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Line 9: |
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| == Moves == | | == Moves == |
| | |
| | ==== Normal Attacks ==== |
| | |
| | {{SFxTMoveListHeader}} |
| | {{SFxTMoveListRow | Standing Light Punch | lp | }} |
| | {{SFxTMoveListRow | Standing Medium Punch | mp | }} |
| | {{SFxTMoveListRow | Standing Hard Punch | hp | }} |
| | {{SFxTMoveListRow | Standing Light Kick | lk | }} |
| | {{SFxTMoveListRow | Standing Medium Kick | mk | }} |
| | {{SFxTMoveListRow | Standing Hard Kick | hk | }} |
| | {{SFxTMoveListRow | Close Light Punch | (near opponent) lp | }} |
| | {{SFxTMoveListRow | Close Medium Punch | (near opponent) mp | }} |
| | {{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | }} |
| | {{SFxTMoveListRow | Close Light Kick | (near opponent) lk | }} |
| | {{SFxTMoveListRow | Close Medium Kick | (near opponent) mk | }} |
| | {{SFxTMoveListRow | Close Hard Kick | (near opponent) hk | }} |
| | {{SFxTMoveListRow | Crouching Light Punch | d + lp | }} |
| | {{SFxTMoveListRow | Crouching Medium Punch | d + mp | }} |
| | {{SFxTMoveListRow | Crouching Hard Punch | d + hp | }} |
| | {{SFxTMoveListRow | Crouching Light Kick | d + lk | }} |
| | {{SFxTMoveListRow | Crouching Medium Kick | d + mk | }} |
| | {{SFxTMoveListRow | Crouching Hard Kick | d + hk | }} |
| | {{SFxTMoveListRow | Neutral Jump Light Punch | u + lp | }} |
| | {{SFxTMoveListRow | Neutral Jump Medium Punch | u + mp | }} |
| | {{SFxTMoveListRow | Neutral Jump Hard Punch | u + hp | }} |
| | {{SFxTMoveListRow | Neutral Jump Light Kick | u + lk | }} |
| | {{SFxTMoveListRow | Neutral Jump Medium Kick | u + mk | }} |
| | {{SFxTMoveListRow | Neutral Jump Hard Kick | u + hk | }} |
| | {{SFxTMoveListRow | Angled Jump Light Punch | ub / uf + lp | }} |
| | {{SFxTMoveListRow | Angled Jump Medium Punch | ub / uf + mp | }} |
| | {{SFxTMoveListRow | Angled Jump Hard Punch | ub / uf + hp | }} |
| | {{SFxTMoveListRow | Angled Jump Light Kick | ub / uf + lk | }} |
| | {{SFxTMoveListRow | Angled Jump Medium Kick | ub / uf + mk | }} |
| | {{SFxTMoveListRow | Angled Jump Hard Kick | ub / uf + hk | }} |
| | {{MoveListFooter}} |
|
| |
|
| ==== Unique Attacks ==== | | ==== Unique Attacks ==== |
Akuma
The art known as Ansatsuken (the Assassin's Fist) was created by Goutetsu, and he passed the skills onto two brothers: Gouki and Gouken. However, the dark nature of the art consumed Gouki, and he reveled in its ability to end the life of those who came against it and, thus, came to be known as Akuma. Determined to become the most powerful warrior on the planet, he not only murdered Goutetsu himself, but also turned the Satsui no Hado, "the killing intent," on his own brother Gouken. Now on a hellbent mission to fight against the most worthy opponents, Akuma has set his eyes on Gouken's student Ryu. Although Gouken had removed the Satsui no Hado from his teachings, Akuma intends to being that out in Ryu so the two can engage in the ultimate battle to the death.
