Marvel vs Capcom 2/Akuma: Difference between revisions

From SuperCombo Wiki
m (→‎Ground Normals: missing an image for 5MP because i coded it wrong)
(the page should have frame data now, so now there's not so many "Placeholder" fields)
Line 38: Line 38:
*{{qcf}} + {{lp}}
*{{qcf}} + {{lp}}
;Zankuu Hadoken (Air fireball)
;Zankuu Hadoken (Air fireball)
*{{qcf}} + {{lp}} / {{hp}} (Air Only)
*{{qcf}} + {{lp}} / {{hp}} ({{aironly}})
;Goshoryuken (Dragon Punch)
;Goshoryuken (Dragon Punch)
*{{dp}} + {{lp}} / {{hp}} (Air OK)
*{{dp}} + {{lp}} / {{hp}} ({{airok}})
;Tatsumaki Zankuu Kyaku (Hurricane Kick)
;Tatsumaki Zankuu Kyaku (Hurricane Kick)
*{{qcb}} + {{lk}} / {{hk}} (Air OK)
*{{qcb}} + {{lk}} / {{hk}} ({{airok}})
;Tenma Kyuujin Kyaku (Divekick)
;Tenma Kyuujin Kyaku (Divekick)
*{{qcb}} + {{lk}} / {{hk}} (Air Only)
*{{qcb}} + {{lk}} / {{hk}} ({{aironly}})
;Jigoku Guruma (Command Throw)
;Jigoku Guruma (Command Throw)
*{{hcb}} + {{hk}} (close)
*{{hcb}} + {{hk}} (close)
Line 93: Line 93:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 4
  |Startup= Placeholder
  |Startup= 5
  |Active= Placeholder
  |Active= 4
  |Recovery= Placeholder
  |Recovery= 4
  |Guard= Placeholder
  |Guard= HL
  |Special Property= Placeholder
  |Special Property=  
  |Cancel= Placeholder
  |Cancel= Chain, Special, Super
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Placeholder text
  |description= Quick punch, low range and damage with good speed
  }}
  }}
  }}<br>
  }}<br>
Line 111: Line 111:
|image= MVC2 Akuma 5MP.png
|image= MVC2 Akuma 5MP.png
|image2= MVC2 Akuma 5MP 2.png
|image2= MVC2 Akuma 5MP 2.png
|caption2= Placeholder
|caption2=
|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
Line 117: Line 117:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 7
  |Startup= Placeholder
  |Startup= 4
  |Active= Placeholder
  |Active= 8
  |Recovery= Placeholder
  |Recovery= 15
  |Guard= Placeholder
  |Guard= HL
  |Special Property= None
  |Special Property= None
  |Cancel= Placeholder
  |Cancel= Chain, Special, Super
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Placeholder
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 139: Line 139:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 13
  |Startup= Placeholder
  |Startup= 6
  |Active= Placeholder
  |Active= 9
  |Recovery= Placeholder
  |Recovery= 17
  |Guard= Placeholder
  |Guard= HL
  |Special Property= None
  |Special Property= None
  |Cancel= Placeholder
  |Cancel= Special, Super
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
|Adv. Guard= 
  |Adv. Pushblock= Placeholder
|Adv. Pushblock= 
  |description= Placeholder
|description= 
}}
}}<br>
{{MoveData
|image= MVC2 Akuma 5LK.png
|caption= Kick
|name= Light Kick
|linkname= 5LK
|input= 5LK / s.LK
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 7
|Active= 11
|Recovery= 7
|Guard= HL
|Special Property= HL
|Cancel= Chain, Special, Super
|Adv. Hit= 
  |Adv. Guard=
  |Adv. Pushblock=
|description= 
}}
}}<br>
  {{MoveData
|image= MVC2 Akuma 5MK.png
|image= MVC2 Akuma 5MK 2.png
|caption= Kick
|name= Heavy Kick
|linkname= 5HK
|input= 5MK / s.MK
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 10
|Active= 9
|Recovery= 8
|Guard= HL
|Special Property= 
|Cancel= Chain, Special, Super
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= 
}}
}}<br>
  {{MoveData
|image= MVC2 Akuma 5HK.png
|caption= Kick
|name= Heavy Kick
|linkname= 5HK
|input= 5HK / s.HK
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 10
|Active= 9
|Recovery= 8
|Guard= HL
|Special Property= 
|Cancel= Special, Super
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 161: Line 228:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 4
  |Startup= Placeholder
  |Startup= 4
  |Active= Placeholder
  |Active= 5
  |Recovery= Placeholder
  |Recovery= 5
  |Guard= Placeholder
  |Guard= HL
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
  |Cancel= Chain, Special, Super
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Placeholder
  |description= Quick low move, good up close
  }}
  }}
  }}<br>
  }}<br>
Line 183: Line 250:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 7
  |Startup= Placeholder
  |Startup= 5
  |Active= Placeholder
  |Active= 5
  |Recovery= Placeholder
  |Recovery= 9
  |Guard= Placeholder
  |Guard= HL
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
  |Cancel= Chain, Special, Super
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Placeholder
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 199: Line 266:
{{MoveData
{{MoveData
|image= MVC2 Akuma 2HP.png
|image= MVC2 Akuma 2HP.png
|caption= Punch your opponent into the air
|caption= Punch them into the air
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
|linkname= 2HP
|linkname= 2HP
Line 205: Line 272:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 7
