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{{ | {{MVC2 Character Intro|char= akuma|full=Akuma|short=AKUMA|content= | ||
= Introduction = | == Introduction == | ||
Akuma has close to the worst vitality in Marvel, so it is very important that you not get hit. | Mastering the Dark Hado wasn't enough for him- Akuma now seeks the mightiest opponent on the battlefield of Marvel vs Capcom 2! Generally, Akuma's considered a lower-middle tier character in this Like many of his other appearances, Akuma is a character of extremes. On one hand, Akuma has a very capable offense. He's got a kit of good shoto normals, as well as useful special moves and supers which are almost all air-capable. To balance this offensive flexibility out, however, his defensive ability is pretty bad. He has close to the worst vitality in [[Marvel vs Capcom 2]], so it is very important that you not get hit. He's not as easy to kill as, say, Phoenix is in [[Marvel vs. Capcom 3]], but he's gonna die if you get caught in a combo. He still has special moves like a teleport and a divekick he can use to stay slippery, but he really needs to get into the opponent's face and stay there to be effective. Thankfully, you can bring in assists to cover his weak points, so if he sounds appealing, he may make a good addition to your team. | ||
= | == Gameplay == | ||
{{2 Column Flex|flex1=6|flex2=4 | |||
|content1= | |||
{{Content Box|content= | |||
{{ProConTable | |||
|pros= | |||
* Very nice offensive toolkit- plenty of fast and powerful moves | |||
* Stubby but quick normals | |||
* Very damaging Level 3 super- the Raging Demon does a lot of damage when you can land it | |||
* Four super moves, all of them allowing for some big damage | |||
* Good wavedash, as well as a quick teleport and a divekick makes for above-average mobility | |||
* His Zankuu Hadoken (air fireball) is great at harassing your opponent from the air | |||
|cons= | |||
* Terrible defense- he takes more damage from attacks than most of the cast, so he must be careful to avoid getting hit | |||
* Overall lacks range on his attacks- he's got good projectiles, but his normals are stubby | |||
* Struggles against strong zoning. Not completely helpless against it, but his options for evading it are limited | |||
* Sort of like Magneto in that he has to play aggressively to win. | |||
* Raging Demon is quite slow to come out, even though it hurts when it hits | |||
}} | |||
}} | |||
|content2= | |||
{{Content Box|content= | |||
<center><youtube>FeQ--9m9iFM</youtube></center> | |||
}} | |||
}} | |||
}} | |||
== Moves List == | |||
=== Normal Moves === | |||
==== Standing Normals ==== | |||
{{MoveData | |||
|image= MVC2 Akuma 5LP.png | |||
|caption= | |||
|name= 5LP | |||
|linkname= 5LP | |||
|input= The command for the move, in Numpad Notation if applicable / then Oldschool notation | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder text | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 5MP.png | |||
|image= MVC2 Akuma 5MP 2.png | |||
|caption2= Placeholder | |||
|name= 5MP | |||
|linkname= 5MP | |||
|input= 5LP+5LP/{{lp}}+{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= None | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 5HP.png | |||
|caption2= Heavy punch | |||
|name= 5HP | |||
|linkname= 5HP | |||
|input= 5HP // {{f}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= None | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder | |||
}} | |||
}}<br> | |||
== | ==== Crouching Normals ==== | ||
== Special | {{MoveData | ||
|image= MVC2 Akuma 2LP.png | |||
|caption= Caption | |||
|name= 2LP | |||
|linkname= 2LP | |||
|input={{d}}+{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= MVC2 Akuma 2MP.png | |||
|caption= Caption | |||
|name= 2MP | |||
|linkname= 2MP | |||
|input={{d}}+{{mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma 2HP.png | |||
|caption= Punch your opponent into the air | |||
|name= 2HP | |||
|linkname= 2HP | |||
|input={{d}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder | |||
}} | |||
}}<br> | |||
== | ==== Jumping Normals ==== | ||
{{MoveData | |||
|image= MVC2 Akuma J.LP.png | |||
|caption= One punch. | |||
|name= j.LP | |||
|linkname= j.LP | |||
|input= Jump+{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Quick air normal | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= MVC2 Akuma J.MP.png | |||
|caption= Another punch. | |||
|name= j.mp | |||
}} | |linkname= j.mp | ||
|input= Jump+{{mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder text | |||
}} | |||
}}<br> | |||
= | {{MoveData | ||
|image= MVC2 Akuma J.HP.png | |||
|caption= Sends them down if they're in the air. | |||
|name= j.HP | |||
|linkname= j.HP | |||
|input= Jump+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Works as a jump in or an air combo ender. It's quick enough that you can throw it several times in a | |||
|super jump, so it can also help you charge meter. | |||
}} | |||
}}<br> | |||
== | ==== Command Normals ==== | ||
{{MoveData | |||
|image= MVC2 Akuma 6HP.png | |||
|image= MVC2 Akuma 6HP 2.png | |||
|caption= Karate chop | |||
|name= 6HP | |||
