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 |
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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 | |
---|---|
Vitals | |
Life Points | 900 |
Stun Points | 900 |
V-Gauge Points | |
V-Trigger 1 | 3 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.052 |
Backward Walk Speed | 0.036 |
Forward Dash Speed | 16 |
Backward Dash Speed | 21 |
Forward Dash Distance | 1.234 |
Backward Dash Distance | 1.096 |
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 | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
|
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.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
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.
|
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
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
9 > 2MK
6MP
6HP
4HP
Target Combos
5HK > 5HK
5HP > 5HP
5HP > 5HP > MPMK (VS2)
Throws
LPLK
4LPLK
Special Moves
5
236LP
236MP
236HP
236PP
236LP (air)
236MP (air)
236HP (air)
236PP (air)
236PP (air)
63214LP
63214MP
63214HP
63214PP
623LP
623MP
623HP
623PP
214LK
214MK
214HK
214KK
214LK (air)
214MK (air)
214HK (air)
214KK (air)
41236K > 5
41236KK > 5
41236K > P
41236KK > P
41236K > K
41236KK > K
41236K > LPLK
412362KK> LPLK
41236K > 236PP
41236KK > 236P
41236KK > 412KK
41236KK > 412K
623KKK
421KKK
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK
MPMK (VS1) > P
MPMK (VS1) > K
V-Skill 2
MPMK (VS2)
MPMK (VS2) > hcb+P
MPMK (VS2) > hcb+PP
V-Trigger 1
HPHK (VT1)
LP, LP, 6, LK, HP
V-Trigger 2
HPHK (VT2)
236PP
63214PP
236PP (air)
623PP
214KK
214KK (air)
41236KK > 5
41236KK > P
41236KK > K
412362KK> LPLK
41236KK > 236P
41236KK > 421K
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6KKK
Combos
- st.HK > HK, st.MK > [173/263]
- hcb + WP [222/347]
- dp + HP (Corner.) [306/437]
- dp + HP (2) > CA qcf qcf + P (Corner.) [448/425] {3 bars}
- qcb + WK [208/319]
- dp + HP [292/409]
- EX dp + PP [304/439] {1 bar}
- qcb + HP [268/439]
- EX hcf + KK > qcf + P, [277/431] {1 bar}
- EX dp + PP (Corner.) [341/511] {2 bars}
- cr.HK [262/409]
- qcb + MK, [222/347]
- EX dp + PP (Only if 1st hit of qcb + MK hit) [318/467] {1 bar}
- dp + P
- qcf + P
- hcb + WP [222/347]
- cr.MP, MK > ... [114/190]
- cr.HP, MK > ... [134/290]
- cr.LK, cr.LK > [47/133]
- qcb + LK ... (Standing,.)
- qcb + MK ... (Standing,.)