  |Startup= Placeholder
  |Startup= 5
  |Active= Placeholder
  |Active= 13
  |Recovery= Placeholder
  |Recovery= 12
  |Guard= Placeholder
  |Guard= HL
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
|Cancel= Chain, Special, Super
  |Adv. Hit= Placeholder
|Adv. Hit= 
  |Adv. Guard= Placeholder
|Adv. Guard= 
  |Adv. Pushblock= Placeholder
|Adv. Pushblock= 
  |description= Placeholder
|description= 
}}
}}<br>
{{MoveData
|image= MVC2 Akuma 2LK.png
|caption= Low kick
|name= Crouching Light Kick
|linkname= 2LP
|input= 2LP / cr.LP
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 5
|Active= 7
|Recovery= 5
|Guard= L
|Special Property= 
  |Cancel= Chain, Special, Super
  |Adv. Hit=
  |Adv. Guard=
  |Adv. Pushblock=
|description= 
}}
}}<br>
  {{MoveData
|image= MVC2 Akuma 2MK.png
|caption= Low kick, now with more range.
|name= Crouching Medium Kick
|linkname= 2LP
|input= 2LP / cr.LP
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 6
|Active= 7
|Recovery= 9
|Guard= L
|Special Property= 
|Cancel= Chain, Special, Super
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= 
}}
}}<br>
{{MoveData
|image= MVC2 Akuma 2HK.png
|caption= Knocks down, of course!
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2HK / cr.HK
|data=
{{AttackData-MVSC2
|Damage= 13
|Startup= 6
|Active= 7
|Recovery= 9
|Guard= L
|Special Property= 
|Cancel= Special, Super
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 228: Line 362:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 4
  |Startup= Placeholder
  |Startup= 8
  |Active= Placeholder
  |Active= 11
  |Recovery= Placeholder
  |Recovery= 1
  |Guard= Placeholder
  |Guard= High
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
  |Cancel= Chain, Special, Super
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Quick air normal
  |description= Quick air normal
  }}
  }}
Line 252: Line 386:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 7
  |Startup= Placeholder
  |Startup= 6
  |Active= Placeholder
  |Active= 10
  |Recovery= Placeholder
  |Recovery= 1
  |Guard= Placeholder
  |Guard= H
  |Special Property= Placeholder
  |Special Property= {{aironly}}
  |Cancel= Placeholder
  |Cancel= Chain, Special, Super
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Placeholder text
  |description=   text
  }}
  }}
  }}<br>
  }}<br>
Line 274: Line 408:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 13
  |Startup= Placeholder
  |Startup= 9
  |Active= Placeholder
  |Active= 7
  |Recovery= Placeholder
  |Recovery= 5
  |Guard= Placeholder
  |Guard= H
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
  |Cancel= Special, Super
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Helpful for building meter- usable several times in a super jump
  |description= Helpful for building meter- usable several times in a super jump
  }}
  }}
Line 290: Line 424:
{{MoveData
{{MoveData
|image= MVC2 Akuma J.LK.png
|image= MVC2 Akuma J.LK.png
|caption= .
|caption= Big knee
|name= Air Light Kick
|name= Air Light Kick
|linkname= j.HK
|linkname= j.HK
Line 296: Line 430:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 4
  |Startup= Placeholder
  |Startup= 8
  |Active= Placeholder
  |Active= 11
  |Recovery= Placeholder
  |Recovery= 1
  |Guard= Placeholder
  |Guard=
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
  |Cancel= Chain, Special, Super
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description=
  |description=
  }}
  }}
Line 318: Line 452:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 7
  |Startup= Placeholder
  |Startup= 10
  |Active= Placeholder
  |Active= 8
  |Recovery= Placeholder
  |Recovery= 10
  |Guard= Placeholder
  |Guard= High
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
  |Cancel= Chain, Special, Super
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description=
  |description=
  }}
  }}
Line 340: Line 474:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 13
  |Startup= Placeholder
  |Startup= 8
  |Active= Placeholder
  |Active= 7
  |Recovery= Placeholder
  |Recovery= 9
  |Guard= Placeholder
  |Guard= H
  |Special Property= Placeholder
  |Special Property=  
  |Cancel= Placeholder
  |Cancel= Special, Super
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description=
  |description=
  }}
  }}
Line 364: Line 498:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 4+6
  |Startup= Placeholder
  |Startup= 27
  |Active= Placeholder
  |Active= 17
  |Recovery= Placeholder
  |Recovery= 9
  |Guard= Placeholder
  |Guard= H
  |Special Property= Overhead
  |Special Property= {{overhead}}
  |Cancel= Placeholder
  |Cancel= None
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= A slow karate chop that works as an overhead. Blockable on reaction, so be careful using it.
