Street Fighter V/Akuma: Difference between revisions

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<youtube>wpjylm0RWq0</youtube>
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=== [https://www.youtube.com/watch?v=LJxaEo0rbJM&list=PLOVyB2EcKbJkKpNz34CGLHmt267CZVBBV YouTube Playlist with previous season changes] ===
==== [https://www.youtube.com/watch?v=LJxaEo0rbJM&list=PLOVyB2EcKbJkKpNz34CGLHmt267CZVBBV YouTube Playlist with previous season changes] ====


== Other Useful Guides ==  
== Other Useful Guides ==  

Revision as of 15:43, 3 June 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

Bafael's At a Glance

YouTube Playlist with previous season changes

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","vs1","vs2","vt1","vt2"] - - - - 36 84
Stand MP MP 7 3 14 1 3 5 60 100 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 9 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","vs1","vs2","vt1","vt2"] - - - - 36 84
Stand MK MK 5 2 18 -4 4 6 60 100 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 9 72 120
Stand HK HK 11 2 22 -2 3 10 80 120 H ["vt1","vt2"] - - - 13 96 144
Crouch LP d+LP 4 2 6 2 4 6 30 70 H ["ch","sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 6 3 12 3 5 7 60 100 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 10 4 16(20) 3 8 C 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","vs1","vs2","vt1","vt2"] - - - 8 60 120
Crouch HK d+HK 7 2 24(27) -15 KD KD 90 150 L ["vt1","vt2"] 67 18 23 14 108 180
Jump LP u+LP 3 6 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 7 5 - - - ? 50 100 M ["sp"] - - - 8 60 120
Jump HP u+HP 8 5 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 4 6 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 7 4 - - - ? 60 100 M - - - - 9 72 120
Jump HK u+HK 8 4 - - - ? 90 150 M - - - - 14 108 180
Tenmakujinkyaku Forward Jump > d+MK 16 - 6 -2(6) 2(12) ? 60 100 H - - - - 9 72 120
Zugaihasatsu f+MP 23 1*2 21 -7 0 2 20*50 (70) 60*40 (100) M*M - - - - CHIP CH_DAMAGE CH_STUN
Sekiseiken f+HP 32 7 16 -2 5 7 60 100 H ["vt1","vt2"] - - - 9 72 120
Tenha b+HP 6 7 21 -10 KD KD 90 200 H ["sp","su","vs1","vs2","vt1","vt2"] 101 42 47 14 108 240
Kikokurenzan HK > HK 11+15 2 18 0 7 9 80*45 (125) 120*63 (183) H ["vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Kongoken HP > HP 8+18 8 30 -12 KD KD 80*54 (134) 150*72 (222) H ["vt1","vt2"] 92 33 38 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
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 KD 130 170 T - 71 12 12 ? 156 204
Shuretsuzan b+LP+LK 5 3 17 KD KD KD 120 170 T - 77 18 18 ? 144 204
