Akuma (3S)

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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.

Specific Character Information

  • Stamina: 950
  • Stun Bar Length (in pixels): 56
  • Stun Bar Recovery (frames it takes to recover 1 pixel): 23
  • Taunt: Increases damage for the next hit/combo by 43.8% and increases stun damage for the next hit/combo by 28.1%. One taunt is the maximum.
  • Best Kara-Throw: F+MP


Character Colors

(acolor).gif

Moves List

Basic Moves

Move Convention
Forward F
Back B
Crouch C / D
Up U
Jump J
Jump Forward JF
Jump Backwards JB
Super Jump D-U
Super Jump Forward D-UF
Super Jump Backwards D-UB
Dash Forward FF
Dash Backwards BB
Quarter Circle Forward QCF
Quarter Circle Backwards QCB
Half Circle Backwards HCB
Forward, Down, Down-Forward 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
2 Punches PP
2 Kicks KK
3 Punches PPP
3 Kicks KKK
Jab LP
Strong MP
Fierce HP
Short LK
Forward MK
Roundhouse HK
Universal Overhead UOH

Normal Moves

Move Motion
Jab LP
Strong MP
Fierce HP
Close Jab (Close to opponent) LP
Close Strong (Close to opponent) MP
Close Fierce (Close to opponent) HP
Short LK
Forward MK
Roundhouse HK
Close Forward (Close to opponent) MK
Close Roundhouse (Close to opponent) HK
Jumping Jab (Air) LP
Jumping Strong (Air) MP
Jumping Fierce (Air) HP
Neutral Jumping Fierce (Air) HP
Jumping Short (Air) LK
Jumping Forward (Air) MK
Neutral Jumping Forward (Air) MK
Jumping Roundhouse (Air) HK
Neutral Jumping Roundhouse (Air) HK
Overhead MP+MK
Taunt HP+HK

Throws

Move Name Motion
Seoi Nage LP+LK or F+LP+LK
Tomoe Nage B+LP+LK

Command Normals

Move Name Motion
Zugai Hasatsu F+MP
Crouching Jab D+LP
Crouching Strong D+MP
Crouching Fierce D+HP
Crouching Short D+LK
Crouching Forward D+MK
Crouching Roundhouse D+HK
Tenma Kuujin Kyaku Jump Forward, D+MK

Target Combos

  • close standing MP -> HP

Special Moves

Move Name Motion
Gou Hadouken QCF+P
Zankuu Hadouken (Air) QCF+P
Shakunestu Hadouken HCB+P
Tatsumaki Zankuukyaku QCB+K
Tatsumaki Zankuukyaku (Air) (Air) QCB+K
Gou Shoryuken F, D, DF+P
Hyakki Shuu F, D, DF+K
Hyakki Gouzan During F, D, DF+K (No input)
Hyakki Goushou During F, D, DF+K, press P
Hyakki Goujin During F, D, DF+K, press K
Hyakki Gousai During F, D, DF+K, press LP+LK when directly on top of opponent
Ashura Senkuu F, D, DF+KK or F, D, DF+KKK
Ashura Senkuu F, D, DF+PP or F, D, DF+PPP
Ashura Senkuu B ,D ,DB+KK or B ,D ,DB+KKK
Ashura Senkuu B ,D ,DB+PP or B ,D ,DB+PPP

EX Moves

Akuma has no EX moves.

Super Arts

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 Analisys

Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame.

General

  • Move: Move name
  • Motion: What you must do to execute the move
  • Damage: Damage it does (in pixels)
  • Stun Damage: Stun Damage it does (in pixels)
  • Chains into itself: If you can combo into the same movement
  • Special Cancel: If you can cancel the move into a Special Move
  • Super Cancel: If you can cancel the move into a Super Art
  • Throw Range: Range of the throw (in pixels)
  • Num.: Super Art number
  • Super Art: Super Art name
  • Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)

Frame Data

  • Startup: Number of frames it takes to start the move
  • Hit: Number of frames that can hit the opponent
  • Recovery: Number of frames it takes to recover from the move
  • Blocked Advantage: Number of frames you are in advantage/disvantage after opponent have been blocked the hit
  • Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit
  • Crouching Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit while he's crouching
  • + # : You have # frames of advantage
  • - # : You have # frames of disvantage
  • # ~ # : Advantage/disvantage can vary from # to #
  • Down: Enemy gets knocked down
  • Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
  • Parry: How opponent must parry the move, High (H), Low (L) or both (HL)

