Marvel vs Capcom 2/Akuma: Difference between revisions

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{{MvC2Header}}
{{MVC2 Character Intro|char= akuma|full=Akuma|short=AKUMA|content=
= Introduction =
== Introduction ==
[[image:MvC2akuma.png]]


Akuma has close to the worst vitality in Marvel, so it is very important that you not get hit. If you get hit, you will die. He is most useful with his Y-assist, but he can also charge fairly quickly by super-jumping and either mashing on his Fierce or throwing many fireballs as you descend.
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.


= Colors =  
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
|content1=
{{Content Box|content=


First row: LP, HP, A1. Second row: LK, HK, A2.
{{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>


[[Image:Mvc2-akuma.png]]
{{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>




= Moves List =


== Normal Moves ==
==== Crouching Normals ====
{|border="1"
!width="6%"|
! Frames
! Advantage
! Cancel
! Block
!colspan="3"| Hitbox
! Notes
|-
|colspan="9" align="center"| '''Standing'''
|-
! [[File:Lp.png]]
|align="center"| 4/3/3
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Akuma_s.lp.png|center]]
|align="left"|
|-
! [[File:Mp.png]]
|align="center"| 3/7/14
|align="center"|
|align="center"| C
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:Akuma_s.mp.png]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Akuma_s.mp_2.png]]
|valign="bottom" style="border-left:0px;"|
|align="left"|
|-
! [[File:Hp.png]]
|align="center"|5/8/16
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Akuma_s.hp.png|center]]
|align="left"|
|-
! [[File:Lk.png]]
|align="center"|6/10/6
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Akuma_s.lk.png|center]]
|align="left"|
|-
! [[File:Mk.png]]
|align="center"| 5/16/8
|align="center"|
|align="center"| C
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:Akuma_s.mk.png]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Akuma_s.mk_2.png]]
|valign="bottom" style="border-left:0px;"|
|align="left"|
|-
! [[File:Hk.png]]
|align="center"|9/8/7
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Akuma_s.hk.png|center]]
|align="left"|
|-
! [[File:F.png]]+[[File:Hp.png]]
|align="center"| 26/16/8
|align="center"|
|align="center"|
|align="center"| [[File:High.png]]
|valign="bottom" style="border-right:0px;"| [[File:Akuma_f.hp.png]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Akuma_f.hp_2.png]]
|valign="bottom" style="border-left:0px;"|
|align="left"|
|-
![[File:F.png]]+[[File:Hk.png]]
|align="center"|18/2/4
|align="center"|
|align="center"|
|align="center"| HL
|colspan="3" | [[File:Akuma_f.hk.png|center]]
|align="left"|
|-
|colspan="9" align="center"| '''Crouching'''
|-
! [[File:Lp.png]]
|align="center"| 3/4/4
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Akuma_c.lp.png|center]]
|align="left"|
|-
! [[File:Mp.png]]
|align="center"| 4/4/8
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Akuma_c.lp.png|center]]
|align="left"|
|-
! [[File:Hp.png]]
|align="center"| 4/12/11
|align="center"|
|align="center"| C
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:Akuma_c.hp.png]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Akuma_c.hp_2.png]]
|valign="bottom" style="border-left:0px;"|
|align="left"|
|-
! [[File:Lk.png]]
|align="center"| 4/6/4
|align="center"|
|align="center"| C
|align="center"| [[File:Low.png]]
|colspan="3" | [[File:Akuma_c.lk.png|center]]
|align="left"|
|-
! [[File:Mk.png]]
|align="center"| 5/6/8
|align="center"|
|align="center"| C
|align="center"| [[File:Low.png]]
|colspan="3" | [[File:Akuma_c.mk.png|center]]
|align="left"|
|-
! [[File:Hk.png]]
|align="center"| 5/6/8
|align="center"|
|align="center"|
|align="center"| [[File:Low.png]]
|colspan="3" | [[File:Akuma_c.hk.png|center]]
|align="left"|
|-
|colspan="9" align="center"| '''Jumping'''
|-
! [[File:Lp.png]]
|align="center"| 5/10/0
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Akuma_j.lp.png|center]]
|align="left"|
|-
! [[File:Mp.png]]
|align="center"| 5/8/2
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Akuma_j.mp.png|center]]
|align="left"|
|-
! [[File:Hp.png]]
|align="center"| 8/6/4
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Akuma_j.hp.png|center]]
|align="left"|
|-
! [[File:Lk.png]]
|align="center"| 7/10/0
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Akuma_j.lk.png|center]]
|align="left"|
|-
! [[File:Mk.png]]
|align="center"| 9/7/9
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Akuma_j.mk.png|center]]
|align="left"|
|-
! [[File:Hk.png]]
|align="center"| 7/6/8
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Akuma_j.hk.png|center]]
|align="left"|
|-
! [[File:U.png]]+[[File:Mk.png]]
|align="center"| 4/16/4
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Akuma_j.u+mk.png|center]]
|align="left"|
|-
! [[File:U.png]]+[[File:Hk.png]]
|align="center"| 12/6/9
|align="center"|
|align="center"| C
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Akuma_j.u+hk.png|center]]
|align="left"|
|-
|}
<br>


