Street Fighter V/Akuma

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< Street Fighter V
Revision as of 15:06, 5 March 2021 by Shiburizu (talk | contribs) (new format)

Introduction

About Akuma

Having embraced the Satsui No Hado, Akuma seeks only to improve his ability by fighting the strongest opponents.

Akuma is possibly the most versatile character in the game, a flexible shoto-style character with fast walkspeed and a variety of tools to effectively approach, keep opponents out, mix up opponents on offense, and make comebacks with powerful V-triggers. The price he pays for this versatility is frighteningly low health and stun, as well as somewhat short range on some of his normals. His fireball knocks down at close range, leading to a much stronger offensive situation than other shoto projectiles if it intercepts the extended hurtbox of an attacking opponent, and his red fireballs always knock down and can hit 1 to 3 times. His combination of divekick, air fireball, EX air fireball, and his variety of demon flip attacks make it very difficult to stifle his airborne approaches for all but the most judicious defenders. Of course, on top of all this he has one of the best 3f normals in the game, fantastic for abare or intercepting an opponent's forward dash and a defensive complement to his invincible reversal. Overall, he's a character who can easily command the flow of a round right from the start, but can also see that control slip away quickly with just a few bad guesses against characters with high stun output.

Strengths Weaknesses
  • Movement: with good forward walk speed, a fast dash, a variety of moves that can be used in the air, and demon flip (41236K/KK), Akuma has many ways to alter his approach depending on the matchup and available resources
  • Strong whiff punishes: due to his aforementioned fast walk speed Akuma is capable of placing himself in ranges that he excels in, particularly in good ranges for punishing opponents whiffing attacks recklessly
  • Versatile: Akuma has nearly every tool a character could need at his disposal, allowing him to provide consistent answers to many common situations that can happen throughout the course of a match
  • Varied v-system: both of Akumas v-skills and v-triggers are potent tools that offer him significant freedom in how he uses his v-meter
  • Good meter usage: Akuma has a very powerful, single hit super that can easily guts crush, as well as potent EX moves that give him a variety of options to choose from in how he spends his meter
  • Frail: tied with Seth for the lowest health and stun in the game (900 for each), Akuma is very prone to dying in two to three well optimized combos against a large portion of the cast
  • Can be weak to zoning: Akumas meterless fireball doesn't travel fullscreen and has generally unremarkable frame data, leading to situations where he is forced to take risky approaches while having a life deficit
  • Stubby normals: Akumas normals generally have average to below average reach, leading to some matchups forcing him to play the ground game less

V-system

V-Trigger 1: Dohatsu Shoten

Enhances Akuma's ground and air fireballs, his DP, and grants him access to Raging Demon, a command grab super. His air fireball becomes an extremely safe tool for neutral and offense, while his DP is a great combo tool that leads to a hard knockdown. A fantastic comeback trigger, but one that's easy to quickly burn through, and demands conservative use of meter to reap the full benefits of using it.

V-Trigger 2: Shiretsu Hasshi

Gives Akuma access to meterless versions of his EX moves, which he can cancel into from his other specials or his heavy normals. Leads to huge damage combos, certain powerful conversions VT1 doesn't have access to, easy corner escapes on block, and devastating corner chip sequences. However, the high timer costs of its moves make it difficult to consistently get full value out of this trigger.

V-Skill 1: Rakan

Akuma takes an armored stance, which leads to a launching followup used for starting combos and anti-air, or a knockdown followup used for ending combos and ranged punishes. Can punish V-reversals or certain neutral tools like divekicks and fireballs, and allows a corner escape without the use of VT2.

V-Skill 2: Kiai

Stomps the ground, launching the opponent and allowing a followup red fireball. Greatly increases Akuma's damage on many conversions, especially his Kongoken target combo which can cancel into it. Has some options if used on block, but it's mainly a combo tool.

Final Patch

Players to watch

  • Samurai
  • Tokido
Akuma
SFV-Akuma Portrait.jpg
Vitals
Life Points 900
Stun Points 900
V-Gauge Points
V-Trigger 1 900
V-Trigger 2 600
Ground Movement
Forward Walk Speed 5.2
Backward Walk Speed 3.6
Forward Dash Speed 16
Backward Dash Speed 21
Forward Dash Distance 123.4
Backward Dash Distance 109.6
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46(4+38+4)
Neutral Jump Speed 46(4+38+4)
Forward Jump Speed 45(3+38+4)
Forward Jump Distance 212.8
Backward Jump Distance 182.4
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Akuma 5LP.png
Startup Active Recovery Hit
3 2 7 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
Stand MP
Stand MP
5MP
SFV Akuma 5MP.png
Startup Active Recovery Hit
7 3 14 3
Damage Stun Attack Block
60 100 H 1
Stand HP
Stand HP
5HP
SFV Akuma 5HP.png
Startup Active Recovery Hit
8 3 19 2
Damage Stun Attack Block
80 150 H -5
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *VT2 specials only, **CA only, ***On block
  • Can cancel into V-Trigger 2 enhanced specials on hit or block
Stand LK
Stand LK
5LK
SFV Akuma 5LK.png
Startup Active Recovery Hit
4 3 10 2
Damage Stun Attack Block
30 70 H 1
Stand MK
Stand MK
5MK
SFV Akuma 5MK.png
Startup Active Recovery Hit
5 2 18 4
Damage Stun Attack Block
60 100 H -4
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Forces Stand
  • 5F gap when canceled into EX Red Fireball (trades with 6F)
Stand HK
Stand HK
5HK
SFV Akuma 5HK.png
Startup Active Recovery Hit
11 2 22 3
Damage Stun Attack Block
80 120 H -2
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT2 specials only
  • Whiffs on crouchers
  • Can cancels into V-Trigger 2 enhanced specials on hit/block
Crouch LP
Crouch LP
2LP
SFV Akuma 2LP.png
Startup Active Recovery Hit
4 2 6 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
Crouch MP
Crouch MP
2MP
SFV Akuma 2MP.png
Startup Active Recovery Hit
6 3 12 5
Damage Stun Attack Block
60 100 H 3
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Juggle Limit: 2 (works after LK Tatsu)
Crouch HP
Crouch HP
2HP
SFV Akuma 2HP.png
Startup Active Recovery Hit
10 4 16(20) 8
Damage Stun Attack Block
80 150 H 3
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT2 specials only
  • Forces Stand
  • 4 extra recovery frames on whiff (20)
  • Can cancels into V-Trigger 2 enhanced specials on hit/block
Crouch LK
Crouch LK
2LK
SFV Akuma 2LK.png
Startup Active Recovery Hit
4 2 7 2
Damage Stun Attack Block
20 70 L 1
  • Cancel options: ch vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
Crouch MK
Crouch MK
2MK
SFV Akuma 2MK.png
Startup Active Recovery Hit
6 2 15 2
Damage Stun Attack Block
50 100 L -2
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Decent hitbox priority for a crouch MK
Crouch HK
Crouch HK
2HK
SFV Akuma 2HK.png
Startup Active Recovery Hit
7 2 24(27) KD
Damage Stun Attack Block
90 150 L -15
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT2 specials only
  • Juggle Limit: 2 (works after LK Tatsu)
  • KDA after LK tatsu into cr HK (+68/19/24)
  • Can cancels into V-Trigger 2 enhanced specials on hit/block
  • 10 extra recovery frames on block (34)
  • 3 extra recovery frames on whiff (27)
Jump LP
Startup Active Recovery Hit
3 6 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Can be used as an Instant Overhead
Jump MP
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
50 100 M -
  • Cancel options: sp
  • Puts airborne opponents into a limited juggle state
  • Cancelable into air specials (Air Fireball / Air Tatsu)
  • Juggle Limit: 0
Jump HP
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
Jump LK
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Can Crossup
Jump MK
Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Can Crossup
Jump HK
Startup Active Recovery Hit
8 4 - -
Damage Stun Attack Block
90 150 M -