Gauge Increase

  • Miss: Gauge you gain if you miss the move (in pixels)
  • Blocked: Gauge you gain if the move gets blocked (in pixels)
  • Hit: Gauge you gain if you hit the opponent with the move (in pixels)
  • Parry: Gauge opponent gains when he parry the move (in pixels)

Basic Moves

(akumadf).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Forward 2 8 - 6 (4) 16 (14)

Comments here


(akumadb).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Backwards 4 4 - 6 14

Comments here


(akumajump).gif
Move Motion Startup Frames
Jump BU or U or FU 3

Comments here


(akumajump).gif
Move Motion Startup Frames
Super Jump DBU or DU or DFU 5

Comments here


(akumaw).gif
Move Motion Frames
Normal Wakeup - 77

Comments here


(akumatw).gif
Move Motion Frames
Tech Wakeup Tap D when hitting the ground 50

Comments here


(akumat).gif
Move Motion Frames Gauge Increase
Taunt HP+HK 66 4(6)

Comments here


(akumaparry).gif
Move Motion
Parry (High) Tap F when about taking a hit
Parry (Low) Tap D when about taking a hit
Parry (Air) Tap F in air when about taking a hit

Frame Data

Move Frames you're frozen Frames opponent is frozen Frame Advantage when parry is successful Frames before you can try another parry
Parry (High) 16 20 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Low) 16 20? +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Air) 16 20? +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 21(19 when attack comes from the air)*,**
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
** (If another attack connects within 2 frames of your parry, it will automatically be parried)

Gauge Increase

Move Gauge Increase
Parry (High) 4***
Parry (Low) 4***
Parry (Air) 4***
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)

You can buffer any motion during High or Low parry, but NOT during Air parry.

  • Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude

Normal Moves

(akumalp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Jab LP 20 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 3 4 +4 +4 +4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(akumamp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Strong MP 105 11 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 9 +4 +5 +5 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(akumahp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Fierce HP 140 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 5 22 -6 -4 -2 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(akumacloselp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Jab (Close to opponent) LP 30 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 3 5 +3 +3 +3 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(akumaclosemp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Strong (Close to opponent) MP 115 7 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 10 +1 +2 +3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(akumaclosehp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Fierce (Close to opponent) HP 135 15 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 4 17 -4 -2 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(akumalk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Short LK 40 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 4 7 +2 +2 +2 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(akumamk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Forward MK 95 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 5 17 -7 -6 -5 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(akumahk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Roundhouse HK 145 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 5 20 -7 -5 -3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(akumaclosemk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Forward (Close to opponent) MK 115 9 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 5 11 +2 +4 +6 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(akumaclosehk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Roundhouse (Close to opponent) HK 120+80(40) 13+11(7) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5/7 3/5 19 -6 -4 -2 H/L H/L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
4 8 16 8(4+4)

Comments here


(akumajlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Jab (Air) LP 40(50 if neutral jump) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 Until landing - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(akumajmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Strong (Air) MP 90 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 5 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(akumajmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Fierce (Air) HP 130 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(akumanjhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Fierce (Air) HP 130 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 3 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(akumajlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Short (Air) LK 40 5 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 10(19 if neutral jump) - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(akumajmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Forward (Air) MK 80 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 6 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(akumanjmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Forward (Air) MK 80 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 6 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(akumajmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Roundhouse (Air) HK 120 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(akumanjhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Roundhouse (Air) HK 120 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 5 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(akumaoh).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Universal Overhead MP+MK 40 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
15 8 7 -5~+7 0~+8 +1~+9 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


Throws

(akumasn).gif
Move Motion Damage Stun Damage Throw Range
Seoi Nage LP+LK or F+LP+LK 110 9 24

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

Comments here


(akumatn).gif
Move Motion Damage Stun Damage Throw Range
Tomoe Nage B+LP+LK 110 15 24

