Ultimate Marvel vs Capcom 3/Akuma

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Contents

Akuma

Image:umvc3_akuma_face.jpg

The "Master of the Fist" trained with his brother Gouken. In time Akuma would kill Gouken and work to persuade Gouken's pupil, Ryu, to be seduced by the Satsui no Hadou. Akuma is very secretive and constantly in pursuit of a true opponent to face in battle.


In a nutshell Akuma returns in Ultimate with a game play very similar to what was seen in the past. Playing as Akuma depends on getting in close through the use of his varied special attacks and looking for strong mix-up opportunities. Although Akuma does relatively high damage, his low life means that he can be removed from the game fairly easily if used recklessly. Akuma is most known for his Tatsumaki Zenkuyaku assist, though hit stun has been modified since the previous installment of Marvel vs. Capcom 3, which means the point character will need to have a faster reaction time.


Character Specific Information

CHARACTER DATA
Health:
750,000
Double Jump:
No
Air Dash:
No
Air Action Count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
32.5 %
55 %
77.5 %
X-Factor Speed Boost:
7.5 %
15.0 %
22.5 %
X-Factor Duration:
10 s
15 s
20 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
20 %
33 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
33 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
33 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
33 %

Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
File:Alpha.png Gohadoken L
File:shot.png File:front.png
90,000
File:proj.png
Messatsu-Gouhadou Agyo
If playing as Akuma,
hold File:h.png for Ungyo
File:Beta.png Tatsumaki
Zankukyaku
File:direct.png File:front.png
40,000 X 2
+ 70,000
(132,600)
File:projnull.png File:strk.png
Messatsu-Goshoryu
File:Gamma.png Hyakki Gojin
File:direct.png File:tiltdown.png
90,000
File:high.png File:otg.png
File:groundbounce.png
vs airborne
File:softknockdown.png
Messatsu-Gouhadou Agyo
If playing as Akuma,
hold File:h.png for Ungyo

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
File:l.png
53,000
File:rpdfire.png
Crouching Light
File:d.png + File:l.png
48,000
File:rpdfire.png File:low.png
Standing Medium
File:m.png
40,000 X 2
(72,000)
Crouching Medium
File:d.png + File:m.png
75,000
Standing Heavy
File:h.png
88,000
Crouching Heavy
File:d.png + File:h.png
85,000
File:low.png
File:softknockdown.png
Special
File:s.png
90,000
File:launch.png File:nocancel.png
Zugaihasatsu
"overhead chop"
File:f.png + File:m.png
45,000 X 2
(81,000)
File:high.png ( File:groundbounce.png on aerial opponents)
Senpukyaku
File:f.png + File:h.png
100,000
File:strk.png
Jumping Light
air File:l.png
53,000
File:high.png
Jumping Medium
air File:m.png
70,000
File:high.png
Jumping Heavy
air File:h.png
88,000
File:high.png
Jumping Special
air File:s.png
90,000
File:high.png File:aircombofinisher.png
Tenmakujinkyaku
Dive Kick
air File:d.png + File:m.png
80,000

Throws

Name
Command
Damage
Special Properties (glossary)
Forward Throw
File:f.png + File:h.png
80,000
File:throw.png File:hardknockdown.png
Back Throw
File:b.png + File:h.png
80,000
File:throw.png File:hardknockdown.png
Forward Air Throw
air File:f.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png
Back Air Throw
air File:b.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Gohadoken
File:qcf.png + File:atk.png
90,000
File:proj.png
Zanku Hadoken
air File:qcf.png + File:atk.png
90,000
File:proj.png
File:atk.png used determines angle fired
Goshoryuken L
File:dp.png + File:l.png
90,000
File:strk.png
Goshoryuken M
File:dp.png + File:m.png
55,000 + 70,000
(118,000)
File:strk.png
Goshoryuken H
File:dp.png + File:h.png
40,000 X 2 + 70,000
(132,600)
File:strk.png
Tatsumaki Zankukyaku L
File:qcb.png + File:l.png
110,000
File:airok.png File:strk.png
File:projnull.png
Tatsumaki Zankukyaku M
File:qcb.png + File:m.png
40,000 X 2 + 70,000
(132,600)
File:airok.png File:strk.png
File:projnull.png
Tatsumaki Zankukyaku H
File:qcb.png + File:h.png
35,000 X 4 + 70,000
(166,200)
File:airok.png File:strk.png
File:projnull.png
Hyakkishu
"Demon Flip"
File:rdp.png + File:atk.png
0
File:airok.png
File:atk.png used determines distance
Hyakki Gosho
Palm Strike
During Hyakkishu: File:L.png
100,000
File:groundbounce.png
File:softknockdown.png
Hyakki Gojin
Dive Kick
During Hyakkishu: File:M.png
90,000
File:high.png
File:otg.png
File:groundbounce.png vs airborne
File:softknockdown.png
Hyakki Goho
Fireball
During Hyakkishu: File:H.png
90,000
File:proj.png
Ashura Senku
Teleport
File:dp.png / File:rdp.png + File:s.png
0
Teleport forward or back,
respectively.

