m (Made notation consistent across all of Akuma's moves, added Ashura Senkuu to quick movelist, and fixed Divekick input. You guys should decide if you want to use shorthand notation in the move cells (i.e. qcf + P).) |
Fireball3k (talk | contribs) m (edited his summary of pros/cons a little) |
||
Line 11: | Line 11: | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* Very nice offensive toolkit- plenty of fast and powerful moves | * '''Very nice offensive toolkit'''- plenty of fast and powerful moves, although they lack range outside the projectiles | ||
* | * '''Very damaging Level 3 super'''- the Raging Demon does a lot of damage when you can land it | ||
* '''Five super moves total''', all of them allowing for some big damage | |||
* Five super moves, all of them allowing for some big damage | * '''Above average mobility'''- good wavedash, as well as a quick teleport and a divekick give him some ways to stay slippery | ||
* | |||
|cons= | |cons= | ||
* Terrible defense- he takes more damage from attacks than most of the cast, so | * '''Terrible defense'''- he takes significantly more damage from attacks than most of the cast does, so you'd best not let him get combo'd | ||
* Overall lacks range on his attacks- his normals are | * '''Overall lacks range on his attacks'''- his normals are pretty stubby, so he has to use his projectiles and mobility to compensate | ||
* Struggles against strong zoning. Not completely helpless against it, but his options for evading it are kind of limited | * '''Struggles against strong zoning.''' Not completely helpless against it, but his options for evading it are kind of limited. | ||
* | * '''Needs to remain on offense to have a chance at winning'''- he can't turtle very well | ||
* Raging Demon is quite slow to come out, even though it hurts when it hits | * Raging Demon is quite slow to come out, even though it hurts when it hits | ||
}} | }} |
Revision as of 16:58, 6 September 2022
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 game, but don't write him off. 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, a number of which are air-enabled. 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 help with covering his weak points, so if he sounds appealing, he may make a good addition to your team.
TODO: Add frame data, as well as missing sprites
Gameplay
Akuma is a brutal offensive presence who can use his variety of powerful specials to keep the opponent guessing. His main weaknesses are his dangerously low stamina and his lack of range outside fireballs and beams.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Gohadoken (Fireball)
+
- Zankuu Hadoken (Air fireball)
+
/
(
)
- Goshoryuken (Dragon Punch)
+
/
(
)
- Tatsumaki Zankuu Kyaku (Hurricane Kick)
+
/
(
)
- Tenma Kyuujin Kyaku (Divekick)
+
/
(
)
- Jigoku Guruma (Command Throw)
+
(close)
- Ashura Senkuu (Teleport)
or
+
+
or
+
- Messatsu Gou Shouryuu (Shoryuken super)
+
+
- Messatsu Gou Rasen (Hurricane kick super)
+
+
- Tenma Gou Zankuu (Air fireballs)
+
+
(Mashable)
- Messatsu Gou Hadou (Beam super)
+
+
- Shun Goku Satsu (Raging Demon)
,
,
,
- Type α - Projectile Type
- Assist:
Gohadoken
- Counter:
Gohadoken
- Combination: Messatsu Gou Hadou
- Type β - Anti-air Type
- Assist:
Goshoryuken
- Counter:
Goshoryuken
- Combination: Messatsu Gou Shouryuu
- Type γ - Expansion Type
- Assist:
Tatsumaki Zankuu Kyaku
- Counter:
Tatsumaki Zankuu Kyaku
- Combination: Messatsu Gou Rasen
Moves List
Normal Moves
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 5 | 4 | 4 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick punch, low range and damage with good speed |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 4 | 8 | 15 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 6 | 9 | 17 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 7 | 11 | 7 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
HL | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 10 | 9 | 8 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 10 | 9 | 8 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 5 | 5 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick low move, good up close |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 5 | 5 | 9 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 5 | 13 | 12 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 5 | 7 | 5 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Special, Super | - | - | - |
Air Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 8 | 11 | 1 | High | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick air normal |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 6 | 10 | 1 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
Chain, Special, Super | - | - | - | |
text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 9 | 7 | 5 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Helpful for building meter- usable several times in a super jump |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 8 | 11 | 1 | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 10 | 8 | 10 | High |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 8 | 7 | 9 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Special, Super | - | - | - |
Command Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4+6 | 27 | 17 | 9 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Template:Overhead | None | - | - | - | |
A slow karate chop that works as an overhead. Blockable on reaction and unable to cancel into anything else afterward, so be sure you'll hit before you throw this one. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 19 | 17 | 5 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Useful for putting your opponent in position for his air fireball super during an air combo. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 5 | 17 | 5 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Useful for putting your opponent in position for his air fireball super during an air combo. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
12 | 13 | 7 | 10 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Flows from j.8MK pretty well. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 5 | 13 | 12 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Template:Launcher | Super Jump, Chain, Special, Super | - | - | - | |
text |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 (both versions) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Super | - | - | - | |
text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 (both versions) | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
Super | - | - | - | |
text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
19 (light) / 16 + 4 + 4 (heavy, 3 hits) | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
Super | - | - | - | |
text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6 x 3 (light) / 5 + 5 + 5 + 4 + 4 (heavy) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
Super | - | - | - | |
Like most of his other appearances, this move pops the opponent up for some minor juggles. Can lead into his air fireball super if it hits. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
12 (light) / 18 (heavy, all hits) | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
None | - | - | - | |
Akuma drops like a brick when you use this, so it can be useful for dodging stuff. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
16 | - | - | - | N/A | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
Command throw. Doesn't have a whiff animation. Because it shares part of the motion with your Tatsumaki Zankuu Kyaku, it can be used as an option select up close. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
41 max | - | - | - | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | No | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45-51 if all hits connect | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Slow startup, but great range. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Really good corner carry on the last hit- sends them flying |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45-46 (varies) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
- | - | - | - | |
Useful as a combo ender- you can land it after a Tatsu or after an air combo, for example |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
70 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Grab, Level 3 | - | - | - | - | |
Slow to come out, but does very nice damage if you hit. |
Variable Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
HP Gohadoken. Variable counter is also HP Gohadoken. Variable Combination super is Messatsu Gou Hadou. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
24 (total) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
HP Goshoryuken. Variable counter is also HP Goshoryuken. Variable Combination super is Messatsu Gou Shouryuu. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
23 (total) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
HK Tatsumaki Zankuu Kyaku. Variable Counter is also HK Tatsumaki Zankuu Kyaku. Variable Combination super is Messatsu Gou Rasen. |
Taunt
Other
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
0 (no hitbox) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Full invincible during startup and movement. |