Street Fighter V/Akuma: Difference between revisions

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A 3f parry, unlike Ryu's Akuma takes grey life after absorbing a hit. He can cancel his parry into two moves, a punch attack that knocks the opponent away or an upwards kick that can be special canceled into Demon Flip. He does not have to successfully parry an attack to cancel into these moves, allowing him to use them in combos as well.
A 3f parry, unlike Ryu's Akuma takes grey life after absorbing a hit. He can cancel his parry into two moves, a punch attack that knocks the opponent away or an upwards kick that can be special canceled into Demon Flip. He does not have to successfully parry an attack to cancel into these moves, allowing him to use them in combos as well.
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TBW
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Dohatsu Shoten is a 3 bar V-Trigger, and one of the strongest in the game. It greatly powers up several of his special moves during its activation. His air fireball now always throws out two making it much more difficult to avoid and more advantageous on block. His ground fireball now floats the opponent, allowing a follow up combo. His Goshoryuken now is fully invincible without EX Meter, and causes a hard knock down on hit allowing Akuma to easily time his setups without having to worry about different wake-up timings. It also gives him access to his Raging Demon Critical Art, which is a fast moving command grab that does 400 damage on hit and is impossible to avoid in certain setups; using this takes the remaining of his V-Trigger gauge. In total he gets about 4-5 specials moves during it, which can easily be enough to close out a round.  
Dohatsu Shoten is a 3 bar V-Trigger, and one of the strongest in the game. It greatly powers up several of his special moves during its activation. His air fireball now always throws out two making it much more difficult to avoid and more advantageous on block. His ground fireball now floats the opponent, allowing a follow up combo. His Goshoryuken now is fully invincible without EX Meter, and causes a hard knock down on hit allowing Akuma to easily time his setups without having to worry about different wake-up timings. It also gives him access to his Raging Demon Critical Art, which is a fast moving command grab that does 400 damage on hit and is impossible to avoid in certain setups; using this takes the remaining of his V-Trigger gauge. In total he gets about 4-5 specials moves during it, which can easily be enough to close out a round.  
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Shiretsu Hasshi is a 2 bar V-Trigger that allows Akuma to cancel any of his specials into an EX Special. This increases his potential damage output from combos, or allows him to setup chip strings canceling regular fireball into red fireball. He only gets 2 cancels total per activation. After canceling into a move you cannot cancel into it again, so Tatsu xx EX Tatsu xx EX Tatsu is not possible, however Tatsu xx EX Tatsu xx EX Air Fireball is using the entire V-Gauge. Akuma also does not have access to Raging Demon in this V-Trigger.
Shiretsu Hasshi is a 2 bar V-Trigger that allows Akuma to cancel any of his specials into an EX Special. This increases his potential damage output from combos, or allows him to setup chip strings canceling regular fireball into red fireball. He only gets 2 cancels total per activation. After canceling into a move you cannot cancel into it again, so Tatsu xx EX Tatsu xx EX Tatsu is not possible, however Tatsu xx EX Tatsu xx EX Air Fireball is using the entire V-Gauge. Akuma also does not have access to Raging Demon in this V-Trigger.
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== Strategy ==
== Strategy ==
=== Playing as Akuma ===
=== Playing as Akuma ===
=== Fighting Against Akuma ===
=== Fighting Against Akuma ===
[[Category: Street Fighter V]]
[[Category: Street Fighter V]]

Revision as of 14:20, 14 May 2020

Template:SFVHeader

Akuma

SFV-Akuma Portrait.jpg
VITALS
Health: 900 Stun: 900
WALKING THROWS
Forward Walk Speed: 5.2 Throw Range: 0.8
Back Walk Speed: 3.6 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 21 Jump Total Frames: 46(4+38+4)
Forward Dash Distance: 123.4 Forward Jump Distance: 213
Back Dash Distance: 109.6 Back Jump Distance 182
NOTABLE MOVE CLASSES
Overheads: f+MP Hard Knockdowns: crHK (CH 2nd hit), VT1 Goshoryuken
Low Attacks: crLK, crMK, crHK Crush Counters: HP, HK, crHP, crHK

Summary

Bio

Having embraced the Satsui No Hado, Akuma seeks only to improve his ability by fighting the strongest opponents


Why Pick Akuma?