  |description= A slow karate chop that works as an overhead. Blockable on reaction and unable to cancel into anything else afterward, so be sure you'll hit before you throw this one.
}}
}}<br>
{{MoveData
|image= MVC2 Akuma 6HK.png
|caption= Hop kick
|name= Forward Heavy Kick
|linkname= 6HK
|input= 6HK /{{f}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage= 7
|Startup= 19
|Active= 17
|Recovery= 5
|Guard= H
|Special Property=
|Cancel= Special, Super
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Useful for putting your opponent in position for his air fireball super during an air combo.
|
  }}
  }}
  }}<br>
  }}<br>
Line 386: Line 543:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 7
  |Startup= Placeholder
  |Startup= 5
  |Active= Placeholder
  |Active= 17
  |Recovery= Placeholder
  |Recovery= 5
  |Guard= Placeholder
  |Guard= H
  |Special Property=  
  |Special Property=  
  |Cancel= Placeholder
  |Cancel= Chain, Special, Super
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Useful for putting your opponent in position for his air fireball super during an air combo.
  |description= Useful for putting your opponent in position for his air fireball super during an air combo.
  |
  |
Line 410: Line 567:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 12
  |Startup= Placeholder
  |Startup= 13
  |Active= Placeholder
  |Active= 7
  |Recovery= Placeholder
  |Recovery= 10
  |Guard= Placeholder
  |Guard= H
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
  |Cancel= Special, Super
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Flows from j.8MK pretty well.
  |description= Flows from j.8MK pretty well.
  }}
  }}
Line 434: Line 591:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 13
  |Startup= Placeholder
  |Startup= 5
  |Active= Placeholder
  |Active= 13
  |Recovery= Placeholder
  |Recovery= 12
  |Guard= Placeholder
  |Guard= HL
  |Special Property= Placeholder
  |Special Property= {{launcher}}
  |Cancel= Placeholder
  |Cancel= Super Jump, Chain, Special, Super
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Placeholder text
  |description=   text
  }}
  }}
  }}<br>
  }}<br>
Line 458: Line 615:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage= 14 (both versions)
  |Startup=  
  |Startup=  
  |Active=  
  |Active=  
  |Recovery=  
  |Recovery=  
  |Guard= H
  |Guard= HL
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel= Super
  |Adv. Hit= -
  |Adv. Hit= -
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Placeholder text
  |description=   text
  }}
  }}
  }}<br>
  }}<br>
Line 481: Line 638:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage= 13 (both versions)
  |Startup=  
  |Startup=  
  |Active=  
  |Active=  
  |Recovery=  
  |Recovery=  
  |Guard= H
  |Guard= H
  |Special Property= Air Only
  |Special Property= {{aironly}}
  |Cancel= Special, Super
  |Cancel= Super
  |Adv. Hit= -
  |Adv. Hit= -
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Placeholder text
  |description=   text
  }}
  }}
  }}<br>
  }}<br>
Line 506: Line 663:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage= 19 (light) / 16 + 4 + 4 (heavy, 3 hits)
  |Startup=  
  |Startup=  
  |Active=  
  |Active=  
  |Recovery=  
  |Recovery=  
  |Guard= H
  |Guard= H
  |Special Property= Air OK
  |Special Property= {{airok}}
  |Cancel= Special, Super
  |Cancel= Super
  |Adv. Hit= -
  |Adv. Hit= -
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Placeholder text
  |description=   text
  }}
  }}
  }}<br>
  }}<br>
Line 531: Line 688:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage= 6 x 3 (light) / 5 + 5 + 5 + 4 + 4 (heavy)
  |Startup=  
  |Startup=  
  |Active=  
  |Active=  
  |Recovery=  
  |Recovery=  
  |Guard= H
  |Guard= HL
  |Special Property= Air OK
  |Special Property= {{airok}}
  |Cancel= Super
  |Cancel= Super
  |Adv. Hit= -
  |Adv. Hit= -
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Like most of his other appearances, this move pops the opponent up for some minor juggles. Can lead into his air fireball super if done on the ground.
  |description= Like most of his other appearances, this move pops the opponent up for some minor juggles. Can lead into his air fireball super if it hits.
  }}
  }}
  }}<br>
  }}<br>
Line 553: Line 710:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage= 12 (light) / 18 (heavy
  |Startup=  
  |Startup=  
  |Active=  
  |Active=  
  |Recovery=  
  |Recovery=  
  |Guard= H
  |Guard= H
  |Special Property= Air OK
  |Special Property= {{aironly}}
  |Cancel= Special, Super
  |Cancel= None
  |Adv. Hit= -
  |Adv. Hit= -
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Placeholder text
  |description=   text
  }}
  }}
  }}<br>
  }}<br>
Line 575: Line 732:
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage= 16