== Special Moves ==
{{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>


{{MvC3MoveListHeader}}
{{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>


{{MoveListRow | Fireball (Gou Hadouken)
| {{qcf}} + p
|
| {{airok}}
}}
{{MoveListRow | Dive Kick (Tenma Kuujin Kyaku)
| {{qcf}} + k
|
| {{aironly}}
}}
{{MoveListRow | Dragon Punch (Gou Shoryuken)
| {{dp}} + [[file:p.png]]
|
|
}}
{{MoveListRow | Ashura Warp
| {{dp}} or {{rdp}}  + [[file:pp.png]] or [[file:kk.png]]
|
|
}}
{{MoveListRow | Hurricane Kick (Tatsumaki Zankuu Kyaku)
| {{qcb}} + k
|
| {{airok}}
}}
{{MoveListRow | Command Throw (Jigoku Gurma)
| {{hcb}} + hk
|
| {{throw}}
}}
{{MoveListFooter}}


== Super Moves ==
==== 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>


{{MvC3MoveListHeader}}
{{MoveListRow |Super Fireball (Messatsu Gou Hadou)
| {{qcb}} + {{lp}} + hp
||[[file:mash.png]] }}
{{MoveListRow |Super Dragon Punch (Messatsu Gou Shouryuu)
|qcf + {{lp}} + hp
|| }}
{{MoveListRow |Super Rising Hurricane Kick (Messatsu Gou Rasen)
|qcf + {{lk}} + hk
|| }}
{{MoveListRow |Air Super Fireball (Tenma Gou Zankuu)
| {{qcf}} + {{lp}} + {{hp}} | |aironly }}
{{MoveListRow |Raging Demon (Shun Goku Satsu)
| {{lp}} , {{lp}} , {{f}} , {{lk}} , {{hp}} || {{unblockable}} (requires three levels) | level3
}}
{{MoveListFooter}}


== Assist Moves ==


{{MvC2CharacterAssists
{{MoveData
  | [[file:hp.png]] Fireball|| Super Fireball| [[file:hp.png]] Fireball|  
|image= MVC2 Akuma J.MP.png
  | [[file:hp.png]] Dragon Punch|| Super Dragon Punch| [[file:hp.png]] Dragon Punch|  
|caption= Another punch.
  | [[file:hk.png]] Hurricane Kick || Super Hurricane Kick| [[file:hk.png]] Hurricane Kick| Great to combo off of.
|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>


= The Basics =
{{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>


== Beginner Overview ==
==== 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>


<youtube>FeQ--9m9iFM</youtube>
{{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>


== Combos ==
=== Universal Mechanics ===


-d.s.LP > s.LP > s.HP XX qcf + P
{{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>


-Jump HP \/ d.s.LK > s.LK XX qcf + PP
=== 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>


-Jump LP > HP \/ d.s.LP > s.HP XX qcb + HK, d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.HP
{{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>


-Jump LK > LK \/ d.s.LP > LP XX qcb + HK, d.c.LK > c.HP /\ sj.LP > sj.LK > sj.u + LK XX qcb + K XX qcf + PP
{{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 ===


-Jump LK > LK \/ d.s.LP > s.LP XX qcb + HK, d.c.LK XX qcb + HK XX qcf + PP
{{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>


-Jump HP \/ d.s.LK > s.HK XX qcb + HK XX qcf + PP
{{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>


-Jump HP \/ d.c.LK > c.HP /\ sj.LP > sj.LK XX qcb + HK XX qcf + PP
{{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>