|linkname= 6HP | |||
|input= 6HP // {{f}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Overhead | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= A slow karate chop that works as an overhead. Blockable on reaction, so be careful using it. | |||
}} | |||
}}<br> | |||
< | {{MoveData | ||
|image= MVC2 Akuma J.8MK.png | |||
|caption= Bigger hitbox than your normal j.MK | |||
|name= j.8MK | |||
|linkname= j.8MK | |||
|input= jump + 8HK / jump + {{u}}+{{mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= This and j.8HK provide you with an alternate ending to your air combo. It can also be used to position | |||
|the opponent so that you can hit with his air fireball super. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Akuma J.8HK.png | |||
|caption= Different hitbox, same good damage | |||
|name= Heavy upkick | |||
|linkname= j8HK | |||
|input= j8HK / jump + {{u}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Flows from j.8MK pretty well. | |||
}} | |||
}}<br> | |||
== | === Universal Mechanics === | ||
- | {{MoveData | ||
|image= MVC2 Akuma 2HP.png | |||
|caption= Akuma's universal launcher | |||
|name= Launcher | |||
|linkname= Launcher | |||
|input= 3HK // {{df}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder text | |||
}} | |||
}}<br> | |||
- | === Special Moves === | ||
{{MoveData | |||
|image= Portrait MVC2 Akuma.png | |||
|caption= | |||
|name= Gohadoken | |||
|linkname= Gohadouken | |||
|input= 236 + P // QCF+P // {{qcf}}+{{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Placeholder text | |||
}} | |||
}}<br> | |||
- | {{MoveData | ||
|image= Portrait MVC2 Akuma.png | |||
|caption= | |||
|name= Zankuu Hadoken | |||
|linkname= Zankuu Hadoken | |||
|input= 236 + P // QCF+P // {{qcf}}+{{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= H | |||
|Special Property= Air Only | |||
|Cancel= Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Placeholder text | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Portrait MVC2 Akuma.png | |||
|caption= | |||
|name= Goshoryuken | |||
|linkname= Goshoryuken | |||
|input= 623 + P // F,D,DF+P // {{dp}}+{{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= H | |||
|Special Property= Air OK | |||
|Cancel= Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Placeholder text | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Portrait MVC2 Akuma.png | |||
|caption= | |||
|name= Tenma Kuujin Kyaku | |||
|linkname= Divekick | |||
|input= 214 + K // qcb+P // {{qcb}}+{{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= H | |||
|Special Property= Air OK | |||
|Cancel= Special, Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Placeholder text | |||
}} | |||
}}<br> | |||
- | {{MoveData | ||
|image= Portrait MVC2 Akuma.png | |||
|caption= | |||
|name= 63214 + {{hk}} | |||
|linkname= Jigoku Guruma (command throw) | |||
|input= 214 + K // qcb+P // {{hcb}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Command throw. | |||
}} | |||
}}<br> | |||
=== Assists === | |||
{{MoveData | |||
|image= Portrait MVC2 Akuma.png | |||
|caption= Assist A | |||
|name= Gou Hadouken | |||
|linkname= Placeholder | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Decent projectile | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Portrait MVC2 Akuma.png | |||
|caption= Assist B | |||
|name= Gou Shoryuken | |||
|linkname= Placeholder | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Nice anti-air | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= Portrait MVC2 Akuma.png | |||
|caption= Assist Y | |||
|name= Tatsumaki Zankuu Kyaku | |||
|linkname= Placeholder | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Useful for combos | |||
}} | |||
}}<br> | |||
=== Supers === | |||
- | {{MoveData | ||
|image= | |||
|caption= Akuma's version of the Shoryu Reppa | |||
|name= Messatsu Gou Shouryuu | |||
|linkname= Placeholder | |||
|input= 236 + PP // {{qcf}}+{{lp}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder text | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= Akuma's beam super | |||
|name= Messatsu Gou Hadou | |||
|linkname= Placeholder | |||
|input= 214 + PP // {{qcb}}+{{lp}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Placeholder text | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= Sort of like Ken's Shinryuken, but it's a rising spinkick instead | |||
|name= Messatsu Gou Rasen | |||
|linkname= Placeholder | |||
|input= 214 + KK // {{qcb}}+{{lk}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Really good corner carry on the last hit- sends them flying | |||
}} | |||
}}<br> | |||
- | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Tenma Gou Zankuu | |||
|linkname= Placeholder | |||
|input= 236 + PP // {{qcb}}+{{lp}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Air Only | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Really good corner carry on the last hit- sends them flying | |||
}} | |||
}}<br> | |||
- | {{MoveData | ||
|image= | |||
|caption= Rising spinny kick | |||
|name= Tenma Gou Zankuu | |||
|linkname= Placeholder | |||