  |Startup=  
  |Startup=  
  |Active=  
  |Active=  
  |Recovery=  
  |Recovery=  
  |Guard= H
  |Guard= N/A
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel= None
  |Adv. Hit= -
  |Adv. Hit= -
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Command throw.
  |description= Command throw. Doesn't have a whiff animation. Because it shares part of the motion with your Tatsumaki Zankuu Kyaku, it can be used as an option select up close.
  }}
  }}
  }}<br>
  }}<br>
Line 596: Line 753:
|caption= Akuma's version of the Shoryu Reppa
|caption= Akuma's version of the Shoryu Reppa
|name= Messatsu Gou Shouryuu
|name= Messatsu Gou Shouryuu
|linkname= Placeholder
|linkname=
|input= 236 + PP // {{qcf}}+{{lp}}+{{hp}}
|input= 236 + PP // {{qcf}}+{{lp}}+{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 41 max
  |Startup= Placeholder
  |Startup=
  |Active= Placeholder
  |Active=
  |Recovery= Placeholder
  |Recovery=
  |Guard= Placeholder
  |Guard= HL
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
  |Cancel= No
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Placeholder text
  |description= Good ender for ground combos
  }}
  }}
  }}<br>
  }}<br>
Line 618: Line 775:
|caption= Akuma's beam super
|caption= Akuma's beam super
|name= Messatsu Gou Hadou
|name= Messatsu Gou Hadou
|linkname= Placeholder
|linkname=
|input= 214 + PP // {{qcb}}+{{lp}}+{{hp}}
|input= 214 + PP // {{qcb}}+{{lp}}+{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 45-51 if all hits connect
  |Startup= Placeholder
  |Startup=
  |Active= Placeholder
  |Active=
  |Recovery= Placeholder
  |Recovery=
  |Guard= Placeholder
  |Guard= HL
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
  |Cancel=
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Placeholder text
  |description= Difficult to combo into, so better used to punish an opponent's mistakes
  }}
  }}
  }}<br>
  }}<br>
Line 640: Line 797:
|caption= Sort of like Ken's Shinryuken or Doom's Sphere Flame, 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=
|input= 214 + KK // {{qcb}}+{{lk}}+{{hk}}
|input= 214 + KK // {{qcb}}+{{lk}}+{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 45
  |Startup= Placeholder
  |Startup=
  |Active= Placeholder
  |Active=
  |Recovery= Placeholder
  |Recovery=
  |Guard= Placeholder
  |Guard=
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
  |Cancel=
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Really good corner carry on the last hit- sends them flying
  |description= Really good corner carry on the last hit- sends them flying
  }}
  }}
Line 662: Line 819:
|caption=  
|caption=  
|name= Tenma Gou Zankuu
|name= Tenma Gou Zankuu
|linkname= Placeholder
|linkname=
|input= 236 + PP // {{qcb}}+{{lp}}+{{hp}}
|input= 236 + PP // {{qcb}}+{{lp}}+{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 45-46 (varies)
  |Startup= Placeholder
  |Startup=
  |Active= Placeholder
  |Active=
  |Recovery= Placeholder
  |Recovery=
  |Guard= Placeholder
  |Guard=
  |Special Property= {{aironly}}
  |Special Property= {{aironly}}
  |Cancel= Placeholder
  |Cancel=
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description=  
  |description= Useful to end air combos with
  }}
  }}
  }}<br>
  }}<br>
Line 685: Line 842:
|caption= I still have more!
|caption= I still have more!
|name= Shun Goku Satsu (Raging Demon)
|name= Shun Goku Satsu (Raging Demon)
|linkname= Placeholder
|linkname=
|input= 5LP, 5LP, 6, 5LK, 5HP // {{lp}} , {{lp}} , {{f}} , {{lk}} , {{hp}}
|input= 5LP, 5LP, 6, 5LK, 5HP // {{lp}} , {{lp}} , {{f}} , {{lk}} , {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 70
  |Startup= Placeholder
  |Startup=
  |Active= Placeholder
  |Active=
  |Recovery= Placeholder
  |Recovery=
  |Guard= Placeholder
  |Guard=
  |Special Property= Grab, Level 3
  |Special Property= Grab, Level 3
  |Cancel= Placeholder
  |Cancel=
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Slow to come out, but does very nice damage if you hit.
  |description= Slow to come out, but does very nice damage if you hit.
  }}
  }}
Line 709: Line 866:
|caption2= Type α
|caption2= Type α
|name= Projectile Type
|name= Projectile Type
|linkname= Placeholder
|linkname=
|input= A1 // A2
|input= A1 // A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 13
  |Startup= Placeholder
  |Startup=
  |Active= Placeholder
  |Active=
  |Recovery= Placeholder
  |Recovery=
  |Guard= Placeholder
  |Guard=
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
  |Cancel=
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= HP Gohadoken. Variable counter is also HP Gohadoken. Variable Combination super is Messatsu Gou Hadou.
  |description= HP Gohadoken. Variable counter is also HP Gohadoken. Variable Combination super is Messatsu Gou Hadou.