Command Normals

Tenmakujinkyaku
Tenmakujinkyaku
9 > 2MK
SFV Akuma 9 2MK.png
Startup Active Recovery Hit
16 - 6 2(12)
Damage Stun Attack Block
60 100 H -2(6)
  • Cancel options: -
  • Can Crossup
  • Frame advantage varies depending on height / angle
Zugaihasatsu
Zugaihasatsu
6MP
SFV Akuma 6MP.png
Startup Active Recovery Hit
23 1*2 21 0
Damage Stun Attack Block
20*50 (70) 60*40 (100) M*M -7
  • Cancel options: -
  • 2-hit Overhead
Sekiseiken
Sekiseiken
6HP
SFV Akuma 6HP.png
Startup Active Recovery Hit
32 7 16 5
Damage Stun Attack Block
60 100 H -2
  • Cancel options: vt1 vt2
  • Airborne on frames 7-29
  • Can OTG
  • Akuma hops very high into the air (can hop over fireballs)
Tenha
Tenha
4HP
SFV Akuma 4HP.png
Startup Active Recovery Hit
6 1*6 21 KD
Damage Stun Attack Block
90 200 H -10
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Launches opponent into a limited juggle state
  • Juggle Limit: 0*1

Target Combos

Kikokurenzan
Kikokurenzan
5HK > 5HK
SFV Akuma 5HK 5HK.png
Startup Active Recovery Hit
11+15 2 18 7
Damage Stun Attack Block
80*45 (125) 120*63 (183) H 0
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT2 specials only
Kongoken
Kongoken
5HP > 5HP
SFV Akuma 5HP 5HP.png
Startup Active Recovery Hit
8+18 8 30 KD
Damage Stun Attack Block
80*54 (134) 150*72 (222) H -12
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *On block
  • +2 extra KDA on Crush Counter

Throws

Goshoha
Goshoha
Throw
LPLK
SFV Akuma LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 170 T KD
Shuretsuzan
Shuretsuzan
Back Throw
4LPLK
SFV Akuma 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 170 T KD

