|
|
Line 53: |
Line 53: |
| == AE Changes == | | == AE Changes == |
|
| |
|
| | * Medium Punch Shoryuken's invincibility was lengthened, now he is completely invincible for the first 5 frames. |
| | * Air Hurricane Kick's jump arc was changed, so running away with it is impossible. |
| | * EX Hurricane Kick damage and stun were reduced. |
| | * His Ultra 2, when canceled during teleport only, has bigger hitbox downwards. Standing Hard Punch, Teleport into Ultra 2, is possible now. |
| | * During back dash, airborne frame comes immediately after invincibility frames end. |
|
| |
|
| ==The Basics== | | ==The Basics== |
Akuma
The art known as Ansatsuken (the Assassin's Fist) was created by Goutetsu, and he passed the skills onto two brothers: Gouki and Gouken. However, the dark nature of the art consumed Gouki, and he reveled in its ability to end the life of those who came against it and, thus, came to be known as Akuma. Determined to become the most powerful warrior on the planet, he not only murdered Goutetsu himself, but also turned the Satsui no Hado, "the killing intent," on his own brother Gouken. Now on a hellbent mission to fight against the most worthy opponents, Akuma has set his eyes on Gouken's student Ryu. Although Gouken had removed the Satsui no Hado from his teachings, Akuma intends to being that out in Ryu so the two can engage in the ultimate battle to the death.
In a nutshell
Akuma is the technical Shoto, not as fundamental as Ryu nor as offensive as Ken. Learning Akuma requires a deep understanding of his moves, his mix-ups, and mastery of his dreaded "vortex." Akuma may have more tools at his disposal than any other character in the game, making him extremely versatile. However, mastering Akuma isn't an easy task, and he has low life so it's easy to make one mistake and pay dearly for it. But if you learn how to effectively use all of his options, there are few characters as powerful and dominating as Akuma.
Moves
Unique Attacks
Tenmakujinkyaku
(at top of jump arc) d + mk
high
Throws
Goshoha
f or n + lp + lk
throw
Syuretto
b + lp + lk
throw
Special Moves
Shakunetsu Hadoken
hcb + p
ex
Zanku Hadoken
(in air) qcf + p
ex
Tatsumaki Zankukyaku
qcb + k
ex
Airborne Tatsumaki Zankukyaku
(in air) qcb + k
ex
Hyakki Gozan
No input after performing Hyakkishu
low
Hyakki Gosho
p
Perform after Hyakkishu; high armorbreak
Hyakki Gojin
k
Perform after Hyakkishu
Hyakki Gosai
lp + lk
Perform after Hyakkishu; throw
Ashura Senku
dp or rdp + 3p or 3k
dp moves Akuma forward; rdp moves Akuma backwards; 3p travels farther than 3k
Super Combo
Raging Demon
lp lp f lk hp
throw
Ultra Combos
Wrath of the Raging Demon
lp lp b lk hp
throw
Demon Armageddon
u u + 3k
Can be used to cancel Ashura Senku; armorbreak
AE Changes
- Medium Punch Shoryuken's invincibility was lengthened, now he is completely invincible for the first 5 frames.
- Air Hurricane Kick's jump arc was changed, so running away with it is impossible.
- EX Hurricane Kick damage and stun were reduced.
- His Ultra 2, when canceled during teleport only, has bigger hitbox downwards. Standing Hard Punch, Teleport into Ultra 2, is possible now.
- During back dash, airborne frame comes immediately after invincibility frames end.
The Basics
Combos
Strategy
Matchups
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
2
|
6
|
+3
|
+6
|
|
|
Close
|
HL
|
70
|
100
|
40
|
sp/su
|
3
|
2
|
13
|
-1
|
+4
|
|
|
Close
|
HL
|
100
|
200
|
60
|
sp/su
|
4
|
2
|
26
|
-10
|
-6
|
|
|
Close
|
HL
|
40
|
50
|
20
|
-
|
5
|
2
|
7
|
+2
|
+5
|
|
|
Close
|
HL
|
70
|
100
|
40
|
su
|
5
|
2
|
14
|
-2
|
+1
|
|
|
Close
|
HL
|
40*70
|
125*75
|
60*20
|
su
|
6
|
2(4)4
|
17
|
-3
|
+2
|
|
|
Far
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
3
|
2
|
5
|
+4
|
+7
|
|
|
Far
|
HL
|
80
|
100
|
40
|
su
|
4
|
2
|
13
|
-1
|
+2
|
|
|
Far
|
HL
|
120
|
200
|
60
|
-
|
6
|
3
|
16
|
-1
|
+3
|
|
|
Far
|
HL
|
40
|
50
|
20
|
-
|
3
|
2
|
8
|
+1
|
+4
|
|
|
Far
|
HL
|
80
|
100
|
40
|
-
|
9
|
2
|
13
|
-1
|
+2
|
|
|
Far
|
HL
|
60*40
|
125*75
|
60*20
|
-
|
8
|
2(8)2
|
16
|
0
|
+5
|
|
|
crouch
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
