UMVC3/Akuma: Difference between revisions

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Revision as of 13:55, 7 May 2013

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Akuma

Umvc3 akuma face.jpg

The "Master of the Fist" trained with his brother Gouken. In time Akuma would kill Gouken and work to persuade Gouken's pupil, Ryu, to be seduced by the Satsui no Hadou. Akuma is very secretive and constantly in pursuit of a true opponent to face in battle.


In a nutshell

Akuma returns in Ultimate with a game play very similar to what was seen in the past. Playing as Akuma depends on getting in close through the use of his varied special attacks and looking for strong mix-up opportunities. Although Akuma does relatively high damage, his low life means that he can be removed from the game fairly easily if used recklessly. Akuma is most known for his Tatsumaki Zenkuyaku assist, though hit stun has been modified since the previous installment of Marvel vs. Capcom 3, which means the point character will need to have a faster reaction time.


Character Vitals

CHARACTER DATA
Health:
750,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
32.5 %
55 %
77.5 %
X-Factor Speed Boost:
7.5 %
15.0 %
22.5 %
X-Factor Duration:
10 s
15 s
20 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
20 %
33 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
33 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
33 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
33 %

Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Gohadoken L
shot front
90,000
proj
Messatsu-Gouhadou Agyo
If playing as Akuma,
hold {{#motion: h}} for Ungyo
Beta2.png Hyakki Gojin
direct tiltdown
90,000
high otg
groundbounce
vs airborne
softknockdown
Messatsu-Gouhadou Agyo
If playing as Akuma,
hold {{#motion: h}} for Ungyo
Gamma2.png Tatsumaki
Zankukyaku
direct front
40,000 X 2
+ 70,000
(132,600)
projnull strk
Messatsu-Goshoryu

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
53,000
rpdfire
Crouching Light
d + l
48,000
rpdfire low
Standing Medium
m
40,000 X 2
(72,000)
Crouching Medium
d + m
75,000
Standing Heavy
h
88,000
Crouching Heavy
d + h
85,000
low
softknockdown
Special
s
90,000
launch nocancel
Zugaihasatsu
"overhead chop"
f + m
45,000 X 2
(81,000)
high ( groundbounce on aerial opponents)
Senpukyaku
f + h
100,000
strk
Jumping Light
air l
53,000
high
Jumping Medium
air m
70,000
high
Jumping Heavy
air h
88,000
high
Jumping Special
air s
90,000
high aircombofinisher
Tenmakujinkyaku
Dive Kick
air d + m
80,000

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Gohadoken
qcf + atk
90,000
proj
Zanku Hadoken
air qcf + atk
90,000
proj
atk used determines angle fired
Goshoryuken L
dp + l
90,000
strk
Goshoryuken M
dp + m
55,000 + 70,000
(118,000)
strk
Goshoryuken H
dp + h
40,000 X 2 + 70,000
(132,600)
strk
Tatsumaki Zankukyaku L
qcb + l
110,000
airok strk
projnull
Tatsumaki Zankukyaku M
qcb + m
40,000 X 2 + 70,000
(132,600)
airok strk
projnull
Tatsumaki Zankukyaku H
qcb + h
35,000 X 4 + 70,000
(166,200)
airok strk
projnull
Hyakkishu
"Demon Flip"
rdp + atk
0
airok
atk used determines distance
Hyakki Gosho
Palm Strike
During Hyakkishu: L
100,000
groundbounce
softknockdown
Hyakki Gojin
Dive Kick
During Hyakkishu: M
90,000
high
otg
groundbounce vs airborne
softknockdown
Hyakki Goho
Fireball
During Hyakkishu: H
90,000
proj
Ashura Senku
Teleport
dp / rdp + s
0
Teleport forward or back,
respectively.

Hyper Moves

Name
Command
Damage
Notes (glossary)
Messatsu-Gohado Agyo
Rapid Fireballs
qcf + atk + atk
11,000 X 48
(285,600 ~ 342,900)
proj
mashable
Messatsu-Gohado Ungyo
Beam Hyper
qcf + atk + atk
hold h
18,000 X 25
(260,300 ~ 312,500)
proj
softknockdown
mashable
Tenma-Gozanku Agyo
Rapid Fireballs
air qcf + atk + atk
11,000 X 48
(285,600 ~ 342,900)
proj
mashable
Messatsu-Gohado Ungyo
Beam Hyper
air qcf + atk + atk
hold h
18,000 X 25
(260,300 ~ 312,500)
proj
otg
strk
mashable
Messatsu-Goshoryu
dp + atk + atk
40,000 X 8 + 150,000
(292,000)
strk
projnull
Raging Demon
l , l , f , m , h
(465,000 ~ 507,000)
throw
hardknockdown
mashable
Level 3 Hyper.

Frame Data

Move Name Startup Active Recovery Adv. On Guard Adv. On Hit Notes
L.png
M.png
H.png
Crouch L.png
Crouch M.png
Crouch H.png
Right.gif + M.png
Left.gif + H.png
Downright.gif + H.png
S.png
Jump L.png
Jump M.png
Jump H.png
Jump S.png
Jump Down.gif + H.png
Forward Throw 1 1 - - -
Back Throw 1 1 - - -
Forward Air Throw 1 1 - - -
Back Air Throw 1 1 - - -
Alpha.gif Assist
Beta.gif Assist
Gamma.gif Assist
Snap Back 2
Special Move 1
Special Move 2
Special Move 3
Special Move 4
Hyper Move 1
Hyper Move 2
Hyper Move 3
Level 3 Hyper

Mission Mode

Strategy

Tips and Tricks

  • Throws are an important part of Akuma's game. Off of any throw, front or back, air or ground, you can instantly do an air Charged Messatsu Gouhado with {{#motion: qcf , uf + atk + atk}}. This will OTG for big damage.
  • Akuma's teleport is extremely useful, especially when combined with assists that hit repeatedly as he passes through you and changes sides.
  • Akuma's overhead Chop can be special cancelled, which means you can score a launcher with the {{#motion: s}} button into huge damage.

Combos

Assists

Alpha.pngFireball- Terrible. Don't use it.
Beta.pngTatsu- One of the best assists in the game. Fantastic for rushdown characters since it locks them down.
Gamma.pngDive Kick- Not too bad, but since Tatsu is so amazing, this will never be used.

Basic Strategy

Advanced Strategy

Strategy vs. Akuma