m (fix motion tags) |
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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. | 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. | ||
| | | | ||
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. }} | 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. }} | ||
=== Alternate Colors === | === Alternate Colors === | ||
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{{UMvC3CharacterAssists | {{UMvC3CharacterAssists | ||
| Gohadoken L | shot front | 90,000 | proj | Messatsu-Gouhadou Agyo <br> If playing as Akuma, <br> hold {{ | | Gohadoken L | {{shot}} {{front}} | 90,000 | {{proj}} | Messatsu-Gouhadou Agyo <br> If playing as Akuma, <br> hold {{ h}} for Ungyo | Hyakki Gojin | {{direct}} {{tiltdown}} | 90,000 | {{high}} OTG <br> {{groundbounce}} <br> vs airborne <br> {{softknockdown}} | Messatsu-Gouhadou Agyo <br> If playing as Akuma, <br> hold {{ h}} for Ungyo | ||
| Tatsumaki <br> Zankukyaku | direct front | 40,000 X 2 <br> + 70,000 <br> (132,600) | projnull strk | Messatsu-Goshoryu | | Tatsumaki <br> Zankukyaku | {{direct}} {{front}} | 40,000 X 2 <br> + 70,000 <br> (132,600) | {{projnull}} {{strk}} | Messatsu-Goshoryu | ||
}} | }} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | l | 53,000 | rpdfire }} | {{MoveListRow | Standing Light | {{l}} | 53,000 | {{rpdfire}} }} | ||
{{MoveListRow | Crouching Light | d + l | 48,000 | rpdfire low }} | {{MoveListRow | Crouching Light | {{d}} + {{l}} | 48,000 | {{rpdfire}} {{low}} }} | ||
{{MoveListRow | Standing Medium | m | 40,000 X 2 <br> (72,000) | }} | {{MoveListRow | Standing Medium | {{m}} | 40,000 X 2 <br> (72,000) | }} | ||
{{MoveListRow | Crouching Medium | d + m | 75,000 | }} | {{MoveListRow | Crouching Medium | {{d}} + {{m}} | 75,000 | }} | ||
{{MoveListRow | Standing Heavy | h | 88,000 | }} | {{MoveListRow | Standing Heavy | {{h}} | 88,000 | }} | ||
{{MoveListRow | Crouching Heavy | d + h | 85,000 | low <br> softknockdown }} | {{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 85,000 | {{low}} <br> {{softknockdown}} }} | ||
{{MoveListRow | Special | s | 90,000 | launch nocancel }} | {{MoveListRow | Special | {{s}} | 90,000 | {{launch}} {{nocancel}} }} | ||
{{MoveListRow | Zugaihasatsu <br> "Overhead Chop" | f + m | 45,000 X 2 <br> (81,000) | high ( groundbounce on aerial opponents)}} | {{MoveListRow | Zugaihasatsu <br> "Overhead Chop" | {{f}} + {{m}} | 45,000 X 2 <br> (81,000) | {{high}} ( {{groundbounce}} on aerial opponents)}} | ||
{{MoveListRow | Senpukyaku | f + h | 100,000 | strk }} | {{MoveListRow | Senpukyaku | {{f}} + {{h}} | 100,000 | {{strk}} }} | ||
{{MoveListRow | Jumping Light | air l | 53,000 | high }} | {{MoveListRow | Jumping Light | air {{l}} | 53,000 | {{high}} }} | ||
{{MoveListRow | Jumping Medium | air m | 70,000 | high }} | {{MoveListRow | Jumping Medium | air {{m}} | 70,000 | {{high}} }} | ||
{{MoveListRow | Jumping Heavy | air h | 88,000 | high }} | {{MoveListRow | Jumping Heavy | air {{h}} | 88,000 | {{high}} }} | ||
{{MoveListRow | Jumping Special | air s | 90,000 | high aircombofinisher }} | {{MoveListRow | Jumping Special | air {{s}} | 90,000 | {{high}} {{aircombofinisher}} }} | ||
{{MoveListRow | Tenmakujinkyaku <br> "Dive Kick" | air d + m | 80,000 | }} | {{MoveListRow | Tenmakujinkyaku <br> "Dive Kick" | air {{d}} + {{m}} | 80,000 | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Forward Throw | f + h | 80,000 | throw hardknockdown }} | {{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Throw | b + h | 80,000 | throw hardknockdown }} | {{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Forward Air Throw | air f + h | 80,000 | airthrow hardknockdown }} | {{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Air Throw | air b + h | 80,000 | airthrow hardknockdown }} | {{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Gohadoken | qcf + atk | 90,000 | proj }} | {{MoveListRow | Gohadoken | {{qcf}} + {{atk}} | 90,000 | {{proj}} }} | ||
{{MoveListRow | Zanku Hadoken | air qcf + atk | 90,000 | proj <br> atk used determines angle fired }} | {{MoveListRow | Zanku Hadoken | air {{qcf}} + {{atk}} | 90,000 | {{proj}} <br> {{atk}} used determines angle fired }} | ||
{{MoveListRow | Goshoryuken L | dp + l | 90,000 | strk }} | {{MoveListRow | Goshoryuken L | {{dp}} + {{l}} | 90,000 | {{strk}} }} | ||
{{MoveListRow | Goshoryuken M | dp + m | 55,000 + 70,000 <br> (118,000) | strk }} | {{MoveListRow | Goshoryuken M | {{dp}} + {{m}} | 55,000 + 70,000 <br> (118,000) | {{strk}} }} | ||
{{MoveListRow | Goshoryuken H | dp + h | 40,000 X 2 + 70,000 <br> (132,600) | strk }} | {{MoveListRow | Goshoryuken H | {{dp}} + {{h}} | 40,000 X 2 + 70,000 <br> (132,600) | {{strk}} }} | ||
