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Mastering the Dark Hado wasn't enough for him- Akuma now seeks the mightiest opponent on the battlefield of Marvel vs Capcom 2! Generally, Akuma's considered a lower-middle tier character in this game, but don't write him off. Like many of his other appearances, Akuma is a character of extremes. On one hand, Akuma has a very capable offense. He's got a kit of good shoto normals, as well as useful special moves and supers, a number of which are air-enabled. To balance this offensive flexibility out, however, his defensive ability is pretty bad. He has close to the worst vitality in [[Marvel vs Capcom 2]], so it is very important that you not get hit. He's not as easy to kill as, say, Phoenix is in [[Marvel vs. Capcom 3]], but he's gonna die if you get caught in a combo. He still has special moves like a teleport and a divekick he can use to stay slippery, but he really needs to get into the opponent's face and stay there to be effective. Thankfully, you can bring in assists to help with covering his weak points, so if he sounds appealing, he may make a good addition to your team. | Mastering the Dark Hado wasn't enough for him- Akuma now seeks the mightiest opponent on the battlefield of Marvel vs Capcom 2! Generally, Akuma's considered a lower-middle tier character in this game, but don't write him off. Like many of his other appearances, Akuma is a character of extremes. On one hand, Akuma has a very capable offense. He's got a kit of good shoto normals, as well as useful special moves and supers, a number of which are air-enabled. To balance this offensive flexibility out, however, his defensive ability is pretty bad. He has close to the worst vitality in [[Marvel vs Capcom 2]], so it is very important that you not get hit. He's not as easy to kill as, say, Phoenix is in [[Marvel vs. Capcom 3]], but he's gonna die if you get caught in a combo. He still has special moves like a teleport and a divekick he can use to stay slippery, but he really needs to get into the opponent's face and stay there to be effective. Thankfully, you can bring in assists to help with covering his weak points, so if he sounds appealing, he may make a good addition to your team. | ||
== Gameplay == | == Gameplay == | ||
{{2 Column Flex|flex1=6|flex2=4 | {{2 Column Flex|flex1=6|flex2=4 | ||
|content1= | |content1= | ||
{{Content Box|content= | {{Content Box|content='''Akuma''' is a brutal offensive presence on the playfield who can use his variety of powerful specials to keep the opponent guessing. His main weaknesses are his dangerously low stamina and his lack of range. | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
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* Stubby but quick normals | * Stubby but quick normals | ||
* Very damaging Level 3 super- the Raging Demon does a lot of damage when you can land it | * Very damaging Level 3 super- the Raging Demon does a lot of damage when you can land it | ||
* | * Five super moves, all of them allowing for some big damage | ||
* Good wavedash, as well as a quick teleport and a divekick makes for above-average mobility | * Good wavedash, as well as a quick teleport and a divekick makes for above-average mobility | ||
* His Zankuu Hadoken (air fireball) is great at harassing your opponent from the air, as well as evading attacks | * His Zankuu Hadoken (air fireball) is great at harassing your opponent from the air, as well as evading attacks | ||
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* Terrible defense- he takes more damage from attacks than most of the cast, so he must be careful to avoid getting hit | * Terrible defense- he takes more damage from attacks than most of the cast, so he must be careful to avoid getting hit | ||
* Overall lacks range on his attacks- his normals are a bit stubby, so he has to use his projectiles and mobility to compensate | * Overall lacks range on his attacks- his normals are a bit stubby, so he has to use his projectiles and mobility to compensate | ||
* Struggles against strong zoning. Not completely helpless against it, but his options for evading it are limited | * Struggles against strong zoning. Not completely helpless against it, but his options for evading it are kind of limited | ||
* Sort of like Magneto in that he has to play aggressively to win | * Sort of like Magneto in that he has to play aggressively to win- he can't turtle very well | ||
* Raging Demon is quite slow to come out, even though it hurts when it hits | * Raging Demon is quite slow to come out, even though it hurts when it hits | ||
}} | }} | ||
}} | }} | ||
