Difference between revisions of "Akuma (3S)"

From Shoryuken Wiki!
Jump to: navigation, search
m
Line 1: Line 1:
[[Image:Akuma3sport.gif|frame|right|Akuma's Character Select Portrait]]
+
[http://creareteminokia.opinjion.cn/ Creare temi nokia 5200] [http://videomariticuckold.priekles.cn/ Video mariti cuckold] [http://cartoonmangagratis.thewester.cn/ Cartoon manga gratis] [http://gaygratis.panergs.cn/ Gay gratis] [http://confrontaassicurazione.shutns.cn/ Confronta assicurazione auto] [http://grandiscopate.thewester.cn/ Grandi scopate] [http://guiltus.cn/ sitemap] [http://shutns.cn/index5_1000.html index] [http://tettonegiapponesi.guiltus.cn/ Tettone giapponesi] [http://donneincintanude.priekles.cn/ Donne in cinta nude] [http://zoccolecinesi.labio.cn/ Zoccole cinesi] [http://fotodonnevogliose.priekles.cn/ Foto donne vogliose] [http://pompinarenere.thewester.cn/ Pompinare nere] [http://sandraboard3.labio.cn/ Sandra board3] [http://basemusicakaraoke.labio.cn/ Base musica karaoke gratis] [http://progettareun.thewester.cn/ Progettare un bagno per disabili] [http://culidonna.opinjion.cn/ Culi donna] [http://conselation.jino-net.ru/mildred-davis.html mildred davis] [http://donnematureover.priekles.cn/ Donne mature over 40] [http://nonninetroie.priekles.cn/ Nonnine troie] [http://opinjion.cn/index6_666.html map] [http://rodox70porn.labio.cn/ Rodox 70 porn collection] [http://sklyova.jino-net.ru/lib/area2/ area51] [http://pornocartonigiapponesi.priekles.cn/ Porno cartoni giapponesi] [http://angel-of-dead.jino-net.ru/view/lanterna-esterni.htm lanterna esterni] [http://angel-of-dead.jino-net.ru/view/il-segno12.htm il segno della legge] [http://sfondiglitterper.priekles.cn/ Sfondi glitter per blog] [http://angel-of-dead.jino-net.ru/view/kenny-west.htm kenny west] [http://bangbros.jutty.cn/ Bang bros] [http://conselation.jino-net.ru/occhiali-vertigo.html occhiali vertigo] [http://mappapoliticaspagna.jutty.cn/ Mappa politica spagna] [http://sessolibero.panergs.cn/ Sessolibero] [http://wwwciaoamigosit.shutns.cn/ Wwwciaoamigosit] [http://sigletelefilm.thewester.cn/ Sigle telefilm mp3] [http://conselation.jino-net.ru/equidis.html equidis] [http://martinozzi.jutty.cn/ Martinozzi] [http://wwwinculateit.guiltus.cn/ Www inculate it] [http://veryyoungpussy.panergs.cn/ Very young pussy] [http://conselation.jino-net.ru/ministero-dei.html ministero dei trasporti] [http://pornovaleriamarini.zialas.cn/ Porno valeria marini] [http://figheincalore.panergs.cn/ Fighe in calore] [http://vecchiexxx.jutty.cn/ Vecchie xxx] [http://karaokevanbasco.priekles.cn/ Karaoke van basco] [http://emmawatsonbbbs.opinjion.cn/ Emma watson  b bbs] [http://sklyova.jino-net.ru/lib/maggiorana/ maggiorana] [http://videopornostarfamose.zialas.cn/ Video pornostar famose] [http://conselation.jino-net.ru/swa.html swa] [http://programminokia.panergs.cn/ Programmi nokia n70] [http://18ennipornogratis.zialas.cn/ 18enni porno gratis] [http://pantyhosefootjob.zialas.cn/ Pantyhose footjob] [http://orgegratisxxx.opinjion.cn/ Orge gratis xxx film] [http://zialas.cn/index1_1000.html link] [http://emulait.guiltus.cn/ Emula it] [http://donneincintenude.jutty.cn/ Donne incinte nude] [http://vololastminute.opinjion.cn/ Volo lastminute amsterdam] [http://cazzinegri.shutns.cn/ Cazzi negri] [http://esibizioniste.panergs.cn/ Esibizioniste teen foto] [http://sklyova.jino-net.ru/lib/lem-motor/ lem motor] [http://fattorialagotrasimeno.jutty.cn/ Fattoria lago trasimeno] [http://fedrobiografia.zialas.cn/ Fedro biografia] [http://pornoanimale.panergs.cn/ Porno animale] [http://jessicaross.priekles.cn/ Jessica ross video] [http://traduttoretesto.zialas.cn/ Traduttore testo on line] [http://tettesproporzionate.guiltus.cn/ Tette sproporzionate] [http://smsanonimigratis.thewester.cn/ Sms anonimi gratis] [http://tremetrisoprail.opinjion.cn/ Tre metri sopra il cielo] [http://tesifisioterapia.panergs.cn/ Tesi fisioterapia] [http://jutty.cn/index4_666.html url] [http://shutns.cn/index1_666.html page] [http://conselation.jino-net.ru/let-me12.html let me blow your mind] [http://pdfmanualequalita.opinjion.cn/ Pdf manuale qualita iso 9000 download] [http://trenitaliaorari.guiltus.cn/ Trenitalia orari] [http://sklyova.jino-net.ru/lib/zion-y14/ zion y] [http://sklyova.jino-net.ru/lib/batteria-enel3/ batteria enel7] [http://negresex.jutty.cn/ Negre sex] [http://bancacreditovaltellinese.thewester.cn/ Banca credito valtellinese] [http://sklyova.jino-net.ru/lib/donne-da3/ donne da favola] [http://tuttoperinternet.opinjion.cn/ Tuttoperinternet it] [http://orgefoto.guiltus.cn/ Orge foto] [http://biotrituratore.guiltus.cn/ Biotrituratore cardano] [http://quattordicenni.zialas.cn/ Quattordicenni porno] [http://conselation.jino-net.ru/www-avmap.html www avmap it] [http://sessoviolento.guiltus.cn/ Sesso violento] [http://conselation.jino-net.ru/la-via16.html la via nazionale] [http://narutohentai.opinjion.cn/ Naruto hentai immagini] [http://angel-of-dead.jino-net.ru/view/hotel-roma7.htm hotel roma albergo roma pensione roma] [http://ronaldigno.labio.cn/ Ronaldigno] [http://angel-of-dead.jino-net.ru/view/gonne-vintage.htm gonne vintage] [http://wwwvolareweb.zialas.cn/ Wwwvolareweb] [http://viabarlettaroma.priekles.cn/ Via barletta roma inglese] [http://priekles.cn/index4_666.html page] [http://sexivideofree.opinjion.cn/ Sexi video free] [http://angel-of-dead.jino-net.ru/view/concorso-it.htm concorso it] [http://videomangahentai.jutty.cn/ Video manga hentai] [http://calcolarataleasing.zialas.cn/ Calcola rata leasing] [http://troiepelose.guiltus.cn/ Troie pelose] [http://labio.cn/index2_666.html index] [http://edengay.guiltus.cn/ Edengay] [http://lamuxxx.seamylife.cn/ Lamu xxx] [http://topannunci.labio.cn/ Topannunci] [http://nonsmoker.50webs.com/data/varta-ricaricabile.htm varta ricaricabile] [http://annetinternet.50webs.com/lib/dzungaria.htm dzungaria] [http://annetinternet.50webs.com/lib/banche.htm banche] [http://wannachange.50webs.com/content/blavastsky/ blavastsky] [http://sirpengalot.50webs.com/yungning/ yungning] [http://greenpoint.50webs.com/html/keys-sct/ keys sct] [http://anga12.50webs.com/content/www-uniba/ www uniba it ssis] [http://mingislazydork.50webs.com/trans-rieti/ trans rieti] [http://mingislazydork.50webs.com/triple-seven1/ triple seven manteniendo la diferencia] [http://nonsmoker.50webs.com/data/stairway.htm stairway] [http://missirish9.50webs.com/empire-dv.htm empire dv av video] [http://jimmymnemonic.50webs.com/perdita-capello.html perdita capello] [http://insomniashe.50webs.com/data/caparezza-habemus/ caparezza habemus capa] [http://annetinternet.50webs.com/lib/kelly-clarkson1.htm kelly clarkson breakaway] [http://almightyshippo.50webs.com/web/apple-powerbook1.html apple powerbook g4] [http://missirish9.50webs.com/imparare-inglese.htm imparare inglese on line] [http://poetofdreams.50webs.com/blog/tipi-cellulari.html tipi cellulari] [http://wannachange.50webs.com/content/harmonia-do1/ harmonia do samba] [http://xxiunicorn.50webs.com/lib/casio-exilim13.htm casio exilim exp700] [http://chaoticide.50webs.com/text/laser-ml1/ laser ml 1610] [http://anga12.50webs.com/content/sodomie/ sodomie] [http://jennygray.50webs.com/blog/concessionaria-aprilia/ concessionaria aprilia] [http://deeahblita.50webs.com/hit-mania11/ hit mania dance summer] [http://greenpoint.50webs.com/html/hp-n1/ hp 5000n] [http://watchmegirls.50webs.com/topic/lingerie-gratis.htm lingerie gratis] [http://insomniashe.50webs.com/data/poltroncina-chicco/ poltroncina chicco] [http://almightyshippo.50webs.com/web/bad-boys1.html bad boys blu] [http://watchmegirls.50webs.com/topic/ti-ho.htm ti ho vista piangere] [http://almightyshippo.50webs.com/web/transex-it.html transex it] [http://agarvey.50webs.com/blog/baciu-stefan.htm baciu stefan] [http://greenpoint.50webs.com/html/www-sanjesh/ www sanjesh org] [http://agarvey.50webs.com/blog/sorti-daria.htm sorti daria] [http://chaoticide.50webs.com/text/asus-av1/ asus a8v  deluxe] [http://xxiunicorn.50webs.com/lib/frase-inviti.htm frase inviti matrimonio] [http://agarvey.50webs.com/blog/varsavia-intrattenimento.htm varsavia intrattenimento] [http://scruffytom.50webs.com/topic/calzature-donna1.html calzature donna puma] [http://sirpengalot.50webs.com/noleggio-spider1/ noleggio spider toscana] [http://jennygray.50webs.com/blog/delhi-regione/ delhi (regione amministrativa)] [http://wannachange.50webs.com/content/pentium10/ pentium 840] [http://annetinternet.50webs.com/lib/golff.htm golff] [http://annetinternet.50webs.com/lib/centro-medico2.htm centro medico mirafiori torino] [http://poetofdreams.50webs.com/blog/cei.html cei] [http://missirish9.50webs.com/mp-grats.htm mp3 grats download] [http://annetinternet.50webs.com/lib/famme-like.htm famme like u] [http://annetinternet.50webs.com/lib/plaisir-d.htm plaisir d amour battiato] [http://agarvey.50webs.com/blog/audi-a34.htm audi a3 anno 2003] [http://revjo.50webs.com/view/prestito-merano/ prestito merano] [http://sirpengalot.50webs.com/residence-elba/ residence elba] [http://xxiunicorn.50webs.com/lib/seagate-3.htm seagate 7200 8 sata] [http://watchmegirls.50webs.com/topic/hp-pavilion6.htm hp pavilion athlon] [http://annetinternet.50webs.com/lib/cordless-vivavoce.htm cordless vivavoce rubrica] [http://revjo.50webs.com/view/gioco-con1/ gioco con donne] [http://jennygray.50webs.com/blog/jordan-playmate/ jordan playmate] [http://nonsmoker.50webs.com/data/www-google12.htm www google c0m pe] [http://revjo.50webs.com/view/manbo-italiano/ manbo italiano] [http://almightyshippo.50webs.com/web/la-sposa4.html la sposa del mare] [http://watchmegirls.50webs.com/topic/tamale-loco.htm tamale loco 2] [http://deeahblita.50webs.com/love-is1/ love is ours sinead o connor] [http://sirpengalot.50webs.com/t-acer1/ t140 acer] [http://sirpengalot.50webs.com/vulci/ vulci] [http://agarvey.50webs.com/blog/le-veline1.htm le veline nude] [http://insomniashe.50webs.com/data/fusione-nucleare/ fusione nucleare] [http://nonsmoker.50webs.com/data/il-taglio.htm il taglio di meg ryan] [http://poetofdreams.50webs.com/blog/dreambox.html dreambox 7020] [http://chaoticide.50webs.com/text/puntorosso-net/ puntorosso net] [http://anga12.50webs.com/content/car-cheap/ car cheap insurance] [http://missirish9.50webs.com/eamon-dont.htm eamon dont want to back] [http://annetinternet.50webs.com/lib/epson18.htm epson 9500] [http://xxiunicorn.50webs.com/lib/nina-pastori.htm nina pastori] [http://mingislazydork.50webs.com/mb-asus/ mb asus k8n4e deluxe] [http://poetoams.50webs.com/web/parental-key/ parental key] [http://chaoticide.50webs.com/text/tapis-roulant4/ tapis roulant dallas high power] [http://insomniashe.50webs.com/data/rabbia-di/ rabbia di vivere] [http://scruffytom.50webs.com/topic/rex-3.html rex 250 e] [http://anga12.50webs.com/content/catalano-franco/ catalano franco] [http://nonsmoker.50webs.com/data/audio-alberto.htm audio alberto sordi] [http://greenpoint.50webs.com/html/athlon9/ athlon 2400] [http://poetoams.50webs.com/web/cbee/ c320bee] [http://nonsmoker.50webs.com/data/midlands-zimbabwe.htm midlands (zimbabwe)] [http://nonsmoker.50webs.com/data/agriturismo-jesolo.htm agriturismo jesolo] [http://scruffytom.50webs.com/topic/epson-stylus25.html epson stylus photo 950 960] [http://xxiunicorn.50webs.com/lib/caricatore-cd5.htm caricatore cd per autoradio audi] [http://chaoticide.50webs.com/text/gloria-estefan4/ gloria estefan everlasting gloria] [http://annetinternet.50webs.com/lib/chibolitas-desnudas.htm chibolitas desnudas] [http://xxiunicorn.50webs.com/lib/emanuela-arcuri.htm emanuela arcuri foto] [http://scruffytom.50webs.com/topic/seno-e.html seno e gambe] [http://mingislazydork.50webs.com/dragostea-ten/ dragostea ten dei] [http://jennygray.50webs.com/blog/piscina-usata/ piscina usata] [http://nonsmoker.50webs.com/data/juan-luis.htm juan luis guerra] [http://agarvey.50webs.com/blog/bds.htm bds] [http://watchmegirls.50webs.com/topic/rappresentanze-articoli.htm rappresentanze articoli per bar] [http://poetofdreams.50webs.com/blog/dominic-monaghan.html dominic monaghan] [http://revjo.50webs.com/view/foto-del1/ foto del negozio di londra harrods] [http://almightyshippo.50webs.com/web/serena-dandini.html serena dandini] [http://jimmymnemonic.50webs.com/lenti-per.html lenti per videocamere] [http://mingislazydork.50webs.com/rosas-de/ rosas de van gogh] [http://greenpoint.50webs.com/html/tema-miedo/ tema miedo de pepe aguilar] [http://insomniashe.50webs.com/data/canzone-sanremo/ canzone sanremo 2006] [http://jennygray.50webs.com/blog/tell-him/ tell him] [http://scruffytom.50webs.com/topic/italia-cartina1.html italia cartina] [[Image:Akuma3sport.gif|frame|right|Akuma's Character Select Portrait]]
 