Line 733: Line 890:
|caption= Type β
|caption= Type β
|name= Anti-Air Type
|name= Anti-Air Type
|linkname= Placeholder
|linkname=
|input= A1 // A2
|input= A1 // A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 24 (total)
  |Startup= Placeholder
  |Startup=
  |Active= Placeholder
  |Active=
  |Recovery= Placeholder
  |Recovery=
  |Guard= Placeholder
  |Guard=
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
  |Cancel=
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= HP Goshoryuken. Variable counter is also HP Goshoryuken. Variable Combination super is Messatsu Gou Shouryuu.
  |description= HP Goshoryuken. Variable counter is also HP Goshoryuken. Variable Combination super is Messatsu Gou Shouryuu.


Line 757: Line 914:
|caption= Type γ
|caption= Type γ
|name= Expansion Type
|name= Expansion Type
|linkname= Placeholder
|linkname=
|input= A1 // A2
|input= A1 // A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 23 (total)
  |Startup= Placeholder
  |Startup=
  |Active= Placeholder
  |Active=
  |Recovery= Placeholder
  |Recovery=
  |Guard= Placeholder
  |Guard=
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
  |Cancel=
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= HK Tatsumaki Zankuu Kyaku. Variable Counter is also HK Tatsumaki Zankuu Kyaku. Variable Combination super is Messatsu Gou Rasen.
  |description= HK Tatsumaki Zankuu Kyaku. Variable Counter is also HK Tatsumaki Zankuu Kyaku. Variable Combination super is Messatsu Gou Rasen.