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

Comments here


Command Normals

(akumafmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Zugai Hasatsu F+MP 40+50 9+7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
14 1 22 -1 +1 +3 H/H H/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2+0 2+1 7+2 4+4

Comments here


(akumaclp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Jab D+LP 20 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 3 4 +4 +4 +4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(akumacmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Strong D+MP 95 7 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 7 +3 +4 +5 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(akumachp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Fierce D+HP 135 11 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 5 19 -8 -6 -4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(akumaclk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Short D+LK 20 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 3 7 +1 +1 +1 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(akumacmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Forward D+MK 90 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 5 16 -3 -2 -1 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(akumachk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Roundhouse D+HK 135 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 5 25 -15 Down Down L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(akumajdmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Tenma Kuujin Kyaku (Air) D+MK 90 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 Until landing 3 - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here

Target Combo

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Target Combo (Close standing) MP->HP 115+80 7+3 No/No Yes/No Yes/No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 - - -12 -10 -8 HL/HL H/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2+? 4+1 8+1 4+4

Comments here


Special Moves

Please note that in this section you will see mainly 3 images for the special moves, this means the image on the left its done with LP (or LK), the image on the center its done with MP (or MK), and the image on the right its done with HP (or HK). Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves.

(akumahdk).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Gou Hadouken QCF+P 60 4 3 Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 1 38 -11 -10 -10 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 1 4

Comments here


(akumazhdk).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Zankuu Hadouken (Air) QCF+P 60 4 3 Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 1 7 - - - HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 1 4

Comments here


(akumashdk).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Shakunetsu Hadouken (Jab) HCB+LP 50 3 3 Yes
Shakunetsu Hadouken (Strong) HCB+MP 100(50+50) 3+3 3+3 Yes
Shakunetsu Hadouken (Fierce) HCB+HP 150(50+50+50) 3+3+3 3+3+3 Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Shakunetsu Hadouken (Jab) 13 1 42 -23 Down Down HL H
Shakunetsu Hadouken (Strong) 17 1 43 -18 Down Down HL/HL H/H
Shakunetsu Hadouken (Fierce) 21 1 44 -15 Down Down HL/HL/HL H/H/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Shakunetsu Hadouken (Jab) 0 1 1 4
Shakunetsu Hadouken (Strong) 0 2(1+1) 2(1+1) 8(4+4)
Shakunetsu Hadouken (Fierce) 0 3(1+1+1) 3(1+1+1) 12(4+4+4)

Comments here


(akumatzk).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Tatsumaki Zankuukyaku (Short) QCB+LK 100 6 7 Yes
Tatsumaki Zankuukyaku (Forward) QCB+MK 120(90+30) 15(11+2) 10(7+3) Yes/No
Tatsumaki Zankuukyaku (Roundhouse) QCB+HK 150(90+30+30) 17(11+2+2) 13(7+3+3) Yes/No/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Tatsumaki Zankuukyaku (Short) 11 2 17 -12 Down Down HL H
Tatsumaki Zankuukyaku (Forward) 2 2 16 -8 Down Down HL H
Tatsumaki Zankuukyaku (Roundhouse) 2 2 10 -5 Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Tatsumaki Zankuukyaku (Short) 3 8 13 4
Tatsumaki Zankuukyaku (Forward) 3 9(8+1) 15(13+2) 8(4+4)
Tatsumaki Zankuukyaku (Roundhouse) 3 10(8+1+1) 17(13+2+2) 12(4+4+4)

Comments here


(akumaatzk).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Air Tatsumaki Zankuukyaku (Short) (Air) QCB+LK 80 5 3 Yes
Air Tatsumaki Zankuukyaku (Forward) (Air) QCB+MK 160(80+80) 5* 8(3+5) Yes
Air Tatsumaki Zankuukyaku (Roundhouse) (Air) QCB+HK 240(80+80+80) 5* 11(3+5+3) Yes
(*) Blocked damage is for 1 hit only, its not possible to block more hits

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Air Tatsumaki Zankuukyaku (Short) 5 2 9 - Down Down HL H
Air Tatsumaki Zankuukyaku (Forward) 5 2 9 - Down Down HL H
Air Tatsumaki Zankuukyaku (Roundhouse) 5 2 9 - Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Air Tatsumaki Zankuukyaku (Short) 1 1 7 4
Air Tatsumaki Zankuukyaku (Forward) 2 1* 9(7+2) 8(4+4)
Air Tatsumaki Zankuukyaku (Roundhouse) 4 1* 16(7+2+7) 12(4+4+4)
(*) Gauge increase for blocked hit is for 1 hit only, its not possible to block more hits