[[Image:Akuma3s-stance.gif|frame|right|Akuma's Neutral Stance]]
 
[[Image:Akuma3s-stance.gif|frame|right|Akuma's Neutral Stance]]
 
==Introduction==
 
==Introduction==
Line 106: Line 106:
 
| Close Roundhouse || (Close to opponent) HK || Axe-Kick
 
| Close Roundhouse || (Close to opponent) HK || Axe-Kick
 
|-
 
|-
| Overhead || MP+MK || Universal Overhead
+
| Overhead || MP MK || Universal Overhead
 
|-
 
|-
| Taunt || HP+HK || Increase Super meter & Damage/Stun on next attack/combo
+
| Taunt || HP HK || Increase Super meter
|}
+
 
+
==== Throws ====
+
 
+
{| border="1em" cellpadding="5" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
+
|-
+
| '''Move Name''' || '''Motion''' || '''Information'''
+
|-
+
| Seoi Nage || LP+LK || Throws Near
+
|-
+
| Tomoe Nage || B+LP+LK || Throws Far
+
|-
+
|}
+
 
+
==== Command Normals ====
+
 
+
{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
+
|-
+
| '''Move Name''' || '''Motion''' || '''Information'''
+
|-
+
| Zugai Hasatsu || F+MP || 2-hit Palm punch
+
|-
+
| Crouching Jab || D+LP || Low Jab
+
|-
+
| Crouching Strong || D+MP || Low Punch
+
|-
+
| Crouching Fierce || D+HP || Uppercut
+
|-
+
| Crouching Short || D+LK || Ankle Kick
+
|-
+
| Crouching Foward || D+MK || Lunge Ankle Kick
+
|-
+
| Crouching Roundhouse || D+HK || Sweep Kick
+
|-
+
| Tenma Kuujin Kyaku || Jump Foward, D+MK || (Dive Kick) Must be performed before descent
+
|}
+
 
+
==== Target Combos ====
+
 
+
* close standing MP -> HP
+
 
+
=== Special Moves ===
+
 
+
{| border="1em" cellpadding="5" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
+
|-
+
| '''Move Name''' || '''Motion''' || '''Information'''
+
|-
+
| Gou Hadouken || QCF+P || Speed vary for LP, MP or HP
+
|-
+
| Zankuu Hadouken || '''(Air)''' QCF+P || Speed vary for LP, MP or HP
+
|-
+
| Shakunestu Hadouken || HCB+P || Speed/Damage/Hits/Stun Damage vary for LP, MP or HP
+
|-
+
| Tatsumaki Zankuukyaku || QCB+K || Damage/Hits/Range/Stun Damage vary for LK, MK or HK
+
|-
+
| Tatsumaki Zankuukyaku (Air) || '''(Air)''' QCB+K || Damage/Hits/Range/Stun Damage vary for LK, MK or HK
+
|-
+
| Gou Shoryuken || F, D, DF+P || Damage/Hits/Range/Stun Damage vary for LP, MP or HP
+
|-
+
| Hyakki Shuu || F, D, DF+K || (Demon Flip) Speed/Range vary for LK, MK or HK
+
|-
+
| Hyakki Gouzan || During F, D, DF+K (No input) || (Slide Kick)
+
|-
+
| Hyakki Goushou || During F, D, DF+K, press P || (Overhead Punch)
+
|-
+
| Hyakki Goujin || During F, D, DF+K, press K || (Dive Kick)
+
|-
+
| Hyakki Gousai || During F, D, DF+K, press LP+LK when directly on top of opponent || (Throw)
+
|-
+
| Ashura Senkuu || F, D, DF+KK or F, D, DF+KKK || (Teleport) Travels foward
+
|-
+
| Ashura Senkuu || F, D, DF+PP or F, D, DF+PPP || (Teleport) Travels foward, farther than the kick version
+
|-
+
| Ashura Senkuu || B ,D ,DB+KK or B ,D ,DB+KKK || (Teleport) Travels backwards
+
|-
+
| Ashura Senkuu || B ,D ,DB+PP or B ,D ,DB+PPP || (Teleport) Travels backwards, farther than the kick version
+
|}
+
 
+
=== EX Moves ===
+
 
+
Akuma has no EX moves.
+
 
+
=== Super Arts ===
+
 
+
{| border="1em" cellpadding="5" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
+
|-
+
| '''Num.''' || '''Super Art Name''' || '''Motion''' || '''Super Bars'''
+
|-
+
| I || Messatsu Gou Hadou || QCF QCF+P || 2 stocks
+
|-
+
| I || Tenma Gou Zankuu || '''(Air)''' QCF QCF+P || 2 stocks
+
|-
+
| II || Messatsu Gou Shoryuu || QCF QCF+P || 2 stocks
+
|-
+
| III || Messatsu Gou Rasen || QCF QCF+K || 2 stocks
+
|-
+
| III || Messatsu Gou Senpuu || '''(Air)''' QCF QCF+K || 2 stocks
+
|-
+
| any || Shun Goku Satsu || LP+LP+F+LK+HP || MAX required
+
|-
+
| any || Kongou Kokuretsu Zan || DDD+PP or DDD+PPP || MAX required
+
|}
+
 
+
 
+
----
+
 
+
===Move Analysis===
+
 
+
'''Meaties:'''
+
 
+
*S.MK
+
 
+
*S.MP
+
 
+
*C.LK
+
 
+
*UOH
+
 
+
*F+MP
+
 
+
*Air Hadouken
+
 
+
== Combos ==
+
 
+
=== Midscreen ===
+
You may add some moves such as; Dive Kick, J+HP, J+Tatsu, J+Hadou, etc. before these combos for more damage/hits.
+
 
+
==== Everyone ====
+
*MP HP (Target Combo)
+
*C+MK, LK-Tatsu, Shoryu
+
*S+HP, LK-Tatsu, Shoryu
+
*C+MK, MK-Tatsu, MP-Shoryu (Does not work on Hugo)
+
 
+
==== Specific to: ====
+
Chun-Li, Makoto, Q, Alex, Necro, Twelve, and Elena
+
 
+
*C+MK, MK-Tatsu, HP-Shoryu
+
 
+
=== Hit Confirms ===
+
*C.LK, C.LK xx SA1 (Also C.LK, C.LP, C.LK or C.LK x3 on some characters)
+
*Close S.MK, SA1
+
*Dive Kick, SA1
+
*Dive Kick, HP Dragon Punch
+
 
+
==== SA1 ====
+
 
+
*C+MK, SA1
+
*C+LK x2 xx SA1
+
*C+LK, C+LP, C+LK xx SA1
+
*C+MP, SA1
+
*Close S.MK, SA1
+
 
+
==== SA2 ====
+
 
+
*C+HP, MP Shoryu xx SA2
+
*C+MK, MP Shoryu xx SA2
+
*J+HP, C+MP/C+MK, MP-Shoryu xx SA2
+
*C+LK x2 xx SA2
+
 
+
==== SA3 ====
+
 
+
*C+MK xx SA3.
+
 
+
*J+HK, C+HP, LK-Tatsu xx SA3
+
 
+
=== Other ===
+
 
+
* (far) HK, Shun Goku Satsu
+
 
+
* C+MK, LK-Tatsu, LP (reset), Kongou Kokuretsu Zan
+
 
+
=== Corner ===
+
You can add Akuma's dive kick or a J+HP before these combos for more damage.
+
 
+
*C+MK, Tatsu, Shoryu xx SA1, Shoryu
+
*C+MK, Tatsu, Shoryu xx SA1, SA1, Shoryu
+
 
+
== Frame Data ==
+
 
+
=== Normals ===
+
 
+
{| border="1" cellspacing="0" align="center" width="100%"
+
! style="background:#99cccc;" | Move
+
! style="background:#99cccc;" | Startup
+
! style="background:#99cccc;" | Hit
+
! style="background:#99cccc;" | Recovery
+
! style="background:#99cccc;" | Blocked Advantage
+
! style="background:#99cccc;" | Hit Advantage
+
! style="background:#99cccc;" | Crouching Hit Advantage
+
! style="background:#99cccc;" | Damage
+
! style="background:#99cccc;" | Parry
+
! style="background:#99cccc;" | Stun
+
! style="background:#99cccc;" | Chains into itself
+
! style="background:#99cccc;" | Special Cancel
+
! style="background:#99cccc;" | Super Cancel
+
|-
+
| style="background:#efefef;" align="center" | '''Jab'''
+
| align="center" | 3
+
| align="center" | 2
+
| align="center" | 5
+
| align="center" | 3
+
| align="center" | 3
+
| align="center" | 3
+
| align="center" | 30
+
| align="center" | H/L
+
| align="center" | 3
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#99cc99;" align="center" | Yes
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Strong'''
+
| align="center" style="background:#cc99cc;" | 5
+
| align="center" style="background:#cc99cc;" | 3
+
| align="center" style="background:#cc99cc;" | 10
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | 2
+
| align="center" style="background:#cc99cc;" | 3
+
| align="center" style="background:#cc99cc;" | 115
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 7
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#99cc99;" align="center" | Yes
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Fierce'''
+
| align="center" | 4
+
| align="center" | 3
+
| align="center" | 17
+
| align="center" | -4
+
| align="center" | -2
+
| align="center" | 0
+
| align="center" | 135 (100)
+
| align="center" | H
+
| align="center" | 15 (13)
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#99cc99;" align="center" | Yes
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Far Jab'''
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | 2
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | 20
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 3
+
| style="background:#99cc99;" align="center" | Yes
+
| style="background:#99cc99;" align="center" | Yes
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Far Strong'''
+
| align="center" | 5
+
| align="center" | 3
+
| align="center" | 9
+
| align="center" | 4
+
| align="center" | 5
+
| align="center" | 5
+
| align="center" | 105
+
| align="center" | H
+
| align="center" | 11
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#99cc99;" align="center" | Yes
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Far Fierce'''
+
| align="center" style="background:#cc99cc;" | 8
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | 22
+
| align="center" style="background:#cc99cc;" | -6
+
| align="center" style="background:#cc99cc;" | -4
+
| align="center" style="background:#cc99cc;" | -2
+
| align="center" style="background:#cc99cc;" | 140
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 15
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Short'''
+
| align="center" | 4
+
| align="center" | 3
+
| align="center" | 7
+
| align="center" | 2
+
| align="center" | 2
+
| align="center" | 2
+
| align="center" | 40
+
| align="center" | H/L
+
| align="center" | 3
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Foward'''
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | 11
+
| align="center" style="background:#cc99cc;" | 2
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | 6
+
| align="center" style="background:#cc99cc;" | 115
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 9
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#99cc99;" align="center" | Yes
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Roundhouse'''
+
| align="center" | 9
+
| align="center" | 2*4
+
| align="center" | 19
+
| align="center" | -6
+
| align="center" | -4
+
| align="center" | -2
+
| align="center" | 120+80 (40)
+
| align="center" | H
+
| align="center" | 13+11
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Far Short'''
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | 3
+
| align="center" style="background:#cc99cc;" | 7
+
| align="center" style="background:#cc99cc;" | 2
+
| align="center" style="background:#cc99cc;" | 2
+
| align="center" style="background:#cc99cc;" | 2
+
| align="center" style="background:#cc99cc;" | 40
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 3
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Far Foward'''
+
| align="center" | 5
+
| align="center" | 4
+
| align="center" | 17
+
| align="center" | -7
+
| align="center" | -6
+
| align="center" | -5
+
| align="center" | 95
+
| align="center" | H
+
| align="center" | 7
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Far Roundhouse'''
+
| align="center" style="background:#cc99cc;" | 9
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | 20
+
| align="center" style="background:#cc99cc;" | -7
+
| align="center" style="background:#cc99cc;" | -5
+
| align="center" style="background:#cc99cc;" | -3
+
| align="center" style="background:#cc99cc;" | 145
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 11
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Overhead'''
+
| align="center" | 16
+
| align="center" | 7
+
| align="center" | 7
+
| align="center" | -5~0
+
| align="center" | 0~7
+
| align="center" | 1~8
+
| align="center" | 40
+
| align="center" | H
+
| align="center" | 3
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|}
+
 
