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| {{SSFIVMoveListRow | Demon Armageddon | u u + 3k | Can be used to cancel Ashura Senku; armorbreak }} | | {{SSFIVMoveListRow | Demon Armageddon | u u + 3k | Can be used to cancel Ashura Senku; armorbreak }} |
| {{MoveListFooter}} | | {{MoveListFooter}} |
| | |
| | |
| | == AE ver. 2012 Changes == |
| | |
| | ''Forward Throw'' |
| | |
| | Increased Akuma’s total frame count on a hit by 2F. |
| | |
| | |
| | ''Demon Armageddon'' |
| | |
| | Changed hit damage when canceling out of Ashura Senku from 400 to 421. |
| | |
| | |
| | ''Hyakki Gosho'' |
| | |
| | Changed from an overhead attack to a mid attack. |
| | |
| | |
| | ''Far Standing Heavy Kick'' |
| | |
| | Changed damage from 60 + 40 (100 total) to 50 + 30 (80 total). |
| | Shortened block stun by 2F on second block, giving the attacker a -2F (dis)advantage when blocked. |
| | |
| | |
| | ''EX Hyakkishu'' |
| | |
| | Made EX Zanku Hadoken cancelable from immediately after start of move. |
|
| |
|
|
| |
|
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 has always been the "balance" between Ryu's excessive defense and Ken's excessive offense. His playstyle is very technical and he requires a lot of practice, but the payoff is well worth it. Akuma players live by one simple motto: "The best defense is a good offense." Akuma has the second worst health and stun in the game, but his extremely high speed and massive damage output more than make up for it. His vortex game is absolutely unparalleled, and is practically the defining point of his playstyle. He has so many options at his disposal that the very prospect itself can be downright frightening. If you like playing mind games with your opponents, or if you feel that Ryu and Ken aren't challenging enough, Akuma may be for you.
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 ver. 2012 Changes
Forward Throw
Increased Akuma’s total frame count on a hit by 2F.
Demon Armageddon
Changed hit damage when canceling out of Ashura Senku from 400 to 421.
Hyakki Gosho
Changed from an overhead attack to a mid attack.
Far Standing Heavy Kick
Changed damage from 60 + 40 (100 total) to 50 + 30 (80 total).
Shortened block stun by 2F on second block, giving the attacker a -2F (dis)advantage when blocked.
EX Hyakkishu
Made EX Zanku Hadoken cancelable from immediately after start of move.
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 ends.
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: