UMVC3/Akuma

From SuperCombo Wiki


Introduction

A recurring antagonist in the Street Fighter series, Akuma is a martial artist who became obsessed with the idea of growing stronger and defeating his opponents, often by killing them. Embracing the Satsui no Hadou, Akuma searches for worthy opponents to battle.


In UMvC3, Akuma is a simple but effective character who runs away while harassing with aerial fireballs and trying to snipe opponents with his fast beam hyper.

Strengths Weaknesses
  • Great Damage: Very solid solo damage, including the ability to use multiple Level 1 Hypers in a single combo.
  • Assist Potential: Powerful assist for some characters in Tatsumaki, which destroys projectiles while providing a large amount of lockdown.
  • Keepaway Utility: Possesses several invincible tools to escape pressure with his Teleport and Dragon Punch attacks.
  • Range: Poor range on most normals.
  • Weak Mixups: Even in X-Factor, he has a lackluster mixup game, usually having to rely on chip damage and keepaway to kill.
  • Low Health:Tied for the second-lowest health total in the game.
  • Poor Zoning: Without meter to threaten his beam Hyper, Akuma's zoning is much less threatening.
UMVC3 Akuma Nameplate.png
UMVC3 Akuma Portrait.png
Health 750,000
Invulnerable Reversal(s) 623X, 623XX, L L 6M H
Grounded Magic Series Stronger+
X-Factor Damage Boost (1/2/3) 32.5% / 55% / 77.5%
X-Factor Speed Boost (1/2/3) 7.5% / 15% / 22.5%
Air Movement Options
Air Actions Air Jumps? Air Dash? Flight? WallJump?
0 No No No No
Minimum Attack Scaling
Normals Specials Hypers
10% 20% 33%

Move List

Assists

Gohadoken
Assist A
UMVC3 Akuma 236M.png
Damage Startup Active Recovery
90,000 38 - 141, 111
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 5

THC Hyper: Messatsu Gohado. Extremely vanilla projectile assist. Although it comes out noticeably faster than common beam assists, this is usually negated by the fact that the projectile has to also physically travel to its target. It also loses on durability to many other projectile assists. Does stay on screen for a very long total time compared to many common assists, which can be useful.

Tatsumaki Zankukyaku
Assist B
UMVC3 Akuma 214X.png
Damage Startup Active Recovery
40,000 x2 + 70,000 32 17(6)6 110, 80
On Hit On Block Guard Properties
- - Mid Nullifies low and medium priority projectiles, Strk.png

THC Hyper: Messatsu Goshoryu. Recommended assist choice, and one of the primary reasons to use Akuma. Advances forward while kicking around him, hitting three total times.

High amount of total lockdown, and can also be used to juggle opponents and convert stray hits or instant overheads. Unfortunately, this assist also carries the opponent quite far, so you will need to move quite quickly to follow up on it outside the corner.

Additionally, Akuma's tatsu assist nullifies non-hyper projectiles it comes into contact with, including beams.

Hyakki Gojin
Assist Y
UMVC3 Akuma AssistY.png
Damage Startup Active Recovery
90,000 59 11 93, 63
On Hit On Block Guard Properties
- - OH Groundbounce.png vs airborne, Otg.png

THC Hyper: Messatsu Gohado. Akuma hops into the air and then divekicks back down. Because this move hits Overhead, it can be used to set up high/low unblockables or similar mixups when paired with a low attack from the point character. In practice, the short range of this assist makes a setup like this difficult to perform, and rarely worth the loss of Tatsu assist.

Ground Normals

Stand Light
5L
UMVC3 Akuma 5L.png
Damage Startup Active Recovery
53,000 6 3 6
On Hit On Block Guard Properties
+6 +5 Mid Rpdfire.png

Fairly standard jab, although slower than the average 5L. Can be useful as an anti-air; its rapid fire property allows you to mash this attack and juggle an airborne opponent long enough to confirm into 5S.