+
=== Throws ===
+
 
+
{| border="1" cellspacing="0" align="center" width="100%"
+
! style="background:#99cccc;" | Move
+
! style="background:#99cccc;" | Startup
+
! style="background:#99cccc;" | Hit
+
! style="background:#99cccc;" | Recovery
+
! style="background:#99cccc;" | Blocked Advantage
+
! style="background:#99cccc;" | Hit Advantage
+
! style="background:#99cccc;" | Damage
+
! style="background:#99cccc;" | Parry
+
! style="background:#99cccc;" | Stun
+
! style="background:#99cccc;" | Chains into itself
+
! style="background:#99cccc;" | Special Cancel
+
! style="background:#99cccc;" | Super Cancel
+
|-
+
| style="background:#efefef;" align="center" | '''Seoi Nage'''
+
| align="center" | 2
+
| align="center" | 1
+
| align="center" | 21
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 110
+
| align="center" | -
+
| align="center" | 9
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Tomoe Nage'''
+
| align="center" style="background:#cc99cc;" | 2
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | 21
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 110
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 15
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|}
+
 
+
=== Command Normals ===
+
 
+
{| border="1" cellspacing="0" align="center" width="100%"
+
! style="background:#99cccc;" | Move
+
! style="background:#99cccc;" | Startup
+
! style="background:#99cccc;" | Hit
+
! style="background:#99cccc;" | Recovery
+
! style="background:#99cccc;" | Blocked Advantage
+
! style="background:#99cccc;" | Hit Advantage
+
! style="background:#99cccc;" | Crouching Hit Advantage
+
! style="background:#99cccc;" | Damage
+
! style="background:#99cccc;" | Parry
+
! style="background:#99cccc;" | Stun
+
! style="background:#99cccc;" | Chains into itself
+
! style="background:#99cccc;" | Special Cancel
+
! style="background:#99cccc;" | Super Cancel
+
|-
+
| style="background:#efefef;" align="center" | '''Crouching Jab'''
+
| align="center" | 4
+
| align="center" | 2
+
| align="center" | 5
+
| align="center" | 3
+
| align="center" | 3
+
| align="center" | 3
+
| align="center" | 20
+
| align="center" | H/L
+
| align="center" | 3
+
| style="background:#99cc99;" align="center" | Yes
+
| style="background:#99cc99;" align="center" | Yes
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Crouching Strong'''
+
| align="center" style="background:#cc99cc;" | 5
+
| align="center" style="background:#cc99cc;" | 3
+
| align="center" style="background:#cc99cc;" | 7
+
| align="center" style="background:#cc99cc;" | 3
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | 5
+
| align="center" style="background:#cc99cc;" | 95
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 7
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#99cc99;" align="center" | Yes
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Crouching Fierce'''
+
| align="center" | 5
+
| align="center" | 4
+
| align="center" | 19
+
| align="center" | -8
+
| align="center" | -6
+
| align="center" | -4
+
| align="center" | 135
+
| align="center" | H/L
+
| align="center" | 11
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#99cc99;" align="center" | Yes
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Zugai Hasatsu'''
+
| align="center" style="background:#cc99cc;" | 14
+
| align="center" style="background:#cc99cc;" | 1*1
+
| align="center" style="background:#cc99cc;" | 22
+
| align="center" style="background:#cc99cc;" | -1
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 40+50
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 9+7
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Neutral Jumping Jab'''
+
| align="center" | 5
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 40
+
| align="center" | H
+
| align="center" | 5
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Neutral Jumping Strong'''
+
| align="center" style="background:#cc99cc;" | 5
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 90
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 9
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Neutral Jumping Fierce'''
+
| align="center" | 6
+
| align="center" | 2
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 130
+
| align="center" | H
+
| align="center" | 13
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Jumping Jab'''
+
| align="center" style="background:#cc99cc;" | 5
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 40
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 5
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Jumping Strong'''
+
| align="center" | 5
+
| align="center" | 4
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 90
+
| align="center" | H
+
| align="center" | 9
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Jumping Fierce'''
+
| align="center" style="background:#cc99cc;" | 6
+
| align="center" style="background:#cc99cc;" | 3
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 130
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 13
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Crouching Short'''
+
| align="center" | 5
+
| align="center" | 2
+
| align="center" | 7
+
| align="center" | 1
+
| align="center" | 1
+
| align="center" | 1
+
| align="center" | 20
+
| align="center" | L
+
| align="center" | 3
+
| style="background:#99cc99;" align="center" | Yes
+
| style="background:#99cc99;" align="center" | Yes
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Crouching Foward'''
+
| align="center" style="background:#cc99cc;" | 6
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | 16
+
| align="center" style="background:#cc99cc;" | -3
+
| align="center" style="background:#cc99cc;" | -2
+
| align="center" style="background:#cc99cc;" | -1
+
| align="center" style="background:#cc99cc;" | 90
+
| align="center" style="background:#cc99cc;" | L
+
| align="center" style="background:#cc99cc;" | 3
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#99cc99;" align="center" | Yes
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Crouching Roundhouse'''
+
| align="center" | 7
+
| align="center" | 4
+
| align="center" | 25
+
| align="center" | -15
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 130
+
| align="center" | L
+
| align="center" | 3
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Neutral Jumping Short'''
+
| align="center" style="background:#cc99cc;" | 5
+
| align="center" style="background:#cc99cc;" | 9
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 40
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 5
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Neutral Jumping Foward'''
+
| align="center" | 5
+
| align="center" | 5
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 80
+
| align="center" | H
+
| align="center" | 7
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Neutral Jumping Roundhouse'''
+
| align="center" style="background:#cc99cc;" | 6
+
| align="center" style="background:#cc99cc;" | 4
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 120
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 11
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Jumping Short'''
+
| align="center" | 5
+
| align="center" | 9
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 40
+
| align="center" | H
+
| align="center" | 5
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Jumping Foward'''
+
| align="center" style="background:#cc99cc;" | 5
+
| align="center" style="background:#cc99cc;" | 5
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 80
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 7
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Jumping Roundhouse'''
+
| align="center" | 6
+
| align="center" | 3
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 120
+
| align="center" | H
+
| align="center" | 11
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Tenma Kuujin Kyaku'''
+
| align="center" style="background:#cc99cc;" | 9
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 3
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 90
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 11
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
| style="background:#ff6666;" align="center" | No
+
|}
+
 
