豪鬼, Gouki | |
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Category | Normal |
Playstyle | Glass cannon shoto |
Difficulty | Average |
Max Mode Needed? | Up to you, but very helpful |
Tier Placement | Very Strong (A), Maybe S Tier |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 255 |
Wall Jump | No |
Introduction
Akuma, known as Gouki in Japan, is one of many shotos in SVC, and a popular antagonist character in the Street Fighter series, power hungry for the Satsui no Hado and made infamous thanks to his overpowered, yet secret, boss form in Super Turbo. There are many examples of shotos in SVC, so it's fairly easy to overlook Akuma in this game, especially when Shin Akuma exists. To narrow it down, Ryu's a simple, basics focused shoto with decent zoning, Ken is the more aggressive shoto, and Akuma is the glass cannon shoto with tons of offense focused tools. It'd be unwise to sleep on Akuma, however, because even if he isn't as good as Shin Akuma, his mixups, speed, air fireball pressure, phenomenal Exceed, and plentiful variety in his approach makes mastering him incredibly rewarding. The best part? Almost everyone knows the Shin Akuma matchup, but they very likely don't have a clue on normal Akuma.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
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.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 5 | 5 | 13 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 2, 5 | 14 | 25 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 9 | 5, (2), 2 | 15 | 33 | 2nd= +3 | 2nd= +1 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 4 | 13 | +4 | +2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 6 | 7 | 20 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 6 | 19 | 32 | -5 | -7 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 9 | 3 | 17 | 29 | +0 | -2 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 8 | 15 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 1, 1, 6 | 20 | 33 | -8 | -10 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 11 | 2 | 22 | 35 | SKD | -6 | - | |
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Jumping Normals
For the jumping attacks, remember: You CANNOT cancel air normals into his Air Fireball/Air Tatsu/Air Super.
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 23 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 22 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 22 | - | - | - | - | - | |
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 20 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 3 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 4 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 4 | 5 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 5 | 3 | - | - | - | - | - | |
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Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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j.qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
j.qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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(14x4)+(23x3) | 15 (DP 1-2), 24 (DP 3) | Mid | (2x4)+(2x3) | 0 | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30x8 | 32 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30x8 | 32 | Mid (Low on feet) | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
136 | 136 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Strategy
Basic Strategy
Akuma's gameplan
Akuma's gameplan is simple. Just try to be offensive almost every time with his combos, mixups and his dangerous Exceed(Don't make it whiff, please). You can use the Shoto's classic gameplan too(Something like throw projectiles, and when your opponent tries to do a jump-in, DP on him, but don't try to do that every time, okay?).
Advanced Strategy
Well, this is the good part. Now you'll see what Akuma can do in the intermediate/pro levels. Prepare yourself.
Akuma's Resets
Akuma's resets are a little strange, but important to continue on the offensive. Generally they are made on the corner, and it's not that hard. Try this: Do any combo finishing with a QCB+B and hit the opponent with a normal move while he/she is on that juggle state. The opponent will be standing when he/she lands, and if you want, continue your mixups and you can even land your unblockable Exceed with this. There is a possible setup in midscreen too, but that's harder.
Canceling jumping normals into the Air fireball
You actually can cancel jumping normals into the Air fireball, but only in Max Mode. And remember that combo with 2 Air projectiles? You can do while canceling air normals too. Try this: Jump uf(Neutral is better if you want to do corner combos), j.D/C, Air Fireball, Jump again, j.D/C, Air fireball, Any combo. Oh, and remember that the same applies with the Air Super too, but this doesn't work very vell with the Air Hurricane Kick(You can cancel, but it's harder to combo because it knocks down).
Quick Air Fireball/Super
This is not that hard. A quick Air fireball can help you almost every time. The input is like Sagat's Tiger Knee, and here it is, if you don't know:
For the normal Air fireball: QCF, uf/ub(You'll do a High Jump after this), P(You need to time well)
For the Super Air fireball: QCF(2x), uf/ub, P(The same applies here)
The normal Air fireball is better when used with this strategy, because Akuma will crossup the opponent depending of your opponent's position(The projectile will hit the opponent normally, and Akuma will land on the opponent's back, and, if you want, you can grab him/her or you can do some blockstrings). The Super Air fireball is better to use only on the opponent's wakeup, because it's a little slow, and you can get hit by those wakeup anti-airs too, but you can hit the wakeup anti-air with this move, so use at your risk.