Useful for combos.
Useful for combo extension.
  }}
  }}
  }}<br>
  }}<br>
Line 787: Line 944:
|name= Ashura Warp
|name= Ashura Warp
|linkname=  
|linkname=  
|input= 241 + PP/KK or 623 + PP/KK // {{DP}} or {{RDP}} + {{lp}}+{{hp}} or {{lk}} + {{hk}}
|input= 241 + PP/KK or 623 + PP/KK // {{dp}} or {{rdp}} + {{lp}}+{{hp}} or {{lk}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= Placeholder
  |Damage= 0 (no hitbox)
  |Startup= Placeholder
  |Startup=
  |Active= Placeholder
  |Active=
  |Recovery= Placeholder
  |Recovery=
  |Guard= Placeholder
  |Guard=
  |Special Property= Placeholder
  |Special Property=
  |Cancel= Placeholder
  |Cancel=
  |Adv. Hit= Placeholder
  |Adv. Hit=
  |Adv. Guard= Placeholder
  |Adv. Guard=
  |Adv. Pushblock= Placeholder
  |Adv. Pushblock=
  |description= Full invincible during startup and movement
  |description= Full invincible during startup and movement
  }}
  }}

Revision as of 19:26, 16 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.

TODO: Add frame data, as well as missing sprites

Gameplay

Akuma is a brutal offensive presence who can use his variety of powerful specials to keep the opponent guessing. His main weaknesses are his dangerously low stamina and his lack of range outside fireballs and beams.

Strengths Weaknesses
  • Very nice offensive toolkit- plenty of fast and powerful moves
  • Stubby but quick normals
  • 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
  • His Zankuu Hadoken (air fireball) is great at harassing your opponent from the air, as well as evading attacks
  • 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
  • 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- he can't turtle very well
  • Raging Demon is quite slow to come out, even though it hurts when it hits
MVC2 akuma art.png

Character Summary

Special Moves

Gohadoken (Fireball)
  • Qcf.png + Lp.png
Zankuu Hadoken (Air fireball)
  • Qcf.png + Lp.png / Hp.png (Aironly.png)
Goshoryuken (Dragon Punch)
  • Dp.png + Lp.png / Hp.png (Airok.png)
Tatsumaki Zankuu Kyaku (Hurricane Kick)
  • Qcb.png + Lk.png / Hk.png (Airok.png)
Tenma Kyuujin Kyaku (Divekick)
  • Qcb.png + Lk.png / Hk.png (Aironly.png)
Jigoku Guruma (Command Throw)
  • Hcb.png + Hk.png (close)
Super Moves

Messatsu Gou Shouryuu (Shoryuken super)
  • Qcf.png + Lp.png + Hp.png
Messatsu Gou Rasen (Hurricane kick super)
  • Qcf.png + Lk.png + Hk.png
Tenma Gou Zankuu (Air fireballs)
  • Qcf.png + Lp.png + Hp.png (Mashable)
Messatsu Gou Hadou (Beam super)
  • Qcb.png + Lp.png + Hp.png
Shun Goku Satsu (Raging Demon)
  • Lp.png, Lp.png, F.png Lk.png, Hp.png
Assist Types

Type α - Projectile Type
  • Assist: Hp.png Gohadoken
  • Counter: Hp.png Gohadoken
  • Combination: Messatsu Gou Hadou
Type β - Anti-air Type
  • Assist: Hp.png Goshoryuken
  • Counter: Hp.png Goshoryuken
  • Combination: Messatsu Gou Shouryuu
Type γ - Expansion Type
  • Assist: Hk.png Tatsumaki Zankuu Kyaku
  • Counter: Hk.png Tatsumaki Zankuu Kyaku
  • Combination: Messatsu Gou Rasen

Moves List

Normal Moves

Ground Normals

Light Punch
5LP / s.LP
MVC2 Akuma 5LP.png
Damage Startup Active Recovery Guard
4 5 4 4 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Quick punch, low range and damage with good speed



Medium Punch
5MP / s.MP
MVC2 Akuma 5MP.png
MVC2 Akuma 5MP 2.png
Damage Startup Active Recovery Guard
7 4 8 15 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -


Heavy Punch
5HP / s.HP
MVC2 Akuma 5HP.png
Damage Startup Active Recovery Guard
13 6 9 17 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, Super - - -