Special Moves

Neutral Stomp
Neutral Stomp
5
SFV Akuma 5.png
Startup Active Recovery Hit
402 2 - 23
Damage Stun Attack Block
90 150 H ?
  • Cancel options: -
  • A hitbox appears behind Akuma's hurtboxes if nothing is input for 402 frames while in standing neutral
  • Does 23 chip damage on block (behaves like a special move)
  • Not cancelable in any way but has huge frame advantage if it somehow hits the opponent
  • Yes; Hatson is doing framedata for a neutral standing idle pose
LP Gohadoken
LP Gohadoken
236LP
SFV Akuma 236LP.png
Normal
SFV Akuma 236LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 45(8) 34 KD (-2)
Damage Stun Attack Block
60 120(100) H -6
  • Cancel options: su vt1 vt2
  • Projectile active for 45 frames (90% screen range) and then followed up by a projectile burst with 8 active frames that does the same damage but 20 less stun (100)
  • Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range)
  • Can only cancel into V-Trigger activation up close on hit/block
  • Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Red Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
V-Trigger 1 Startup Active Recovery Hit
11 - 35 KD
Damage Stun Attack Block
120 150 H 1
  • Cancel options: su
  • Puts opponent into a juggle state on hit
  • Spends 1000 V-Timer (25% V-Timer)
  • Juggle Limit: 0*2
MP Gohadoken
MP Gohadoken
236MP
Normal Startup Active Recovery Hit
14 35(8) 34 KD (-2)
Damage Stun Attack Block
60 120(100) H -6
  • Cancel options: su vt1 vt2
  • Projectile active for 35 frames (80% screen range) and then followed up by a projectile burst with 8 active frames that does the same damage but 20 less stun (100)
  • Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range)
  • Can only cancel into V-Trigger activation up close on hit/block
  • Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Red Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
V-Trigger 1 Startup Active Recovery Hit
11 - 35 KD
Damage Stun Attack Block
120 150 H 1
  • Cancel options: su
  • Puts opponent into a juggle state on hit
  • Spends 1000 V-Timer (25% V-Timer)
  • Juggle Limit: 0*2
HP Gohadoken
HP Gohadoken
236HP
Normal Startup Active Recovery Hit
14 23(8) 34 KD (-2)
Damage Stun Attack Block
60 120(100) H -6
  • Cancel options: su vt1 vt2
  • Projectile active for 23 frames (60% screen range) and then followed up by a projectile burst with 8 active frames that does the same damage but 20 less stun (100)
  • Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range)
  • Can only cancel into V-Trigger activation up close on hit/block
  • Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Red Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
V-Trigger 1 Startup Active Recovery Hit
11 - 35 KD
Damage Stun Attack Block
120 150 H 1
  • Cancel options: su
  • Puts opponent into a juggle state on hit
  • Spends 1000 V-Timer (25% V-Timer)
  • Juggle Limit: 0*2
EX Gohadoken
EX Gohadoken
236PP
SFV Akuma 236PP.png
Startup Active Recovery Hit
11 - 35 KD (3)
Damage Stun Attack Block
50*50 (100) 170(150) H 1
  • Cancel options: vt1 vt2
  • 2-hit Projectile hitbox
  • Projectile duration does not run out like the non-EX versions
  • Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range)
  • Cancels into some V-Trigger 2 enhanced specials on hit/block; EX Red Fireball / EX Tatsu / EX DP / EX Demon Flip
  • Can only cancel into V-Trigger activation up close on hit/block
  • Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Red Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
LP Zanku Hadoken
LP Zanku Hadoken
236LP (air)
SFV Akuma 236LP (air).png
Normal
SFV Akuma 236LP (air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11 - 9(11) -
Damage Stun Attack Block
50 40 H -
  • Cancel options: -
  • 9~11 frames of landing recovery based on height the fireball was done at; Last 3~5 frames are considered crouching
  • Frame advantage varies greatly
V-Trigger 1 Startup Active Recovery Hit
9 - 5 -
Damage Stun Attack Block
40*40 (80) 50*50 (100) H -
  • Cancel options: -
  • 5 frames of landing recovery
  • Frame advantage varies greatly
  • Spends 1500 V-Timer (37% V-Timer)
MP Zanku Hadoken
MP Zanku Hadoken
236MP (air)
Normal Startup Active Recovery Hit
11 - 9(11) -
Damage Stun Attack Block
50 40 H -
  • Cancel options: -
  • 9~11 frames of landing recovery based on height the fireball was done at; Last 3~5 frames are considered crouching
  • Frame advantage varies greatly
V-Trigger 1 Startup Active Recovery Hit
9 - 5 -
Damage Stun Attack Block
40*40 (80) 50*50 (100) H -
  • Cancel options: -
  • 5 frames of landing recovery
  • Frame advantage varies greatly
  • Spends 1500 V-Timer (37% V-Timer)
HP Zanku Hadoken
HP Zanku Hadoken
236HP (air)
Normal Startup Active Recovery Hit
11 - 9(11) -
Damage Stun Attack Block
50 40 H -
  • Cancel options: -
  • 9~11 frames of landing recovery based on height the fireball was done at; Last 3~5 frames are considered crouching
  • Frame advantage varies greatly
V-Trigger 1 Startup Active Recovery Hit
9 - 5 -
Damage Stun Attack Block
40*40 (80) 50*50 (100) H -
  • Cancel options: -
  • 5 frames of landing recovery
  • Frame advantage varies greatly
  • Spends 1500 V-Timer (37% V-Timer)
EX Zanku Hadoken
EX Zanku Hadoken
236PP (air)
SFV Akuma 236PP (air).png
Startup Active Recovery Hit
5*38 - 9(4) -
Damage Stun Attack Block
20x4*70 (150) 25x4*50 (150) H -
  • Cancel options: -
  • 9 frames of landing recovery on Whiff / Block; Last 3 frames are considered Crouching
  • 4 frames recovery on Hit
  • Frame advantage and KDA varies greatly depending on height & angle
  • Has a 2-hit projectile box on frames 5-34 that nullifies projectiles before launching the 5-hit fireball
  • If Akuma is struck from frame 5 onwards, Akuma's fireball will go away
EX Zanku Hadoken Initial Hit
EX Zanku Hadoken Initial Hit
236PP (air)
SFV Akuma 236PP (air).png
Startup Active Recovery Hit
5 30 9(4) -
Damage Stun Attack Block
20*30*20*50 (120) 25*50*25*50 (150) H -
  • Cancel options: -
  • This is data for the initial 2-hit projectile box
  • If the initial hit connects, launches a less powerful follow-up fireball with 4 hits overall instead of 5
  • Initial hit projectile goes away if Akuma is hit
LP Sekia Goshoha
LP Sekia Goshoha
63214LP
SFV Akuma 63214LP.png
Startup Active Recovery Hit
18 - 37 KD
Damage Stun Attack Block
70 120 H -6
  • Cancel options: su vt1 vt2
  • 1-hit Projectile hitbox
  • Can only cancel into V-Trigger activation up close on hit/block
  • Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
MP Sekia Goshoha
MP Sekia Goshoha
63214MP
Startup Active Recovery Hit
23 - 38 KD
Damage Stun Attack Block
40x2 (80) 60x2 (120) H -4
  • Cancel options: su vt1 vt2
  • 2-hit Projectile hitbox
  • Can only cancel into V-Trigger activation up close on hit/block
  • Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
HP Sekia Goshoha
HP Sekia Goshoha
63214HP
Startup Active Recovery Hit
25 - 42 KD
Damage Stun Attack Block
30*30*40 (100) 50x3 (150) H -4
  • Cancel options: su vt1 vt2
  • 3-hit Projectile hitbox
  • Can only cancel into V-Trigger activation up close on hit/block
  • Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
EX Sekia Goshoha
EX Sekia Goshoha
63214PP
SFV Akuma 63214PP.png
Startup Active Recovery Hit
21 - 48 KD
Damage Stun Attack Block
4x25 (100) 40*40*40*30 (150) H 8
  • Cancel options: vt1 vt2
  • 4-hit Projectile hitbox
  • Does grey damage (not affected by scaling) on frames 2-20 before launching the fireball