Comments here


(akumasrk).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Gou Shoryuken (Jab) F, D, DF+LP 130(100) 16(13) 11(9) Yes
Gou Shoryuken (Strong) F, D, DF+MP 150(100+50) 19(13+6) 14(11+3) Yes/No
Gou Shoryuken (Fierce) F, D, DF+HP 180(60x3) 24(8x3) 15(11+3+3) Yes/Yes/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Gou Shoryuken (Jab) 3 14 26 -24 Down Down HL HL
Gou Shoryuken (Strong) 2 2/5 41 -30 Down Down HL/HL HL/HL
Gou Shoryuken (Fierce) 1 2/2/19 35 -34 Down Down HL/HL/HL HL/HL/HL

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Gou Shoryuken (Jab) 3 10 15 4
Gou Shoryuken (Strong) 3 11(10+1) 17(15+2) 8(4+4)
Gou Shoryuken (Fierce) 3 12(10+1+1) 19(15+2+2) 12(4+4+4)

Comments here


(akumahs).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Hyakki Shuu F, D, DF+K - - - No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
- 36 - - - - - -

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
- - - -

Comments here


(akumahgouzan).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Hyakki Gouzan During F, D, DF+K (No Input) 100 13 3 No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
41 15 13 -11 Down Down L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(akumahgoushou).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Hyakki Goushou During F, D, DF+K press P 130 16 13 No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 3 17 - Down Down H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(akumahgoujin).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Hyakki Goujin During F, D, DF+K press K 100 13 11 No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 Until landing 3 - - - HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(akumahgousai).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Hyakki Gousai During F, D, DF+K press LP+LK 110 - 15 No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 2 17 - Down Down Impossible Impossible

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 - 7 -

Comments here


(akumaas).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Ashura Senkuu (PP) F, D, DF+PP - - - No
Ashura Senkuu (KK) F, D, DF+KK - - - No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Ashura Senkuu (PP) 20 46 9 - - - - -
Ashura Senkuu (KK) 20 30 9 - - - - -

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Ashura Senkuu (PP) - - - -
Ashura Senkuu (KK) - - - -

Travels forward, and as you can see it in the "Frame Data", (PP) travels further than (KK)


(akumaas).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Ashura Senkuu (PP) B, D, DB+PP - - - No
Ashura Senkuu (KK) B, D, DB+KK - - - No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Ashura Senkuu (PP) 20 46 9 - - - - -
Ashura Senkuu (KK) 20 30 9 - - - - -

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Ashura Senkuu (PP) - - - -
Ashura Senkuu (KK) - - - -

Travels backwards, and as you can see it in the "Frame Data", (PP) travels further than (KK)

Super Arts

(akumamgh).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage
I Messatsu Gou Hadou 2 bars (112 each bar) QCF QCF+P 290* 19** 0
* (55x5)+60 Damage is when all hits connect.
** (3x5)+4 Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 49 -13 Down Down HLx6 Hx6

Comments here


(akumatgz).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage
I Tenma Gou Zankuu 2 bars (112 each bar) (Air) QCF QCF+P 320* 25** 0
* (60x5)+80 Damage is when all hits connect.
** (4x5)+5 Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 1 13 -49 Down Down HLx6 Hx6

Comments here


(akumamgs).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage
II Messatsu Gou Shoryu 2 bars (112 each bar) QCF QCF+P 390* 44** 14***
* (40x3)+50+120+110+100 Damage is when all hits connect.
** (5+3)x2+15+7+6 Damage is when all hits connect.
*** (0+3)x2+9+5+5 Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
1 2 37 -25 Down Down HLx7 HLx7

Comments here


(akumamgr).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage
III Messatsu Gou Rasen 2 bars (112 each bar) QCF QCF+K 390* 15** 0
* 70+(40x9)+130 Damage is when all hits connect.
** This damage is when only 3 hits are blocked. Full blocked damage is 9+(3x9)+8 but its not possible to block more than 3 hits of this Super Art.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 2 51 -35 Down Down HLx1~4 Hx1~11