{{MoveListRow | Tatsumaki Zankukyaku L | qcb + l | 110,000 | airok strk <br> projnull }} | {{MoveListRow | Tatsumaki Zankukyaku L | {{qcb}} + {{l}} | 110,000 | {{airok}} {{strk}} <br> {{projnull}} }} | ||
{{MoveListRow | Tatsumaki Zankukyaku M | qcb + m | 40,000 X 2 + 70,000 <br> (132,600) | airok strk <br> projnull }} | {{MoveListRow | Tatsumaki Zankukyaku M | {{qcb}} + {{m}} | 40,000 X 2 + 70,000 <br> (132,600) | {{airok}} {{strk}} <br> {{projnull}} }} | ||
{{MoveListRow | Tatsumaki Zankukyaku H | qcb + h | 35,000 X 4 + 70,000 <br> (166,200) | airok strk <br> projnull }} | {{MoveListRow | Tatsumaki Zankukyaku H | {{qcb}} + {{h}} | 35,000 X 4 + 70,000 <br> (166,200) | {{airok}} {{strk}} <br> {{projnull}} }} | ||
{{MoveListRow | Hyakkishu <br> "Demon Flip" | rdp + atk | 0 | airok <br> atk used determines distance }} | {{MoveListRow | Hyakkishu <br> "Demon Flip" | {{rdp}} + {{atk}} | 0 | {{airok}} <br> {{atk}} used determines distance }} | ||
{{MoveListRow | Hyakki Gosho <br> "Palm Strike" | During Hyakkishu: L | 100,000 | groundbounce <br> softknockdown }} | {{MoveListRow | Hyakki Gosho <br> "Palm Strike" | During Hyakkishu: L | 100,000 | {{groundbounce}} <br> {{softknockdown}} }} | ||
{{MoveListRow | Hyakki Gojin <br> "Dive Kick" | During Hyakkishu: M | 90,000 | high <br> OTG <br> groundbounce vs airborne <br> softknockdown }} | {{MoveListRow | Hyakki Gojin <br> "Dive Kick" | During Hyakkishu: M | 90,000 | {{high}} <br> OTG <br> {{groundbounce}} vs airborne <br> {{softknockdown}} }} | ||
{{MoveListRow | Hyakki Goho <br> "Fireball" | During Hyakkishu: H | 90,000 | proj }} | {{MoveListRow | Hyakki Goho <br> "Fireball" | During Hyakkishu: H | 90,000 | {{proj}} }} | ||
{{MoveListRow | Ashura Senku <br> "Teleport" | dp / rdp + s | 0 | Teleport forward or back, <br> respectively. }} | {{MoveListRow | Ashura Senku <br> "Teleport" | {{dp}} / {{rdp}} + {{s}} | 0 | Teleport forward or back, <br> respectively. }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Messatsu-Gohado Agyo <br> "Rapid Fireballs" | qcf + atk + atk | 11,000 X 48 <br> (285,600 ~ 342,900) | proj <br> mashable }} | {{MoveListRow | Messatsu-Gohado Agyo <br> "Rapid Fireballs" | {{qcf}} + {{atk}} + {{atk}} | 11,000 X 48 <br> (285,600 ~ 342,900) | {{proj}} <br> mashable }} | ||
{{MoveListRow | Messatsu-Gohado Ungyo <br> "Beam Hyper" | qcf + atk + atk <br> hold h | 18,000 X 25 <br> (260,300 ~ 312,500) | proj <br> softknockdown <br> mashable }} | {{MoveListRow | Messatsu-Gohado Ungyo <br> "Beam Hyper" | {{qcf}} + {{atk}} + {{atk}} <br> hold {{h}} | 18,000 X 25 <br> (260,300 ~ 312,500) | {{proj}} <br> {{softknockdown}} <br> mashable }} | ||
{{MoveListRow | Tenma-Gozanku Agyo <br> "Rapid Fireballs" | air qcf + atk + atk | 11,000 X 48 <br> (285,600 ~ 342,900) | proj <br> mashable}} | {{MoveListRow | Tenma-Gozanku Agyo <br> "Rapid Fireballs" | air {{qcf}} + {{atk}} + {{atk}} | 11,000 X 48 <br> (285,600 ~ 342,900) | {{proj}} <br> mashable}} | ||
{{MoveListRow | Messatsu-Gohado Ungyo <br> "Beam Hyper" | air qcf + atk + atk <br> hold h | 18,000 X 25 <br> (260,300 ~ 312,500) | proj <br> OTG <br> strk <br> mashable }} | {{MoveListRow | Messatsu-Gohado Ungyo <br> "Beam Hyper" | air {{qcf}} + {{atk}} + {{atk}} <br> hold {{h}} | 18,000 X 25 <br> (260,300 ~ 312,500) | {{proj}} <br> OTG <br> {{strk}} <br> mashable }} | ||
{{MoveListRow | Messatsu-Goshoryu | dp + atk + atk | 40,000 X 8 + 150,000 <br> (292,000) | strk <br> projnull }} | {{MoveListRow | Messatsu-Goshoryu | {{dp}} + {{atk}} + {{atk}} | 40,000 X 8 + 150,000 <br> (292,000) | {{strk}} <br> {{projnull}} }} | ||
{{MoveListRow | Raging Demon | l , l , f , m , h | (465,000 ~ 507,000) | throw <br> hardknockdown <br> mashable <br> Level 3 Hyper. | level3 }} | {{MoveListRow | Raging Demon | {{l}} , {{l}} , {{f}} , {{m}} , {{h}} | (465,000 ~ 507,000) | {{throw}} <br> {{hardknockdown}} <br> mashable <br> Level 3 Hyper. | level3 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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=== Tips and Tricks === | === 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 {{ | * 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 {{ {{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 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 {{ | * Akuma's overhead Chop can be special cancelled, which means you can score a launcher with the {{ s}} button into huge damage. | ||
=== Combos === | === Combos === | ||
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== Strategy vs. Akuma == | == Strategy vs. Akuma == | ||
[[Category: Ultimate Marvel vs Capcom 3]] | [[Category:Ultimate Marvel vs Capcom 3]] |
Revision as of 23:11, 8 December 2020