Of the Shotos in Street Fighter V, Akuma (Gouki in Japan) is the most offensive oriented of them and has the most tools. With his regular and red fireballs Akuma can effectively zone people out, and with his fast + on block buttons and strong crush counters and fast walk speed he can effectively play footsies or mix people up with Demon Flip; and with an invincible reversal, a 3f jab, and his parry V-Skill he can get out of pressure and start his offense again. In other words Akuma has it all. His air fireball also makes it easy to approach against some characters when he decides he wants to pressure. His largest weakness is his low HP, which at 900 is the lowest in the game meaning making mistakes become much more costly. If you want it all at the cost of your life, Akuma is the character for you.


Players To Watch

Tokido


Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Stand LP upward hitbox reduced
  • Stand MK recovery increased from 16f to 18f; in Cody Patch on block increased from -2 to -4
  • Crouch LP upwards hitbox reduced
  • Crouch HP recovery increased from 16f to 20f
  • Gosenkyaku (f+KKK) startup increased from 16f to 17f, horizontal blowback distance increased on hit
  • EX Goshoryuken collision box expanded to prevent issue where opponent would fall out, oppponent cannot perform recovery for 3rd overall hit
  • Sekia Kuretsuha (qcf, qcf+P) collision box does not move forward during recovery, EX gauge on hit increased from 60 to 100
  • V-Trigger 2
    • Hyakkigosai (?) behavior on whiff unifed with EX Version
    • Cannot cancel into Gohadoken/EX Gohadoken/Sekia Goshoha/EX Sekia Goshoha on whiff
  • Fixed bug where when canceled into from special moves, Akuma retained invincibility while able to move


Season 3 (Arcade Edition)

  • Forward throw positioning after hit adjusted, damage increased from 110 to 130, stun increased from 120 to 170
  • Stand LP hurtbox expanded
  • Stand MP collision box adjusted
  • Stand HP collision box adjusted
  • Stand MK hurtbox expanded
  • Crouch LP hurtbox expanded
  • Crouch MP hurtbox expanded
  • Crouch HP adjusted to hit opponenets behind Akuma
  • Crouch HK collision box adjusted
  • Jump MP startup increased from 5f to 7f, damage decreased from 60 to 50, special cancelable, causes knockdown when hit air-to-air
  • Jump HP upper hitbox reduced, horizontal and lower hitbox expanded, hurtbox reduced
  • Jump HK hurtbox reduced
  • Sekiseisen (f+HP) startup reduced from 33f to 32f, advantage on hit increased from +4 to +5, advantage on block decreased from +1 to -2
  • Sekia Kuretsuha (qcf, qcf+P) combo limits adjusted after hit
  • Medium Tatsumaki Zankukyaku damage increased from 20 to 40 if first hit does not connect
  • EX Goshoryuken adjusted so opponent can recover after mid-air hit
  • Rakam (MP+MK) collision box adjusted
  • Rakan Gosho (MP+MK > P) V-Gauge meter decreased
  • V-Trigger
    • Goshoryuken damage decreased from 200 to 180
    • Gohadoken meter usage decreased
    • Zanku Hadoken (qcf+P in air) increased meter usage
  • Added V-Trigger 2: Shiretsu Hasshi


