Marvel vs Capcom 2/Akuma

From SuperCombo Wiki

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, although they lack range outside the projectiles
  • Very damaging Level 3 super- the Raging Demon does a lot of damage when you can land it
  • Five super moves total, all of them allowing for some big damage
  • Above average mobility- good wavedash, as well as a quick teleport and a divekick give him some ways to stay slippery
  • Terrible defense- he takes significantly more damage from attacks than most of the cast does, so you'd best not let him get combo'd
  • Overall lacks range on his attacks- his normals are pretty 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.
  • Needs to remain on offense to have a chance at winning- he can't turtle very well
  • Raging Demon is quite slow to come out, even though it hurts when it hits
MVC2 akuma art.png

Character Summary

Special Moves

Gohadoken (Fireball)
  • Qcf.png + Lp.png
Zankuu Hadoken (Air fireball)
  • Qcf.png + Lp.png / Hp.png (Aironly.png)
Goshoryuken (Dragon Punch)
  • Dp.png + Lp.png / Hp.png (Airok.png)
Tatsumaki Zankuu Kyaku (Hurricane Kick)
  • Qcb.png + Lk.png / Hk.png (Airok.png)
Tenma Kyuujin Kyaku (Divekick)
  • Qcf.png + Lk.png / Hk.png (Aironly.png)
Jigoku Guruma (Command Throw)
  • Hcb.png + Hk.png (close)
Ashura Senkuu (Teleport)
  • Dp.png or Rdp.png + Lp.png + Hp.png or Lk.png +Hk.png
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 // Lp.png
MVC2 Akuma 5LP.png
Damage Startup Active Recovery Guard
4 5 4 4 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Quick punch, low range and damage with good speed



Medium Punch
5MP // Mp.png
MVC2 Akuma 5MP.png
MVC2 Akuma 5MP 2.png
Damage Startup Active Recovery Guard
7 4 8 15 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -


Heavy Punch
5HP // Hp.png
MVC2 Akuma 5HP.png
Damage Startup Active Recovery Guard
13 6 9 17 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, Super - - -


Light Kick
5LK // Lk.png
MVC2 Akuma 5LK.png
Kick
Damage Startup Active Recovery Guard
13 7 11 7 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
HL Chain, Special, Super - - -


Heavy Kick
5MK // Mk.png
MVC2 Akuma 5MK.png
Kick
MVC2 Akuma 5MK 2.png
Damage Startup Active Recovery Guard
13 10 9 8 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Heavy Kick
5HK // Hk.png
MVC2 Akuma 5HK.png
Kick
Damage Startup Active Recovery Guard
13 10 9 8 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -


Crouching Light Punch
2LP // D.png + Lp.png
MVC2 Akuma 2LP.png
Caption
Damage Startup Active Recovery Guard
4 4 5 5 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Quick low move, good up close


Crouching Medium Punch
2MP // D.png + Mp.png
MVC2 Akuma 2MP.png
Caption
Damage Startup Active Recovery Guard
7 5 5 9 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Heavy Punch
2HP // D.png + Hp.png
MVC2 Akuma 2HP.png
Punch them into the air
Damage Startup Active Recovery Guard
7 5 13 12 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Light Kick
2LK // D.png + Lk.png
MVC2 Akuma 2LK.png
Low kick
Damage Startup Active Recovery Guard
13 5 7 5 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Medium Kick
2MK // D.png + Mk.png
MVC2 Akuma 2MK.png
Low kick, now with more range.
Damage Startup Active Recovery Guard
13 6 7 9 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -



Crouching Heavy Kick
2HK // D.png + Hk.png
MVC2 Akuma 2HK.png
Knocks down, of course!
Damage Startup Active Recovery Guard
13 6 7 9 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -


Air Normals

Air Light Punch
j.LP // Jump + Lp.png
MVC2 Akuma J.LP.png
One punch.
Damage Startup Active Recovery Guard
4 8 11 1 High
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Quick air normal



Air Medium Punch
j.MP // Jump + Mp.png
MVC2 Akuma J.MP.png
Another punch.
Damage Startup Active Recovery Guard
7 6 10 1 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Aironly.png Chain, Special, Super - - -

text


Air Heavy Punch
j.HP // Jump + Hp.png
MVC2 Akuma J.HP.png
Sends them down if they're in the air.
Damage Startup Active Recovery Guard
13 9 7 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