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<center><youtube>FeQ--9m9iFM</youtube></center> | <center><youtube>FeQ--9m9iFM</youtube></center> | ||
}} | }} | ||
}} | |||
}} | |||
== Character Summary == | |||
{{3 Column Flex | |||
|content1= | |||
{{Content Box|header=Special Moves|content= | |||
;Gohadoken (Fireball) | |||
*{{qcf}} + {{lp}} | |||
;Zankuu Hadoken (Air fireball) | |||
*{{qcf}} + {{lp}} / {{hp}} (Air Only) | |||
;Goshoryuken (Dragon Punch) | |||
*{{dp}} + {{lp}} / {{hp}} (Air OK) | |||
;Tatsumaki Zankuu Kyaku (Hurricane Kick) | |||
*{{qcb}} + {{lk}} / {{hk}} (Air OK) | |||
;Tenma Kyuujin Kyaku (Divekick) | |||
*{{qcb}} + {{lk}} / {{hk}} (Air Only) | |||
;Jigoku Guruma (Command Throw) | |||
*{{hcb}} + {{hk}} (close) | |||
}} | |||
|content2= | |||
{{Content Box|header=Super Moves|content= | |||
;Messatsu Gou Shouryuu (Shoryuken super) | |||
*{{qcf}} + {{lp}} + {{hp}} | |||
;Messatsu Gou Rasen (Hurricane kick super) | |||
*{{qcf}} + {{lk}} + {{hk}} | |||
;Tenma Gou Zankuu (Air fireballs) | |||
*{{qcf}} + {{lp}} + {{hp}} (Mashable) | |||
;Messatsu Gou Hadou (Beam super) | |||
*{{qcb}} + {{lp}} + {{hp}} | |||
;Shun Goku Satsu (Raging Demon) | |||
*{{lp}}, {{lp}}, {{f}} {{lk}}, {{hp}} | |||
}} | |||
|content3= | |||
{{Content Box|header=Assist Types|content= | |||
;Type α - Projectile Type | |||
*Assist: {{hp}} Gohadoken | |||
*Counter: {{hp}} Gohadoken | |||
*Combination: Messatsu Gou Hadou | |||
;Type β - Anti-air Type | |||
*Assist: {{hp}} Goshoryuken | |||
*Counter: {{hp}} Goshoryuken | |||
*Combination: Messatsu Gou Shouryuu | |||
;Type γ - Ground Type | |||
*Assist: {{hk}} Tatsumaki Zankuu Kyaku | |||
*Counter: {{hk}} Tatsumaki Zankuu Kyaku | |||
*Combination: Messatsu Gou Rasen | |||
}} | }} | ||
}} | }} | ||
= Moves List = | == Moves List == | ||
=== Normal Moves === | === Normal Moves === | ||
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|Adv. Guard= Placeholder | |Adv. Guard= Placeholder | ||
|Adv. Pushblock= Placeholder | |Adv. Pushblock= Placeholder | ||
|description= Useful for putting your opponent in position for his air fireball super. | |description= Useful for putting your opponent in position for his air fireball super during an air combo. | ||
| | | | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2 Akuma Zankuu Hadoken 01.png | ||
|image2= MVC2 Akuma Zankuu Hadoken 02.png | |||
|caption= | |caption= | ||
|name= Zankuu Hadoken | |name= Zankuu Hadoken | ||
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|name= Tatsumaki Zankuu Kyaku | |name= Tatsumaki Zankuu Kyaku | ||
|linkname= Tatsumaki Zankuu Kyaku | |linkname= Tatsumaki Zankuu Kyaku | ||
|input= 214 + K | |input= 214 + K // {{qcf}}+{{p}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Tenma Kuujin Kyaku | |name= Tenma Kuujin Kyaku | ||
|linkname= Divekick | |linkname= Divekick | ||
|input= 214 + K | |input= 214 + K // {{qcb}}+{{k}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|image= Portrait MVC2 Akuma.png | |image= Portrait MVC2 Akuma.png | ||
|caption= | |caption= | ||
|name= | |name= Jigoku Guruma | ||
|linkname= Jigoku Guruma (command throw) | |linkname= Jigoku Guruma (command throw) | ||
|input= | |input= 63214 + HK // {{hcb}}+{{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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=== Assists === | === Assists === | ||
{{MoveData | {{MoveData | ||
|image= | |image= MVC2 Akuma Gohadoken 01.png | ||
| | |image2= MVC2 Akuma Gohadoken 02.png | ||
|caption2= Assist A | |||
|name= Gou Hadouken | |name= Gou Hadouken | ||
|linkname= Placeholder | |linkname= Placeholder | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2 Akuma Goshoryuken 03.png | ||
|caption= Assist B | |caption= Assist B | ||
|name= Gou Shoryuken | |name= Gou Shoryuken | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2 Akuma Tatsumaki Zankuu Kyaku 02.png | ||
|caption= Assist Y | |caption= Assist Y | ||
|name= Tatsumaki Zankuu Kyaku | |name= Tatsumaki Zankuu Kyaku | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= Sort of like Ken's Shinryuken, but it's a rising spinkick instead | |caption= Sort of like Ken's Shinryuken or Doom's Sphere Flame, but it's a rising spinkick instead | ||
|name= Messatsu Gou Rasen | |name= Messatsu Gou Rasen | ||
|linkname= Placeholder | |linkname= Placeholder | ||
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{{MoveData | {{MoveData | ||
|image= Portrait MVC2 Akuma.png | |image= Portrait MVC2 Akuma.png | ||
|caption= | |caption=Seriously, his hitboxes disappear! | ||
|name= Ashura Warp | |name= Ashura Warp | ||
|linkname= | |linkname= |
Revision as of 21:58, 15 September 2021
Introduction