Move List

Unique Attacks

SFV-Akuma-Unique.jpg

Special Moves

SFV-Akuma-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Akuma-Vsystem.jpg

Critical Art

SFV-Akuma-Critical.jpg

Akuma Discussions

Discussions regarding Akuma

Akuma Shoryuken Forum

Akuma Discord Link

Akuma Discord

Video Guides

Capcom Fighter's Introduction Series

Shoryuken's Rising Up Series


Other Useful Guides

ChrisWin's Akuma Comprehensive Guide

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
stand LP LP 3 2 7 2 4 6 30 70 H ch/sp/su/vs/vt1/vt2 - - - - 36 84
stand MP MP 7 3 14 1 3 5 60 100 H sp/su/vs/vt1/vt2 - - - 10 72 120
stand HP HP 8 3 19 -5 2 KD 80 150 H su/vt1/vt2 106 42 47 13 96 180
stand LK LK 4 3 10 1 2 4 30 70 H sp/su/vs/vt1/vt2 - - - - 36 84
stand MK MK 5 2 18 -4 4 6 60 100 H sp/su/vs/vt1/vt2 - - - 10 72 120
stand HK HK 12 2 22 -4 3 11 80 120 H vt1/vt2 - - - 13 96 144
crouch LP d+LP 4 2 6 2 4 6 30 70 H ch/sp/su/vs/vt1/vt2 - - - - 36 84
crouch MP d+MP 6 3 12 3 5 7 60 100 H sp/su/vs/vt1/vt2 - - - 10 72 120
crouch HP d+HP 10 4 16(20) 3 8 KD 80 150 H vt1/vt2 92 60 60 13 96 180
crouch LK d+LK 4 2 7 1 2 4 20 70 L ch/vt1/vt2 - - - - 24 84
crouch MK d+MK 6 2 14 -1 3 5 50 100 L sp/su/vs/vt1/vt2 - - - 8 60 120
crouch HK d+HK 7 2 24(27) -15 KD KD 90 150 L vt1/vt2 67 18 23 15 108 180
jump LP u+LP 3 6 - - - - 40 70 M - - - - - 48 84
jump MP u+MP 7 5 - - - - 50 100 M sp - - - 8 60 60
jump HP u+HP 8 5 - - - - 90 150 M - - - - 8 108 180
jump LK u+LK 4 6 - - - - 40 70 M - - - - 15 108 180
jump MK u+MK 7 4 - - - - 60 100 M - - - - 10 72 120
jump HK u+HK 8 4 - - - - 90 150 M - - - - 15 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Tenmakujinkyaku Forward Jump > d+MK 16 16 6 -2(6) 2(12) - 60 100 H - - - - 10 72 120
Zugaihasatsu f+MP 23 1*2 21 -6 0 0 20*50 60*40 M*M - - - - 3*8 (11) 24*50 (74) 72*40 (112)
Sekiseiken f+HP 32 7 16 -2 5 7 60 100 H vt1/vt2 - - - 10 72 120
Tenha b+HP 6 7 21 -10 KD KD 90 200 H sp/su/vs/vt1/vt2 - - - 10*5 (15) 72*30 (102) 180*50 (230)
Kikokurenzan HK > HK 12+15 2 18 0 7 7 80*45 (125) 120*63 (183) H vt1/vt2 - - - 13*8 96*40 (136) 144*56 (200)
Kongoken HP > HP 8+18 8 30 -12 KD KD 80*54 (134) 150*72 (222) H vt1/vt2 92 33 38 13*10 (23) 96*48 (144) 180*64 (244)
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Goshoha LP+LK 5 3 17 KD KD - 130 170 T - 74 15 15 - - -
Shuretsuzan b+LP+LK 5 3 17 KD KD - 120 170 T - 77 18 18 - - -
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Dohatsu Shoten HP+HK (VT1) 1 - 5 - - - - - - - - - - - - -
Shiretsu Hasshi HP+HK (VT2) 1 - 5 - - - - - - - - - - - - -
Rakan MP+MK 3 12 29(9) - - - - - - - - - - - - -