Comments here


(akumamgsenpuu).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage
III Messatsu Gou Senpuu 2 bars (112 each) (Air) QCF QCF+K 405* 15** 0
* 60+(55x3)+70+(40x4)+130 Damage is when all hits connect.
** This damage is only when 2 hits are blocked. Full blocked damage is 8+(7x3)+9+(3x4)+8 but its not possible to block more than 2 hits of this Super Art.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 1 51 -35 Down Down HLx1~3 Hx1~10

Comments here


(akumasgs).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Throw Range
any Shun Goku Satsu Requieres MAX gauge (2 full bars/224) LP LP F LK HP 490 - 0 12

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
1 38 2 - Down Down Impossible Impossible

Comments here


(akumakkz).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage
any Kongou Kokuretsu Zan Requieres MAX gauge (2 full bars/224) DDD+PPP 640* 126** 26***
* 370(300)+(55x2)+40+(55x2)+(40x4) Damage is when all hits connect.
** This damage is only when 6 hits are blocked. Full damage is ¿(7x2)+5+(7x2)+(5x4)?
*** 15(15)+(3x9) Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
16 6 58 -26 Down Down HLx9 Impossible/HLx8

Please note that the "Blocked Damage" cannot be correct, i've checked something, and you take 10 hits if you are blocking the full Super Art, and in the website where i take the information, only shows damage for 6 hits...


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

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Crouch MK Gou Shoryuken (HP) - - 253 (22%) 17
Close HP Tatsumaki Zankuukyaku (HK) - - 265 (23%) 22
Close HP Gou Shoryuken (HP) - - 288 (25%) 28
Crouch MK Tatsumaki Zankuukyaku (LK) Close LP Tatsumaki Zankuukyaku (HK) 311 (27%) 13
Crouch MK Tatsumaki Zankuukyaku (LK) Gou Shoryuken (HP) - 345 (30%) 20
  • MP HP (Target Combo)
  • S+HP, LK-Tatsu, Shoryu

Specific to:

Chun-Li, Makoto, Q, Alex, Necro, Twelve, and Elena

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Tatsumaki Zankuukyaku (MK) Gou Shoryuken (HP) - -  ??? (??%)  ??

Akuma, Urien, Necro, Sean, Alex, Yun, Remy, Q, Chun-Li, Makoto, Twelve, Yang, Ryu, Dudley, Elena and Ken

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Tatsumaki Zankuukyaku (MK) Gou Shoryuken (MP) - -  ??? (??%)  ??

Hit Confirms

Everyone

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Crouch LK Crouch LK - -  ??? (??%)  ??

Specific to:

Yun, Akuma, Oro, Remy, Dudley, Elena, Chun-Li, Ibuki, Hugo, Makoto, Alex and Yang

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Crouch LK Crouch LK Crouch LK -  ??? (??%)  ??

Ryu, Yun, Akuma, Oro, Remy, Dudley, Elena, Chun-Li, Ibuki, Hugo, Makoto, Sean, Ken, Twelve, Alex and Yang

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Crouch LK Crouch LP Crouch LK -  ??? (??%)  ??

Super Art 1

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Gou Shoryuken (HP) (2hits) Super Art 1 (Ground) - - 265 (23%) 12
Crouch LK Crouch LK Super Art 1 (Ground) - 322 (28%) 3
Crouch MK Super Art 1 (Ground) - - 357 (31%) 3
Close MK Super Art 1 (Ground) - - 380 (33%) 8
Crouch MK Tatsumaki Zankuukyaku (LK) Gou Shoryuken (LP) Super Art 1 (Ground) 449 (39%) 15
Crouch MK Gou Shoryuken (LP) Super Art 1 (Ground) -  ??? (??%)  ??

It does more damage if you Super Cancel an early Shoryuken LP into SA1 than Super Cancel with a Shoruyken HP

Super Art 2

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Gou Shoryuken (HP) Super Art 2 - - 334 (29%) 22
Crouch LK Crouch LK Super Art 2 - 414 (36%) 14
Crouch MK Super Art 2 - - 449 (39%) 14
Close MP Super Art 2 - - 460 (40%) 18
Crouch HP Gou Shoryuken (MP) Super Art 2 -  ??? (??%)  ??
Crouch MK Gou Shoryuken (MP) Super Art 2 -  ??? (??%)  ??