Light Kick
5LK / s.LK
MVC2 Akuma 5LK.png
Kick
Damage Startup Active Recovery Guard
13 7 11 7 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
HL Chain, Special, Super - - -


Heavy Kick
5MK / s.MK
MVC2 Akuma 5MK 2.png
Kick
Damage Startup Active Recovery Guard
13 10 9 8 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Heavy Kick
5HK / s.HK
MVC2 Akuma 5HK.png
Kick
Damage Startup Active Recovery Guard
13 10 9 8 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -


Crouching Light Punch
2LP / cr.LP
MVC2 Akuma 2LP.png
Caption
Damage Startup Active Recovery Guard
4 4 5 5 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Quick low move, good up close


Crouching Medium Punch
2MP / cr.MP
MVC2 Akuma 2MP.png
Caption
Damage Startup Active Recovery Guard
7 5 5 9 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Heavy Punch
2HP / cr.HP
MVC2 Akuma 2HP.png
Punch them into the air
Damage Startup Active Recovery Guard
7 5 13 12 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Light Kick
2LP / cr.LP
MVC2 Akuma 2LK.png
Low kick
Damage Startup Active Recovery Guard
13 5 7 5 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Medium Kick
2LP / cr.LP
MVC2 Akuma 2MK.png
Low kick, now with more range.
Damage Startup Active Recovery Guard
13 6 7 9 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -



Crouching Heavy Kick
2HK / cr.HK
MVC2 Akuma 2HK.png
Knocks down, of course!
Damage Startup Active Recovery Guard
13 6 7 9 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -


Air Normals

Air Light Punch
jump+Lp.png
MVC2 Akuma J.LP.png
One punch.
Damage Startup Active Recovery Guard
4 8 11 1 High
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Quick air normal



Air Medium Punch
Jump+Mp.png
MVC2 Akuma J.MP.png
Another punch.
Damage Startup Active Recovery Guard
7 6 10 1 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Aironly.png Chain, Special, Super - - -

text


Air Heavy Punch
Jump+Hp.png
MVC2 Akuma J.HP.png
Sends them down if they're in the air.
Damage Startup Active Recovery Guard
13 9 7 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Helpful for building meter- usable several times in a super jump


Air Light Kick
Jump+Lk.png
MVC2 Akuma J.LK.png
Big knee
Damage Startup Active Recovery Guard
4 8 11 1 -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Air Medium Kick
Jump+Mk.png
MVC2 Akuma J.MK.png
.
Damage Startup Active Recovery Guard
7 10 8 10 High
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Air Heavy Kick
Jump+Hk.png
MVC2 Akuma J.HK.png
.
Damage Startup Active Recovery Guard
13 8 7 9 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -


Command Normals

Forward Heavy Punch
6HP // F.png + Hp.png
MVC2 Akuma 6HP 2.png
Karate chop
Damage Startup Active Recovery Guard
4+6 27 17 9 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Template:Overhead None - - -

A slow karate chop that works as an overhead. Blockable on reaction and unable to cancel into anything else afterward, so be sure you'll hit before you throw this one.


Forward Heavy Kick
6HK /F.png+Hk.png
MVC2 Akuma 6HK.png
Hop kick
Damage Startup Active Recovery Guard
7 19 17 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Useful for putting your opponent in position for his air fireball super during an air combo.


Air Up Medium Kick
j.8MK / jump + U.png+Mk.png
MVC2 Akuma J.8MK.png
Smaller, but higher hitbox than your normal j.MK
Damage Startup Active Recovery Guard
7 5 17 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Useful for putting your opponent in position for his air fireball super during an air combo.



Air Up Heavy Kick
j.8HK / jump + U.png+Hk.png
MVC2 Akuma J.8HK.png
Different hitbox, same good damage
Damage Startup Active Recovery Guard
12 13 7 10 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Flows from j.8MK pretty well.