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 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Shiretsu Hasshi HP+HK (VT2) 1 - 5 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Rakan MP+MK 3 12 29(10) - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Rakan Gosho MP+MK (VS1) > P 10+5 4 26 -10 KD KD 70 100 H ["su","vt1","vt2"] 84 25 30 ? 84 120
Rakan Gokyaku MP+MK (VS1) > K 10+11 4 26 -13 KD KD 60 100 H ["sp","su","vs1","vt1","vt2"] 109 50 55 ? 72 120
Kiai MP+MK (VS2) 17 3(6) 36 -13 KD KD 50 (80) 50 (80) H ["sp","vt2"] 94 35 40 ? CH_DAMAGE CH_STUN
Sekia Goshoha (V-Skill 2) MP+MK (VS2) > hcb+P 18 - 37 -6 KD KD 70 100 H ["su","vt2"] 97 38 43 ? 84 120
Sekia Goshoha EX (V-Skill 2) MP+MK (VS2) > hcb+PP 21 - 48 8 KD KD 25x4 (100) 40x3*30 (150) H ["vt2"] 110 51 56 ? CH_DAMAGE CH_STUN
Sekia Goshoha Just Frame (V-Skill 2) MP+MK (VS2) > hcb+P 13 - 37 -4 KD KD 40x2 (80) 50x2 (100) H ["su","vt2"] 117 58 63 ? CH_DAMAGE CH_STUN
Sekia Goshoha EX Just Frame (V-Skill 2) MP+MK (VS2) > hcb+PP 13 - 42 11 KD KD 20x4*30 (110) 30x4*30 (150) H ["vt2"] 128 69 74 ? CH_DAMAGE CH_STUN
Gosenkyaku f+KKK 17 2 24 -2 KD KD 60 0 H - 73 14 19 ? 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
Taunt Stomp PPP+KKK 1*66 1 - 22 KD KD 70 100 H ["sp","su","vs1","vs2","vt1","vt2"] 122 53 58 ? 84 120
Neutral Stomp Neutral 402 2 - ? 23 25 90 150 H - - - - ? 108 180
LP Gohadoken qcf+LP 14 45(8) 34 -6 KD (-2) ? 60 120(100) H ["su","vt1","vt2"] 88 29 34 ? 72 CH_STUN
MP Gohadoken qcf+MP 14 35(8) 34 -6 KD (-2) ? 60 120(100) H ["su","vt1","vt2"] 88 29 34 ? 72 CH_STUN
HP Gohadoken qcf+HP 14 23(8) 34 -6 KD (-2) ? 60 120(100) H ["su","vt1","vt2"] 88 29 34 ? 72 CH_STUN
EX Gohadoken qcf+PP 11 - 35 1 KD (3) ? 50*50 (100) 170(150) H ["vt1","vt2"] 94 36 41 ? CH_DAMAGE CH_STUN
LP Zanku Hadoken qcf+LP (air) 11 - 9 - - ? 50 40 H - - - - ? 60 48
MP Zanku Hadoken qcf+MP (air) 11 - 9 - - ? 50 40 H - - - - ? 60 48
HP Zanku Hadoken qcf+HP (air) 11 - 9 - - ? 50 40 H - - - - ? 60 48
EX Zanku Hadoken qcf+PP (air) 5*38 - 4 - - ? 20x4*70 (150) 25x4*50 (150) H - - - - ? CH_DAMAGE CH_STUN
EX Zanku Hadoken Initial Hit qcf+PP (air) 5 30 4 - - ? 20*30*20*50 (120) 25*50*25*50 (150) H - - - - ? CH_DAMAGE CH_STUN
LP Sekia Goshoha hcb+LP 18 - 37 -6 KD KD 70 120 H ["su","vt1","vt2"] 97 38 43 ? 84 144
MP Sekia Goshoha hcb+MP 23 - 38 -4 KD KD 40x2 (80) 60x2 (120) H ["su","vt1","vt2"] 93 34 39 ? CH_DAMAGE CH_STUN
HP Sekia Goshoha hcb+HP 25 - 42 -4 KD KD 30*30*40 (100) 50x3 (150) H ["su","vt1","vt2"] 95 36 41 ? CH_DAMAGE CH_STUN
EX Sekia Goshoha hcb+PP 21 - 48 8 KD KD 4x25 (100) 40*40*40*30 (150) H ["vt1","vt2"] 110 51 56 ? CH_DAMAGE CH_STUN
LP Goshoryuken f,d,df+LP 3 12 19+15 -28 KD KD 100 150 H ["su","vt1","vt2"] 85 26 31 ? 120 180