Stand Medium
5M
UMVC3 Akuma 5M.png
Damage Startup Active Recovery
40,000 x2 9 5 14
On Hit On Block Guard Properties
+4 +2 Mid -

Double-hitting combo filler attack. 5M is less preferred compared to 2M due to the normal scaling from two hits. This does have a fairly high vertical hitbox so it can be useful for dashing under an opponent on incoming and using with an assist to cross-under an opponent.

Stand Heavy
5H
UMVC3 Akuma 5H.png
Damage Startup Active Recovery
88,000 8 4 18
On Hit On Block Guard Properties
+3 +1 Mid -

Powerful standing normal. Akuma can combo into this from a myriad of ways and is a great normal with lots of hitstun that can be used later in combos.


Crouching Light
2L
UMVC3 Akuma 2L.png
Damage Startup Active Recovery
48,000 5 2 11
On Hit On Block Guard Properties
+2 +1 Low Rpdfire.png

Slightly faster than 5L, but still slower than many character's light attacks. Useful to stagger for baiting pushblock.

Crouching Medium
2M
UMVC3 Akuma 2M.png
Damage Startup Active Recovery
75,000 6 3 14
On Hit On Block Guard Properties
+3 +1 Mid -

Note: Does not hit low. Akuma's 2M is aimed higher than most crouching normals. It is much faster than his 5M, more comparable to his light normals while also causing significantly more hitstun. However, 2L has slightly superior range.

Crouching Heavy
2H
UMVC3 Akuma 2H.png
Damage Startup Active Recovery
85,000 8 4 25
On Hit On Block Guard Properties
- -6 Low Strk.png, Softknockdown.png

Standard sweep attack.


Launcher/Special
S
UMVC3 Akuma 5S.png
Damage Startup Active Recovery
90,000 7 3 21
On Hit On Block Guard Properties
Launch -1 Mid Launch.png, Nocancel.png

Safe launcher. Has poor horizontal range, but covers the area above Akuma quite well. Akuma can dash underneath an incoming character and attack with 5S for a crossup.

Aerial Normals

Jumping Light
j.5L
UMVC3 Akuma jL.png
Damage Startup Active Recovery
53,000 8 9 7
On Hit On Block Guard Properties
+9 +8 OH -

Poor range, and unfortunately also too slow to hit as an instant overhead except against the largest opponents.

Jumping Medium
j.5M
UMVC3 Akuma jM.png
Damage Startup Active Recovery
70,000 10 3 23
On Hit On Block Guard Properties
+15 +13 OH -

Decent air-to-air and combo filler. Also has a (small) cross-up hitbox. Works as an instant overhead against big bodies. j. 5M can be inputted very late into Akuma's jump arch as it will typically still manifest just before Akuma lands and be used as a sneaky overhead under the cover of assists.

Jumping Heavy
j.5H
UMVC3 Akuma jH.png
Damage Startup Active Recovery
88,000 10 3 23
On Hit On Block Guard Properties
+15 +13 OH -

Upward-angled airthrow OS attack. Useful for chasing down opponents who attempt to superjump away from Akuma.

When using this attack in neutral (usually when fishing for an airthrow or throw tech), consider buffering a 421L. On a successful throw or throw tech, the special input will have no effect. If j.5H hits, you can confirm into Gosho (421L > L) to start a combo. If j.5H whiffs or is blocked, you can use the divekick or fireball follow-ups to safely escape instead.

Jumping Special
j.5S
UMVC3 Akuma jS.png
Damage Startup Active Recovery
90,000 8 4 16
On Hit On Block Guard Properties
+17 +15 OH Aircombofinisher.png

Solid jump-in hitbox, although L Tatsu and j.5M are also competitive for this purpose. Deals more damage than any of Akuma's other air normals, and is useful in jump loops.

Command Normals

Zugaihasatsu
Chop
6M
UMVC3 Akuma 6M.png
Damage Startup Active Recovery
45,000 x2 21 4 19
On Hit On Block Guard Properties
-1 -3 Overhead Groundbounce.png versus airborne, can be special-canceled

Standing overhead. Akuma can chain into this from any of his Light or Medium normals. If Akuma has successfully used staggered lights to discourage opponents from mashing pushblock, he can open them up with this attack.

