strength changes the height of the flip. Akuma has three follow-up attacks he can perform during Demon Flip (detailed below), for each of the three normal attack buttons. These attacks can be performed from frame 14 onward.

Akuma can stall at superjump height by repeatedly doing Demon Flips into whiffed L follow-up, although he is still limited by the three-specials-per-jump rule.

Hyakki Gosho
Palm
(During Demon Flip) L
Damage Startup Active Recovery
100,000 9 4 15
On Hit On Block Guard Properties
- +12 OH Groundbounce.png, Softknockdown.png if ground bounce already used

Akuma performs a downward angled palm strike with limited range. It is an overhead, but typically outclassed by 6M and Gojin Divekick for that purpose. It is the fastest of Akuma's Demon Flip follow-ups, and thus the safest to whiff.

Gosho's primarily useful as a combo tool. j.5H xx 421L > L lets Akuma convert almost any air hit into a ground bounce and relaunch.

Hyakki Gojin
Divekick
(During Demon Flip) M
Damage Startup Active Recovery
90,000 14 Until Grounded 8
On Hit On Block Guard Properties
+13 +11 OH Otg.png, Groundbounce.png (vs airborne)

Falling kick attack with a similar angle to his j.2M command normal. Unlike the command normal version, this attack is an overhead. It also can hit cross-up, and is a solid mixup tool. Also useful for picking up after airthrows and in certain combo routes.

Despite the purple flame effect, this move's hitbox is identical to the regular j.2M divekick.

Hyakki Goho
Fireball
(During Demon Flip) M
Damage Startup Active Recovery
90,000 10 - Until grounded
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 5

Downward-angled fireball. Can circumvent Akuma's normal limit of one fireball per jump: j.236X, 421X > H can put out two shots in a single jump for additional coverage. As a bonus, this move automatically corrects Akuma's facing if he switched sides with the opponent during Demon Flip.

Once Akuma uses Goho, he is stuck in recovery until he lands, which can only be canceled by hyper or X-Factor.


Ashura Senku
Teleport
623S or 421S
Damage Startup Active Recovery
- 14 - 20
On Hit On Block Guard Properties
- - - Invuln frames 14-30

Akuma phases out and then "teleports" across the stage. 623S input will cause Akuma to teleport forwards, while 421S input will make Akuma teleport backwards.

Although this move has some invincibility, it does not occur until 14f in, making it a poor reversal. Instead, Ashura is decent as an offensive tool. It can be used to pass througn an opponent, even in the corner, which can create a cross-up situation when paired with an assist.


Hyper Combos

Messatsu Gohado Agyo
Cotton Candy
236XX (1 bar)
Damage Startup Active Recovery
11,000 x48 - x96 7+1 76 50
On Hit On Block Guard Properties
- - Mid Airok.png, mashable, Priority: High, Durability: 5 per projectile

Akuma unleashes a barrage of fireballs. Although this hyper has very high damage potential if it "shotguns" most of the fireballs, in practice a good percentage of them will whiff. The travel time of the fireballs makes it difficult to use this hyper in neutral, as opponents have additional time to recover. However, this hyper is also very safe on block.

If Akuma holds H during the super flash of this hyper, he will instead perform its beam version (see below).

Messatsu Gohado Ungyo
Beam
236XX, then hold H (1 bar)
Damage Startup Active Recovery
18,000 x25 - x50 7+1 80 46
On Hit On Block Guard Properties
- -34 Mid Airok.png, mashable, Priority: High, Beam Durability: 1 per frame for 25 frames

If H is held during the startup, Akuma fires a single large beam instead of the fireball barrage. As a beam, this hyper reaches across the screen much faster, can hit multiple opponents at once, and deals more consistent damage. To compensate, its maximum damage potential is slightly slower than the "cotton candy" version, and it is much worse on block.

This hyper (and its aerial version), are a core part of Akuma's threat as a zoner. Akuma can react to an opponents projectiles or assist calls with this hyper to snipe them from across the screen, shutting down a lot of options as long as he has meter.

