Marvel vs Capcom 2/Akuma

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Akuma

MVC2 akuma art.png

Introduction

Mastering the Dark Hado wasn't enough for him- Akuma now seeks the mightiest opponent on the battlefield of Marvel vs Capcom 2! Generally, Akuma's considered a lower-middle tier character in this game, but don't write him off. Like many of his other appearances, Akuma is a character of extremes. On one hand, Akuma has a very capable offense. He's got a kit of good shoto normals, as well as useful special moves and supers, a number of which are air-enabled. To balance this offensive flexibility out, however, his defensive ability is pretty bad. He has close to the worst vitality in Marvel vs Capcom 2, so it is very important that you not get hit. He's not as easy to kill as, say, Phoenix is in Marvel vs. Capcom 3, but he's gonna die if you get caught in a combo. He still has special moves like a teleport and a divekick he can use to stay slippery, but he really needs to get into the opponent's face and stay there to be effective. Thankfully, you can bring in assists to help with covering his weak points, so if he sounds appealing, he may make a good addition to your team.

TODO: Add frame data, as well as missing sprites

Gameplay

Akuma is a brutal offensive presence who can use his variety of powerful specials to keep the opponent guessing. His main weaknesses are his dangerously low stamina and his lack of range outside fireballs and beams.

Strengths Weaknesses
  • Very nice offensive toolkit- plenty of fast and powerful moves
  • Stubby but quick normals
  • Very damaging Level 3 super- the Raging Demon does a lot of damage when you can land it
  • Five super moves, all of them allowing for some big damage
  • Good wavedash, as well as a quick teleport and a divekick makes for above-average mobility
  • His Zankuu Hadoken (air fireball) is great at harassing your opponent from the air, as well as evading attacks
  • Terrible defense- he takes more damage from attacks than most of the cast, so he must be careful to avoid getting hit
  • Overall lacks range on his attacks- his normals are a bit stubby, so he has to use his projectiles and mobility to compensate
  • Struggles against strong zoning. Not completely helpless against it, but his options for evading it are kind of limited
  • Sort of like Magneto in that he has to play aggressively to win- he can't turtle very well
  • Raging Demon is quite slow to come out, even though it hurts when it hits

Character Summary

Special Moves

Gohadoken (Fireball)
  • Qcf.png + Lp.png
Zankuu Hadoken (Air fireball)
  • Qcf.png + Lp.png / Hp.png (Air Only)
Goshoryuken (Dragon Punch)
  • Dp.png + Lp.png / Hp.png (Air OK)
Tatsumaki Zankuu Kyaku (Hurricane Kick)
  • Qcb.png + Lk.png / Hk.png (Air OK)
Tenma Kyuujin Kyaku (Divekick)
  • Qcb.png + Lk.png / Hk.png (Air Only)
Jigoku Guruma (Command Throw)
  • Hcb.png + Hk.png (close)
Super Moves

Messatsu Gou Shouryuu (Shoryuken super)
  • Qcf.png + Lp.png + Hp.png
Messatsu Gou Rasen (Hurricane kick super)
  • Qcf.png + Lk.png + Hk.png
Tenma Gou Zankuu (Air fireballs)
  • Qcf.png + Lp.png + Hp.png (Mashable)
Messatsu Gou Hadou (Beam super)
  • Qcb.png + Lp.png + Hp.png
Shun Goku Satsu (Raging Demon)
  • Lp.png, Lp.png, F.png Lk.png, Hp.png
Assist Types

Type α - Projectile Type
  • Assist: Hp.png Gohadoken
  • Counter: Hp.png Gohadoken
  • Combination: Messatsu Gou Hadou
Type β - Anti-air Type
  • Assist: Hp.png Goshoryuken
  • Counter: Hp.png Goshoryuken
  • Combination: Messatsu Gou Shouryuu
Type γ - Expansion Type
  • Assist: Hk.png Tatsumaki Zankuu Kyaku
  • Counter: Hk.png Tatsumaki Zankuu Kyaku
  • Combination: Messatsu Gou Rasen

Moves List

Normal Moves

Ground Normals

Light Punch
5LP / s.LP
MVC2 Akuma 5LP.png
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder text



Medium Punch
5MP / s.MP
MVC2 Akuma 5MP 2.png
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Placeholder Placeholder Placeholder -

Placeholder


Heavy Punch
5HP / s.HP
MVC2 Akuma 5HP.png
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Placeholder Placeholder Placeholder -

Placeholder


Crouching Light Punch
2LP / cr.LP
MVC2 Akuma 2LP.png
Caption
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder


Crouching Medium Punch
2MP / cr.MP
MVC2 Akuma 2MP.png
Caption
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder


Crouching Heavy Punch
2HP / cr.HP
MVC2 Akuma 2HP.png
Punch your opponent into the air
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder


Air Normals

Air Light Punch
jump+Lp.png
MVC2 Akuma J.LP.png
One punch.
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Quick air normal



Air Medium Punch
Jump+Mp.png
MVC2 Akuma J.MP.png
Another punch.
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder text


Air Heavy Punch
Jump+Hp.png
MVC2 Akuma J.HP.png
Sends them down if they're in the air.
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Helpful for building meter- usable several times in a super jump


Air Light Kick
Jump+Lk.png
MVC2 Akuma J.LK.png
.
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -


Air Medium Kick
Jump+Mk.png
MVC2 Akuma J.MK.png
.
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -


Air Heavy Kick
Jump+Hk.png
MVC2 Akuma J.HK.png
.
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -


Command Normals

Forward Heavy Punch
6HP // F.png + Hp.png
MVC2 Akuma 6HP 2.png
Karate chop
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Overhead Placeholder Placeholder Placeholder -

A slow karate chop that works as an overhead. Blockable on reaction, so be careful using it.