3
|
2
|
7
|
+2
|
+5
|
|
|
crouch
|
HL
|
60
|
100
|
40
|
sp/su
|
4
|
3
|
9
|
+2
|
+5
|
|
|
crouch
|
HL
|
100
|
200
|
60
|
sp/su
|
6
|
4
|
23
|
-9
|
-4
|
|
|
crouch
|
L
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
9
|
0
|
+3
|
|
|
crouch
|
L
|
60
|
100
|
40
|
sp/su
|
5
|
3
|
13
|
-2
|
+1
|
|
|
crouch
|
L
|
90
|
100
|
60
|
-
|
6
|
3
|
24
|
-9
|
-
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
4
|
7
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
5
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
6
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
5
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
6
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
5
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
4
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
5
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
6
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
4
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
70
|
100
|
40
|
-
|
6
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
7
|
3
|
-
|
-
|
-
|
|
|
+ overhead
|
H
|
30*50
|
50*50
|
40*20
|
-
|
17
|
2*2
|
17
|
-5
|
0
|
|
|
+ (air)
|
H
|
60
|
100
|
40
|
-
|
12
|
Until ground
|
-
|
-
|
-
|
|
|
Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
-
|
21
|
2
|
35
|
-21
|
-21
|
|
|
Focus attack LVL 2
|
HL
|
80
|
150
|
40
|
-
|
17+12
|
2
|
35
|
-15
|
-
|
|
|
Focus attack LVL 3
|
-
|
140
|
200
|
60
|
-
|
65
|
2
|
40
|
-
|
-
|
|
|
Forward Throw
|
0.91
|
130
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
|
|
Back throw
|
0.91
|
130
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
|
|
Hadoken
|
HL
|
60
|
100
|
10/20
|
su
|
14
|
-
|
44
|
-4
|
0
|
|
|
Hadoken
|
HL
|
60*60
|
100*100
|
-250/0
|
su
|
14
|
-
|
44
|
-1
|
-
|
|
|
Shakunetsu Hadoken
|
HL
|
50
|
200
|
10/30
|
su
|
25
|
-
|
50
|
-4
|
-
|
|
|
Shakunetsu Hadoken
|
HL
|
35*35
|
50*100
|
10/16*16
|
su
|
25
|
-
|
57
|
-3
|
-
|
|
|
Shakunetsu Hadoken
|
HL
|
33x3
|
35x3
|
10/16x3
|
su
|
25
|
-
|
63
|
-1
|
-
|
|
|
Shakunetsu Hadoken
|
HL
|
47x3
|
70x2*100
|
-250/0
|
su
|
25
|
-
|
50
|
+12
|
-
|
|
|
Hadoken (air)
|
HL
|
40
|
50
|
5/20
|
-
|
14
|
-
|
16
|
-
|
-
|
|
|
Hadoken (air)
|
HL
|
40*40
|
50*50
|
-250/0
|
-
|
8
|
-
|
9
|
-
|
-
|
|
|
Shoryuken
|
HL
|
100[70]
|
100
|
30/40
|
su
|
3
|
14
|
17+18
|
-28
|
-
|
|
|
Shoryuken
|
HL
|
70*60
|
80*50
|
30/30*16
|
su*su
|
3
|
2*12
|
25+18
|
-34
|
-
|
|
|
Shoryuken
|
HL
|
70*50*30
|
70*50*30
|
30/30*10*10
|
su*su*su
|
3
|
2*2*12
|
28+18
|
-37
|
-
|
|
|
Shoryuken
|
HL
|
80*60*50
|
100*50*50
|
-250/0
|
su*su*su
|
3
|
2*2*12
|
28+18
|
-37
|
-
|
|
|
Hurricane Kick
|
HL
|
70
|
50
|
20/20
|
-
|
11
|
2(6)2
|
12+8
|
-9
|
-
|
|
|
Hurricane Kick
|
HL
|
80*40*40
|
100*50*50
|
20/20*10*10
|
su
|
5
|
2(5)[2(5)2](5)1
|
16+12
|
-8
|
-
|
|
|
Hurricane Kick
|
HL
|
80*40x3
|
100*50x3
|
20/20*10x3
|
su
|
5
|
2(5)[1(5)1](5)[1(5)1](5)1
|
13+8
|
-1
|
-
|
|
|
Hurricane Kick
|
HL
|
35x5
|
40x5
|
-250/0
|
-
|
11
|
1(3)1(3)1(3)1(3)1
|
18+3
|
-1
|
-
|
|
|
Hurricane Kick (air)
|
HL
|
???
|
50
|
10/30
|
-
|
9
|
[2(6)2](6)2
|
10
|
-
|
-
|
|
|
Hurricane Kick (air)
|
HL
|
40x5
|
50x5
|
-250/0
|
-
|
7
|
1(3)1(3)1(3)1(3)1
|
4
|
-
|
-
|
|
|
Demon Flip
|
-
|
-
|
-
|
20/-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Demon Flip
|
-
|
-
|
-
|
0/0
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Hyakki Gouzan
|
L
|
100
|
200
|
0/40
|
-
|
39+7
|
15
|
14
|
-11
|
-
|
|
|
Hyakki Gousho
|
H
|
110
|
200
|
0/30
|
-
|
27+8
|
2
|
4
|
-
|
-
|
|
|
Hyakki Goujin
|
HL
|
70
|
100
|
0/30
|
-
|
27+11
|
Until ground
|
4
|
-
|
-
|
|
|
Hyakki Gousai
|
0.90
|
150
|
150
|
0/60
|
-
|
27+3
|
2
|
17
|
-
|
-
|
|
|
Teleport  
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
61
|
-
|
-
|
|
|
Teleport  
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
53
|
-
|
-
|
|
|
Super Combo
|
0.90
|
330
|
0
|
-1000/0
|
-
|
1+0
|
36
|
13
|
-
|
-
|
|
|
Ultra Combo 1
|
0.90
|
510
|
0
|
0/0
|
-
|
0+5
|
33
|
19
|
-
|
-
|
|
|
Ultra Combo 2
|
HL
|
50*450
|
0
|
0/0
|
-
|
0+14
|
2
|
46
|
-27
|
-
|
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes: