Marvel vs Capcom 3/Akuma: Difference between revisions

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{{MvC3HyperGuideCharacterBox | akumaface.jpg }}
{{MvC3HyperGuideCharacterBox | akumaface.jpg }}


{{Nutshell|Akuma has appeared in every "versus" game (you could play Ryu in Akuma mode in MvC1), but in Marvel vs. Capcom 3 he gets some extra juice. Akuma has one of the fastest beams in the game, and a versatile set of moves that allow him to put together some flashy combos.  He has a few unorthodox angles of attack that may surprise opponents, but his average speed and poor range on most of his normal attacks limit his capabilities.  You will need to plan your attacks carefully to make this low health, high damage character work.  His level 3, the Shun Goku Satsu, is the most damaging Level 3 hyper in the game.  He also has one of only two high hitting assists in the entire game.}}
{{Nutshell|Akuma has appeared in every "versus" game (you could play Ryu in Akuma mode in MvC1), but in Marvel vs. Capcom 3 he gets some {{extra}} juice. Akuma has one of the fastest beams in the game, and a versatile set of moves that allow him to put together some flashy combos.  He has a few unorthodox angles of attack that may surprise opponents, but his average speed and poor range on most of his normal attacks limit his capabilities.  You will need to plan your attacks carefully to make this {{low}} health, {{high}} damage character work.  His level 3, the Shun Goku Satsu, is the most damaging Level 3 hyper in the game.  He also has one of only two {{high}} hitting assists in the entire game.}}