+
=== Special Moves ===
+
 
+
{| border="1" cellspacing="0" align="center" width="90%"
+
! style="background:#99cccc;" | Move
+
! style="background:#99cccc;" | Startup
+
! style="background:#99cccc;" | Hit
+
! style="background:#99cccc;" | Recovery
+
! style="background:#99cccc;" | Blocked Advantage
+
! style="background:#99cccc;" | Damage
+
! style="background:#99cccc;" | Parry
+
! style="background:#99cccc;" | Stun
+
! style="background:#99cccc;" | Super Cancel
+
|-
+
| style="background:#efefef;" align="center" | '''Gou Hadouken'''
+
| align="center" | 8
+
| align="center" | 1
+
| align="center" | 38
+
| align="center" | -11
+
| align="center" | 60
+
| align="center" | H
+
| align="center" | 3
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Zankuu Hadouken'''
+
| align="center" style="background:#cc99cc;" | 12
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | 7
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 60
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 3
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Shakunetsu Hadouken (Jab)'''
+
| align="center" | 14
+
| align="center" | 1
+
| align="center" | 42
+
| align="center" | -23
+
| align="center" | 50
+
| align="center" | H
+
| align="center" | 3
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Shakunetsu Hadouken (Strong)'''
+
| align="center" style="background:#cc99cc;" | 19
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | 43
+
| align="center" style="background:#cc99cc;" | -18
+
| align="center" style="background:#cc99cc;" | 50+50
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 3+3
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Shakunetsu Hadouken (Fierce)'''
+
| align="center" | 24
+
| align="center" | 1
+
| align="center" | 44
+
| align="center" | -15
+
| align="center" | 50+50+50
+
| align="center" | H
+
| align="center" | 3+3+3
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Gou Shoryuken (Jab)'''
+
| align="center" style="background:#cc99cc;" | 3
+
| align="center" style="background:#cc99cc;" | 13
+
| align="center" style="background:#cc99cc;" | 26
+
| align="center" style="background:#cc99cc;" | -24
+
| align="center" style="background:#cc99cc;" | 130 (100)
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 11 (9)
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Gou Shoryuken (Strong)'''
+
| align="center" | 2
+
| align="center" | 1*4
+
| align="center" | 41
+
| align="center" | -30
+
| align="center" | 100+50
+
| align="center" | H/L
+
| align="center" | 11+3
+
| style="background:#99cc99;" align="center" | Yes+No
+
|-
+
| style="background:#efefef;" align="center" | '''Gou Shoryuken (Fierce)'''
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | 1*1*18
+
| align="center" style="background:#cc99cc;" | 35
+
| align="center" style="background:#cc99cc;" | -34
+
| align="center" style="background:#cc99cc;" | 60+60+60
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 11+3+3
+
| style="background:#99cc99;" align="center" | Yes+Yes+No
+
|-
+
| style="background:#efefef;" align="center" | '''Tatsumaki Zankuukyaku (Short)'''
+
| align="center" | 11
+
| align="center" | 1
+
| align="center" | 17
+
| align="center" | -12
+
| align="center" | 100
+
| align="center" | H
+
| align="center" | 7
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Tatsumaki Zankuukyaku (Foward)'''
+
| align="center" style="background:#cc99cc;" | 2
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 90
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 7
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| align="center" | '''" (2nd Hit)'''
+
| align="center" | 8*2*3*1
+
| align="center" | 1x4
+
| align="center" | 16
+
| align="center" | -8
+
| align="center" | 30x4
+
| align="center" | H
+
| align="center" | 3x4
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Tatsumaki Zankuukyaku (Roundhouse)'''
+
| align="center" style="background:#cc99cc;" | 2
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 90
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 7
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| align="center" | '''" (2nd and 3rd Hit)'''
+
| align="center" | 8*(1*2)x3*1
+
| align="center" | 1x8
+
| align="center" | 10
+
| align="center" | -5
+
| align="center" | 30x8
+
| align="center" | H
+
| align="center" | 3x8
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Jumping Tatsumaki Zankuukyaku (Short)'''
+
| align="center" style="background:#cc99cc;" | 5*3
+
| align="center" style="background:#cc99cc;" | 1*1
+
| align="center" style="background:#cc99cc;" | 9
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 80x2
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 3+5
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Jumping Tatsumaki Zankuukyaku (Foward)'''
+
| align="center" | 5*3x3
+
| align="center" | (1*1)x2
+
| align="center" | 9
+
| align="center" | -
+
| align="center" | 80x4
+
| align="center" | H
+
| align="center" | (3+5)x2
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Jumping Tatsumaki Zankuukyaku (Roundhouse)'''
+
| align="center" style="background:#cc99cc;" | 5*3x7
+
| align="center" style="background:#cc99cc;" | (1*1)x4
+
| align="center" style="background:#cc99cc;" | 9
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 80x8
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | (3+5)x4
+
| style="background:#99cc99;" align="center" | Yes
+
|-
+
| style="background:#efefef;" align="center" | '''Hyakki Gouzan'''
+
| align="center" | 40
+
| align="center" | 14
+
| align="center" | 13
+
| align="center" | -11
+
| align="center" | 100
+
| align="center" | L
+
| align="center" | 3
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Hyakki Goushou'''
+
| align="center" style="background:#cc99cc;" | 6
+
| align="center" style="background:#cc99cc;" | 2
+
| align="center" style="background:#cc99cc;" | 17
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 130
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 13
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Hyakki Goujin'''
+
| align="center" | 3
+
| align="center" | -
+
| align="center" | 3
+
| align="center" | -
+
| align="center" | 100
+
| align="center" | H
+
| align="center" | 11
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Hyakki Gousai'''
+
| align="center" style="background:#cc99cc;" | 10
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | 17
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 110
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 15
+
| style="background:#ff6666;" align="center" | No
+
|-
+
| style="background:#efefef;" align="center" | '''Ashura Senkuu'''
+
| align="center" | 20
+
| align="center" | 45/29
+
| align="center" | 9
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| align="center" | -
+
| style="background:#ff6666;" align="center" | No
+
|}
+
 
+
=== Super Arts ===
+
 
+
{| border="1" cellspacing="0" align="center" width="90%"
+
! style="background:#99cccc;" | Move
+
! style="background:#99cccc;" | Startup
+
! style="background:#99cccc;" | Hit
+
! style="background:#99cccc;" | Recovery
+
! style="background:#99cccc;" | Blocked Advantage
+
! style="background:#99cccc;" | Damage
+
! style="background:#99cccc;" | Parry
+
! style="background:#99cccc;" | Stun
+
|-
+
| style="background:#efefef;" align="center" | '''Messatsu Gou Hadou (SA1)'''
+
| align="center" | 4
+
| align="center" | 1
+
| align="center" | 49
+
| align="center" | -13
+
| align="center" | 55x5+60
+
| align="center" | H
+
| align="center" | 0
+
|-
+
| style="background:#efefef;" align="center" | '''Tenma Gou Zankuu (SA1)'''
+
| align="center" style="background:#cc99cc;" | 6
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | 13
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 60x5+80
+
| align="center" style="background:#cc99cc;" | H
+
| align="center" style="background:#cc99cc;" | 0
+
|-
+
| style="background:#efefef;" align="center" | '''Messatsu Gou Shoryuu (SA2)'''
+
| align="center" | 1
+
| align="center" | 1
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 40
+
| align="center" | H/L
+
| align="center" | 0
+
|-
+
| align="center" | '''" (2nd Hit)'''
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 3
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 40
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 3
+
|-
+
| align="center" | '''" (2nd Gou Shoryuken)'''
+
| align="center" | 13
+
| align="center" | 1
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 40
+
| align="center" | H/L
+
| align="center" | 0
+
|-
+
| align="center" | '''" (4th Hit)'''
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 3
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 50
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 3
+
|-
+
| align="center" | '''" (3rd Gou Shoryuken)'''
+
| align="center" | 15
+
| align="center" | 1
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 120
+
| align="center" | H/L
+
| align="center" | 9
+
|-
+
| align="center" | '''" (6th Hit)'''
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 110
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 5
+
|-
+
| align="center" | '''" (7th Hit)'''
+
| align="center" | -
+
| align="center" | 7
+
| align="center" | 37
+
| align="center" | -25
+
| align="center" | 100
+
| align="center" | H/L
+
| align="center" | 5
+
|-
+
| style="background:#efefef;" align="center" | '''Messatsu Gou Rasen (SA3)'''
+
| align="center" style="background:#cc99cc;" | 3
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 70
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 0
+
|-
+
| align="center" | '''" (2nd Hit)'''
+
| align="center" | 3
+
| align="center" | 1
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 70
+
| align="center" | H/L
+
| align="center" | 0
+
|-
+
| align="center" | '''" (3rd to 11th Hit)'''
+
| align="center" style="background:#cc99cc;" | (3*4)x8
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 40x9
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 0
+
|-
+
| align="center" | '''" (Last kick)'''
+
| align="center" | 3
+
| align="center" | 1
+
| align="center" | -
+
| align="center" | -35
+
| align="center" | 130
+
| align="center" | H/L
+
| align="center" | 0
+
|-
+
| style="background:#efefef;" align="center" | '''Messatsu Gou Senpuu (SA3)'''
+
| align="center" style="background:#cc99cc;" | 8
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 60
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 0
+
|-
+
| align="center" | '''"'''
+
| align="center" | -
+
| align="center" | 1x3
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 55x3
+
| align="center" | H/L
+
| align="center" | 0
+
|-
+
| align="center" | '''"'''
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 70
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 0
+
|-
+
| align="center" | '''"'''
+
| align="center" | -
+
| align="center" | 1x4
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 40x4
+
| align="center" | H/L
+
| align="center" | 0
+
|-
+
| align="center" | '''"'''
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 1x3
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 60x3
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 0
+
|-
+
| align="center" | '''"'''
+
| align="center" | -
+
| align="center" | 1
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 40
+
| align="center" | H/L
+
| align="center" | 0
+
|-
+
| align="center" | '''"'''
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 1x4
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 40x4
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 0
+
|-
+
| align="center" | '''"'''
+
| align="center" | -
+
| align="center" | 2
+
| align="center" | 9
+
| align="center" | -
+
| align="center" | 130
+
| align="center" | H/L
+
| align="center" | 0
+
|-
+
| style="background:#efefef;" align="center" | '''Shun Goku Satsu'''
+
| align="center" style="background:#cc99cc;" | 1
+
| align="center" style="background:#cc99cc;" | 37
+
| align="center" style="background:#cc99cc;" | 2
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 490
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 0
+
|-
+
| style="background:#efefef;" align="center" | '''Kongou Kokuretsu Zan'''
+
| align="center" | 16
+
| align="center" | 5
+
| align="center" | 58
+
| align="center" | -
+
| align="center" | 370 (300)
+
| align="center" | -
+
| align="center" | 15
+
|-
+
| align="center" | '''" (Tidal Waves) (1st part)'''
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 1*1*1
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 55+55+40
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 3+3+3
+
|-
+
| align="center" | '''" (Tidal Waves) (2nd part)'''
+
| align="center" | -
+
| align="center" | 1*1*1
+
| align="center" | -
+
| align="center" | -
+
| align="center" | 55+55+40
+
| align="center" | H/L
+
| align="center" | 3+3+3
+
|-
+
| align="center" | '''" (Tidal Waves) (3rd part)'''
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | 1*1*1
+
| align="center" style="background:#cc99cc;" | -
+
| align="center" style="background:#cc99cc;" | -25
+
| align="center" style="background:#cc99cc;" | 40+40+40
+
| align="center" style="background:#cc99cc;" | H/L
+
| align="center" style="background:#cc99cc;" | 3+3+3
+
|}
+
 