In a nutshell
N/A
Moves
Normal Attacks
Close Light Punch
(near opponent) lp
Close Medium Punch
(near opponent) mp
Close Hard Punch
(near opponent) hp
Close Light Kick
(near opponent) lk
Close Medium Kick
(near opponent) mk
Close Hard Kick
(near opponent) hk
Crouching Light Punch
d + lp
Crouching Medium Punch
d + mp
Crouching Hard Punch
d + hp
Crouching Light Kick
d + lk
Crouching Medium Kick
d + mk
Crouching Hard Kick
d + hk
Neutral Jump Light Punch
u + lp
Neutral Jump Medium Punch
u + mp
Neutral Jump Hard Punch
u + hp
Neutral Jump Light Kick
u + lk
Neutral Jump Medium Kick
u + mk
Neutral Jump Hard Kick
u + hk
Angled Jump Light Punch
ub / uf + lp
Angled Jump Medium Punch
ub / uf + mp
Angled Jump Hard Punch
ub / uf + hp
Angled Jump Light Kick
ub / uf + lk
Angled Jump Medium Kick
ub / uf + mk
Angled Jump Hard Kick
ub / uf + hk
Unique Attacks
Tenmakujinkyaku
(at top of jump arc) d + mk
high
Throws
Goshoha
f or n + lp + lk
throw
Syuretto
b + lp + lk
throw
Special Moves
Shakunetsu Hadoken
hcb + p
ex
Zanku Hadoken
(in air) qcf + p
ex
Tatsumaki Zankukyaku
qcb + k
ex
Airborne Tatsumaki Zankukyaku
(in air) qcb + k
ex
Hyakki Gozan
No input after performing Hyakkishu
low
Hyakki Gosho
p
Perform after Hyakkishu; high armorbreak
Hyakki Gojin
k
Perform after Hyakkishu
Hyakki Gosai
lp + lk
Perform after Hyakkishu; throw
Ashura Senku
dp or rdp + 3p or 3k
dp moves Akuma forward; rdp moves Akuma backwards; 3p travels farther than 3k
Super Combo
Raging Demon
lp lp f lk hp
throw
Ultra Combos
Wrath of the Raging Demon
lp lp b lk hp
throw
Demon Armageddon
u u + 3k
Can be used to cancel Ashura Senku; armorbreak
Ultra Changes
Jump Back Zanku Hadoken
Now has increased recovery.
Shoryuken
Can not FADC on 2nd hit.
Crouching Heavy Kick
Can no longer option select crouching Heavy Kick into Ultra 1.
AE ver. 2012 Changes
Forward Throw
Increased Akuma’s total frame count on a hit by 2F.
Demon Armageddon
Changed hit damage when canceling out of Ashura Senku from 400 to 421.
Hyakki Gosho
Changed from an overhead attack to a mid attack.
Far Standing Heavy Kick
Changed damage from 60 + 40 (100 total) to 50 + 30 (80 total).
Shortened block stun by 2F on second block, giving the attacker a -2F (dis)advantage when blocked.
EX Hyakkishu
Made EX Zanku Hadoken cancelable from immediately after start of move.
AE Changes
Medium Shoryuken
Invincibility was lengthened, now he is completely invincible for the first 5 frames.
Air Hurricane Kick
Jump arc was changed, so running away with it is impossible.
EX Hurricane Kick
Damage and stun were reduced.
Ultra 2
When canceled during teleport only, has bigger hitbox downwards. Standing Hard Punch, Teleport into Ultra 2, is possible now.
Back Dash
Airborne frame comes immediately after invincibility frames ends.
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Focus Attack
N/A
Special Moves
N/A
Super Combos
N/A
Ultra Combos
N/A
The Basics
Combos
Strategy
Costumes and Colors
Matchups
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
2
|
6
|
+3
|
+6
|
|
|
Close
|
HL
|
70
|
100
|
40
|
sp/su
|
3
|
2
|
13
|
-1
|
+4
|
|
|
Close
|
HL
|
100
|
200
|
60
|
sp/su
|
4
|
2
|
26
|
-10
|
-6
|
|
|
Close
|
HL
|
40
|
50
|
20
|
-
|
5
|
2
|
7
|
+2
|
+5
|
|
|
Close
|
HL
|
70
|
100
|
40
|
su
|
5
|
2
|
14
|
-2
|
+1
|
|
|
Close
|
HL
|
40*70
|
125*75
|
60*20
|
su*-
|
6
|