|input= 236 + PP // {{qcb}}+{{lp}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Air Only | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Really good corner carry on the last hit- sends them flying | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= | |||
|caption= I still have more! | |||
|name= Shun Goku Satsu (Raging Demon) | |||
|linkname= Placeholder | |||
|input= 5LP, 5LP, 6, 5LK, 5HP // {{lp}} , {{lp}} , {{f}} , {{lk}} , {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Grab, Level 3 | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Slow to come out, but does very nice damage if you hit. | |||
}} | |||
}} <br> | |||
=== Taunt === | |||
== | |||
=== Other === | |||
{{MoveData | |||
|image= Portrait MVC2 Akuma.png | |||
|caption= | |||
|name= Ashura Warp | |||
|linkname= | |||
|input= 241 + PP/KK or 623 + PP/KK // {{DP}} or {{RDP}} + {{lp}}+{{hp}} or {{lk}} + {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= Placeholder | |||
|Startup= Placeholder | |||
|Active= Placeholder | |||
|Recovery= Placeholder | |||
|Guard= Placeholder | |||
|Special Property= Placeholder | |||
|Cancel= Placeholder | |||
|Adv. Hit= Placeholder | |||
|Adv. Guard= Placeholder | |||
|Adv. Pushblock= Placeholder | |||
|description= Full invincible during startup and movement. | |||
}} | |||
}}<br> | |||
= | == Colors == | ||
First row: LP, HP, A1. Second row: LK, HK, A2. | |||
[[Image:Mvc2-akuma.png]] | |||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category:Marvel Vs. Capcom 2]] | [[Category:Marvel Vs. Capcom 2]] | ||
Revision as of 18:17, 13 September 2021
Introduction
Mastering the Dark Hado wasn't enough for him- Akuma now seeks the mightiest opponent on the battlefield of Marvel vs Capcom 2! Generally, Akuma's considered a lower-middle tier character in this Like many of his other appearances, Akuma is a character of extremes. On one hand, Akuma has a very capable offense. He's got a kit of good shoto normals, as well as useful special moves and supers which are almost all air-capable. To balance this offensive flexibility out, however, his defensive ability is pretty bad. He has close to the worst vitality in Marvel vs Capcom 2, so it is very important that you not get hit. He's not as easy to kill as, say, Phoenix is in Marvel vs. Capcom 3, but he's gonna die if you get caught in a combo. He still has special moves like a teleport and a divekick he can use to stay slippery, but he really needs to get into the opponent's face and stay there to be effective. Thankfully, you can bring in assists to cover his weak points, so if he sounds appealing, he may make a good addition to your team.
Gameplay
Strengths | Weaknesses |
---|---|
|
|
Moves List
Normal Moves
Standing Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Crouching Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder |
Jumping Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Quick air normal |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Works as a jump in or an air combo ender. It's quick enough that you can throw it several times in a |
Command Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Overhead | Placeholder | Placeholder | Placeholder | - | |
A slow karate chop that works as an overhead. Blockable on reaction, so be careful using it. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Placeholder | Placeholder | Placeholder | - | |
This and j.8HK provide you with an alternate ending to your air combo. It can also be used to position |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Flows from j.8MK pretty well. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder text |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air Only | Special, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air OK | Special, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air OK | Special, Super | - | - | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Command throw. |
Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Decent projectile |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Nice anti-air |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Useful for combos |
Supers
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Placeholder text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Really good corner carry on the last hit- sends them flying |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air Only | Placeholder | Placeholder | Placeholder | - | |
Really good corner carry on the last hit- sends them flying |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Air Only | Placeholder | Placeholder | Placeholder | - | |
Really good corner carry on the last hit- sends them flying |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Grab, Level 3 | Placeholder | Placeholder | Placeholder | - | |
Slow to come out, but does very nice damage if you hit. |
Taunt
Other
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
Placeholder | Placeholder | Placeholder | Placeholder | Placeholder | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Placeholder | Placeholder | Placeholder | Placeholder | - | |
Full invincible during startup and movement. |
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.