+
=== Additional Frame Data ===
+
 
+
{| border="1" cellspacing="0" align="center" width="25%"
+
! style="background:#99cccc;" | Move
+
! style="background:#99cccc;" | Frames
+
|-
+
| style="background:#efefef;" align="center" | '''Jump'''
+
| align="center" | 3
+
|-
+
| style="background:#efefef;" align="center" | '''Super Jump'''
+
| align="center" style="background:#cc99cc;" | 5
+
|-
+
| style="background:#efefef;" align="center" | '''Normal Wakeup'''
+
| align="center" | 77
+
|-
+
| style="background:#efefef;" align="center" | '''Tech Wakeup'''
+
| align="center" style="background:#cc99cc;" | 50
+
|-
+
| style="background:#efefef;" align="center" | '''Taunt'''
+
| align="center" | 65
+
|}
+
 
+
== Strategies ==
+
Due to Akuma's naturally disadvantageous life and stun bars, high level Akuma play consists of seamless, unpredictable, safe offense and few mistakes. Should your opponent unleash their offense on you, you can lose a lot of life quickly. Obviously it is also very important to have a strong defense because of how much damage Akuma takes. Learn to block low and tech throws, and use Akuma's wakeup options wisely.
+
 
+
 
+
=== Overview ===
+
 
+
'''Punish after Parrying:'''
+
 
+
 
+
Air Parry:
+
 
+
- Air Hadouken
+
 
+
- Tatsumaki, land, SRK (very precise)
+
 
+
- Tatsumaki, land SA1/3.
+
 
+
- lp,lk (air reset, not very useful)
+
 
+
 
+
Normal Parry:
+
 
+
- Raging Demon (requires fast reflexes)
+
 
+
- s.hp xx tatsumaki, SRK.
+
 
+
- s.hk xx SA1/2/3
+
 
+
- s.hp xx SRK xx SA1/2
+
 
+
- CORNER: s.hp xx tatsumaki, SRK, SA1
+
 
+
 
+
Low Parry:
+
 
+
- c.mk xx SA1/2/3
+
 
+
- c.lk, c.lp, c.lk xx SA1 (works only on some characters)
+
 
+
- CORNER: c.mk, tatsumaki, xx shoryuken xx Sa1
+
 
+
 
+
 
+
 
+
'''Wake-Up Moves:'''
+
 
+
 
+
- Demon flip
+
 
+
- Teleport
+
 
+
- Hurricane
+
 
+
- Lp srk xx sa1
+
 
+
- HP srk
+
 
+
- The best by far: Block!
+
 
+
 
+
 
+
'''Blockstrings'''
+
 
+
 
+
 
+
- after knockdown- c.lk, c.lp, c.lk, c.mk (into fireball/flip/tatsu)
+
 
+
- after flip - s.mk, s.mk
+
 
+
- cl mk, cr. lk x demon flip
+
 
+
- cl mk, cr mk x mk demon flip dive kick
+
 
+
- cr, lk, cl mk x mk demon flip dive kick
+
 
+
- cr.lk, s.hp, x demon flip kick
+
 
+
 
+
'''Raging Demon Set-ups'''
+
 
+
- Kara Demon: Twds + mp, lp, lp, down forward, lk, hp!
+
(if done right, then the raging demon will come out before the first hit of mp)
+
 
+
- HK: i actually tried this a couple of time and it seems pretty useful.
+
 
+
- Cl. mk, (walk up) cr. rh kara demon.
+
 
+
- Cl. mp, Kara Demon
+
 
+
- Cr. lk, Kara Demon (while pressing lk, press lp twice and hold another
+
button--hp or mp will do fine--to keep the jabs from coming out.
+
 
+
- Divekick (does not matter which or if the divekick even connects),
+
pause then Kara Demon.
+
 
+
- Dash up (kara) Demon. (quickly press the jabs while dashing)
+
 
+
- UOH Rh. Kara demon
+
 
+
- Cr. lk, st. cl. lp, Kara Demon
+
 
+
- If you do a fireball late enough, nothin will come out (of you time it just right,
+
Gouki will still say "gou zanku") just like Demon Flip Kick. You can use this to
+
jump in on an opponent, do a fake fireball, buffer the jabs and then do a
+
Kara Demon.
+
 
+
- Parry into demon (you have to be fast)
+
 
+
- Raging demon on wakeup (if your opponent won't back off)
+
 
+
=== Basics ===
+
=== Super Art Selection ===
+
 
+
SAI (Messatsu Gouhadou) - Akuma's fireball super, and his super art of choice, for a variety of reasons. It's easily the safest of his supers, which makes it hard to punish unless it's blocked at close range. It can be confirmed or cancelled out of a variety of moves, including cr. short x 2, cr. forward, any of his uppercuts, etc. It also does good chip damage, especially when preceded by a fireball or red fireball. The main thing going against it is its fairly low damage, but it's still respectable, especially against the weaker characters.
+
 
+
 
+
SAII (Messatsu Goushoryu) - Akuma's uppercut super, similar to Ken's SAI. Does better damage than SAI, and has many of the same confirms and cancels as SAI. On the other hand, this super is much more than SAI unsafe if missed, and basically gives the opponent a free combo. Also has less chip potential, since the last 3 hits are easily parried. Not a bad super, but SAI is preferrable.
+
 
+
 
+
SAIII (Messatsu Gourasen) - Akuma's hurricane kick super, goes straight up. Does the most damage out of all of his supers, but has the worst recovery and chip damage by far. Also lacks range and lead-in combos, making it hard to easily integrate into his ground pressure/offensive. Probably his worst super.
+
 
+
 
+
Shun Goku Satsu (Raging Demon) - Akuma's signature special art, requires 2 full meters (all of his super arts are the same length.) Does loads of damage and is a grab super (therefore, unblockable), but is ordinarily hard to connect with since the jabs usually give the super away, and it's fairly easy to jump after the super flash if it's not kara'ed. Techniques such as kara-ing it with toward  MP or hiding the jabs by dashing eliminate these problems and make it a much more lethal super, however.
+
 
+
 
+
Kongou Kokuretsu Zan: Akuma's new special art, channels his energy into a shockwave, requires 2 full meters again. Even more damaging than the raging demon (provided all of the hits connect), and has potential for extra with taunt and/or crouching damage. Good for countering dash-ins, jump-ins, and cross-ups, but is somewhat slow to come out and does severely reduced damage if the first hit misses. His most common combo with this super involves a jab reset into the KKZ (after the BnB.) This is also the ultimate chip out super - if you get a knockdown with 2 full stocks and your opponent having only a few pixels of life, this super guarantees the win, provided you time it right. This is since the first hit is unparriable; therefore, it must be blocked, and does good chip on its own. If, by some ridiculous chance, your opponent survives the first hit and starts red-parrying out of it, you still have a good 6 or 7 parries worth of time to screw them up (about the same as his SAI).
+
 
+
=== Kara-Techniques ===
+
 
+
 
+
Kara Demon - f  mp, lp, lp, down-forward, lk, hp
+
 
+
Kara Throw - f  mp, lp  lk
+
 
+
Kara UOH - Hold forward while doing UOH.
+
 
+
=== Zoning ===
+
=== Mixups ===
+
 
+
 
+
 
+
 
+
 
+
'''Demon Flip Mixups!''':
+
 
+
 
+
 
+
The demon flip really gives you lots of options. The kick should be your main tool, since its the safest. With this, you can late cancel to try to combo, early cancel to stuff potential counters, or go for the cross up. If you are close enough, you have the throw option, which works really well against tall characters. To keep the kicks unexpected, you have either the slide kick, or an empty demon flip, which I generally follow up with a throw, or I sometimes just go straight into another demon flip. Anyway, lets talk about setups.
+
 
+
fp juggle into demon flip
+
 
+
This is either an air tatsu juggle into fp, or bnb ending in fp instead of srk. This attack string can really put pressure on the opponent, and is a good tool against characters without uppercuts. You won't ever be in range for the throw with this one.
+
 
+
just a standing normal into demon flip
+
 
+
You see JR use these a lot. This is your primary way of connecting the throw, which I use nearly as much as the kick, sometimes more than the kick depending on the opponent.
+
 
+
meaty demon flip
+
 
+
I don't use this often, but its a good setup because you stand a better chance against uppercuts, and have really great combo potential.
+
 
+
air fb, land, demon flip
+
 
+
This is a setup I've been experimenting with against makoto mainly. You don't have to worry so much about a dash under or anything.
+
 