2(4)4
|
17
|
-3
|
+2
|
Only +1 on hit vs. crouching opponents
|
|
Far
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
3
|
2
|
5
|
+4
|
+7
|
|
|
Far
|
HL
|
80
|
100
|
40
|
su
|
4
|
2
|
13
|
-1
|
+2
|
|
|
Far
|
HL
|
120
|
200
|
60
|
-
|
6
|
3
|
16
|
-1
|
+3
|
|
|
Far
|
HL
|
40
|
50
|
20
|
-
|
3
|
2
|
8
|
+1
|
+4
|
|
|
Far
|
HL
|
80
|
100
|
40
|
-
|
9
|
2
|
13
|
-1
|
+2
|
|
|
Far
|
HL
|
50*30
|
125*75
|
60*20
|
-
|
8
|
2(8)2
|
16
|
-2
|
+5
|
Forces stand
|
|
crouch
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
3
|
2
|
7
|
+2
|
+5
|
|
|
crouch
|
HL
|
60
|
100
|
40
|
sp/su
|
4
|
3
|
9
|
+2
|
+5
|
|
|
crouch
|
HL
|
100
|
200
|
60
|
sp/su
|
6
|
4
|
23
|
-9
|
-4
|
Forces stand
|
|
crouch
|
L
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
9
|
0
|
+3
|
|
|
crouch
|
L
|
60
|
100
|
40
|
sp/su
|
5
|
3
|
13
|
-2
|
+1
|
|
|
crouch
|
L
|
90
|
100
|
60
|
-
|
6
|
3
|
24
|
-9
|
-
|
Hard knockdown
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
4
|
7
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
5
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
6
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
5
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
6
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
5
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
4
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
5
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
6
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
4
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
70
|
100
|
40
|
-
|
6
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
7
|
3
|
-
|
-
|
-
|
|
|
+ overhead
|
H
|
30*50
|
50*50
|
40*20
|
-
|
17
|
2*2
|
17
|
-5
|
0
|
Forces stand
|
|
+ (air)
|
H
|
60
|
100
|
40
|
-
|
12
|
Until ground
|
-
|
-
|
-
|
|
|
Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
-
|
10+11
|
2
|
35
|
-21
|
-21
|
|
|
Focus Attack LVL 2
|
HL
|
80
|
150
|
40
|
-
|
18+11
|
2
|
35
|
-15
|
-
|
|
|
Focus Attack LVL 3
|
-
|
140
|
200
|
60
|
-
|
65
|
2
|
40
|
-
|
-
|
|
|
Forward Throw
|
0.91
|
130
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
|
|
Back Throw
|
0.91
|
130
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
|
|
Hadoken
|
HL
|
60
|
100
|
10/20
|
su
|
14
|
-
|
Total 44
|
-4
|
0
|
Pursuit property, 17~18f cancellable
|
|
Hadoken
|
HL
|
60*60
|
100*100
|
-250/0
|
su
|
14
|
-
|
Total 44
|
-1
|
-
|
Pursuit property, 17~18f cancellable
|
|
Shakunetsu Hadoken
|
HL
|
50
|
200
|
10/30
|
su
|
25
|
-
|
Total 50
|
-4
|
-
|
Pursuit Property, 27f cancellable
|
|
Shakunetsu Hadoken
|
HL
|
35*35
|
50*100
|
10/16*16
|
su
|
25
|
-
|
Total 57
|
-3
|
-
|
Pursuit Property, 28f cancellable
|
|
Shakunetsu Hadoken
|
HL
|
33x3
|
35x3
|
10/16x3
|
su
|
25
|
-
|
Total 63
|
-1
|
-
|
Pursuit Property, 28~29f cancellable
|
|
Shakunetsu Hadoken
|
HL
|
47x3
|
70x2*100
|
-250/0
|
su
|
25
|
-
|
Total 50
|
+12
|
-
|
Pursuit Property, 27f cancellable
|
|
Hadoken (air)
|
HL
|
40
|
50
|
5/20
|
-
|
14
|
-
|
After landing 16
|
-
|
-
|
|
|
Hadoken (air)
|
HL
|
40*40
|
50*50
|
-250/0
|
-
|
8
|
-
|
After landing 9
|
-
|
-
|
|
|
Shoryuken
|
HL
|
100[70]
|
100
|
30/40
|
su
|
3
|
14
|
17+18
|
-28
|
-
|
1~2f Invincible, 3~4f unthrowable, 3~16f lower body strike and projectile invincible, 6f~ airborne, [] refers to active frames 3~14
|
|
Shoryuken
|
HL
|