6M can be special-canceled. On hit, Akuma can easily confirm by simply chaining into 5S.

As a gimmick, Akuma can fake out opponents by kara-canceling chop into his Raging Demon hyper.


Senpukyaku
6H
UMVC3 Akuma 6H.png
Damage Startup Active Recovery
100,000 18 5 16
On Hit On Block Guard Properties
+10 +2 Mid Strk.png

Akuma performs an advancing, spinning kick, similar to his Tatsumaki special move. However, it does not nullify projectiles in the way that Tatsu does. As an advancing attack that juggles opponents while being very advantageous, it is a solid combo tool.

Despite appearances, this move is not airborne at any point in its duration. Akuma will be put in standing recovery if he is hit during this attack, and he can be thrown out of the startup.


Tenmakujinkyaku
Divekick
j.2M
UMVC3 Akuma j2M.png
Damage Startup Active Recovery
80,000 14 Until grounded 8
On Hit On Block Guard Properties
+11* +9* Mid Not cancelable

Divekick attack. Akuma halts any existing aerial momentum and kicks downwards, with a very slight amount of forward velocity as well. Divekick can not be chained in to, and it also cannot be canceled into anything except for X-Factor, so its combo utility is minimal. However, it has great frame advantage, and can be used as an oppressive neutral tool and combo starter. If this move connects, a safe choice is to mash 5L on landing, which can juggle an airborne opponent while also confirm against a grounded one.

Divekick has a minimum height requirement for activation, similar to the minimum height for airdashes on characters that have them. If attempted below this height, Akuma will perform a regular j.5M instead.

Special Moves

Gohadoken
236X
UMVC3 Akuma 236L.png
L
Qcf.png + L.png
Damage Startup Active Recovery
90,000 14 - 28
On Hit On Block Guard Properties
-4 -6 Mid Priority: Low, Durability: 5
M
Qcf.png + M.png
Damage Startup Active Recovery
90,000 14 - 31
On Hit On Block Guard Properties
-7 -9 Mid Priority: Low, Durability: 5
H
Qcf.png + H.png
Damage Startup Active Recovery
90,000 14 - 34
On Hit On Block Guard Properties
-10 -12 Mid Priority: Low, Durability: 5

Standard projectile special. Button strength determines Akuma's recovery and the speed at which the projectile travels - H version travels fastest and has the longest recovery.

Compared to aerial Gohadoken, this move is more dangerous to use, as it holds Akuma in one place for the duration.

Zanku Hadoken
j.236X
UMVC3 Akuma j236X.png
L
(air)Qcf.png + L.png
Damage Startup Active Recovery
90,000 10 - 35
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 5
M
(air)Qcf.png + M.png
Damage Startup Active Recovery
90,000 10 - 40
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 5
H
(air)Qcf.png + H.png
Damage Startup Active Recovery
90,000 10 - 45
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 5

Aerial version of Akuma's fireball special. Notably, this move does not halt Akuma's aerial momentum, allowing him to stay mobile while putting out projectiles on either approach or retreat. Button strength changes the angle of the fireball - but all versions travel down-forward, so the difference is fairly minor.

Akuma is limited to one fireball per jump. Even if Akuma recovers from this move, and even if the first fireball is destroyed, Akuma can not fire another one until he touches the ground. This limit can be (somewhat) circumvented by using his Demon Flip fireball.


Goshoryuken
623X
UMVC3 Akuma 623L.png
L version
L
Dp.png + L.png
Damage Startup Active Recovery
90,000 6 14 24
On Hit On Block Guard Properties
-2 -15 Mid Invuln until frame 6, airborne from frame 7, Strk.png
M
Dp.png + M.png
Damage Startup Active Recovery
55,000 + 70,000 4 5(1)10 30
On Hit On Block Guard Properties
-4 -23 Mid Invuln until frame 7, airborne from frame 5, Strk.png
H
Dp.png + H.png
Damage Startup Active Recovery
40,000 x2 + 70,000 3 6(1)10 44
On Hit On Block Guard Properties
- -36 Mid Invuln until frame 10, airborne from frame 5, Strk.png

One of the few meterless invincible reversals in the game. Can be used to mash out of pressure, or on reaction to hypers that would otherwise punish him (so long as the hyper is not 0f after the flash).