Akuma
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 damage, his
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.
Alternate Colors
Pros and Cons
Pros
- Very high damage output in addition to above average meter build.
- Good support value in Tatsu assist helping with rushdown and beam DHC punishing enemy assist calls.
- Respectable air mobility with Demon Flips.
- Can switch up his playstyle from relentless offensive mixup game to runaway fireball game.
Cons
- Tied for the second lowest health in the game.
- Stubby normals make challenging opponents at range very risky.
- Requires meter to become more of a threat.
- Despite being an anchor character, is outclassed as an anchor somewhat.
Players to Watch
Justin Wong, Clegg Madness, SumBrwnKid, Brian Kasugano, Raid
Character Vitals
Video Walkthrough
Combos
corner combo with tatsu relaunch
advanced BnB's
Combos with Hawkeye and Jill assist
cool combo with vergil assist
Technology
ground throw conversion
guard break with level 3
Team BnB, tech and cool resets with Spencer
Hit/Hurtbox Guide
Move List
Assist Types
Normal Moves







(72,000)










"Overhead Chop"


(81,000)














"Dive Kick"


Throws
















Special Moves












(118,000)



(132,600)








(132,600)





(166,200)



"Demon Flip"




"Palm Strike"


"Dive Kick"

OTG


"Fireball"

"Teleport"



respectively.
Hyper Moves
"Rapid Fireballs"



(285,600 ~ 342,900)

mashable
"Beam Hyper"



hold

(260,300 ~ 312,500)


mashable
"Rapid Fireballs"



(285,600 ~ 342,900)

mashable
"Beam Hyper"



hold

(260,300 ~ 312,500)

OTG

mashable



(292,000)









mashable
Level 3 Hyper.
Frame Data
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 {{
,
+
+ 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
button into huge damage.
Combos
Assists
Fireball- Terrible. Don't use it.
Tatsu- One of the best assists in the game. Fantastic for Rushdown characters since it locks them down.
Dive Kick- Not too bad, but since Tatsu is so good, this will never be used.