Marvel vs Capcom 3/Akuma: Difference between revisions

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== Video Walkthrough ==
== Video Walkthrough ==
<youtube>De0fJIdWZ9</youtube>
<youtube>De0fJIdWZ9w</youtube>


== Move List ==
== Move List ==

Revision as of 09:10, 13 February 2011

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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 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

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Gouhadou
{{#motion: shot front }}
90,000
{{{AlphaSuper}}}
Beta.png Tatsumaki Zankuyaku
{{#motion: direct front }}
116,400
softknockdown
{{{BetaSuper}}}
Gamma.png Hyaki Goju
{{#motion: direct tiltdown }}
90,000
high
{{{GammaSuper}}}

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
{{#motion: l }}
53,000
Crouching Light
{{#motion: d + l }}
48,000
low
Standing Medium
{{#motion: m }}
40,000 x2
Crouching Medium
{{#motion: d + m }}
75,000
Chop
{{#motion: f + m }}
45,000 x2
high
Standing Heavy
{{#motion: h }}
88,000
Crouching Heavy
{{#motion:d + h }}
85,000
low
Hop Kick
{{#motion: f + h }}
100,000
Akuma counts as standing during this
Standing Special
{{#motion: s }}
90,000
Jumping Light
{{#motion: air l }}
53,000
high
Jumping Medium
{{#motion: air m }}
70,000
high
Dive Kick
{{#motion: air d + m }}
80,000
Jumping Heavy
{{#motion: air h }}
88,000
high
Jumping Special
{{#motion: air s }}
90,000
high

Special Moves

Name
Command
Damage
Special Properties (glossary)
Gouhadou
{{#motion: qcf + atk }}
90,000
Zankyu Hadou
Air {{#motion: qcf + atk }}
90,000
Goushoryu
{{#motion: dp + atk }}
{{#motion: l  90,000
m 118,000
h 132,600}}
Tatsumaki
{{#motion: qcb + atk }}
{{#motion: l 110,000
m 132,000
h 166,200}}
airok
Demon Flip
{{#motion: rdp + atk }}
   Fist
{{#motion: Demon Flip, then l }}
100,000
groundbounce high
   Burning Dive Kick
{{#motion: Demon Flip, then m }}
90,000
otg high
   Zankyu Hadou
{{#motion: Demon Flip, then h }}
90,000
Teleport
{{#motion: dp or rdp + s }}
Can be canceled into Shun Goku Satsu Lv3 Super

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Messatsu Gouhadou
{{#motion: qcf + atk + atk}}
285,000
airok
Charged Messatsu Gouhadou
{{#motion: qcf + atk + atk , hold h}}
260,300
airok , Air version otg
Messatsu Shoryu
{{#motion: dp + atk + atk}}
292,000
startupinv
Shun Goku Satsu
{{#motion: l , l , f , m , h}}
465,000
throw Projectile Invulnerability

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 {{#motion: d df f 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 overhead Chop can be special cancelled, which means you can score a launcher with the {{#motion: s}} button into huge damage.

Basic Strategy

Advanced Strategy