  • Can only cancel into V-Trigger activation up close on hit/block
  • Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
LP Goshoryuken
LP Goshoryuken
623LP
SFV Akuma 623LP.png
Normal
SFV Akuma 623LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 12 19+15 KD
Damage Stun Attack Block
100 150 H -28
  • Cancel options: su vt1 vt2
  • Throw invincible on frames 1-3
  • Airborne on frames 4-38
  • Cannot hit crossup
  • Less damage (60) and stun (100) after first 2 active frames
  • Active frames 1-2: Juggle Limit / Increase / Start: 2 / 25 / 5
  • Active frames 3-12: Juggle Limit / Increase / Start: 2 / 25 / 99
  • Akuma is in counterhit state during move duration
  • Can cancel into some V-Trigger 2 enhanced specials on hit; EX Fireball / EX Red Fireball / EX Air Fireball / EX Air Tatsu
V-Trigger 1 Startup Active Recovery Hit
3 11 46 KD
Damage Stun Attack Block
180 230 H -36
  • Cancel options: su
  • Completely invincible on frames 1-8
  • Airborne frame 6
  • Cannot hit crossup
  • Hard Knockdown
  • Spends 1500 V-Timer (37,5% V-Timer)
  • Akuma is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
MP Goshoryuken
MP Goshoryuken
623MP
Normal Startup Active Recovery Hit
4 4*7 26+15 KD
Damage Stun Attack Block
70*50 (120) 100*50 (150) H -30
  • Cancel options: su vt1 vt2
  • Invincible to airborne strike attacks on frames 1-6
  • Airborne on frames 6-40
  • Cannot hit crossup
  • Active frames 1-4 (1st hit): Juggle Limit / Increase / Start: 2 / 1 / 1 (but 4th active frame has +99 Juggle Start)
  • Active frames 4-12 (2nd hit): Juggle Limit / Increase / Start: 3 / 99 / 99
  • Akuma is in counterhit state during move duration
  • Can cancel into some V-Trigger 2 enhanced specials on hit; EX Fireball / EX Red Fireball / EX Air Fireball / EX Air Tatsu
V-Trigger 1 Startup Active Recovery Hit
4 11 46 KD
Damage Stun Attack Block
180 230 H -36
  • Cancel options: su
  • Completely invincible on frames 1-9
  • Airborne frame 7
  • Cannot hit crossup
  • Hard Knockdown
  • Spends 1500 V-Timer (37,5% V-Timer)
  • Akuma is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
HP Goshoryuken
HP Goshoryuken
623HP
Normal Startup Active Recovery Hit
4 1*3*7 29+15 KD
Damage Stun Attack Block
80*30x2 (140) 100*30*20 (150) H -33
  • Cancel options: su vt1 vt2
  • Strike and Projectile invincible on frames 3-6
  • Airborne on frames 7-43
  • Cannot hit crossups
  • -1 KDA if VTC on 2nd hit
  • Active frame 1 (1st hit): Juggle Limit / Increase / Start: 3 / 1 / 1
  • Active frames 2-4 (2nd hit): Juggle Limit / Increase / Start: 4 / 1 / 1
  • Active frames 5-11 (3rd hit): Juggle Limit / Increase / Start: 5 / 99 / 99
  • Akuma is in counterhit state during move duration
  • Can cancel into some V-Trigger 2 enhanced specials on hit; EX Fireball / EX Red Fireball / EX Air Fireball / EX Air Tatsu
V-Trigger 1 Startup Active Recovery Hit
5 11 46 KD
Damage Stun Attack Block
180 230 H -36
  • Cancel options: su
  • Completely invincible on frames 1-10
  • Airborne frame 8
  • Cannot hit crossup
  • Hard Knockdown
  • Spends 1500 V-Timer (37,5% V-Timer)
  • Akuma is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
EX Goshoryuken
EX Goshoryuken
623PP
SFV Akuma 623PP.png
Startup Active Recovery Hit
3 12(26)20 32+15 KD
Damage Stun Attack Block
30*20x2*30x3 (160) 0x3*50*50*100 (200) H -44
  • Cancel options: vt1 vt2
  • Fully invincible on frames 1-15
  • Airborne on frames 6-30 and again on frames 44-92
  • Can hit crossup from frame 6 onwards
  • +1 KDA if VTC on 2nd hit
  • Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball / Air EX Tatsu
  • Juggle Limit: 12
  • Akuma is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
  • Can cancel into some V-Trigger 2 enhanced specials on hit; EX Fireball / EX Red Fireball / EX Air Fireball / EX Air Tatsu
LK Tatsumaki Zankukyaku
LK Tatsumaki Zankukyaku
214LK
SFV Akuma 214LK.png
Startup Active Recovery Hit
11 2 14+10 KD
Damage Stun Attack Block
50 80 H -11
  • Cancel options: vt2
  • Whiffs on crouchers
  • Airborne on frames 6-26
  • Launches opponents into a limited juggle state (+2 Juggle Start / Increase)
  • Juggle Limit / Increase / Start: 0 / 2 / 2
  • Can cancel into some V-Trigger 2 enhanced specials on hit; EX Air Fireball / EX Air Tatsu
MK Tatsumaki Zankukyaku
MK Tatsumaki Zankukyaku
214MK
Startup Active Recovery Hit
4 2(3)2(12)2 11+12 KD
Damage Stun Attack Block
30*20x2 (70) 70*30*20 (120) H -8
  • Cancel options: su vt1 vt2
  • Airborne and Projectile invincible on lower body and extended legs on frames 6-35 (until landing)
  • The last 2 hits do 40 damage / 60 stun each (80/120 total) if the first hit whiffs
  • Block Advantage against most crouching opponents is -7 (-8 against Abigail / Birdie / Zangief)
  • Juggle Limit / Increase / Start: 1*1*12 / 1*1*3 / 1*12*1 (2nd hit does +13 Juggle Increase and +1 Juggle Start on airborne)
  • Can cancel into some V-Trigger 2 enhanced specials on hit; EX Air Fireball / EX Air Tatsu
HK Tatsumaki Zankukyaku
HK Tatsumaki Zankukyaku
214HK
Startup Active Recovery Hit
4 2(3)2(12)2(10)3 20+10 KD
Damage Stun Attack Block
30*15x2*40 (100) 50x4 (200) H -39
  • Cancel options: su vt1 vt2
  • Airborne and Projectile invincible on lower body and extended legs on frames 6-57 (until landing)
  • Hits 2, 3 and 4 whiffs on crouchers
  • Juggle Limit: 3
  • Can cancel into some V-Trigger 2 enhanced specials on hit; EX Air Fireball / EX Air Tatsu
EX Tatsumaki Zankukyaku
EX Tatsumaki Zankukyaku
214KK
SFV Akuma 214KK.png
Startup Active Recovery Hit
10 2(4)2(5)2(3)3(3)2 11+15 KD
Damage Stun Attack Block
20x4*40 (120) 30x5 (150) H -19
  • Cancel options: vt2
  • Airborne on frames 5-46
  • Projectile invincible on lower body and extended legs on frames 7-36
  • Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball / Air EX Tatsu
  • Juggle Limit: 0
LK Air Tatsumaki Zankukyaku
LK Air Tatsumaki Zankukyaku
214LK (air)
SFV Akuma 214LK (air).png
Startup Active Recovery Hit
7 2(5)2(4)2 15 KD
Damage Stun Attack Block
70 100 H -4(1)
  • Cancel options: vt2
  • Cannot hit crouch
  • 2nd hit can cross up
  • 15 frames of landing recovery
  • Frame advantage varies on height; on block: -4 -> +1
  • If this is blocked as a cross-up, vacuums in the opponent up close to Akuma
  • Can cancel into some V-Trigger 2 enhanced specials on hit; EX Air Fireball / EX Air Tatsu
MK Air Tatsumaki Zankukyaku
MK Air Tatsumaki Zankukyaku
214MK (air)
Startup Active Recovery Hit
7 2(5)2(4)2 15 KD
Damage Stun Attack Block
70 100 H -4(1)
  • Cancel options: vt2
  • Cannot hit crouch
  • 2nd hit can cross up
  • 15 frames of landing recovery
  • Frame advantage varies on height; on block: -4 -> +1
  • If this is blocked as a cross-up, vacuums in the opponent up close to Akuma
  • Can cancel into some V-Trigger 2 enhanced specials on hit; EX Air Fireball / EX Air Tatsu
HK Air Tatsumaki Zankukyaku
HK Air Tatsumaki Zankukyaku
214HK (air)
Startup Active Recovery Hit
7 2(5)2(4)2 15 KD
Damage Stun Attack Block
70 100 H -4(1)
  • Cancel options: vt2
  • Cannot hit crouch
  • 2nd hit can cross up
  • 15 frames of landing recovery
  • Frame advantage varies on height; on block: -4 -> +1
  • If this is blocked as a cross-up, vacuums in the opponent up close to Akuma
  • Can cancel into some V-Trigger 2 enhanced specials on hit; EX Air Fireball / EX Air Tatsu
EX Air Tatsumaki Zankukyaku
EX Air Tatsumaki Zankukyaku
214KK (air)
SFV Akuma 214KK (air).png
Startup Active Recovery Hit