Tenma Gozanku
Air Cotton Candy
j.236XX (1 bar)
Damage Startup Active Recovery
11,000 x48 - x96 7+2 76 16
On Hit On Block Guard Properties
- - Mid mashable, Priority: High, Durability: 5 per projectile

Air version of Akuma's fireball hyper. Akuma shoots the barrage at a down-forward angle. Compared to the ground version, it has one additional frame of post-flash startup, but MUCH less recovery, and is almost impossible to punish on block.

Usually, this does less damage than the beam variant, as several of the shots will miss. However, Akuma can follow-up after standard combos into air fireball hyper:

  • If comboing into it midscreen, land with a falling j.236H, then use 236XX > H (beam) immediately as you land.
  • If comboing into it in the corner, you can link j.5S afterwards to score a knockdown, then land, rejump, and perform 236L xx 236XX > H (beam).

In the corner, it is also possible to follow-up with a gimmicky Down or Side TAC.

Tenma Gozanku (Beam)
Air Beam
j.236XX, then hold H (1 bar)
Damage Startup Active Recovery
18,000 x25 - x50 7+2 80 13
On Hit On Block Guard Properties
- -1 Mid Otg.png, mashable, Priority: High, Beam Durability: 1 per frame for 25 frames

Air version of Akuma's beam hyper. Compared to the ground version, it has one extra frame of post-flash startup, but significantly less recovery. As a fast hyper with solid damage, it can be used to snipe assist calls or punish an opponent's whiffed attacks. As an OTG, allows Akuma to get some damage on knocked down opponents when he does not have time to set up Hyakki Gojin.

If you catch an assist with this low to the ground: you can land, rejump, and hyper again to catch them before they recover.


Messatsu Goshoryu
623XX (1 bar)
Damage Startup Active Recovery
40,000 x8 + 150,000 13+3 14(6)14(6)14 40
On Hit On Block Guard Properties
-4 -22 Mid Invuln until frame 22, Strk.png

Invincible reversal hyper. Deals respectable damage but synergizes awkwardly with DHCs.

Since Akuma almost always runs Tatsu assist, this will usually be his Team Hyper. Anchor Akuma can abuse this by mashing A1+A2 during blockstun. He will automatically perform this invincible reversal as soon as a gap appears, while being able to block freely in the meantime. As long as Akuma still has X-Factor to cancel the recovery, he can protect himself if this reversal is baited, and start an easy kill combo if it hits.


Raging Demon
L, L, 6M, H (3 bars)
Damage Startup Active Recovery
465,000 - 510,000 5+0 40 4
On Hit On Block Guard Properties
- - Throw Mashable, Unvuln until frame 39, Hardknockdown.png

Cinematic level 3 hyper. Akuma slides across the ground. If he comes into contact with a grounded opponent, he command grabs them, dealing heavy damage and ending with a hard knockdown. Rarely useful, since it cannot connect against airborne oppoents. May be possible to use in guard breaks, or as anti-Dark Phoenix technology. Its invincibility can be used to blow through other grounded hypers.

If it does connect, Akuma can connect a very fast tiger knee j.2369XX (Beam) hyper before the opponent recovers.

Universal Mechanics

Ground Throw
6H, 4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Standard ground throw that results in the opponent knocked down. Forward throw places the opponent right next to Akuma, where they can be hit only with a very fast Tiger Knee'd Air Beam hyper. Back throw sends the opponent further away, and Akuma can do a regular jump into air Beam Hyper with more lenient timing.

Air Throw
j.6H, j.4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Standard airthrow that results in a hard knockdown. Air back throw sends the opponent further away, but has much better combo oppotunities than the forward throw, and should be used whenever possible.


Snap Back
Qcf.png+A1.png/A2.png
Damage Startup Active Recovery
50,000 2 4 18
On Hit On Block Guard Properties
- +1 Mid Snapback

Animation and hitbox based on 5H.


Hard Tag
Hold 14f A1.png/A2.png
Damage Startup Active Recovery
27,000 - 20 34
On Hit On Block Guard Properties
- -16 OH Softknockdown.png

-


Team Position

Akuma is almost always played as an Anchor character. He brings an exceptionally strong assist, so placing him in the third slot maximizes the amount of time your team will be able to access it. He also scales very well with X-Factor, which greatly enhances the chip damage of his fireballs and makes his 8f beam hyper an extremely threatening tool for punishing whiffed attacks or assist calls.

Notable Synergies

Wolverine: Wolverine and Akuma have historically been referred to as "best friends" in UMvC3, owing mostly to Akuma's Tatsumaki assist as a support tool for Wolverine. Tatsu assist destroys (non-hyper) projectiles it collides with, allowing Wolverine to close the distance against zoning opponents. It also has a very long duration, meaning it can keep opponents in hitstun or blockstun for quite a long time. If Wolverine can call Akuma and then attempt either an Instant Overhead or a cross-up Berserker Slash. If these attacks hit, Akuma will juggle the opponent long enough for Wolverine to recover and start a combo for free. If the opponent manages to block, Akuma will still keep Wolverine safe.

Players to Watch: Clegg Madness (Wolvie/Spencer/Akuma), SBK (Wolvie/Dante/Akuma), Justin Wong (Wolverine/Storm/Akuma), SumBrwnKid (Wolvie/Dante/Akuma)

Iron Fist: While not a projectile itself, Akuma's Tatsumaki assist destroys projectiles. It also has relatively long duration and can keep opponents in blockstun for a significant amount of time. These factors make Akuma with tatsu assist a solid choice for any rushdown-focused character, and Iron Fist is no exception. Akuma's assist can also be called while attempting an Instant Overhead, and juggles long enough for Iron Fist to confirm if it connects, while also keeping him safe if it is blocked.

Players to Watch: Justin Wong (Iron Fist/Storm/Akuma, rarely, or Wolverine/Iron Fist/Akuma, rarely)

Spencer: Similar to the other characters on this list, Spencer is a rushdown character with limited mobility and short range. He benefits from having Akuma assist to cover his approach, and can also use the Tatsu for offensive pressure or to extend combos. Tatsu called before Spencer's command overhead gives him more damaging follow-ups than what he could do solo.

Players to Watch: Clegg Madness (Wolvie/Spencer/Akuma), Raid (Phoenix Wright/Spencer/Akuma)

Other Players to Watch: Brian Kasugano (Chun/Ryu/Akuma), Zenpool (Deadpool/Ryu/Akuma), LivinLegend26 (Chris/Wesker/Akuma), oAcentric (Chun/Ryu/Akuma)

Combos

Solo Combos

2L > 2M > 2H > 5S sjc. j.5M x2 > j.5H xx 421L > L, falling j.5H, land, jump forward, j.5M x2 > j.5H xx 214L, land, 2M > 2H > 5S sjc. j.5M > j.5H xx j.214L xx j.236XX, falling 236H, land, 236XX > H (865,000 damage for 2 bars, builds ~1.25 bars of meter)

Standard BnB combo. Basically you will use this in some form off any hit into an early launcher. This is the midscreen version, although everything up until the first hyper works in the corner as well.

(Everything is the same as above up until the j.214L xx j.236XX), then j.5S, land, jump back 236L xx 236XX > H (890,000 damage for 2 bars, builds ~1.3 bars of meter)

Variant ender for the corner. You can replace the j.5S with a j.6S or j.2S TAC if you have another character still alive., which may catch the opponent off-guard. Note that j.8S doesn't work.

2L > 5H > 6H, dash, 2M > 5S sjc. j.5M x2 > j.5H xx 421L > L, falling j.5H, land, jump forward, j.5M x2 > j.5H xx 214L, land, 2M > 5S sjc. j.5M > j.5H xx j.214L xx j.236XX (etc.)

Very slight optimization of the standard BnB using 6H against grounded opponents. Usually not worth going for, but adds about 40,000 damage. Note how during the jump loops near the end, you only perform 2M, not 2M > 2H.

(Any standard ground confirm) 6H xx 421L > L, [rejump, j.5M > j.5H > j.5S xx 236L]x2, j.5M > j.5H > j.5S xx 214L, land, 2H > 5S sjc. j.5M x2 j.5H xx 214L xx 236XX (etc.)

Variant combo route that is difficult to confirm into in a real match, but more damaging. Standard 2-bar ender deals ~1,000,000 damage.