MP Goshoryuken f,d,df+MP 4 4*7 26+15 -30 KD KD 70*50 (120) 100*50 (150) H ["su","vt1","vt2"] 86 27 31 ? CH_DAMAGE CH_STUN
HP Goshoryuken f,d,df+HP 4 1*3*7 29+15 -33 KD KD 60*30x2 (120) 10*30*20 (150) H ["su","vt1","vt2"] 83 24 29 ? CH_DAMAGE CH_STUN
EX Goshoryuken f,d,df+PP 3 12(26)20 32+15 -44 KD KD 30*20x2*30x3 (160) 200 H ["vt1","vt2"] 52 12 17 ? CH_DAMAGE 240
LK Tatsumaki Zankukyaku qcb+LK 11 2 14+10 -11 KD KD 50 80 H - 101 42 47 ? 60 96
MK Tatsumaki Zankukyaku 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 ? CH_DAMAGE CH_STUN
HK Tatsumaki Zankukyaku 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 ? CH_DAMAGE CH_STUN
EX Tatsumaki Zankukyaku 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 ? CH_DAMAGE CH_STUN
LK Air Tatsumaki Zankukyaku qcb+LK(air) 7 2(5)2(4)2 15 -4(1) KD KD 70 100 H - - - - ? 84 120
MK Air Tatsumaki Zankukyaku qcb+MK(air) 7 2(5)2(4)2 15 -4(1) KD KD 70 100 H - - - - ? 84 120
HK Air Tatsumaki Zankukyaku qcb+HK(air) 7 2(5)2(4)2 15 -4(1) KD KD 70 100 H - - - - ? 84 120
EX Air Tatsumaki Zankukyaku qcb+KK(air) 8 2(4)2(2)2(3)2(2)2 9 - KD KD 30x4*40 (160) 40x4*90 (250) H - - - - ? CH_DAMAGE CH_STUN
LK Hyakki Gozan hcf+LK > no input 47 8 14 -2 KD KD 100 150 L - 71 22 27 ? 120 180
MK Hyakki Gozan hcf+MK > no input 48 8 14 -2 KD KD 100 150 L - 71 22 27 ? 120 180
HK Hyakki Gozan hcf+HK > no input 49 8 14 -2 KD KD 100 150 L - 71 22 27 ? 120 180
EX Hyakki Gozan hcf+KK > no input 6*44 10(28)8 12 -2 KD KD 120 150 L - 73 24 29 ? 144 180
LK Hyakkishu > Hyakki Gosho hcf+LK > P 22+8 4 10+6 1(8) KD KD 100 150 M - 83 24 29 ? 120 180
MK Hyakkishu > Hyakki Gosho hcf+MK > P 22+8 4 11+6 1(8) KD KD 100 150 M - 83 24 29 ? 120 180
HK Hyakkishu > Hyakki Gosho hcf+HK > P 22+8 4 13+6 1(8) KD KD 100 150 M - 83 24 29 ? 120 180
EX Hyakkishu > Hyakki Gosho hcf+KK > P 6*27 10(12)8 7+6 3(9) KD KD 120 200 M - 82 23 28 ? 144 240
LK Hyakkishu > Hyakki Gojin hcf+LK > K 22+22 8 10 -2(5) 4(12) ? 60 100 H - - - - ? 72 120
MK Hyakkishu > Hyakki Gojin hcf+MK > K 22+22 8 10 -2(5) 4(12) ? 60 100 H - - - - ? 72 120
HK Hyakkishu > Hyakki Gojin hcf+HK > K 22+22 10 10 -4(5) 4(12) ? 60 100 H - - - - ? 72 120
EX Hyakkishu > Hyakki Gojin hcf+KK > K 6*38 10(23)8 10 -2(9) 6(13) ? 70 100 H - 112 53 58 ? 84 120
LK Hyakkishu > Hyakki Gosai hcf+LK > LPLK 22+7 5 10+26 KD KD KD 150 200 H - 70 11 11 ? 180 240
MK Hyakkishu > Hyakki Gosai hcf+MK > LPLK 22+7 5 11+26 KD KD KD 150 200 H - 70 11 11 ? 180 240
HK Hyakkishu > Hyakki Gosai hcf+HK > LPLK 22+7 5 13+26 KD KD KD 150 200 H - 70 11 11 ? 180 240
EX Hyakkishu > Hyakki Gosai hcf+KK> LPLK 6*26 10(11)3 13+26 KD KD KD 180 250 H - 70 11 11 ? 216 300
EX Hyakkishu > Hyakki Gozanku hcf+KK > QCF+P 6*24