Rakan Gosho MP+MK > P 10+5 4 26 -10 KD KD 70 100 H vt1/vt2 84 25 30 12 84 120
Rakan Gokyaku MP+MK > K 10+11 4 26 -13 KD KD 60 100 H sp/su/vs/vt1/vt2 109 50 55 10 72 120
Gosenkyaku f+KKK 17 2 24 -2 KD KD 60 0 H - 85 26 31 0 72 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Neutral Stomp Neutral 402 2 - ? 23 FILL_ME_IN_COUNTER_HIT 90 150 H - - - - CHIP CH_DAMAGE CH_STUN
Gohadoken LP qcf+LP 14 45(8) 34 -6 KD(-2) KD(0) 60 120(100) H su/vt1/vt2 88 29 34 10 72 144 (120)
Gohadoken MP qcf+MP 14 35(8) 34 -6 KD(-2) KD(0) 60 120(100) H su/vt1/vt2 88 29 34 10 72 144 (120)
Gohadoken HP qcf+HP 14 23(8) 34 -6 KD(-2) KD(0) 60 120(100) H su/vt1/vt2 88 29 34 10 72 144 (120)
Gohadoken EX qcf+PP 11 - 35 1 KD(3) KD 50*50 170(150) H vt1/vt2 94 36 41 9*9 (18) 60*50 (110) 0*170 (170)
Sekia Goshoha LP hcb+LP 21 - 34 -6 KD KD 70 120 H su/vt1/vt2 97 38 43 12 84 144
Sekia Goshoha MP hcb+MP 23 - 38 -7 KD KD 40x2 (80) 60x2 (120) H su/vt1/vt2 93 34 39 7*7 48*40 (88) 72*60 (132)
Sekia Goshoha HP hcb+HP 25 - 42 -8 KD KD 30*30*40 (100) 50x3 (150) H su/vt1/vt2 95 36 41 5*5*7 (17) 36*30*40 (106) 60*50*50 (160)
Sekia Goshoha EX hcb+PP 21 - 48 8 KD KD 4x30 (120) 4x50 (200) H vt1/vt2 110 51 56 5/4 (20) 36*30/3 (126) 60*50/3 (210)
Zanku Hadoken LP qcf+LP (air) 11 - 9 - - - 50 40 H - - - - 7 48 60
Zanku Hadoken MP qcf+MP (air) 11 - 9 - - - 50 40 H - - - - 7 48 60
Zanku Hadoken HP qcf+HP (air) 11 - 9 - - - 50 40 H - - - - 7 48 60
Zanku Hadoken EX qcf+PP (air) 5*38 - 4 - - - 20x4*70 (150) 25x4*50 (150) H - - - - 4/4*12 (28) 24*20/3*70 (154) 30*25/3*50 (155)
Zanku Hadoken EX Initial Hit qcf+PP (air) 5 30 4 - - - 20*30*20*50 (120) 25*50*25*50 (150) H - - - - 5*9 24*30 (54) 30*50 (80)
Goshoryuken LP f,d,df+LP 3 12 19+15 -18 KD KD 100 150 H su/vt1/vt2 85 26 31 25 120 180
Goshoryuken MP f,d,df+MP 4 11 26+15 -17 KD KD 70*40 (110) 100*50 (150) H su/vt1/vt2 86 27 31 18*10 84*40 (124) 120*50 (170)
Goshoryuken HP f,d,df+HP 4 11 29+15 -17 KD KD 60*30x2 (120) 10*30*20 (150) H su/vt1/vt2 83 24 29 15*8*8 (31) 72*30*30 (132) 120*50*20 (170)
Goshoryuken EX f,d,df+PP 3 12(26)20 32+15 -44 KD KD 30*20x2*30x3 (160) 200 H vt1/vt2 52 12 17 8*5*5*8x3 (42) 36*20*20*30x3 (166) 0x3*50*50*100 (200))
Tatsumaki Zankukyaku LK qcb+LK 11 2 14+10 -11 KD KD 50 80 H - 101 42 47 13 60 96
Tatsumaki Zankukyaku MK qcb+MK 4 2(3)2(12)2 11+12 -8 KD KD 30*20x2 (70) 70*30*20 (120) H su/vt1/vt2 98 39 44 8*5*5 (18) 36*20*20 (76) 84*30*20 (134)
Tatsumaki Zankukyaku HK qcb+HK 4 2(3)2(12)2(10)3 20+10 -39 KD KD 30*15x2*40 (100) 50x4 (200) H su/vt1/vt2 79 20 25 8*4*4 (24) 36*15*15*40 (106) 60*50x3 (210)