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
Akuma has a lot of Max Mode combos, but even without that his combo potential is quite high.
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
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(j.X / j.qcf P,) cl./cr.C, db.D, qcf P | TBA | TBA | TBA | TBA | Use the QCF+P if you don't have meter. |
Starter, (db.D,) qcb B, dash into dp P | TBA | TBA | TBA | TBA | Either DP works here, it is possible to combo the tatsu after db.D, but only if Akuma is at point blank range when doing cl.C and if you cancel db.D immediately. That said, it's easier to just omit the db.D entirely or reserve this combo for punishes. This combo only works due to how close Akuma is to the opponent that gives him just enough time to run up and do a DP midscreen after tatsu, without needing to do a corner combo for it. Not an essential combo but a cool one nonetheless, and one to dispell the misbelief that tatsu into DP isn't possible midscreen. |
(j.X / j.qcf P,) cr.D, dp K > P | TBA | TBA | TBA | TBA | Remember the combo from the cr.D? It's here. The only possible combo from the cr.D. The opponent can't recovery roll from this too. |
(Corner only) (j.X / j.qcf P,) cl.C, f.D, qcb B, dp P | TBA | TBA | TBA | TBA | Akuma's well-known combo. Very simple but only consistent in the corner. |
(Corner only) (j.X / j.qcf P,) cl.C, f.D, qcb B, qcf x2 P | TBA | TBA | TBA | TBA | Akuma's well-known combo. Very simple but only consistent in the corner. |
(j.X / j.qcf P,) cl./cr.C, db.D, qcf x2 P | TBA | TBA | TBA | TBA | Practical combo. It does nice damage too, and with the Super, it does more than 50% of one bar without an attack in the air. |
(j.X / j.qcf P,) cr.B x2-3, db.D, qcb B, hcb x2 C | TBA | TBA | TBA | TBA | Good combo starting with a low hit to use on midscreen. The HCB(2x)+C part can be hard to do, but it's possible. If you do this combo in the corner, you can do the follow-up below: |
(Corner only) (j.X / j.qcf P,) cr.B x2-3, db.D, qcb B, hcb x2 C, qcb B, dp P | TBA | TBA | TBA | TBA | Yeah, you can get more damage on that combo. Remember to time well too if you want to do this followup. The speed of the Air Projectile can help you sometimes. Assume you corner someone and then jump back to fire an Air Fireball before jumping forward for another Air Fireball. If the first one hits, the second one will combo from it, and you can combo from there. You can get more damage from the first combo. |
(Corner only) (j.X / j.qcf P,) cr.B x2-3, db.D, qcb B, hcb x2 C, qcb B, qcf x2 P | TBA | TBA | TBA | TBA |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X / j.qcf P,) cl.C, dp C(2), (SC)qcf x2 P | TBA | TBA | TBA | TBA | This is an easy one. If you're having problems on canceling, after the DP hits the opponent just do a QCF+P and the Super will come out. |
(Corner only) (j.X / j.qcf P,) db.D, f.D, qcb B, follow-up | TBA | TBA | TBA | TBA | Combo starting with a low. A nice mixup combo. If you're in midscreen, just cancel the db+D on a QCB+B/QCF+C. |
(j.qcf P,) f.C, dp C(2), (SC)qcf x2 P | TBA | TBA | TBA | TBA | A variation of the first combo, starting with an overhead. Nice for wakeup mixups with the combo above. |
(Anywhere) [dp C(2), (C)f.D,]xN, dp C(2), (SC)qcf x2 P | TBA | TBA | TBA | TBA | Better when used as a punish combo (Don't try to do jump attacks/normals to get more damage). The game might sometimes do a Super, due to the many DP inputs. |
(Midscreen to corner), cr./cl.C, dp C(2), (C)qcb B, dash, dp C(2), (C)qcb B, [(in corner) dp C(2), (C)dp K > K,]x1-2, hcb x2 P, qcf x2 P | TBA | TBA | TBA | TBA | This is a punish combo that isn't too hard. You don't need to be in midscreen to do the first part. You don't even need to dash if you're already in the corner. Great damage. If you need damage on the QCF(2x)+P part, try to hit the opponent with the third Shoryuken. |
(Anywhere) [dp C(2), (C)f.D,]xN, dp C(2), (SC)Exceed | TBA | TBA | TBA | TBA | Better when used as a punish combo (Don't try to do jump attacks/normals to get more damage). The game might sometimes do a Super, due to the many DP inputs. |