+
Ok, so you're in the flip...now what?
+
 
+
Like I said, the kick is your main option, so lets talk about that. Its tempting to always late cancel the flip so you can combo. The first thing you learn in Mixup 101 is always doing one thing in a situation = death, so you have to early cancel this thing too. Once people start getting knocked by the early cancel, they wont be so tempted to try to AA you everytime, or parry, and an early cancel kick can lead to RD setups or kara throws or more flips. Its a good sign if they just start blocking the kicks, because you are getting close to locking them down, and you have them unprepared for throws. The blocked kicks should be followed up pretty much the same way as an early cancel kick. Either land, normal > demon flip, kara throws, or if you can, an RD. I also like going for the f+mp overhead after blocked or early canceled kicks.
+
 
+
You also have the cross up kick. I'm just starting to use this thing, but its really great because its ambigous. What sucks though is you really need to know what situations it will cross people up on. Most of the time, a cl.mk > mk flip, and early cancel the kick will lead to a crossup. If anyone can give some insight on crossups with demon flips that would be great.
+
 
+
Unlike the dive kick, after a parried flip kick, you land at the same speed, so you should be able to go right into demon. Other than that, don't get parried. I also will throw out rh and mk tatsus after parried flip kicks from time to time.
+
 
+
Time to start using the throw. Not much to know here, except make sure you are putting yourself in range for this. You really need to be right on top of them. So you are either do c.mk > mk flip, cl.mk > lk flip, cl.fp > mk flip. Just know your ranges because whiffing this thing is a free combo for your opponent On characters like Q, if you go for a psuedo meaty flip, and just go for the throw right away, there is relatively nothing they can do to counter it.
+
 
+
The slide kick really allows the normal kicks and throws to work well. I follow up my fp juggles with this one a lot! Although, once you get this thing blocked or parried, its time to hold off on it for a while, because you have pretty bad recovery on this one. I very rarely dont land this one, but you do need to be very careful with it.
+
 
+
Lastly, there is the empty flips, and like I said, you should mostly go for kara throws, because if someone didn't try to AA you, they are probably blocking.
+
 
+
Don't really ever use this punch. No real reason. Bad recovery. It sucks.
+
 
+
Hope this is useful I don't want to sound like an expert, because I'm not. I'm still learning the demon flip, but I think its not discussed enough here.
+
 
+
How to Counter different reactions to Demon Flips
+
 
+
Opponent is AAing you out - Early flip kick
+
Opponent is standing blocking - Slide kick, empty flip throw, flip throw
+
Opponent is crouching blocking - Flip punch, empty flip throw, flip throw
+
Opponent is parrying - Vary flip strengths/kick timing (super late cancel works well), empty flip throw, flip throw
+
Opponent trying to go under flip - Early flip kick
+
 
+
=== Additional Notes ===
+
 
+
*Personal Action: Attack up, Stun Damage up for the next non-throw attack/combo.
+
 
+
----
+
 
+
===A Review by Chaosofdante===
+
 
+
====Introduction====
+
 
+
When playing Akuma the basic goal is to use his superior zoning ability in order to control your opponent’s options, and at the same time, minimizing the risk of getting hit yourself.
+
+
It is very important to note (if you haven't noticed already) that Akuma has THE WORST defense rating of the characters in 3S. He is also tied with Remy for having the smallest stun bar of all of the characters 3S.
+
 
+
You should also note that Akuma's supers are all the same length, and that he has no EX moves.  All this was done to counter balance his incredible offense and mix-up. Many people are turned away from Akuma because they see him as being too inconsistent due to his stamina, but I hope to reassure you that by making smart decisions during the match, Akuma has no holes at all in his game.
+
 
+
====Beginning the Offense====
+
 
+
Akuma has the basic Shoto mix-ups that allow him to confuse and knock down his opponent repeatedly. If you're not sure on what these mix ups are (tick throw, high/low, Kara throwing, etc.) please consult the Ryu section for examples.
+
 
+
For offense purposes, you want to use Akuma's air fireballs as a safe window to get in on opponents and begin guessing games. When using an air fireball on someone who is standing always, and I mean ALWAYS option select parry before throwing the fireball. Akuma cannot attack after the fireball has been thrown so you want to do it as late as possible. This ensures that if you throw an air fireball at a standing opponent, they can't counter hit you even if they parry. In this way Akuma becomes very safe after a late air fireball even if it's parried, you only need to watch out for things like reversal Shippus or Hugo/Alex SA1 as moves with 1-2 frame start up will still be able to get you. The option select parry is purely there to protect you from any early anti air attempts. If the parry is successful you can do a meaty fierce in the air and link a standing fierce into either short, or roundhouse Tatsu depending on if they are standing or crouching (short Tatsu whiffs on almost everyone crouching).
+
 
+
Another offensive option from mid range in order to get close is to cancel hit or blocked low forwards into Akuma's daemon flip. Akuma has a fairly good mix-up game from this that can work well as long as it's not used more than a few times in a match, if you become predictable with it, your opponent may be able to punish you. The input for this is (F > D >  MK > DF and any kick (LK/MK/HK)). The kick pressed determines the distance of Akuma’s flips. Use the short kick to keep the pressure on with dive kicks, and use the other two for his throw.
+
 
+
Once Akuma scores a knockdown he becomes extremely dangerous. He can hit confirm his close standing forward into his B&B juggle. He can also confirm marginal damage starting low without a super with this combo (c.LK > c.LP x RH Tatsu. If in the corner, cancel into LK Tatsu and juggle with an extremely early MP Shoryuken. This can additionally be canceled off the first hit into Messatsu go Hadou if you have built enough meter). If you have super, Akuma is usually better off starting low with c.LK > c.LK x Super.
+
 
+
*A note on Akuma's B&B juggles. If you hit a close standing LK do not immediately cancel into Messatsu go Hadou, instead, cancel into LK Tatsu if your opponent is not crouching when hit. Akuma's s.LP reset into Messatsu go Hadou is much better. Despite the fact it can be parried, Akuma will recover well before his opponent has finished parrying all 6 hits, and can dash in and attack to screw up their timing. This almost always does more damage than his link (additional things to consider; it is wise to link the close standing forward into Messatsu go Hadou only if they are crouching or if it will win you the round).
+
 
+
*Another juggle that people often over look and deem as "too hard" to be practical, is his LP reset into Kongoku-kuretsuzan. This is his BEST combo. It does an insane amount of damage and is inescapable after the first hit of the combo connects. This reset cannot be parried and this super usually does more damage than a daemon. An important thing to do is to activate the jab as early as possible, as it often determines whether or not there is enough time to link the super. In my opinion, this combo really only needs to be practiced for about a week before it becomes second nature.
+
 
+
If you don’t have meter, Akuma’s best option is usually to juggle with a semi late fierce Shoryuken. You can also try to reset them with a standing fierce, and cancel that into his forward daemon flip and continue the pressure. If you have already tried canceling into forward daemon flip, try cancelling the fierce into the short daemon flip and just let it finish into the sweep. Akuma is usually safe after this sweep, and from the right range, that set-up puts you in the right place to block a counter attack from most characters, again, watch out for supers with quick start ups before executing this attack.
+
 
+
Another one of Akuma’s great strengths that absolutely needs to be mastered is his Asura Senkuu or his teleport. This move completely ruins the game plans of characters like Denjin-Ryu (Use it to go through meaty Denjins), Urien (Escape Aegis unblockables), and Hugo. It can also be used as a way to run away from Genei-jin, although when doing this you must be extremely careful. Reversal teleport is mandatory for high level Akuma play, as it allows him one way to get around his terrible stamina.
+
 
+
The last important tactic for an Akuma player to know is also his most infamous: His daemons. Akuma’s raging daemon puts Akuma’s mix up game on the same level as Makoto’s, and almost as good as Dudley’s. It is important to only use this super in much the same way Hugo uses his Gigas breaker super. Only use this super at point blank range or as Kara. If it is not done at point blank range, any scrub will know enough to jump and avoid it. Performed correctly however, if it is done point blank (like all grab supers need to be); they cannot escape by that method. In fact it can help to ignore that the daemon travels any sort of distance at all. Be careful when Kara canceling the daemon though because during those first few frames that gain extra range Akuma is not considered in the daemon animation therefore he will not pass through opponents attacks. Only regular daemons are reliable for there invincibility frames.
+
 
+
Akuma has a few basic ways to land his daemon. These setups are:
+
 
+
*Dash-daemon
+
*Dash-Kara daemon
+
*Tick Kara-daemon
+
*Empty cancel daemon flip into Kara daemon
+
And even
+
*Wake-up daemon.
+
 
+
Dash daemon is performed by buffering two jabs in the dash then simply finishing the command. Kara daemon is the same as his Kara throw (F + MP) but finishing the command instead. (Props to Jiro/Harmonaz for showing this final daemon set up). This is by far the best use of a daemon I have ever seen.
+
 