Tatsumaki Zankukyaku EX qcb+KK 10 2(4)2(5)2(3)3(3)2 11+15 -19 KD KD 20x4*40 (120) 30x5 (150) H - 91 32 37 5*5 24*20x3*40 (124) 36*30x4 (156)
Air Tatsumaki Zankukyaku LK qcb+LK(air) 7 2(5)2(4)2 15 -4(1) KD KD 70 100 H - - - - 18 84 120
Air Tatsumaki Zankukyaku MK qcb+MK(air) 7 2(5)2(4)2 15 -4(1) KD KD 70 100 H - - - - 18 84 120
Air Tatsumaki Zankukyaku HK qcb+HK(air) 7 2(5)2(4)2 15 -4(1) KD KD 70 100 H - - - - 18 84 120
Air Tatsumaki Zankukyaku EX qcb+KK(air) 8 2(4)2(2)2(3)2(2)2 9 - KD - 30x4*40 (160) 40x4*90 (250) H - - - - 8 per spin 36*30x3*40 (166) 48*40x3*90 (258)
Hyakki Gozan LK hcf+LK > no input 47 8 14 -2 KD KD 100 150 H - 71 22 27 25 120 180
Hyakki Gozan MK hcf+MK > no input 48 8 14 -2 KD KD 100 150 H - 71 22 27 25 120 180
Hyakki Gozan HK hcf+HK > no input 49 8 14 -2 KD KD 100 150 H - 71 22 27 25 120 180
Hyakki Gozan EX hcf+KK > no input 6*44 10(28)8 12 2 KD KD 120 150 H - 73 24 29 1x3*30 (33) 6*5*5*108 (124) 24*20*20*135 (199)
Hyakkishu LK > Hyakki Gosho hcf+LK > P 22+8 4 10+6 1(8) KD KD 100 150 M - 83 24 29 25 120 180
Hyakkishu MK > Hyakki Gosho hcf+MK > P 22+8 4 11+6 1(8) KD KD 100 150 M - 83 24 29 25 120 180
Hyakkishu HK > Hyakki Gosho hcf+HK > P 22+8 4 13+6 1(8) KD KD 100 150 M - 83 24 29 25 120 180
Hyakkishu EX > Hyakki Gosho hcf+KK > P 6*27 10(12)8 7+6 3(9) KD KD 120 200 M - 82 23 28 30 6*5*5*108 (124) 24*20*20*135 (199)
Hyakkishu LK > Hyakki Gojin hcf+LK > K 22+22 8 10 -2(5) 4(12) - 60 100 H - - - - 15 72 120
Hyakkishu MK > Hyakki Gojin hcf+MK > K 22+22 8 10 -2(5) 4(12) - 60 100 H - - - - 15 72 120
Hyakkishu HK > Hyakki Gojin hcf+HK > K 22+22 10 10 -4(5) 4(12) - 60 100 H - - - - 15 72 120
Hyakkishu EX > Hyakki Gojin hcf+KK > K 6*38 10(23)8 10 -2(9) 6(13) - 70 100 H - 112 53 58 1x3*18 (21) 84 120
Hyakkishu LK > Hyakki Gosai hcf+LK > LPLK 22+7 5 10+16 KD KD - 150 200 H - 70 11 11 - - -
Hyakkishu MK > Hyakki Gosai hcf+MK > LPLK 22+7 5 11+16 KD KD - 150 200 H - 70 11 11 - - -
Hyakkishu HK > Hyakki Gosai hcf+HK > LPLK 22+7 5 13+16 KD KD - 150 200 H - 70 11 11 - - -
Hyakkishu EX > Hyakki Gosai hcf+KK> LPLK 6*26 10(11)3 13+16 KD KD - 180 250 H - 70 11 11 - - -
Hyakki Gozanku hcf+KK > QCF+P 6*24 10(8)30(3)~ 4 - KD KD 150 150 H - - - - 4x4*12 24*20x3*70 (154) 30*25x3*50 (155)
Hyakki Gorasen hcf+KK > QCB+K 6 10(13)2(4)2(2)2(3)2(2)2 9 - KD KD 160 250 H - - - - - 6*5*5*18x4*72 (160) 24*20*20*18x4*153 (289)
Ashura Senku (fwd) f,d,df+KKK 1 50 11 - - - - - - - - - - - - -
Ashura Senku (back) b, d, db+KKK 1 50 11 - - - - - - - - - - - - -