10(8)30(3)~

4 - KD KD 150 150 H - - - - ? 180 180
EX Hyakkishu > Hyakki Gorasen hcf+KK > QCB+K 6 10(13)2(4)2(2)2(3)2(2)2 9 - KD KD 160 250 H - - - - ? 192 300
Ashura Senku (fwd) f,d,df+KKK 1 50 11 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Ashura Senku (back) b, d, db+KKK 1 50 11 - - ? - - - - - - - ? 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
Sekia Kuretsuha qcf,qcf+P 8 21 46 -30 KD KD 320 0 H - 98 31 36 ? 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
LP Gohadoken qcf+LP 11 - 35 1 KD KD 120 150 H ["su"] 104 45 50 ? 144 180
MP Gohadoken qcf+MP 11 - 35 1 KD KD 120 150 H ["su"] 104 45 50 ? 144 180
HP Gohadoken qcf+HP 11 - 35 1 KD KD 120 150 H ["su"] 104 45 50 ? 144 180
LP Goshoryuken f,d,df+LP 3 11 46 -19 KD KD 180 230 H ["su"] 35 35 35 ? 216 276
MP Goshoryuken f,d,df+MP 4 11 46 -19 KD KD 180 230 H ["su"] 35 35 35 ? 216 276
HP Goshoryuken f,d,df+HP 5 11 46 -17 KD KD 180 230 H ["su"] 35 35 35 ? 216 276
LP Zanku Hadoken qcf+LP (air) 9 - 4 - - ? 40*40 (80) 50*50 (100) H - - - - ? CH_DAMAGE CH_STUN
MP Zanku Hadoken qcf+MP (air) 9 - 4 - - ? 40*40 (80) 50*50 (100) H - - - - ? CH_DAMAGE CH_STUN
HP Zanku Hadoken qcf+HP (air) 9 - 4 - - ? 40*40 (80) 50*50 (100) H - - - - ? CH_DAMAGE CH_STUN
Raging Demon LP, LP, F, LK, HP 1+0 29 39 - KD KD 400 0 H - 16 16 16 ? 480 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 VT2
EX V-Gohadoken qcf+PP 11 - 35 1 KD (3) ? 50*20 (70) 120(100) H - 94 36 41 ? CH_DAMAGE CH_STUN
EX V-Sekia Goshoha hcb+PP 21 - 48 8 KD KD 11 + 20x3*40 (100) 40x3*50 (170) H - 110 51 56 ? CH_DAMAGE CH_STUN
EX V-Zanku Hadoken qcf+PP (air) 5*38 - 4 - - ? 20*30*20x2 (90) 25*50*20x2 (115) H - - - - ? CH_DAMAGE CH_STUN
EX V-Goshoryuken f,d,df+PP 3 12(26)20 32+15 -44 KD KD 10*20x2*30x2*20 (130) 50x3 (150) H - 52 12 17 ? CH_DAMAGE CH_STUN
EX V-Tatsumaki Zankukyaku qcb+KK 10 2(4)2(5)2(3)3(3)2 11+15 -19 KD KD 10*20x4 (90) 0*30x3*10 (100) H - 91 32 37 ? CH_DAMAGE CH_STUN
EX V-Air Tatsumaki Zankukyaku qcb+KK(air) 8 2(4)2(2)2(3)2(2)2 9 - KD KD 30x4*10 (130) 40x5 (200) H - - - - ? CH_DAMAGE CH_STUN
EX V-Hyakki Gozan hcf+KK > no input 6*44 10(28)8 12 2 KD KD 90 100 L - 73 24 29 ? 108 120
EX V-Hyakkishu > Hyakki Gosho hcf+KK > P 6*27 10(12)8 7+6 3(9) KD KD 90 150 M - 82 23 28 ? 108 180
EX V-Hyakkishu > Hyakki Gojin hcf+KK > K 6*38 10(23)8 10 -2(9) 6(13) ? 40 50 H - 112 53 58 ? 48 60
EX V-Hyakkishu > Hyakki Gosai hcf+KK> LPLK 6*26 10(11)3 13+26 KD KD KD 180 250 H - 70 11 11 ? 216 300
EX V-Hyakkishu > Hyakki Gozanku hcf+KK > QCF+P 6*24

10(8)30(3)~

4 - KD KD 20*30*20x2 (90) 25*50*20x2 (115) H - - - - ? CH_DAMAGE CH_STUN
EX V-Hyakkishu > Hyakki Gorasen hcf+KK > QCB+K 6 10(13)2(4)2(2)2(3)2(2)2 9 - KD KD 20x4*50 (130) 20x4*120 (200) H - - - - ? CH_DAMAGE CH_STUN
Ashura Senku (fwd) f,d,df+KKK 1 50 11 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Ashura Senku (back) b, d, db+KKK 1 50 11 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Notes:
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

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