-Jump LP > HP \/ d.s.LK > s.LP > s.HP XX qcf + P XX qcb + PP
 
=== Taunt ===


== Strategies ==
cLK, hurricane kick, tenma gou zankuu
=== Other ===


You can generally combo hurricane kick into tenma gou zankuu anywhere, such as part of an air combo.
{{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>


= Advanced Strategy =
== 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]]
[[Category:Akuma]]

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
  • 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
  • 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
MVC2 akuma art.png

Moves List

Normal Moves

Standing Normals

5LP
The command for the move, in Numpad Notation if applicable / then Oldschool notation
MVC2 Akuma 5LP.png
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



5MP
5LP+5LP/Lp.png+Lp.png
MVC2 Akuma 5MP 2.png
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Placeholder Placeholder Placeholder -

Placeholder


5HP
5HP // F.png + Hp.png
MVC2 Akuma 5HP.png
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

2LP
D.png+Lp.png
MVC2 Akuma 2LP.png
Caption
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder


2MP
D.png+Mp.png
MVC2 Akuma 2MP.png
Caption
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder


2HP
D.png+Hp.png
MVC2 Akuma 2HP.png
Punch your opponent into the air
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

j.LP
Jump+Lp.png
MVC2 Akuma J.LP.png
One punch.
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



j.mp
Jump+Mp.png
MVC2 Akuma J.MP.png
Another punch.
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


j.HP
Jump+Hp.png
MVC2 Akuma J.HP.png
Sends them down if they're in the air.
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

6HP
6HP // F.png + Hp.png
MVC2 Akuma 6HP 2.png
Karate chop
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.


j.8MK
jump + 8HK / jump + U.png+Mk.png
MVC2 Akuma J.8MK.png
Bigger hitbox than your normal j.MK
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



Heavy upkick
j8HK / jump + U.png+Hk.png
MVC2 Akuma J.8HK.png
Different hitbox, same good damage
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

Launcher
3HK // Df.png+Hp.png
MVC2 Akuma 2HP.png
Akuma's universal launcher
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

Gohadoken
236 + P // QCF+P // Qcf.png+P.png
Portrait MVC2 Akuma.png
Damage Startup Active Recovery Guard
- - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Placeholder text


Zankuu Hadoken
236 + P // QCF+P // Qcf.png+P.png
Portrait MVC2 Akuma.png
Damage Startup Active Recovery Guard
- - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Air Only Special, Super - - -

Placeholder text


Goshoryuken
623 + P // F,D,DF+P // Dp.png+P.png
Portrait MVC2 Akuma.png
Damage Startup Active Recovery Guard
- - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Air OK Special, Super - - -

Placeholder text


Tenma Kuujin Kyaku
214 + K // qcb+P // Qcb.png+K.png
Portrait MVC2 Akuma.png
Damage Startup Active Recovery Guard
- - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Air OK Special, Super - - -

Placeholder text


63214 + Hk.png
214 + K // qcb+P // Hcb.png+Hk.png
Portrait MVC2 Akuma.png
Damage Startup Active Recovery Guard
- - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Command throw.



Assists

Gou Hadouken
A1 // A2
Portrait MVC2 Akuma.png
Assist A
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


Gou Shoryuken
A1 // A2
Portrait MVC2 Akuma.png
Assist B
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


Tatsumaki Zankuu Kyaku
A1 // A2
Portrait MVC2 Akuma.png
Assist Y
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

Messatsu Gou Shouryuu
236 + PP // Qcf.png+Lp.png+Hp.png
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


Messatsu Gou Hadou
214 + PP // Qcb.png+Lp.png+Hp.png
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


Messatsu Gou Rasen
214 + KK // Qcb.png+Lk.png+Hk.png
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


Tenma Gou Zankuu
236 + PP // Qcb.png+Lp.png+Hp.png
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


Tenma Gou Zankuu
236 + PP // Qcb.png+Lp.png+Hp.png
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


Shun Goku Satsu (Raging Demon)
5LP, 5LP, 6, 5LK, 5HP // Lp.png , Lp.png , F.png , Lk.png , Hp.png
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

Ashura Warp
241 + PP/KK or 623 + PP/KK // Template:DP or Template:RDP + Lp.png+Hp.png or Lk.png + Hk.png
Portrait MVC2 Akuma.png
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.

Mvc2-akuma.png


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