As a bonus, Akuma can cancel into his fireball hyper, even on whiff, to protect himself from being punished.

All versions of Goshoryuken are not subject to hitstun deterioration.


Tatsumaki Zankukyaku
214X
UMVC3 Akuma 214X.png
L
Qcb.png + L.png
Damage Startup Active Recovery
110,000 8 7 18
On Hit On Block Guard Properties
- -1 Mid Strk.png, Projnull.png, Airborne from frame 8
M
Qcb.png + M.png
Damage Startup Active Recovery
40,000 x2 + 70,000 8 17(6)6 14
On Hit On Block Guard Properties
+11 +3 Mid Strk.png, Projnull.png, Airborne from frame 8
H
Qcb.png + H.png
Damage Startup Active Recovery
35,000 x4 + 70,000 8 41(6)6 16
On Hit On Block Guard Properties
+9 +1 Mid Strk.png, Projnull.png, Airborne from frame 8

Akuma advances forward while attacking 1/3/5 times, depending on button strength. This special will nullify non-hpyer projectiles it comes into contact with, although this move can still be beaten by projectiles that clip Akuma's head while avoiding the hitbox.

Akuma can convert an M or H tatsu hit that carries to the corner by mashing 5S. Outside of the corner, conversion is difficult.

Tatsu is safe on block, but aware opponents can punish it by pushblocking the even-numbered hits, which will cause the 3rd/5th hits to whiff and become unsafe.

Tatsu M version hits 1-2 and Tatsu H version hits 1-4 are not subject to hitstun deterioration. These hits will always work regardless of point in time in combo while landing the respective version of Tatsu. The final hit of each Tatsu version will occur and is subject to hitstun deterioration.

Air Tatsumaki Zankukyaku
j.214X
UMVC3 Akuma j214X.png
L
(air)Qcb.png + L.png
Damage Startup Active Recovery
110,000 5 28 Until grounded +6
On Hit On Block Guard Properties
+13 +12 Mid Strk.png, Projnull.png
M
(air)Qcb.png + M.png
Damage Startup Active Recovery
40,000 x2 + 60,000 5 18(4)6 Until grounded +6
On Hit On Block Guard Properties
+13 +12 Mid Strk.png, Projnull.png
H
(air)Qcb.png + H.png
Damage Startup Active Recovery
35,000 x4 + 60,000 5 42(4)6 Until grounded +6
On Hit On Block Guard Properties
+13 +12 Mid Strk.png, Projnull.png

Aerial version of Akuma's tatsu special. This move does not alter Akuma's aerial momentum - he will continue to move in his current jump arc while kicking around him. Has a very solid cross-up hitbox and retains the projectile nullification of the grounded version, making it a solid jump-in.

In air combos, L Tatsu is preferred as it does all of the damage in a single, up-front hit.

Air Tatsu L version and Air Tatsu M version hits 1-2 are not subject to hitstun deterioration. These hits will always work regardless of point in time in combo while landing the respective version of Air Tatsu. The final hit of each Tatsu version will occur and is subject to hitstun deterioration. All hits of the Air Tatsu H version are subject to hitstun deterioration.


Hyakkishu
Demon Flip
421X
UMVC3 Akuma 421X.png
Damage Startup Active Recovery
- 14 - 37/42/53
On Hit On Block Guard Properties
- - - Airok.png, Airborne starting frame 1 when performed on the ground

Command jump that can be performed while on the ground or while airborne. Button strength changes the height of the flip. Akuma has three follow-up attacks he can perform during Demon Flip (detailed below), for each of the three normal attack buttons. These attacks can be performed from frame 14 onward.