70*60
|
80*50
|
30/30*16
|
su*su
|
3
|
2*12
|
25+18
|
-34
|
-
|
1~5f Invincible, 6~16f lower body strike and projectile invincible, 6f~ airborne, 2nd hit pursuit property
|
|
Shoryuken
|
HL
|
70*50*30
|
70*50*30
|
30/30*10*10
|
su*su*su
|
3
|
2*2*12
|
28+18
|
-37
|
-
|
1~6f Invincible, 7~18f lower body strike and projectile invincible, 8f~ airborne, 2nd & 3rd hit pursuit property
|
|
Shoryuken
|
HL
|
80*60*50
|
100*50*50
|
-250/0
|
su*su*su
|
3
|
2*2*12
|
28+18
|
-37
|
-
|
1~18f Invincible, 8f~ airborne, 2nd & 3rd hit pursuit property
|
|
Hurricane Kick
|
HL
|
70
|
50
|
20/20
|
-
|
11
|
2(6)2
|
12+8
|
-9
|
-
|
7~20f lower body projectile invincible, 7f~ airborne, floats opponent
|
|
Hurricane Kick
|
HL
|
80*40*40
|
100*50*50
|
20/20*10*10
|
su*-*-
|
5
|
2(5)[2(5)2](5)1
|
16+12
|
-8
|
-
|
7~26f lower body projectile invincible, 7f~ airborne, 1st hit forces stand
|
|
Hurricane Kick
|
HL
|
80*40x3
|
100*50x3
|
20/20*10x3
|
su*-(x3)
|
5
|
2(5)[1(5)1](5)[1(5)1](5)1
|
13+8
|
-1
|
-
|
7~36f lower body projectile invincible, 7f~ airborne, 1st hit forces stand
|
|
Hurricane Kick
|
HL
|
35x5
|
40x5
|
-250/0
|
-
|
11
|
1(3)1(3)1(3)1(3)1
|
18+3
|
-1
|
-
|
6~27f lower body projectile invincible, 6f~ airborne, 1st-4th hit forces stand, pursuit property
|
|
Hurricane Kick (air)
|
HL
|
60
|
50
|
10/30
|
-
|
9
|
[2(6)2](6)2
|
After landing 10
|
-
|
-
|
Floats opponent, [] hits once at most
|
|
Hurricane Kick (air)
|
HL
|
70
|
50
|
10/30
|
-
|
9
|
[2(6)2](6)2
|
After landing 10
|
-
|
-
|
Floats opponent, [] hits once at most
|
|
Hurricane Kick (air)
|
HL
|
80
|
50
|
10/30
|
-
|
9
|
[2(6)2](6)2
|
After landing 10
|
-
|
-
|
Floats opponent, [] hits once at most
|
|
Hurricane Kick (air)
|
HL
|
40x5
|
50x5
|
-250/0
|
-
|
7
|
1(3)1(3)1(3)1(3)1
|
After landing 4
|
-
|
-
|
Pursuit property
|
|
Demon Flip
|
-
|
-
|
-
|
20/-
|
-
|
-
|
-
|
-
|
-
|
-
|
5~39f airborne, 27~37f cancellable into followup, 40f starts Hyakki Gouzan (slide)
|
|
Demon Flip
|
-
|
-
|
-
|
-250/0
|
-
|
-
|
-
|
-
|
-
|
-
|
5~39f airborne, 27~37f cancellable into followup, 40f starts Hyakki Gouzan (slide), tracks opponent, can cancel into Hadouken EX (air)
|
|
Hyakki Gouzan
|
L
|
100
|
200
|
0/40
|
-
|
39+7
|
15
|
14
|
-11
|
-
|
Hard knockdown
|
|
Hyakki Gousho
|
HL
|
110
|
200
|
0/30
|
-
|
27+8
|
2
|
After landing 4
|
-
|
-
|
Hard knockdown, armor break
|
|
Hyakki Goujin
|
HL
|
70
|
100
|
0/30
|
-
|
27+11
|
Until ground
|
After landing 4
|
-
|
-
|
Forces stand
|
|
Hyakki Gousai
|
0.90
|
150
|
150
|
0/60
|
-
|
27+3
|
2
|
After landing 17
|
-
|
-
|
Hard knockdown
|
|
Teleport  
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total 61
|
-
|
-
|
1~49f Invincible, passes through opponent, can cancel into Ultra 2 until 44f
|
|
Teleport  
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total 53
|
-
|
-
|
1~44f Invincible, passes through opponent, can cancel into Ultra 2 until 36f
|
|
Super Combo
|
0.90
|
330
|
0
|
-1000/0
|
-
|
1+0
|
36
|
13
|
-
|
-
|
1f Invincible, hard knockdown
|
|
Ultra Combo 1
|
0.90
|
510
|
0
|
0/0
|
-
|
0+5
|
33
|
19
|
-
|
-
|
1~6f Invincible, hard knockdown
|
|
Ultra Combo 2
|
HL
|
50*450[421]
|
0
|
0/0
|
-
|
0+14
|
2
|
46
|
-27
|
-
|
1~15f Invincible, hard knockdown, armor break, [] refers to damage when canceled from teleport
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|