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


Air Light Kick
j.LK // Jump + Lk.png
MVC2 Akuma J.LK.png
Big knee
Damage Startup Active Recovery Guard
4 8 11 1 -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Air Medium Kick
j.MK // Jump + Mk.png
MVC2 Akuma J.MK.png
.
Damage Startup Active Recovery Guard
7 10 8 10 High
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Air Heavy Kick
j.HK // Jump + Hk.png
MVC2 Akuma J.HK.png
.
Damage Startup Active Recovery Guard
13 8 7 9 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -


Command Normals

Forward Heavy Punch
6HP // F.png + Hp.png
MVC2 Akuma 6HP.png
Karate chop
MVC2 Akuma 6HP 2.png
Damage Startup Active Recovery Guard
4+6 27 17 9 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Template:Overhead None - - -

A slow karate chop that works as an overhead. Blockable on reaction and unable to cancel into anything else afterward, so be sure you'll hit before you throw this one.


Forward Heavy Kick
6HK // F.png + Hk.png
MVC2 Akuma 6HK.png
Hop kick
Damage Startup Active Recovery Guard
7 19 17 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

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


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
7 5 17 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

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
12 13 7 10 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Flows from j.8MK pretty well.


Universal Mechanics

Launcher
3HP // Df.png + Hp.png
MVC2 Akuma 2HP.png
Akuma's universal launcher
Damage Startup Active Recovery Guard
13 5 13 12 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Template:Launcher Super Jump, Chain, Special, Super - - -

A slightly higher damaging version of Akuma's 2HP. Seems like the same hitbox as well, not much point in using this as it's harder to hit confirm.


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
14 (both versions) - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Super - - -

A standard shoto fireball. HP version travels faster than LP version, but the damage between the two is the same. As a very basic projectile, it doesn't have much use against any character/assist with a beam or highly durable projectile.


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
13 (both versions) - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Aironly.png Super - - -

An Akuma staple. Not as oppressing in this game as in others, but still good at covering some space in the air or for stalling/covering Akuma's descent. Can only be used once when normal jumping but can be used as many times as can be input during a super jump, so TKing the input (2369P) is useful.


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
Makes you invincible, like a SRK should do
Damage Startup Active Recovery Guard
19 (light) / 16 + 4 + 4 (heavy, 3 hits) - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Airok.png Super - - -

A pretty good DP. Multiple hits, goes slightly farther than Ryu's DP but not as far as Ken's (and definitely not Sakura's). Mainly useful as a reversal as it has invincibility on startup (roughly 3 frames). Extremely unsafe on block but does good damage, so it can be useful as a combo ender where j.HP/j.HK won't kill.


Tatsumaki Zankuu Kyaku
214 + K // Qcb.png + K.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
Pretty good.
Damage Startup Active Recovery Guard
6 x 3 (light) / 5 + 5 + 5 + 4 + 4 (heavy) - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Airok.png Super - - -

Like most of his other appearances, this move pops the opponent up for some minor juggles. The best use of this move is using it in the air either after a magic series, and followed by an air fireball super (j.236PP), or immediately following a launcher (and maybe a j.lp to position the opponent correctly) to abuse the air tatsu glitch, allowing this move to do an extremely high amount of damage with little to no effort and no meter. However, if the air fireball super is used after an air tatsu, characters may fall out of the super, leading to very little damage and possibly a punish on Akuma if rolled and performed low to the ground. This can be generally avoided by ensuring that Akuma is very close to the opponent and at a perfect diagonal so that nearly every fireball hits.


Tenma Kuujin Kyaku
236 + K // Qcf.png + K.png
MVC2 Akuma Tenma Kuujin Kyaku 01.png
Makes you fall very quickly
Damage Startup Active Recovery Guard
12 (light) / 18 (heavy, all hits) - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Aironly.png None - - -

Akuma drops like a brick when you use this, so it can be useful for dodging stuff.


Jigoku Guruma
63214 + HK // Hcb.png + Hk.png
Damage Startup Active Recovery Guard
16 - - - N/A
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Command throw. Doesn't have a whiff animation. Because it shares part of the motion with your Tatsumaki Zankuu Kyaku, it can be used as an option select up close.


Hyper Combos

Messatsu Gou Shouryuu
236 + PP // Qcf.png + Lp.png + Hp.png
MVC2 Akuma Messatsu Gou Shouryuu 01.png
MVC2 Akuma Messatsu Gou Shouryuu 02.png
MVC2 Akuma Messatsu Gou Shouryuu 03.png
MVC2 Akuma Messatsu Gou Shouryuu 04.png
Akuma's version of the Shoryu Reppa
Damage Startup Active Recovery Guard
41 max - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- No - - -

A good reversal super, as it comes out relatively quickly and has a few frames of invincibility on startup. Akuma also moves forward quite far and fast before rising into the air, so it can be used to punish even longer ranged moves or closely thrown fireballs.