Akuma can stall at superjump height by repeatedly doing Demon Flips into whiffed L follow-up, although he is still limited by the three-specials-per-jump rule.

Hyakki Gosho
Palm
(During Demon Flip) L
UMVC3 Akuma 421XL.png
Damage Startup Active Recovery
100,000 9 4 15
On Hit On Block Guard Properties
- +12 OH Groundbounce.png, Softknockdown.png if ground bounce already used

Akuma performs a downward angled palm strike with limited range. It is an overhead, but typically outclassed by 6M and Gojin Divekick for that purpose. It is the fastest of Akuma's Demon Flip follow-ups, and thus the safest to whiff.

Gosho's primarily useful as a combo tool. j.5H xx 421L > L lets Akuma convert almost any air hit into a ground bounce and relaunch.

Hyakki Gosho is not subject to hitstun deterioration.

Hyakki Gojin
Divekick
(During Demon Flip) M
UMVC3 Akuma 421XM.png
Damage Startup Active Recovery
90,000 14 Until Grounded 8
On Hit On Block Guard Properties
+13 +11 OH Otg.png, Groundbounce.png (vs airborne)

Falling kick attack with a similar angle to his j.2M command normal. Unlike the command normal version, this attack is an overhead. It also can hit cross-up, and is a solid mixup tool. Also useful for picking up after airthrows and in certain combo routes.

Despite the purple flame effect, this move's hitbox is identical to the regular j.2M divekick.

Hyakki Goho
Fireball
(During Demon Flip) M
UMVC3 Akuma 421XH.png
Damage Startup Active Recovery
90,000 10 - Until grounded
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 5

Downward-angled fireball. Can circumvent Akuma's normal limit of one fireball per jump: j.236X, 421X > H can put out two shots in a single jump for additional coverage. As a bonus, this move automatically corrects Akuma's facing if he switched sides with the opponent during Demon Flip.

Once Akuma uses Goho, he is stuck in recovery until he lands, which can only be canceled by hyper or X-Factor.


Ashura Senku
Teleport
623S or 421S
UMVC3 Akuma 623S.png
623S
UMVC3 Akuma 421S.png
421S
Damage Startup Active Recovery
- 14 - 20
On Hit On Block Guard Properties
- - - Invuln frames 14-30

Akuma phases out and then "teleports" across the stage. 623S input will cause Akuma to teleport to the right, while 421S input will make Akuma teleport to the left.

Although this move has some invincibility, it does not occur until 14f in, making it a poor reversal. Instead, Ashura is decent as an offensive tool. It can be used to pass through an opponent, even in the corner, which can create a cross-up situation when paired with an assist.

Hyper Combos

Messatsu Gohado Agyo
Cotton Candy
236XX (1 bar)
UMVC3 Akuma 236XX.png
Damage Startup Active Recovery
11,000 x48 - x96 7+1 76 50
On Hit On Block Guard Properties
- - Mid Airok.png, mashable, Priority: High, Durability: 5 per projectile, scales by 0.97

Akuma unleashes a barrage of fireballs. Although this hyper has very high damage potential if it "shotguns" most of the fireballs, in practice a good percentage of them will whiff. The travel time of the fireballs makes it difficult to use this hyper in neutral, as opponents have additional time to recover. However, this hyper is also very safe on block.

Messatsu Gohado Agyo has variations and is subject to RNG. The number of variations in unclear but RNG is certain.

If Akuma holds H during the super flash of this hyper, he will instead perform its beam version (see below).

Messatsu Gohado Ungyo
Beam
236XX, then hold H (1 bar)
UMVC3 Akuma 236XXH.png
Damage Startup Active Recovery
18,000 x25 - x50 7+1 80 46
On Hit On Block Guard Properties
- -34 Mid Airok.png, mashable, Priority: High, Beam Durability: 1 per frame for 25 frames

If H is held during the startup, Akuma fires a single large beam instead of the fireball barrage. As a beam, this hyper reaches across the screen much faster, can hit multiple opponents at once, and deals more consistent damage. To compensate, its maximum damage potential is slightly slower than the "cotton candy" version, and it is much worse on block.