Universal Mechanics

Launcher
3HK / Df.png+Hp.png
MVC2 Akuma 2HP.png
Akuma's universal launcher
Damage Startup Active Recovery Guard
13 5 13 12 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Template:Launcher Super Jump, Chain, Special, Super - - -

text


Special Moves

Gohadoken
236 + P // QCF+P // Qcf.png+P.png
MVC2 Akuma Gohadoken 01.png
MVC2 Akuma Gohadoken 02.png
It's not that color in-game, but the hitbox is the same
Damage Startup Active Recovery Guard
14 (both versions) - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Super - - -

text


Zankuu Hadoken
236 + P // QCF+P // Qcf.png+P.png
MVC2 Akuma Zankuu Hadoken 01.png
MVC2 Akuma Zankuu Hadoken 02.png
Damage Startup Active Recovery Guard
13 (both versions) - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Aironly.png Super - - -

text


Goshoryuken
623 + P // F,D,DF+P // Dp.png+P.png
MVC2 Akuma Goshoryuken 01.png
MVC2 Akuma Goshoryuken 02.png
MVC2 Akuma Goshoryuken 03.png
MVC2 Akuma Goshoryuken 04.png
This move has odd hitboxes
Damage Startup Active Recovery Guard
19 (light) / 16 + 4 + 4 (heavy, 3 hits) - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Airok.png Super - - -

text


Tatsumaki Zankuu Kyaku
214 + K // Qcf.png+P.png
MVC2 Akuma Tatsumaki Zankuu Kyaku 01.png
MVC2 Akuma Tatsumaki Zankuu Kyaku 02.png
MVC2 Akuma Tatsumaki Zankuu Kyaku 03.png
MVC2 Akuma Tatsumaki Zankuu Kyaku 04.png
Not as good as it is in SFA3, but not bad.
Damage Startup Active Recovery Guard
6 x 3 (light) / 5 + 5 + 5 + 4 + 4 (heavy) - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Airok.png 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 it hits.


Tenma Kuujin Kyaku
214 + K // Qcb.png+K.png
Damage Startup Active Recovery Guard
12 (light) / 18 (heavy - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Aironly.png None - - -

text


Jigoku Guruma
63214 + HK // Hcb.png+Hk.png
Damage Startup Active Recovery Guard
16 - - - N/A
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Command throw. Doesn't have a whiff animation. Because it shares part of the motion with your Tatsumaki Zankuu Kyaku, it can be used as an option select up close.



Hyper Combos

Messatsu Gou Shouryuu
236 + PP // Qcf.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
41 max - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- No - - -

Good ender for ground combos


Messatsu Gou Hadou
214 + PP // Qcb.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
45-51 if all hits connect - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Difficult to combo into, so better used to punish an opponent's mistakes


Messatsu Gou Rasen
214 + KK // Qcb.png+Lk.png+Hk.png
Damage Startup Active Recovery Guard
45 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Really good corner carry on the last hit- sends them flying


Tenma Gou Zankuu
236 + PP // Qcb.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
45-46 (varies) - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Aironly.png - - - -

Useful to end air combos with



Shun Goku Satsu (Raging Demon)
5LP, 5LP, 6, 5LK, 5HP // Lp.png , Lp.png , F.png , Lk.png , Hp.png
Damage Startup Active Recovery Guard
70 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Grab, Level 3 - - - -

Slow to come out, but does very nice damage if you hit.


Variable Assists

Projectile Type
A1 // A2
MVC2 Akuma Gohadoken 01.png
MVC2 Akuma Gohadoken 02.png
Type α
Damage Startup Active Recovery Guard
13 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

HP Gohadoken. Variable counter is also HP Gohadoken. Variable Combination super is Messatsu Gou Hadou.

Decent projectile.


Anti-Air Type
A1 // A2
MVC2 Akuma Goshoryuken 03.png
Type β
Damage Startup Active Recovery Guard
24 (total) - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

HP Goshoryuken. Variable counter is also HP Goshoryuken. Variable Combination super is Messatsu Gou Shouryuu.

Nice anti-air.


Expansion Type
A1 // A2
MVC2 Akuma Tatsumaki Zankuu Kyaku 02.png
Type γ
Damage Startup Active Recovery Guard
23 (total) - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

HK Tatsumaki Zankuu Kyaku. Variable Counter is also HK Tatsumaki Zankuu Kyaku. Variable Combination super is Messatsu Gou Rasen.

Useful for combo extension.


Taunt

Other

Ashura Warp
241 + PP/KK or 623 + PP/KK // Dp.png or Rdp.png + Lp.png+Hp.png or Lk.png + Hk.png
Damage Startup Active Recovery Guard
0 (no hitbox) - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Full invincible during startup and movement




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