== Video Walkthrough ==
== Video Walkthrough ==
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{{MvC3CharacterAssists
{{MvC3CharacterAssists
   | Gouhadou | {{#motion: shot front }} | 90,000 |
   | Gouhadou | {{ {{shot}} {{front}} }} | 90,000 |
   | Tatsumaki Zankuyaku| {{#motion: direct front }} | 116,400 | softknockdown
   | Tatsumaki Zankuyaku| {{ {{direct}} {{front}} }} | 116,400 | softknockdown
   | Hyaki Goju | {{#motion: direct tiltdown }} | 90,000 | high
   | Hyaki Goju | {{ {{direct}} {{tiltdown}} }} | 90,000 | high
   | AlphaSuper=Messatsu Gouhadou | BetaSuper=Messatsu Shoryu |GammaSuper=Messatsu Gouhadou  
   | AlphaSuper=Messatsu Gouhadou | BetaSuper=Messatsu Shoryu |GammaSuper=Messatsu Gouhadou  
}}
}}
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{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Standing Light | {{#motion: l }} | 53,000 | }}
{{MoveListRow | Standing Light | {{ {{l}} }} | 53,000 | }}
{{MoveListRow | Crouching Light | {{#motion: d + l }} | 48,000 | low }}
{{MoveListRow | Crouching Light | {{ {{d}} + {{l}} }} | 48,000 | {{low}} }}
{{MoveListRow | Standing Medium | {{#motion: m }} | 72,000 (40,000 x 2) | }}
{{MoveListRow | Standing Medium | {{ {{m}} }} | 72,000 (40,000 x 2) | }}
{{MoveListRow | Crouching Medium | {{#motion: d + m }} | 75,000 | }}
{{MoveListRow | Crouching Medium | {{ {{d}} + {{m}} }} | 75,000 | }}
{{MoveListRow | Chop | {{#motion: f + m }} | 81,000 (45,000 x 2) | high }}
{{MoveListRow | Chop | {{ {{f}} + {{m}} }} | 81,000 (45,000 x 2) | {{high}} }}
{{MoveListRow | Standing Heavy | {{#motion: h }} | 88,000 |  }}
{{MoveListRow | Standing Heavy | {{ {{h}} }} | 88,000 |  }}
{{MoveListRow | Crouching Heavy | {{#motion:d + h }} | 85,000 | low softknockdown }}
{{MoveListRow | Crouching Heavy | {{d + {{h}} }} | 85,000 | {{low}} {{softknockdown}} }}
{{MoveListRow | Hop Kick | {{#motion: f + h }} | 100,000 | Akuma counts as standing during this }}
{{MoveListRow | Hop Kick | {{ {{f}} + {{h}} }} | 100,000 | Akuma counts as standing during this }}
{{MoveListRow | Standing Special | {{#motion: s }} | 90,000 | launch }}
{{MoveListRow | Standing Special | {{ {{s}} }} | 90,000 | {{launch}} }}
{{MoveListRow | Jumping Light | {{#motion: air l }} | 53,000 | high }}
{{MoveListRow | Jumping Light | {{ air {{l}} }} | 53,000 | {{high}} }}
{{MoveListRow | Jumping Medium | {{#motion: air m }} | 70,000 | high }}
{{MoveListRow | Jumping Medium | {{ air {{m}} }} | 70,000 | {{high}} }}
{{MoveListRow | Dive Kick | {{#motion: air d + m }} | 80,000 | }}
{{MoveListRow | Dive Kick | {{ air {{d}} + {{m}} }} | 80,000 | }}
{{MoveListRow | Jumping Heavy | {{#motion: air h }} | 88,000 | high }}
{{MoveListRow | Jumping Heavy | {{ air {{h}} }} | 88,000 | {{high}} }}
{{MoveListRow | Jumping Special | {{#motion: air s }} | 90,000 | high }}
{{MoveListRow | Jumping Special | {{ air {{s}} }} | 90,000 | {{high}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Gouhadou | {{#motion: qcf + atk }} | 90,000 | }}
{{MoveListRow | Gouhadou | {{ {{qcf}} + {{atk}} }} | 90,000 | }}
{{MoveListRow | Zankyu Hadou | aironly {{#motion: qcf + atk }} | 90,000 | }}
{{MoveListRow | Zankyu Hadou | {{aironly}} {{ {{qcf}} + {{atk}} }} | 90,000 | }}
{{MoveListRow | Goushoryu | {{#motion: dp + atk }} |{{#motion: l &nbsp;90,000 <br> m 118,000 (55,000 + 70,000) <br> h 132,600 (40,000 x 2 + 70,000) }} | }}
{{MoveListRow | Goushoryu | {{ {{dp}} + {{atk}} }} |{{ {{l}} &nbsp;90,000 <br> {{m}} 118,000 (55,000 + 70,000) <br> {{h}} 132,600 (40,000 x 2 + 70,000) }} | }}
{{MoveListRow | Tatsumaki | {{#motion: qcb + atk }} |{{#motion: l 110,000 <br> m 132,000 (40,000 x 2 + 70,000) <br> h 166,200 (35,000 x 4 + 70,000) }} | airok }}
{{MoveListRow | Tatsumaki | {{ {{qcb}} + {{atk}} }} |{{ {{l}} 110,000 <br> {{m}} 132,000 (40,000 x 2 + 70,000) <br> {{h}} 166,200 (35,000 x 4 + 70,000) }} | {{airok}} }}
{{MoveListRow | Demon Flip | {{#motion: rdp + atk }} |  | }}
{{MoveListRow | Demon Flip | {{ {{rdp}} + {{atk}} }} |  | }}
{{MoveListRow | &nbsp;&nbsp;&nbsp;Fist | {{#motion: Demon Flip, then l }} | 100,000 | groundbounce high <br> Does not automatically face opponent }}
{{MoveListRow | &nbsp;&nbsp;&nbsp;Fist | {{ Demon Flip, then {{l}} }} | 100,000 | {{groundbounce}} {{high}} <br> Does not automatically face opponent }}
{{MoveListRow | &nbsp;&nbsp;&nbsp;Burning Dive Kick | {{#motion: Demon Flip, then m }} | 90,000 | otg high <br> groundbounce if opponent is not standing <br> Does not automatically face opponent }}
{{MoveListRow | &nbsp;&nbsp;&nbsp;Burning Dive Kick | {{ Demon Flip, then {{m}} }} | 90,000 | {{otg}} {{high}} <br> {{groundbounce}} if opponent is not standing <br> Does not automatically face opponent }}
{{MoveListRow | &nbsp;&nbsp;&nbsp;Zankyu Hadou | {{#motion: Demon Flip, then h }} | 90,000 | }}
{{MoveListRow | &nbsp;&nbsp;&nbsp;Zankyu Hadou | {{ Demon Flip, then {{h}} }} | 90,000 | }}
{{MoveListRow | Teleport | {{#motion: dp or rdp + s }} |  | }}
{{MoveListRow | Teleport | {{ {{dp}} or {{rdp}} + {{s}} }} |  | }}
{{MoveListFooter}}
{{MoveListFooter}}