8 2(4)2(2)2(3)2(2)2 9 KD
Damage Stun Attack Block
30x4*40 (160) 40x4*90 (250) H -
  • Cancel options: vt2
  • Cannot hit cross-up
  • 9 frames on landing recovery
  • Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball
LK Hyakki Gozan
LK Hyakki Gozan
41236LK > 5
Startup Active Recovery Hit
47 8 14 KD
Damage Stun Attack Block
100 150 L -2
  • Cancel options: -
  • Airborne on frames 7-41
  • Cancels into follow-ups on frames 23-40
MK Hyakki Gozan
MK Hyakki Gozan
41236MK > 5
Startup Active Recovery Hit
48 8 14 KD
Damage Stun Attack Block
100 150 L -2
  • Cancel options: -
  • Airborne on frames 7-42
  • Cancels into follow-ups on frames 23-41
HK Hyakki Gozan
HK Hyakki Gozan
41236HK > 5
Startup Active Recovery Hit
49 8 14 KD
Damage Stun Attack Block
100 150 L -2
  • Cancel options: -
  • Airborne on frames 7-43
  • Cancels into follow-ups on frames 23-42
EX Hyakki Gozan
EX Hyakki Gozan
41236KK > 5
SFV Akuma 41236KK 5.png
Startup Active Recovery Hit
6*44 10(28)8 12 KD
Damage Stun Attack Block
120 150 L -2
  • Cancel options: -
  • Airborne and Projectile invincible on frames 4-38
  • Can be steered
  • Cancels into follow-ups on frames 20-26
LK Hyakkishu > Hyakki Gosho
LK Hyakkishu > Hyakki Gosho
41236LK > P
Startup Active Recovery Hit
23+8 4 10+6 KD
Damage Stun Attack Block
100 150 M 1(8)
  • Cancel options: -
  • 6 landing recovery frames
  • KDA numbers stated are for latest possible palm hit
  • Frame Advantage and KDA varies greatly depending on height
  • Has 1 hit of projectile nullification
MK Hyakkishu > Hyakki Gosho
MK Hyakkishu > Hyakki Gosho
41236MK > P
Startup Active Recovery Hit
23+8 4 11+6 KD
Damage Stun Attack Block
100 150 M 1(8)
  • Cancel options: -
  • 6 landing recovery frames
  • KDA numbers stated are for latest possible palm hit
  • Frame Advantage and KDA varies greatly depending on height
  • Has 1 hit of projectile nullification
HK Hyakkishu > Hyakki Gosho
HK Hyakkishu > Hyakki Gosho
41236HK > P
Startup Active Recovery Hit
23+8 4 13+6 KD
Damage Stun Attack Block
100 150 M 1(8)
  • Cancel options: -
  • 6 landing recovery frames
  • KDA numbers stated are for latest possible palm hit
  • Frame Advantage and KDA varies greatly depending on height
  • Has 1 hit of projectile nullification
EX Hyakkishu > Hyakki Gosho
EX Hyakkishu > Hyakki Gosho
41236KK > P
SFV Akuma 41236KK P.png
Startup Active Recovery Hit
6*27 10(12)8 7+6 KD
Damage Stun Attack Block
120 200 M 3(9)
  • Cancel options: -
  • 6 landing recovery frames
  • Projectile invincible on frames 4 and until the follow-up move is initiated
  • KDA numbers stated are for latest possible palm hit
  • Frame Advantage and KDA varies greatly depending on height
  • Has 1 hit of projectile nullification
LK Hyakkishu > Hyakki Gojin
LK Hyakkishu > Hyakki Gojin
41236LK > K
Startup Active Recovery Hit
23+22 8 10 4(12)
Damage Stun Attack Block
60 100 H -2(5)
  • Cancel options: -
  • 10 landing recovery frames
  • Frame Advantage varies depending on height
MK Hyakkishu > Hyakki Gojin
MK Hyakkishu > Hyakki Gojin
41236MK > K
Startup Active Recovery Hit
23+23 8 10 4(12)
Damage Stun Attack Block
60 100 H -2(5)
  • Cancel options: -
  • 10 landing recovery frames
  • Frame Advantage varies depending on height
HK Hyakkishu > Hyakki Gojin
HK Hyakkishu > Hyakki Gojin
41236HK > K
Startup Active Recovery Hit
23+24 10 10 4(12)
Damage Stun Attack Block
60 100 H -4(5)
  • Cancel options: -
  • 10 landing recovery frames
  • Frame Advantage varies depending on height
EX Hyakkishu > Hyakki Gojin
EX Hyakkishu > Hyakki Gojin
41236KK > K
SFV Akuma 41236KK K.png
Startup Active Recovery Hit
6*38 10(23)8 10 6(13)
Damage Stun Attack Block
70 100 H -2(9)
  • Cancel options: -
  • 10 landing recovery frames
  • Projectile invincible on frames 4 and until the follow-up move is initiated
  • Frame Advantage varies depending on height
LK Hyakkishu > Hyakki Gosai
LK Hyakkishu > Hyakki Gosai
41236LK > LPLK
Startup Active Recovery Hit
23+7 5 10+26 KD
Damage Stun Attack Block
150 200 H KD
  • Cancel options: -
  • Can only throw standing opponents
  • 26 landing recovery frames on whiff
MK Hyakkishu > Hyakki Gosai
MK Hyakkishu > Hyakki Gosai
41236MK > LPLK
Startup Active Recovery Hit
23+8 5 11+26 KD
Damage Stun Attack Block
150 200 H KD
  • Cancel options: -
  • Can only throw standing opponents
  • 26 landing recovery frames on whiff
HK Hyakkishu > Hyakki Gosai
HK Hyakkishu > Hyakki Gosai
41236HK > LPLK
Startup Active Recovery Hit
23+9 5 13+26 KD
Damage Stun Attack Block
150 200 H KD
  • Cancel options: -
  • Can only throw standing opponents
  • 26 landing recovery frames on whiff
EX Hyakkishu > Hyakki Gosai
EX Hyakkishu > Hyakki Gosai
412362KK> LPLK
SFV Akuma 412362KK LPLK.png
Startup Active Recovery Hit
6*26 10(11)3 13+26 KD
Damage Stun Attack Block
180 250 H KD
  • Cancel options: -
  • Can only throw standing opponents
  • Projectile invincible on frames 4 and until the follow-up move is initiated
  • 26 landing recovery frames
Hyakkishu > EX Hyakki Gozanku
Hyakkishu > EX Hyakki Gozanku
41236K > 236PP
Startup Active Recovery Hit
23 10(8)30(3)~ 4 KD
Damage Stun Attack Block
150 150 H -
  • Cancel options: -
  • 4 landing recovery frames
  • This EX air fireball follow-up functions the same way as the regular EX Air Fireball (see notes on it)
EX Hyakkishu > Hyakki Gozanku
EX Hyakkishu > Hyakki Gozanku
41236KK > 236P
Startup Active Recovery Hit
6*24 10(8)30(3)~ 4 KD
Damage Stun Attack Block
150 150 H -
  • Cancel options: -
  • 4 landing recovery frames
  • Projectile invincible on frames 4 and until the follow-up move is initiated
  • This EX air fireball follow-up functions the same way as the regular EX Air Fireball (see notes on it)
Hyakkishu > EX Hyakki Gorasen
Hyakkishu > EX Hyakki Gorasen
41236KK > 412KK
Startup Active Recovery Hit
6 10(13)2(4)2(2)2(3)2(2)2 9 KD
Damage Stun Attack Block
160 250 H -
  • Cancel options: -
  • 9 landing recovery frames
  • Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball
EX Hyakkishu > Hyakki Gorasen
EX Hyakkishu > Hyakki Gorasen
41236KK > 412K
Startup Active Recovery Hit
6 10(13)2(4)2(2)2(3)2(2)2 9 KD
Damage Stun Attack Block
160 250 H -
  • Cancel options: -
  • 9 landing recovery frames
  • Projectile invincible on frames 4 and until the follow-up move is initiated
  • Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball
Ashura Senku (fwd)
Ashura Senku (fwd)
623KKK
SFV Akuma 623KKK.png
Normal
Normal Startup Active Recovery Hit
1 50 11 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-50
  • Active frames refer to the invincibility period (and recovery frames refer to the vulnerable recovery frames)
V-Trigger 2 Startup Active Recovery Hit
1 50 11 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-50
  • Active frames refer to the invincibility period (and recovery frames refer to the vulnerable recovery frames)
  • Consumes 1000/3000 V-Gauge if V-Canceled into
Ashura Senku (back)
Ashura Senku (back)
421KKK
SFV Akuma 421KKK.png
Normal
Normal Startup Active Recovery Hit
1 50 11 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-50
  • Active frames refer to the invincibility period (and recovery frames refer to the vulnerable recovery frames)
V-Trigger 2 Startup Active Recovery Hit
1 50 11 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-50
  • Active frames refer to the invincibility period (and recovery frames refer to the vulnerable recovery frames)
  • Consumes 1000/3000 V-Gauge if V-Canceled into

Critical Arts

Sekia Kuretsuha
Sekia Kuretsuha
236236P
SFV Akuma 236236P.png
Startup Active Recovery Hit
8 21 46 KD
Damage Stun Attack Block
320 0 H -30
  • Cancel options: -
  • Completely invincible on frames 1-11
  • Hitbox cannot hit airborne opponents on first 10 active frames (frames 8-17)

Taunts

Taunt Stomp
Taunt Stomp
5PPPKKK
SFV Akuma 5PPPKKK.png
Startup Active Recovery Hit
1*66 1 - KD
Damage Stun Attack Block
70 100 H 22
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Has an actual attack built into it if you let the full animation play out
  • Can be canceled into anything on frame 61 and onward, on whiff or hit or block
  • Puts opponent into a juggleable state on hit

V-System

V-Skill 1

Rakan
Rakan
MPMK
SFV Akuma MPMK.png
Startup Active Recovery Hit
3 12 29(10) -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Armor on frames 3-14
  • Cancels into follow-ups on the 10th frame
  • Standing V-Skill parries standing and airborne state attacks
  • Crouch V-Skill (input: down + V-Skill) parries crouching state attacks
  • Gains 120 V-Gauge (40% of a V-Bar) on a successful parry
  • 10 frames of recovery on a successful parry (if not canceled immediately into the follow-ups)
Rakan Gosho
Rakan Gosho
MPMK (VS1) > P
SFV Akuma MPMK (VS1) P.png
Startup Active Recovery Hit
10+5 4 26 KD
Damage Stun Attack Block
70 100 H -10
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *VT2 specials only
  • Armor on frames 3-10
  • Gains 120 V-Gauge (40% of a V-Bar on a successful parry
  • Gains 80 more V-Gauge (~27% of a V-Bar) on follow-up hit and 40 V-Gauge if blocked
  • Can cancel into V-Trigger 2 enhanced specials on hit/block
Rakan Gokyaku
Rakan Gokyaku
MPMK (VS1) > K
SFV Akuma MPMK (VS1) K.png
Startup Active Recovery Hit
10+11 4 26 KD
Damage Stun Attack Block
60 100 H -13
  • Cancel options: sp su vs1 vt1 vt2
  • Armor on frames 3-10
  • Launches into a limited juggle state
  • Can only cancel into specials on hit
  • Gains 120 V-Gauge (40% of a V-Bar on a successful parry
  • Gains 80 more V-Gauge (~27% of a V-Bar) on follow-up hit and 40 V-Gauge if blocked