Messatsu Gou Hadou
214 + PP // Qcb.png + Lp.png + Hp.png
MVC2 Akuma Messatsu Gou Hadou 01.png
MVC2 Akuma Messatsu Gou Hadou 02.png
MVC2 Akuma Messatsu Gou Hadou 03.png
This is the beam hitbox- it's a bunch of these that overlap
MVC2 Akuma Messatsu Gou Hadou 04.png
Hitbox closest to his hands- not optimal
Damage Startup Active Recovery Guard
45-51 if all hits connect - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Slow startup, but great range.


Messatsu Gou Rasen
214 + KK // Qcb.png + Lk.png + Hk.png
MVC2 Akuma Messatsu Gou Rasen 01.png
MVC2 Akuma Messatsu Gou Rasen 02.png
MVC2 Akuma Messatsu Gou Rasen 03.png
MVC2 Akuma Messatsu Gou Rasen 04.png
Rising blender kick- Shinryuken with kicks instead of a punch
Damage Startup Active Recovery Guard
45 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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


Tenma Gou Zankuu
236 + PP // Qcb.png + Lp.png + Hp.png
MVC2 Akuma Tenma Gou Zankuu 01.png
MVC2 Akuma Zankuu Hadoken 01.png
MVC2 Akuma Zankuu Hadoken 02.png
Made up of lots of these.
Damage Startup Active Recovery Guard
45-46 (varies) - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Aironly.png - - - -

Useful as a combo ender- you can land it after a Tatsu or after an air combo, for example. As previously mentioned, be careful using this super after an air tatsu; if Akuma is not positioned correctly, the opponent can fall out, leading to significantly reduced damage at best, and a punish at worst (thanks Cable).



Shun Goku Satsu (Raging Demon)
5LP, 5LP, 6, 5LK, 5HP // Lp.png , Lp.png , F.png , Lk.png , Hp.png
MVC2 Akuma Shun Goku Satsu 01.png
I still have more!
Damage Startup Active Recovery Guard
70 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Grab, Level 3 - - - -

Slow to come out, but does very nice damage if you hit.
It's slow,


Variable Assists

Projectile Type
A1 // A2
MVC2 Akuma Gohadoken 01.png
MVC2 Akuma Gohadoken 02.png
Type α
Damage Startup Active Recovery Guard
13 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

HP Gohadoken. Variable counter is also HP Gohadoken. Variable Combination super is Messatsu Gou Hadou. An okay projectile assist, but generally not used as both of his other assists are much better (especially tatsu assist). Also not terribly useful due to his fireball having no durability, in a game where the best projectile assists are literal beams. His alpha counter being a fireball makes this assist even less worthwhile.


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

HP Goshoryuken. Variable counter is also HP Goshoryuken. Variable Combination super is Messatsu Gou Shouryuu. A good anti-air assist, as Akuma covers a good portion of the screen in front of the point character, and he has invincibility on startup of the move. Also features a great alpha counter in his DP. Despite its practicality, this assist is generally not picked over tatsu assist, especially considering how competitive the anti-air assist niche is in this game.


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

HK Tatsumaki Zankuu Kyaku. Variable Counter is also HK Tatsumaki Zankuu Kyaku. Variable Combination super is Messatsu Gou Rasen. Despite this assist's alpha counter being mediocre, and the THC being useless, this is Akuma's preferred assist choice. Travels quite far past the point character, and puts opponent in a lot of hitstun if it connects which makes picking up combos off of this assist very easy. This assist is also great for trapping your opponent and forcing them to eat a mixup if they do block the assist. It does leave Akuma somewhat unsafe after the tatsu, so don't be predictable or carefree when calling this assist unless you want him to get blown up. Overall, a very powerful assist that can quickly catch opponents not paying attention, leading to a high damage conversion, and run the ground-game against opponents who don't counter-call it.


Taunt

Other

Ashura Warp
241 + PP/KK or 623 + PP/KK // Dp.png or Rdp.png + Lp.png + Hp.png or Lk.png + Hk.png
MVC2 Akuma Ashura Warp 01.png
Moving
MVC2 Akuma Ashura Warp 02.png
Startup
Damage Startup Active Recovery Guard
0 (no hitbox) - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Full invincible during startup and movement.
the stick input determines the direction- Dp.png goes forward and Rdp.png goes backward
PP goes behind your opponent, but KK goes a short distance in either direction




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