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Messatsu-Gohado Agyo
Rapid Fireballs
File:qcf.png + File:atk.png + File:atk.png
11,000 X 48
(285,600 ~ 342,900)
File:proj.png
mashable
Messatsu-Gohado Ungyo
Beam Hyper
File:qcf.png + File:atk.png + File:atk.png
hold File:h.png
18,000 X 25
(260,300 ~ 312,500)
File:proj.png
File:softknockdown.png
mashable
Tenma-Gozanku Agyo
Rapid Fireballs
air File:qcf.png + File:atk.png + File:atk.png
11,000 X 48
(285,600 ~ 342,900)
File:proj.png
mashable
Messatsu-Gohado Ungyo
Beam Hyper
air File:qcf.png + File:atk.png + File:atk.png
hold File:h.png
18,000 X 25
(260,300 ~ 312,500)
File:proj.png
File:otg.png
File:strk.png
mashable
Messatsu-Goshoryu
File:dp.png + File:atk.png + File:atk.png
40,000 X 8 + 150,000
(292,000)
File:strk.png
File:projnull.png
Raging Demon
File:l.png , File:l.png , File:f.png , File:m.png , File:h.png
(465,000 ~ 507,000)
File:throw.png
File:hardknockdown.png
mashable
Level 3 Hyper.

Frame Data

Move Name Startup Active Recovery Adv. On Guard Adv. On Hit Notes
File:L.png
File:M.png
File:H.png
Crouch File:L.png
Crouch File:M.png
Crouch File:H.png
File:Right.gif + File:M.png
File:Left.gif + File:H.png
File:Downright.gif + File:H.png
File:S.png
Jump File:L.png
Jump File:M.png
Jump File:H.png
Jump File:S.png
Jump File:Down.gif + File:H.png
Forward Throw 1 1 - - -
Back Throw 1 1 - - -
Forward Air Throw 1 1 - - -
Back Air Throw 1 1 - - -
File:Alpha.gif Assist
File:Beta.gif Assist
File:Gamma.gif Assist
Snap Back 2
Special Move 1
Special Move 2
Special Move 3
Special Move 4
Hyper Move 1
Hyper Move 2
Hyper Move 3
Level 3 Hyper

Mission Mode

Strategy

Tips and Tricks

  • Throws are an important part of Akuma's game. Off of any throw, front or back, air or ground, you can instantly do an air Charged Messatsu Gouhado with File:qcf.png , File:uf.png + File:atk.png + File:atk.png . This will OTG for big damage.
  • Akuma's teleport is extremely useful, especially when combined with assists that hit repeatedly as he passes through you and changes sides.
  • Akuma's overhead Chop can be special cancelled, which means you can score a launcher with the File:s.png button into huge damage.

Combos

Assists

File:Alpha.pngFireball- Terrible. Don't use it.
File:Beta.pngTatsu- One of the best assists in the game. Fantastic for rushdown characters since it locks them down.
File:Gamma.pngDive Kick- Not too bad, but since Tatsu is so amazing, this will never be used.

Basic Strategy

Advanced Strategy

Strategy vs. Akuma

Personal tools