V-Skill 2

Kiai
Kiai
MPMK (VS2)
SFV Akuma MPMK (VS2).png
Startup Active Recovery Hit
17 3(6) 36 KD
Damage Stun Attack Block
50 (80) 50 (80) H -13
  • Cancel options: sp vt2
  • Can nullify 1 projectile hit (except on last 2 active frames)
  • Last 2 active frames hit air opponents only
  • Launches opponent into a limited juggle state
  • Increased damage and stun on last 2 active frames for airborne opponents (80 / 80)
  • Can be canceled into a Just Frame version of regular and EX Red Fireball frames 31-41
  • Can be canceled into regular and EX Red Fireball frames 28-30 and 42-212
  • Can be held to increase V-Gauge up to a maximum of 300
  • Increases V-Gauge by 1 every frame from frames 43-132
  • Increases V-Gauge by 2 every frame from frames 133-197
  • Increase V-Gauge by 3 every frame from frames 198-212
  • Builds 40 / 20 V-Gauge on Hit / Block (90 on Hit during last 2 active frames against air opponents)
Sekia Goshoha (V-Skill 2)
Sekia Goshoha (V-Skill 2)
MPMK (VS2) > hcb+P
SFV Akuma MPMK (VS2) hcb+P.png
Startup Active Recovery Hit
18 - 37 KD
Damage Stun Attack Block
70 100 H -6
  • Cancel options: su vt2
  • 1-hit Projectile hitbox
  • Different fireball speed based on button press
  • 8 frame gap on block when canceled from V-Skill 2
  • Cancels into some V-Trigger 2 enhanced specials on hit/block; EX Fireball / EX Tatsu / EX DP / EX Demon Flip
  • Can only cancel into V-Trigger activation up close on hit/block
  • Builds 20 / 10 V-Gauge on Hit / Block
Sekia Goshoha EX (V-Skill 2)
Sekia Goshoha EX (V-Skill 2)
MPMK (VS2) > hcb+PP
SFV Akuma MPMK (VS2) hcb+PP.png
Startup Active Recovery Hit
21 - 48 KD
Damage Stun Attack Block
25x4 (100) 40x3*30 (150) H 8
  • Cancel options: vt2
  • 4-hit Projectile hitbox
  • Does grey damage (not affected by scaling) on frames 2-20 before launching the fireball
  • 11 frame gap on block when canceled from V-Skill 2
  • Cancels into some V-Trigger 2 enhanced specials on hit/block; EX Fireball / EX Tatsu / EX DP / EX Demon Flip
  • Can only cancel into V-Trigger activation up close on hit/block
  • Builds 40 / 20 V-Gauge on Hit / Block
Sekia Goshoha Just Frame (V-Skill 2)
Sekia Goshoha Just Frame (V-Skill 2)
MPMK (VS2) > hcb+PP
SFV Akuma MPMK (VS2) hcb+PP.png
Startup Active Recovery Hit
13 - 37 KD
Damage Stun Attack Block
40x2 (80) 50x2 (100) H -4
  • Cancel options: su vt2
  • 2-hit Projectile hitbox
  • Different fireball speed based on button press
  • Launches the opponent into a limited juggle state
  • 6 frame gap on block when canceled from V-Skill 2
  • Cancels into some V-Trigger 2 enhanced specials on hit/block; EX Fireball / EX Tatsu / EX DP / EX Demon Flip
  • Can only cancel into V-Trigger activation up close on hit/block
  • Builds 20 / 10 V-Gauge on Hit / Block
Sekia Goshoha EX Just Frame (V-Skill 2)
Sekia Goshoha EX Just Frame (V-Skill 2)
MPMK (VS2) > hcb+PP
SFV Akuma MPMK (VS2) hcb+PP.png
Startup Active Recovery Hit
13 - 42 KD
Damage Stun Attack Block
20x4*30 (110) 30x4*30 (150) H 11
  • Cancel options: vt2
  • 5-hit Projectile hitbox
  • Launches the opponent into a limited juggle state
  • Does grey damage (not affected by scaling) on frames 2-20 before launching the fireball
  • 11 frame gap on block when canceled from V-Skill 2
  • Cancels into some V-Trigger 2 enhanced specials on hit/block; EX Fireball / EX Tatsu / EX DP / EX Demon Flip
  • Can only cancel into V-Trigger activation up close on hit/block
  • Builds 40 / 20 V-Gauge on Hit / Block

V-Trigger 1

Dohatsu Shoten
Dohatsu Shoten
HPHK (VT1)
SFV Akuma HPHK (VT1).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 3 bar V-Trigger
  • Duration of 4000 frames (~67 seconds)
  • Powers up Akuma's fireballs and dragon punch
Raging Demon
Raging Demon
LP, LP, 6, LK, HP
Startup Active Recovery Hit
1+0 29 39 KD
Damage Stun Attack Block
400 0 H -
  • Cancel options: -
  • Fully invincible on frames 1-12
  • Hard Knockdown
  • Cannot hit airborne
  • Can be canceled into at any point during most of Akuma's moves (besides 'Special' moves) on hit/block/whiff