This hyper (and its aerial version), are a core part of Akuma's threat as a zoner. Akuma can react to an opponents projectiles or assist calls with this hyper to snipe them from across the screen, shutting down a lot of options as long as he has meter.

Tenma Gozanku
Air Cotton Candy
j.236XX (1 bar)
UMVC3 Akuma j236XX.png
Damage Startup Active Recovery
11,000 x48 - x96 7+2 76 16
On Hit On Block Guard Properties
- - Mid mashable, Priority: High, Durability: 5 per projectile, scales by 0.97

Air version of Akuma's fireball hyper. Akuma shoots the barrage at a down-forward angle. Compared to the ground version, it has one additional frame of post-flash startup, but MUCH less recovery, and is almost impossible to punish on block.

Tenma Gozanku Agyo has variations and is subject to RNG. The number of variations in unclear but RNG is certain.


Usually, this does less damage than the beam variant, as several of the shots will miss. However, Akuma can follow-up after standard combos into air fireball hyper:

  • If comboing into it midscreen, land with a falling j.236H, then use 236XX > H (beam) immediately as you land.
  • If comboing into it in the corner, you can link j.5S afterwards to score a knockdown, then land, rejump, and perform 236L xx 236XX > H (beam).

In the corner, it is also possible to follow-up with a gimmicky Down or Side TAC.

Tenma Gozanku (Beam)
Air Beam
j.236XX, then hold H (1 bar)
UMVC3 Akuma j236XXH.png
Damage Startup Active Recovery
18,000 x25 - x50 7+2 80 13
On Hit On Block Guard Properties
- -1 Mid Otg.png, mashable, Priority: High, Beam Durability: 1 per frame for 25 frames

Air version of Akuma's beam hyper. Compared to the ground version, it has one extra frame of post-flash startup, but significantly less recovery. As a fast hyper with solid damage, it can be used to snipe assist calls or punish an opponent's whiffed attacks. As an OTG, allows Akuma to get some damage on knocked down opponents when he does not have time to set up Hyakki Gojin.

If you catch an assist with this low to the ground: you can land, rejump, and hyper again to catch them before they recover.


Messatsu Goshoryu
623XX (1 bar)
UMVC3 Akuma 623XX FIrst.png
UMVC3 Akuma 623XX Last.png
Damage Startup Active Recovery
40,000 x8 + 150,000 13+3 14(6)14(6)14 40
On Hit On Block Guard Properties
-4 -22 Mid Invuln until frame 22, Strk.png, scales by 0.9

Invincible reversal hyper. Deals respectable damage but synergizes awkwardly with DHCs.

Since Akuma almost always runs Tatsu assist, this will usually be his Team Hyper. Anchor Akuma can abuse this by mashing A1+A2 during blockstun. He will automatically perform this invincible reversal as soon as a gap appears, while being able to block freely in the meantime. As long as Akuma still has X-Factor to cancel the recovery, he can protect himself if this reversal is baited, and start an easy kill combo if it hits.


Raging Demon
L, L, 6M, H (3 bars)
UMVC3 Akuma LL6MH Flash.png
UMVC3 Akuma LL6MH.png
UMVC3 Akuma LL6MH Cinematic.png
"Messatsu!"
Damage Startup Active Recovery
465,000 - 561,000 5+0 40 4
On Hit On Block Guard Properties
- - Throw Mashable, Unvuln until frame 39, Hardknockdown.png

Cinematic level 3 hyper. Akuma slides across the ground. If he comes into contact with a grounded opponent, he command grabs them, dealing heavy damage and ending with a hard knockdown. Rarely useful, since it cannot connect against airborne opponents. May be possible to use in guard breaks, or as anti-Dark Phoenix technology. Its invincibility can be used to blow through other grounded hypers.

If it does connect, Akuma can connect a very fast tiger knee j.2369XX (Beam) hyper before the opponent recovers.