+
To perform the WALK UP KARA-DEAMON you simply need to be fast enough to input the raging daemon command within the same time window that you Kara cancel Akuma’s F + MK for a Kara throw. The input for this is [LP > LP > F > LK > HP]. This way Akuma will do his famous Kara throw grunt and move forward then cancelling it into a daemon. Obviously this is extremely hard to do, but there are a few ways you can practice and learn this. I learnt that hitting LP and F at the same time for the first LP helps cut time off. Then you need to train your hands to hit LP > LK > HP afterwards. The hardest part I found was getting the tap correct. Remember the timing for the input is really strict but the daemon input itself isn't so much in 3S. Don't worry if you can't do it right away, Harmonaz said it took him 25 min just to learn it in his video, in perspective it took me several hours. Even Japanese players like Jiro and Match don't get it all the time, just watch their matches where they whiff in front of their opponent with max meter, that just goes to show how hard this setup is.
+
 
+
*Akuma has a couple of not-so-hot setups for daemons that should be avoided. I sometimes see beginners use these setups, but they aren’t safe. They are his c.HK blocked canceled into daemon, and his juggle HP reset, whiff LK Tatsu while hiding two LP in the Tatsu then finishing the command at point blank. The reason these setups don’t work is that they are easy to see coming for an experienced player. Most experienced players will jump back when they see these set-ups done by an Akuma with maxed super.
+
 
+
(''Lately I have been experimenting with a very good, but extremely difficult daemon setup that, when done correctly, can really add to Akuma’s daemon mix up. It is very possible, although very difficult, to hide two LP inputs inside the two c.LK inputs in a blocked version of Akuma’s c.LK hit confirm. If the c.LK > c.LK is blocked, Akuma can then cancel into an immediate Kara daemon if the inputs were done correctly. It must be Kara daemon as the two LKs push Akuma too far out of point blank range on block. The command for this is to hit c.LK then immediately hit c.LP during the short animation and hold then hit c.LK to get the second LK, and almost simultaneously negative edge the second LP by releasing LP, then cancel into Kara daemon. If done correctly Akuma will release two c.LKs without releasing a c.LP. The timing for the button presses is similar to Kara canceling Yun's standing short into LP dash punch if you have any experience with Yun’s juggles.'')
+
 
+
==Match-ups==
+
===Serious Advantage Match-ups===
+
''Akuma has no match-ups where he is at a serious advantage''
+
===Advantage Match-ups===
+
*Dudley
+
*Urien - ''Can be a very frustrating matchup for Urien, given Akuma can teleport out of reflectors, and his mk tatsumaki is completely safe, as long as it's not parried.''
+
*Elena
+
*Necro
+
*Alex
+
*Remy
+
*Q
+
*Hugo
+
*Twelve
+
*Sean
+
 
+
===Fair Match-ups===
+
*Akuma
+
*Ibuki
+
===Disadvantage Match-ups===
+
*Yun
+
*Chun-Li
+
*Ken
+
*Makoto - ''This matchup really depends on the quality of the Makoto and Akuma players. Akuma must avoid being stun-grabbed at nearly all costs, considering Makoto has one of the easiest 100% stun combos (out of her SAII) on him in the game. If Makoto gets that one stun-grab on her half of the screen with meter, the round is basically over.''
+
*Ryu
+
*Oro
+
*Yang
+
 
+
===Serious Disadvantage Match-ups===
+
''Akuma has no match-ups where he is at a serious disadvantage''
+
 
+
 
+
 
+
==Discussion==
+
 
+
http://forums.shoryuken.com/showthread.php?t=124993
+
 
+
{{Template:3rd Strike}}
+
 
+
[[Category: Street Fighter 3: 3rd Strike]]
+
[[Category: Akuma]]
+

Revision as of 04:44, 18 October 2007

Creare temi nokia 5200 Video mariti cuckold Cartoon manga gratis Gay gratis Confronta assicurazione auto Grandi scopate sitemap index Tettone giapponesi Donne in cinta nude Zoccole cinesi Foto donne vogliose Pompinare nere Sandra board3 Base musica karaoke gratis Progettare un bagno per disabili Culi donna mildred davis Donne mature over 40 Nonnine troie map Rodox 70 porn collection area51 Porno cartoni giapponesi lanterna esterni il segno della legge Sfondi glitter per blog kenny west Bang bros occhiali vertigo Mappa politica spagna Sessolibero Wwwciaoamigosit Sigle telefilm mp3 equidis Martinozzi Www inculate it Very young pussy ministero dei trasporti Porno valeria marini Fighe in calore Vecchie xxx Karaoke van basco Emma watson b bbs maggiorana Video pornostar famose swa Programmi nokia n70 18enni porno gratis Pantyhose footjob Orge gratis xxx film link Emula it Donne incinte nude Volo lastminute amsterdam Cazzi negri Esibizioniste teen foto lem motor Fattoria lago trasimeno Fedro biografia Porno animale Jessica ross video Traduttore testo on line Tette sproporzionate Sms anonimi gratis Tre metri sopra il cielo Tesi fisioterapia url page let me blow your mind Pdf manuale qualita iso 9000 download Trenitalia orari zion y batteria enel7 Negre sex Banca credito valtellinese donne da favola Tuttoperinternet it Orge foto Biotrituratore cardano Quattordicenni porno www avmap it Sesso violento la via nazionale Naruto hentai immagini hotel roma albergo roma pensione roma Ronaldigno gonne vintage Wwwvolareweb Via barletta roma inglese page Sexi video free concorso it Video manga hentai Calcola rata leasing Troie pelose index Edengay Lamu xxx Topannunci varta ricaricabile dzungaria banche blavastsky yungning keys sct www uniba it ssis trans rieti triple seven manteniendo la diferencia stairway empire dv av video perdita capello caparezza habemus capa kelly clarkson breakaway apple powerbook g4 imparare inglese on line tipi cellulari harmonia do samba casio exilim exp700 laser ml 1610 sodomie concessionaria aprilia hit mania dance summer hp 5000n lingerie gratis poltroncina chicco bad boys blu ti ho vista piangere transex it baciu stefan www sanjesh org sorti daria asus a8v deluxe frase inviti matrimonio varsavia intrattenimento calzature donna puma noleggio spider toscana delhi (regione amministrativa) pentium 840 golff centro medico mirafiori torino cei mp3 grats download famme like u plaisir d amour battiato audi a3 anno 2003 prestito merano residence elba seagate 7200 8 sata hp pavilion athlon cordless vivavoce rubrica gioco con donne jordan playmate www google c0m pe manbo italiano la sposa del mare tamale loco 2 love is ours sinead o connor t140 acer vulci le veline nude fusione nucleare il taglio di meg ryan dreambox 7020 puntorosso net car cheap insurance eamon dont want to back epson 9500 nina pastori mb asus k8n4e deluxe parental key tapis roulant dallas high power rabbia di vivere rex 250 e catalano franco audio alberto sordi athlon 2400 c320bee midlands (zimbabwe) agriturismo jesolo epson stylus photo 950 960 caricatore cd per autoradio audi gloria estefan everlasting gloria chibolitas desnudas emanuela arcuri foto seno e gambe dragostea ten dei piscina usata juan luis guerra bds rappresentanze articoli per bar dominic monaghan foto del negozio di londra harrods serena dandini lenti per videocamere rosas de van gogh tema miedo de pepe aguilar canzone sanremo 2006 tell him italia cartina
Akuma's Character Select Portrait
Akuma's Neutral Stance

Introduction

When playing Akuma the basic goal is to use his superior zoning ability in order to control your opponent’s options, and at the same time, minimizing the risk of getting hit yourself.

It is very important to note (if you haven't noticed already) that Akuma has THE WORST defense rating of the characters in 3S. He is also tied with Remy for having the smallest stun bar of all of the characters 3S.

You should also note that Akuma's supers are all the same length, and that he has no EX moves. All this was done to counter balance his incredible offense and mix-up. Many people are turned away from Akuma because they see him as being too inconsistent due to his stamina, but I hope to reassure you that by making smart decisions during the match, Akuma has no holes at all in his game.

Colors

Colors.png

Moves List

Basics/Legend

Foward F
Back B
Crouch C
Jump J
Jump Foward JF
Jump Backwards JB
Super Jump D-U
Super Jump Foward D-UF
Super Jump Backwards D-UB
Dash Foward FF
Dash Backwards BB
Quarter Circle Foward QCF
Quarter Circle Backwards QCB
Half Circle Backwards HCB
Foward, Down, Down-Foward F, D, DF / DP
Back, Down, Down-Backwards B, D, DB
Guard (High) B when enemy is attacking
Guard (Low) DB when enemy is attacking
Parry (High) Tap F when about to take a hit
Parry (Low) Tap D when about to take a hit
Parry (Air) Tap F in air when about to take a hit
Red Parry Execute parry after blocking a hit in a combo
Punch (Any) P
Kick (Any) K
Jab LP
Strong MP
Fierce HP
Short LK
Foward MK
Roundhouse HK

Normal Moves

Move Motion Information
Jab LP Default Jab
Strong MP Palm Punch
Fierce HP Lunge Punch
Short LK Shin Kick
Foward MK Lunge Kick
Roundhouse HK Circular Kick
Close Jab (Close to opponent) LP Elbow
Close Strong (Close to opponent) MP Body Blow
Close Fierce (Close to opponent) HP Side Uppercut
Close Foward (Close to opponent) MK Knee
Close Roundhouse (Close to opponent) HK Axe-Kick
Overhead MP MK Universal Overhead
Taunt HP HK Increase Super meter