V-Trigger 2

Shiretsu Hasshi
Shiretsu Hasshi
HPHK (VT2)
SFV Akuma HPHK (VT2).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 3000 frames (50 seconds)
  • Gives Akuma access to a different V-Trigger 2 version of his EX specials that spend V-meter as resource instead of EX meter
  • Some moves that aren't normally special cancelable are cancelable into these V-Trigger 2 enhanced EX moves
EX V-Gohadoken
EX V-Gohadoken
236PP
SFV Akuma 236PP.png
Startup Active Recovery Hit
11 - 35 KD (3)
Damage Stun Attack Block
50*20 (70) 120(100) H 1
  • Cancel options: -
  • This V-Trigger 2 version of EX Fireball is cancelable on hit or block into some other V-Trigger 2 enhanced specials; EX Red Fireball / EX Tatsu / EX DP / EX Demon Flip
  • 2-hit Projectile hitbox
  • Projectile duration does not run out like the non-EX versions
  • Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range)
  • Consumes 1300/3000 V-Gauge if V-Canceled into
EX V-Sekia Goshoha
EX V-Sekia Goshoha
63214PP
SFV Akuma 63214PP.png
Startup Active Recovery Hit
21 - 48 KD
Damage Stun Attack Block
11 + 20x3*40 (100) 40x3*50 (170) H 8
  • Cancel options: -
  • This V-Trigger 2 version of EX Red Fireball is cancelable on hit or block into some other V-Trigger 2 enhanced specials; EX Fireball / EX Tatsu / EX DP / EX Demon Flip
  • 4-hit Projectile hitbox
  • Does 11 grey damage (not affected by scaling) on frames 2-20 before launching the fireball
  • Consumes 1500/3000 V-Gauge if V-Canceled into
EX V-Zanku Hadoken
EX V-Zanku Hadoken
236PP (air)
SFV Akuma 236PP (air).png
Startup Active Recovery Hit
5*38 - 9 -
Damage Stun Attack Block
20*30*20x2 (90) 25*50*20x2 (115) H -
  • Cancel options: -
  • 4 frames of landing recovery
  • Frame advantage and KDA varies greatly depending on height & angle
  • Has a 2-hit projectile box on frames 5-34 that nullifies projectiles before launching the 5-hit fireball
  • Consumes 1300/3000 V-Gauge if V-Canceled into
EX V-Goshoryuken
EX V-Goshoryuken
623PP
SFV Akuma 623PP.png
Startup Active Recovery Hit
3 12(26)20 32+15 KD
Damage Stun Attack Block
10*20x2*30x2*20 (130) 50x3 (150) H -44
  • Cancel options: -
  • This V-Trigger 2 version of EX DP is cancelable on hit into some other V-Trigger 2 enhanced specials; EX Air Fireball / EX Air Tatsu
  • Completely invincible on frames 1-15
  • Consumes 1300/3000 V-Gauge if V-Canceled into
  • Akuma is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
EX V-Tatsumaki Zankukyaku
EX V-Tatsumaki Zankukyaku
214KK
SFV Akuma 214KK.png
Startup Active Recovery Hit
10 2(4)2(5)2(3)3(3)2 11+15 KD
Damage Stun Attack Block
10*20x4 (90) 0*30x3*10 (100) H -19
  • Cancel options: -
  • Airborne on frames 5-46
  • Projectile invincible on lower body and extended legs on frames 7-36
  • Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball / Air EX Tatsu
  • Consumes 1300/3000 V-Gauge if V-Canceled into
EX V-Air Tatsumaki Zankukyaku
EX V-Air Tatsumaki Zankukyaku
214KK (air)
SFV Akuma 214KK (air).png
Startup Active Recovery Hit
8 2(4)2(2)2(3)2(2)2 9 KD
Damage Stun Attack Block
30x4*10 (130) 40x5 (200) H -
  • Cancel options: -
  • 9 frames on landing recovery
  • Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball
  • Consumes 1300/3000 V-Gauge if V-Canceled into
EX V-Hyakki Gozan
EX V-Hyakki Gozan
41236KK > 5
SFV Akuma 41236KK 5.png
Startup Active Recovery Hit
6*44 10(28)8 12 KD
Damage Stun Attack Block
90 100 L 2
  • Cancel options: -
  • Airborne and Projectile invincible on frames 4-38
  • Can be steered
  • Consumes 1300/3000 V-Gauge if V-Canceled into
EX V-Hyakkishu > Hyakki Gosho
EX V-Hyakkishu > Hyakki Gosho
41236KK > P
SFV Akuma 41236KK P.png
Startup Active Recovery Hit
6*27 10(12)8 7+6 KD
Damage Stun Attack Block
90 150 M 3(9)
  • Cancel options: -
  • Airborne on frame 4
  • 6 landing recovery frames
  • Projectile invincible on frames 4 and until the follow-up move is initiated
  • KDA numbers stated are for latest possible palm hit
  • Frame Advantage and KDA varies greatly depending on height
  • Consumes 1300/3000 V-Gauge upon Hyakkishu activation if V-Canceled into
EX V-Hyakkishu > Hyakki Gojin
EX V-Hyakkishu > Hyakki Gojin
41236KK > K
SFV Akuma 41236KK K.png
Startup Active Recovery Hit
6*38 10(23)8 10 6(13)
Damage Stun Attack Block
40 50 H -2(9)
  • Cancel options: -
  • Airborne on frame 4
  • 10 landing recovery frames
  • Projectile invincible on frames 4 and until the follow-up move is initiated
  • Frame Advantage varies depending on height
  • Consumes 1300/3000 V-Gauge upon Hyakkishu activation if V-Canceled into
EX V-Hyakkishu > Hyakki Gosai
EX V-Hyakkishu > Hyakki Gosai
412362KK> LPLK
SFV Akuma 412362KK LPLK.png
Startup Active Recovery Hit
6*26 10(11)3 13+26 KD
Damage Stun Attack Block
180 250 H KD
  • Cancel options: -
  • Can only throw standing opponents
  • Airborne on frame 4
  • Projectile invincible on frames 4 and until the follow-up move is initiated
  • 16 landing recovery frames
  • Consumes 1300/3000 V-Gauge upon Hyakkishu activation if V-Canceled into
EX V-Hyakkishu > Hyakki Gozanku
EX V-Hyakkishu > Hyakki Gozanku
41236KK > 236P
Startup Active Recovery Hit
6*24 10(8)30(3)~ 4 KD
Damage Stun Attack Block
20*30*20x2 (90) 25*50*20x2 (115) H -
  • Cancel options: -
  • Airborne on frame 4
  • 4 landing recovery frames
  • Projectile invincible on frames 4 and until the follow-up move is initiated
  • 4 landing recovery frames
  • This EX air fireball follow-up functions the same way as the regular EX Air Fireball (see notes on it)
  • Consumes 1300/3000 V-Gauge upon Hyakkishu activation if V-Canceled into
EX V-Hyakkishu > Hyakki Gorasen
EX V-Hyakkishu > Hyakki Gorasen
41236KK > 421K
Startup Active Recovery Hit
6 10(13)2(4)2(2)2(3)2(2)2 9 KD
Damage Stun Attack Block
20x4*50 (130) 20x4*120 (200) H -
  • Cancel options: -
  • Airborne on frame 4
  • 9 landing recovery frames
  • Projectile invincible on frames 4 and until the follow-up move is initiated
  • Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball
  • Consumes 1300/3000 V-Gauge upon Hyakkishu activation if V-Canceled into

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.21 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Rasen Shuto Uchi
Rasen Shuto Uchi
MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Gosenkyaku
Gosenkyaku
6KKK
SFV Akuma 6KKK.png
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-21 (10 frames shorter than other V-Reversals like this)


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