Air Up Medium Kick
j.8MK / jump + U.png+Mk.png
MVC2 Akuma J.8MK.png
Smaller, but higher hitbox than your normal j.MK
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Placeholder Placeholder Placeholder -

Useful for putting your opponent in position for his air fireball super during an air combo.



Air Up Heavy Kick
j.8HK / jump + U.png+Hk.png
MVC2 Akuma J.8HK.png
Different hitbox, same good damage
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Flows from j.8MK pretty well.


Universal Mechanics

Launcher
3HK / Df.png+Hp.png
MVC2 Akuma 2HP.png
Akuma's universal launcher
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder text


Special Moves

Gohadoken
236 + P // QCF+P // Qcf.png+P.png
MVC2 Akuma Gohadoken 01.png
MVC2 Akuma Gohadoken 02.png
It's not that color in-game, but the hitbox is the same
Damage Startup Active Recovery Guard
- - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Placeholder text


Zankuu Hadoken
236 + P // QCF+P // Qcf.png+P.png
MVC2 Akuma Zankuu Hadoken 01.png
MVC2 Akuma Zankuu Hadoken 02.png
Damage Startup Active Recovery Guard
- - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Air Only Special, Super - - -

Placeholder text


Goshoryuken
623 + P // F,D,DF+P // Dp.png+P.png
MVC2 Akuma Goshoryuken 01.png
MVC2 Akuma Goshoryuken 02.png
MVC2 Akuma Goshoryuken 03.png
MVC2 Akuma Goshoryuken 04.png
This move has odd hitboxes
Damage Startup Active Recovery Guard
- - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Air OK Special, Super - - -

Placeholder text


Tatsumaki Zankuu Kyaku
214 + K // Qcf.png+P.png
MVC2 Akuma Tatsumaki Zankuu Kyaku 01.png
MVC2 Akuma Tatsumaki Zankuu Kyaku 02.png
MVC2 Akuma Tatsumaki Zankuu Kyaku 03.png
MVC2 Akuma Tatsumaki Zankuu Kyaku 04.png
Not as good as it is in SFA3, but not bad.
Damage Startup Active Recovery Guard
- - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Air OK Super - - -

Like most of his other appearances, this move pops the opponent up for some minor juggles. Can lead into his air fireball super if done on the ground.


Tenma Kuujin Kyaku
214 + K // Qcb.png+K.png
Damage Startup Active Recovery Guard
- - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Air OK Special, Super - - -

Placeholder text


Jigoku Guruma
63214 + HK // Hcb.png+Hk.png
Damage Startup Active Recovery Guard
- - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Command throw.



Hyper Combos

Messatsu Gou Shouryuu
236 + PP // Qcf.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder text


Messatsu Gou Hadou
214 + PP // Qcb.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Placeholder text


Messatsu Gou Rasen
214 + KK // Qcb.png+Lk.png+Hk.png
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Really good corner carry on the last hit- sends them flying


Tenma Gou Zankuu
236 + PP // Qcb.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Air Only Placeholder Placeholder Placeholder -



Shun Goku Satsu (Raging Demon)
5LP, 5LP, 6, 5LK, 5HP // Lp.png , Lp.png , F.png , Lk.png , Hp.png
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Grab, Level 3 Placeholder Placeholder Placeholder -

Slow to come out, but does very nice damage if you hit.



Variable Assists

Projectile Type
A1 // A2
MVC2 Akuma Gohadoken 01.png
MVC2 Akuma Gohadoken 02.png
Type α
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

HP Gohadoken. Variable counter is also HP Gohadoken. Variable Combination super is Messatsu Gou Hadou.

Decent projectile.


Anti-Air Type
A1 // A2
MVC2 Akuma Goshoryuken 03.png
Type β
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

HP Goshoryuken. Variable counter is also HP Goshoryuken. Variable Combination super is Messatsu Gou Shouryuu.

Nice anti-air.


Expansion Type
A1 // A2
MVC2 Akuma Tatsumaki Zankuu Kyaku 02.png
Type γ
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

HK Tatsumaki Zankuu Kyaku. Variable Counter is also HK Tatsumaki Zankuu Kyaku. Variable Combination super is Messatsu Gou Rasen.

Useful for combos.


Taunt

Other

Ashura Warp
241 + PP/KK or 623 + PP/KK // Template:DP or Template:RDP + Lp.png+Hp.png or Lk.png + Hk.png
Damage Startup Active Recovery Guard
Placeholder Placeholder Placeholder Placeholder Placeholder
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Placeholder Placeholder Placeholder Placeholder -

Full invincible during startup and movement




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