===Hyper Moves===
===Hyper Moves===
{{MvC3MoveListHeader}}
{{MvC3MoveListHeader}}
{{MoveListRow | Messatsu/Tenma-Gohado Agyo | {{#motion: qcf + atk + atk}} | 285,600 (11,000 x 48) | airok <br> Damage scales by 0.97 }}
{{MoveListRow | Messatsu/Tenma-Gohado Agyo | {{ {{qcf}} + {{atk}} + atk}} | 285,600 (11,000 x 48) | {{airok}} <br> Damage scales by 0.97 }}
{{MoveListRow | Messatsu/Tenma-Gohado Ungyo | {{#motion: qcf + atk + atk , hold h}} | 260,300 (18,000 x 25) | airok <br> Air version otg <br> Damage scales by 0.95 }}
{{MoveListRow | Messatsu/Tenma-Gohado Ungyo | {{ {{qcf}} + {{atk}} + {{atk}} , hold h}} | 260,300 (18,000 x 25) | {{airok}} <br> Air version {{otg}} <br> Damage scales by 0.95 }}
{{MoveListRow | Messatsu-Goshoryu | {{#motion: dp + atk + atk}} | 292,000 (40,000 x 8 + 150,000) | startupinv <br> Damage scales by 0.9 }}
{{MoveListRow | Messatsu-Goshoryu | {{ {{dp}} + {{atk}} + atk}} | 292,000 (40,000 x 8 + 150,000) | {{startupinv}} <br> Damage scales by 0.9 }}
{{MoveListRow | Raging Demon | {{#motion: l , l , f , m , h}} | 465,000 | throw startupinv | level3 Can Be Followed whit an air Messatsu/Tenma-Gohado Agyo }}
{{MoveListRow | Raging Demon | {{ {{l}} , {{l}} , {{f}} , {{m}} , h}} | 465,000 | {{throw}} {{startupinv}} | level3 Can Be Followed whit an air Messatsu/Tenma-Gohado Agyo }}
{{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 {{#motion: qcf , uf + atk + atk}}.  This will OTG for big damage.
* 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 {{#motion: s}} button into huge damage.
* 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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=== Advanced Strategy ===
=== Advanced Strategy ===


[[Category: Marvel vs Capcom 3]]
[[Category:Marvel vs Capcom 3]]

Revision as of 00:53, 9 December 2020

Marvel vs Capcom 3MvC3Logo.png
Marvel vs Capcom 3/System GuideMarvel vs Capcom 3#Game ElementsMarvel vs Capcom 3#CharactersMarvel vs Capcom 3/SystemsMarvel vs Capcom 3#Fun Stuff.21Marvel vs Capcom 3/StrategyMvC3HeaderButtons.png


Akuma

Akumaface.jpg

In a nutshell
Akuma has appeared in every "versus" game (you could play Ryu in Akuma mode in MvC1), but in Marvel vs. Capcom 3 he gets some Extra.png juice. Akuma has one of the fastest beams in the game, and a versatile set of moves that allow him to put together some flashy combos. He has a few unorthodox angles of attack that may surprise opponents, but his average speed and poor range on most of his normal attacks limit his capabilities. You will need to plan your attacks carefully to make this Low.png health, High.png damage character work. His level 3, the Shun Goku Satsu, is the most damaging Level 3 hyper in the game. He also has one of only two High.png hitting assists in the entire game.

Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Gouhadou
{{ Shot.png Front.png }}
90,000
Messatsu Gouhadou
Beta.png Tatsumaki Zankuyaku
{{ Direct.png Front.png }}
116,400
softknockdown
Messatsu Shoryu
Gamma.png Hyaki Goju
{{ Direct.png Tiltdown.png }}
90,000
high
Messatsu Gouhadou

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
{{ L.png }}
53,000
Crouching Light
{{ D.png + L.png }}
48,000
Low.png
Standing Medium
{{ M.png }}
72,000 (40,000 x 2)
Crouching Medium
{{ D.png + M.png }}
75,000
Chop
{{ F.png + M.png }}
81,000 (45,000 x 2)
High.png
Standing Heavy
{{ H.png }}
88,000
Crouching Heavy
{{d + H.png }}
85,000
Low.png Softknockdown.png
Hop Kick
{{ F.png + H.png }}
100,000
Akuma counts as standing during this
Standing Special
{{ S.png }}
90,000
Launch.png
Jumping Light
{{ air L.png }}
53,000
High.png
Jumping Medium
{{ air M.png }}
70,000
High.png
Dive Kick
{{ air D.png + M.png }}
80,000
Jumping Heavy
{{ air H.png }}
88,000
High.png
Jumping Special
{{ air S.png }}
90,000
High.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Gouhadou
{{ Qcf.png + Atk.png }}
90,000
Zankyu Hadou
Aironly.png {{ Qcf.png + Atk.png }}
90,000
Goushoryu
{{ Dp.png + Atk.png }}
{{ L.png  90,000
M.png 118,000 (55,000 + 70,000)
H.png 132,600 (40,000 x 2 + 70,000) }}
Tatsumaki
{{ Qcb.png + Atk.png }}
{{ L.png 110,000
M.png 132,000 (40,000 x 2 + 70,000)
H.png 166,200 (35,000 x 4 + 70,000) }}
Airok.png
Demon Flip
{{ Rdp.png + Atk.png }}
   Fist
{{ Demon Flip, then L.png }}
100,000
Groundbounce.png High.png
Does not automatically face opponent
   Burning Dive Kick
{{ Demon Flip, then M.png }}
90,000
Otg.png High.png
Groundbounce.png if opponent is not standing
Does not automatically face opponent
   Zankyu Hadou
{{ Demon Flip, then H.png }}
90,000
Teleport
{{ Dp.png or Rdp.png + S.png }}

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Messatsu/Tenma-Gohado Agyo
{{ Qcf.png + Atk.png + atk}}
285,600 (11,000 x 48)
Airok.png
Damage scales by 0.97
Messatsu/Tenma-Gohado Ungyo
{{ Qcf.png + Atk.png + Atk.png , hold h}}
260,300 (18,000 x 25)
Airok.png
Air version Otg.png
Damage scales by 0.95
Messatsu-Goshoryu
{{ Dp.png + Atk.png + atk}}
292,000 (40,000 x 8 + 150,000)
Startupinv.png
Damage scales by 0.9
Raging Demon
{{ L.png , L.png , F.png , M.png , h}}
465,000
Throw.png Startupinv.png

Mission Mode Combos

Apprentice Combos

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 {{ Qcf.png , Uf.png + Atk.png + 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 S.png button into huge damage.

Combos

  • Akuma has one of the only non-XFactor infinites in the game. The clip and information are courtesy of Desk.

Basic Strategy

Advanced Strategy