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Sekia Kuretsuha qcf,qcf+P 8 21 46 -30 KD KD 320 0 H - 98 31 36 50 384 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Gohadoken LP qcf+LP 11 ~ 35 1 KD FILL_ME_IN_COUNTER_HIT 120 150 H su 104 45 50 CHIP CH_DAMAGE CH_STUN
Gohadoken MP qcf+MP 11 ~ 35 1 KD FILL_ME_IN_COUNTER_HIT 120 150 H su 104 45 50 CHIP CH_DAMAGE CH_STUN
Gohadoken HP qcf+HP 11 ~ 35 1 KD FILL_ME_IN_COUNTER_HIT 120 150 H su 104 45 50 CHIP CH_DAMAGE CH_STUN
Goshoryuken LP f,d,df+LP 3 11 46 -19 KD FILL_ME_IN_COUNTER_HIT 180 230 H su 35 35 35 CHIP CH_DAMAGE CH_STUN
Goshoryuken MP f,d,df+MP 4 11 46 -19 KD FILL_ME_IN_COUNTER_HIT 180 230 H su 35 35 35 CHIP CH_DAMAGE CH_STUN
Goshoryuken HP f,d,df+HP 5 11 46 -17 KD FILL_ME_IN_COUNTER_HIT 180 230 H su 35 35 35 CHIP CH_DAMAGE CH_STUN
Zanku Hadoken LP qcf+LP (air) 9 ~ 4 ~ ~ FILL_ME_IN_COUNTER_HIT 40*40 50*50 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Zanku Hadoken MP qcf+MP (air) 9 ~ 4 ~ ~ FILL_ME_IN_COUNTER_HIT 40*40 50*50 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Zanku Hadoken HP qcf+HP (air) 9 ~ 4 ~ ~ FILL_ME_IN_COUNTER_HIT 40*40 50*50 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Raging Demon LP, LP, F, LK, HP 1+0 29 39 KD KD FILL_ME_IN_COUNTER_HIT 400 0 H - 16 16 16 CHIP CH_DAMAGE CH_STUN
V-Gohadoken EX qcf+PP 11 ~ 35 1 KD(3) FILL_ME_IN_COUNTER_HIT 50*20 120(100) H - 94 36 41 CHIP CH_DAMAGE CH_STUN
V-Sekia Goshoha EX hcb+PP 21 ~ 48 8 KD FILL_ME_IN_COUNTER_HIT 20x3*40 (100) 40x3*50 (170) H - 110 51 56 CHIP CH_DAMAGE CH_STUN
V-Zanku Hadoken EX qcf+PP (air) 5*38 ~ 4 ~ ~ FILL_ME_IN_COUNTER_HIT 20*30*20x2 (90) 25*50*20x2 (115) H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
V-Goshoryuken EX f,d,df+PP 3 12(26)20 32+15 -44 KD FILL_ME_IN_COUNTER_HIT 10*20x2*30x2*20 (130) 50x3 (150) H - 52 12 17 CHIP CH_DAMAGE CH_STUN
V-Tatsumaki Zankukyaku EX qcb+KK 10 2(4)2(5)2(3)3(3)2 11+15 -19 KD FILL_ME_IN_COUNTER_HIT 10*20x4 (90) 0*30x3*10 (100) H - 91 32 37 CHIP CH_DAMAGE CH_STUN
V-Air Tatsumaki Zankukyaku EX qcb+KK(air) 8 2(4)2(2)2(3)2(2)2 9 ~ KD FILL_ME_IN_COUNTER_HIT 30x4*10 (130) 40x5 (200) H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
V-Hyakki Gozan EX hcf+KK > no input 6*44 10(28)8 12 2 KD FILL_ME_IN_COUNTER_HIT 90 100 H - 73 24 29 CHIP CH_DAMAGE CH_STUN
V-Hyakkishu EX > Hyakki Gosho hcf+KK > P 6*27 10(12)8 7+6 3(9) KD FILL_ME_IN_COUNTER_HIT 90 150 M - 82 23 28 CHIP CH_DAMAGE CH_STUN
V-Hyakkishu EX > Hyakki Gojin hcf+KK > K 6*38 10(23)8 10 -2(9) 6(13) FILL_ME_IN_COUNTER_HIT 40 50 H - 112 53 58 CHIP CH_DAMAGE CH_STUN
V-Hyakkishu EX > Hyakki Gosai hcf+KK> LPLK 6*26 10(11)3 13+16 KD KD FILL_ME_IN_COUNTER_HIT 180 250 H - 70 11 11 CHIP CH_DAMAGE CH_STUN
V-Hyakki Gozanku hcf+KK > QCF+P 6*24