Universal Mechanics

Ground Throw
6H, 4H
UMVC3 Akuma ForwardThrow.png
UMVC3 Akuma BackThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Standard ground throw that results in the opponent knocked down. Forward throw places the opponent right next to Akuma, where they can be hit only with a very fast Tiger Knee'd Air Beam hyper. Back throw sends the opponent further away, and Akuma can do a regular jump into air Beam Hyper with more lenient timing.

Air Throw
j.6H, j.4H
UMVC3 Akuma AirForwardThrow.png
UMVC3 Akuma AirBackThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Standard airthrow that results in a Hard Knockdown. Air Backthrow sends the opponent further away, but has much better combo opportunities than the forward throw, and should be used whenever possible.


Snap Back
Qcf.png+A1.png/A2.png
UMVC3 Akuma 5H.png
Damage Startup Active Recovery
50,000 2 4 18
On Hit On Block Guard Properties
- +1 Mid Snapback

Animation and hitbox based on 5H.


Hard Tag
Hold 14f A1.png/A2.png
UMVC3 Akuma jM.png
Damage Startup Active Recovery
30,000 - 20 34
On Hit On Block Guard Properties
- -16 OH Softknockdown.png

Animation and hitbox based on j.M.

Team Position

Akuma is almost always played as an Anchor character. He brings an exceptionally strong assist, so placing him in the third slot maximizes the amount of time your team will be able to access it. He also scales very well with X-Factor, which greatly enhances the chip damage of his fireballs and makes his 8f beam hyper an extremely threatening tool for punishing whiffed attacks or assist calls.

Notable Synergies

Wolverine: Wolverine and Akuma have historically been referred to as "best friends" in UMvC3, owing mostly to Akuma's Tatsumaki assist as a support tool for Wolverine. Tatsu assist destroys (non-hyper) projectiles it collides with, allowing Wolverine to close the distance against zoning opponents. It also has a very long duration, meaning it can keep opponents in hitstun or blockstun for quite a long time. If Wolverine can call Akuma and then attempt either an Instant Overhead or a cross-up Berserker Slash. If these attacks hit, Akuma will juggle the opponent long enough for Wolverine to recover and start a combo for free. If the opponent manages to block, Akuma will still keep Wolverine safe.

Players to Watch: Clegg Madness (Wolvie/Spencer/Akuma), SBK (Wolvie/Dante/Akuma), Justin Wong (Wolverine/Storm/Akuma), SumBrwnKid (Wolvie/Dante/Akuma)

Iron Fist: While not a projectile itself, Akuma's Tatsumaki assist destroys projectiles. It also has relatively long duration and can keep opponents in blockstun for a significant amount of time. These factors make Akuma with tatsu assist a solid choice for any rushdown-focused character, and Iron Fist is no exception. Akuma's assist can also be called while attempting an Instant Overhead, and juggles long enough for Iron Fist to confirm if it connects, while also keeping him safe if it is blocked.

Players to Watch: Justin Wong (Iron Fist/Storm/Akuma, rarely, or Wolverine/Iron Fist/Akuma, rarely)

Spencer: Similar to the other characters on this list, Spencer is a rushdown character with limited mobility and short range. He benefits from having Akuma assist to cover his approach, and can also use the Tatsu for offensive pressure or to extend combos. Tatsu called before Spencer's command overhead gives him more damaging follow-ups than what he could do solo.

Players to Watch: Clegg Madness (Wolvie/Spencer/Akuma), Raid (Phoenix Wright/Spencer/Akuma)

Other Players to Watch: Brian Kasugano (Chun/Ryu/Akuma), Zenpool (Deadpool/Ryu/Akuma), LivinLegend26 (Chris/Wesker/Akuma), oAcentric (Chun/Ryu/Akuma)

Alternate Colors

Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Alt Color
UMVC3 Akuma Color 1.png UMVC3 Akuma Color 2.png UMVC3 Akuma Color 3.png UMVC3 Akuma Color 4.png UMVC3 Akuma Color 5.png UMVC3 Akuma Color 6.png UMVC3 Akuma Color Alt.png