Mastering the Dark Hado wasn't enough for him- Akuma now seeks the mightiest opponent on the battlefield of Marvel vs Capcom 2! Generally, Akuma's considered a lower-middle tier character in this game, but don't write him off. Like many of his other appearances, Akuma is a character of extremes. On one hand, Akuma has a very capable offense. He's got a kit of good shoto normals, as well as useful special moves and supers, a number of which are air-enabled. To balance this offensive flexibility out, however, his defensive ability is pretty bad. He has close to the worst vitality in Marvel vs Capcom 2, so it is very important that you not get hit. He's not as easy to kill as, say, Phoenix is in Marvel vs. Capcom 3, but he's gonna die if you get caught in a combo. He still has special moves like a teleport and a divekick he can use to stay slippery, but he really needs to get into the opponent's face and stay there to be effective. Thankfully, you can bring in assists to help with covering his weak points, so if he sounds appealing, he may make a good addition to your team.
Gameplay
Akuma is a brutal offensive presence on the playfield who can use his variety of powerful specials to keep the opponent guessing. His main weaknesses are his dangerously low stamina and his lack of range.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Gohadoken (Fireball)
+
- Zankuu Hadoken (Air fireball)
+
/
(Air Only)
- Goshoryuken (Dragon Punch)
+
/
(Air OK)
- Tatsumaki Zankuu Kyaku (Hurricane Kick)
+
/
(Air OK)
- Tenma Kyuujin Kyaku (Divekick)
+
/
(Air Only)
- Jigoku Guruma (Command Throw)
+
(close)
- Messatsu Gou Shouryuu (Shoryuken super)
+
+
- Messatsu Gou Rasen (Hurricane kick super)
+
+
- Tenma Gou Zankuu (Air fireballs)
+
+
(Mashable)
- Messatsu Gou Hadou (Beam super)
+
+
- Shun Goku Satsu (Raging Demon)
,
,
,
- Type α - Projectile Type
- Assist:
Gohadoken
- Counter:
Gohadoken
- Combination: Messatsu Gou Hadou
- Type β - Anti-air Type
- Assist:
Goshoryuken
- Counter:
Goshoryuken
- Combination: Messatsu Gou Shouryuu
- Type γ - Ground Type
- Assist:
Tatsumaki Zankuu Kyaku
- Counter:
Tatsumaki Zankuu Kyaku
- Combination: Messatsu Gou Rasen
Moves List
Normal Moves
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Air Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Quick air normal |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Helpful for building meter- usable several times in a super jump |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Placeholder | Placeholder | Placeholder | Placeholder | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Placeholder | Placeholder | Placeholder | Placeholder | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Placeholder | Placeholder | Placeholder | Placeholder | - |
Command Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Overhead | Placeholder | Placeholder | Placeholder | - | |
A slow karate chop that works as an overhead. Blockable on reaction, so be careful using it. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Placeholder | Placeholder | Placeholder | - | |
Useful for putting your opponent in position for his air fireball super during an air combo. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Flows from j.8MK pretty well. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder text |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air Only | Special, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air OK | Special, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air OK | Super | - | - | - | |
Like most of his other appearances, this move pops the opponent up for some minor juggles. Can lead into his air fireball super if done on the ground. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air OK | Special, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Command throw. |
Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Decent projectile |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Nice anti-air |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Useful for combos |
Supers
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Really good corner carry on the last hit- sends them flying |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air Only | Placeholder | Placeholder | Placeholder | - | |
Really good corner carry on the last hit- sends them flying |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air Only | Placeholder | Placeholder | Placeholder | - | |
Really good corner carry on the last hit- sends them flying |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Grab, Level 3 | Placeholder | Placeholder | Placeholder | - | |
Slow to come out, but does very nice damage if you hit. |
Taunt
Other
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Full invincible during startup and movement |
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.