10(8)30(3)~

4 ~ KD FILL_ME_IN_COUNTER_HIT 20*30*20x2 (90) 25*50*20x2 (115) H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
V-Hyakki Gorasen hcf+KK > QCB+K 6 10(13)2(4)2(2)2(3)2(2)2 9 ~ KD FILL_ME_IN_COUNTER_HIT 20x4*50 (130) 20x4*120 (200) H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Notes:

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

V System

V Reversal

A standard 17f strike V-Reversal. Akuma lets out a spinning kick, knocking his opponent away.

V Skill 1

A 3f parry, unlike Ryu's Akuma takes grey life after absorbing a hit. He can cancel his parry into two moves, a punch attack that knocks the opponent away or an upwards kick that can be special canceled into Demon Flip. He does not have to successfully parry an attack to cancel into these moves, allowing him to use them in combos as well.

V Skill 2

TBW

V Trigger 1

Dohatsu Shoten is a 3 bar V-Trigger, and one of the strongest in the game. It greatly powers up several of his special moves during its activation. His air fireball now always throws out two making it much more difficult to avoid and more advantageous on block. His ground fireball now floats the opponent, allowing a follow up combo. His Goshoryuken now is fully invincible without EX Meter, and causes a hard knock down on hit allowing Akuma to easily time his setups without having to worry about different wake-up timings. It also gives him access to his Raging Demon Critical Art, which is a fast moving command grab that does 400 damage on hit and is impossible to avoid in certain setups; using this takes the remaining of his V-Trigger gauge. In total he gets about 4-5 specials moves during it, which can easily be enough to close out a round.

V Trigger 2

Shiretsu Hasshi is a 2 bar V-Trigger that allows Akuma to cancel any of his specials into an EX Special. This increases his potential damage output from combos, or allows him to setup chip strings canceling regular fireball into red fireball. He only gets 2 cancels total per activation. After canceling into a move you cannot cancel into it again, so Tatsu xx EX Tatsu xx EX Tatsu is not possible, however Tatsu xx EX Tatsu xx EX Air Fireball is using the entire V-Gauge. Akuma also does not have access to Raging Demon in this V-Trigger.


Strategy

Playing as Akuma

Fighting Against Akuma