(Any standard ground confirm) 6H > 5S sjc. j.5M > j.5H > j.5S, falling j.236L, land, 421L > M, dash forward 2M > 5H > 5S sjc. j.5M x2 > j.5H > j.5S, land, 421L > M, 6H > 5S, sjc. j.5M > j.5H xx 214L xx 236XX

Video Timestamp Very advanced variant using Gojin (divekick) instead of Gosho (palm). If divekick and a fireball connect at the same time, the ground bounce is not consumed, allowing for an entire second relaunch. The standard 2 bar version does just over 1,000,000 damage.

Instant Overhead j.5M > j.5M > j.5H, land, 2M > 5H > 6H > 5S sjc. etc.

Video Timestamp j.5M is an instant overhead versus large body characters like Sentinel, even without fuzzy guard. IOH into a standard corner BnB deals roughly 930,000.

Forward Ground Throw, Tiger Knee j.2369XX > H <br<

Video Timestamp Simple extra damage off a ground throw. Back throw is similar, but tiger knee is not necessary. Just jump and beam hyper off the ground.

Air Backthrow, 421M > M, jump forward, j.5M x2 > j.5H xx j.214L, land, 2M > 2H > 5S sjc. j.5M x2 > j.5H xx 214L xx 236XX etc.

Standard pickup off air backthrow. Air forward throw is possible with 421L instead but very tight timing and may depend on jump height. Deals ~700,000 with the regular 2-bar finisher.

Air Backthrow, 421M > M, jump forward, j.5M > j.5H > j.5S xx 236L, land, jump forward, j.5M x2 > j.5H xx 214L, land 2M > 5S sjc. j.5M x2 > j.5H xx 214L xx 236XX (etc.)

Slight extension on the standard throw conversion.

Air Backthrow, 421M > M, jump forward, j.5M > j.5H > j.5S xx 214L, land 5H > 5S sjc. (delay) j.5M x2 > j.5H xx 421L > L, falling 214L, land, 2M > 5S sjc. j.5H xx 214L xx 236XX etc.

Video Timestamp Advanced version of the regular backthrow confirm. A sufficiently delayed air combo chain after the first launch means you can catch an opponent after Gosho before they reach the ground. Standard 2-bar ender deals ~800,000 damage and builds a total of 1.25 meter.

Alternate corner combo route

"Full" forward ground throw combo

X-Factor Combos

(Any starter) xx 214L, 214L, 214L, 214L (etc.) xx 236XX > H

Video Timestamp X-Factor Level 3 only loop. Can be repeated a long time, but more than 7 reps is unnecessary even against the highest health characters.

2L > 2H > 5S sjc. j.5H xx 421L > L, land 5S sjc. j.5H xx 236XX > H

Shortened combo intended to reach 1,000,000 damage as fast as possible, to minimize the amount of X-Factor duration wasted.

Sample Team Combos

2L > 2M > 2H > 5S sjc. j.5M x2 > j.5H xx 421L > L, falling j.5H, land, jump forward, j.5M x2 > j.5H xx 214L, land, 2M > 2H > 5S sjc. j.5M x2 > j.5H > j.5S, land, Call assist (Spencer - Slant Shot), 421L > M, (Assist hits), 5S sjc. j.5H xx 214L xx 236XX (etc.)(~930,000 damage for 2 bar. Builds 1.75 bars of meter.)

Akuma usually can not pick up with Demon Flip -> Divekick if ground bounce has already been used. Spencer assist circumvents that restriction, allowing for a slight increase in damage compared to the solo combo. This can be used in just about any Akuma combo that features an Air Combo Finisher.

Call assist (Doctor Strange - Bolts of Balthakk) 623L, land, slight dash forward and jump forward, j.5S xx 421L > L, land, jump forward, j.5M > j.5H > j.5S xx 236L, land, jump forward, j.5M > j.5H > j.5S xx 214L, land 2M > 2H > 5S sjc. j.5M > j.5H xx 214L xx 236XX (etc.)

Akuma can call some assists immediately before an L Goshoryu and then convert afterwards. Be careful not to call the assist during the shoryu (which won't work) or to accidentally input a snap back.

Akuma/Vergil
Akuma/Hawkeye/Jill
Akuma/Spencer/Strange

Alternate Colors

Akuma colors.jpg

Videos and External Resources