Super Art 3

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Close HP Gou Shoryuken (HP) (1hit) Super Art 3 (Ground) -  ??? (??%)  ?
Crouch MK Super Art 3 (Ground) - -  ??? (??%)  ?
Crouch MK Tatsumaki Zankuukyaku (LK) Super Art 3 (Ground) - 449 (39%) 5

Shun Goku Satsu

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Far HK Shun Goku Satsu - -  ??? (??%)  ?

Kongou Kokuretzu Zan

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Tatsumaki Zankuukyaku (LK) Close LP Kongou Kokuretzu Zan -  ??? (??%)  ?
Crouch MK Tatsumaki Zankuukyaku (LK) Close LP Kongou Kokuretzu 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

  • All Framedatas in this section are taken from Karathrow Mirror site, and are quite different from the "Move Analisys". Please use the Frame Data from "Move Analisys", since they are more accurate.

Normals

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Damage Parry Stun Chains into itself Special Cancel Super Cancel
Jab 3 2 5 3 3 3 30 H/L 3 No Yes Yes
Strong 5 3 10 1 2 3 115 H 7 No Yes Yes
Fierce 4 3 17 -4 -2 0 135 (100) H 15 (13) No Yes Yes
Far Jab 4 2 4 4 4 4 20 H/L 3 Yes Yes Yes
Far Strong 5 3 9 4 5 5 105 H 11 No Yes Yes
Far Fierce 8 4 22 -6 -4 -2 140 H 15 No No No
Short 4 3 7 2 2 2 40 H/L 3 No No No
Forward 4 4 11 2 4 6 115 H 9 No Yes Yes
Roundhouse 9 2*4 19 -6 -4 -2 120+80 (40) H 13+11 No No No
Far Short 4 3 7 2 2 2 40 H/L 3 No No No
Far Forward 5 4 17 -7 -6 -5 95 H 7 No No No
Far Roundhouse 9 4 20 -7 -5 -3 145 H 11 No No No
Overhead 16 7 7 -5~0 0~7 1~8 40 H 3 No No No

Throws

Move Startup Hit Recovery Blocked Advantage Hit Advantage Damage Parry Stun Chains into itself Special Cancel Super Cancel
Seoi Nage 2 1 21 - - 110 - 9 No No No
Tomoe Nage 2 1 21 - - 110 - 15 No No No

Command Normals

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Damage Parry Stun Chains into itself Special Cancel Super Cancel
Crouching Jab 4 2 5 3 3 3 20 H/L 3 Yes Yes Yes
Crouching Strong 5 3 7 3 4 5 95 H/L 7 No Yes Yes
Crouching Fierce 5 4 19 -8 -6 -4 135 H/L 11 No Yes Yes
Zugai Hasatsu 14 1*1 22 -1 - - 40+50 H 9+7 No No No
Neutral Jumping Jab 5 - - - - - 40 H 5 No No No
Neutral Jumping Strong 5 4 - - - - 90 H 9 No No No
Neutral Jumping Fierce 6 2 - - - - 130 H 13 No No No
Jumping Jab 5 - - - - - 40 H 5 No No No
Jumping Strong 5 4 - - - - 90 H 9 No No No
Jumping Fierce 6 3 - - - - 130 H 13 No No No
Crouching Short 5 2 7 1 1 1 20 L 3 Yes Yes Yes
Crouching Forward 6 4 16 -3 -2 -1 90 L 3 No Yes Yes
Crouching Roundhouse 7 4 25 -15 - - 130 L 3 No No No
Neutral Jumping Short 5 9 - - - - 40 H 5 No No No
Neutral Jumping Forward 5 5 - - - - 80 H 7 No No No
Neutral Jumping Roundhouse 6 4 - - - - 120 H 11 No No No
Jumping Short 5 9 - - - - 40 H 5 No No No
Jumping Forward 5 5 - - - - 80 H 7 No No No
Jumping Roundhouse 6 3 - - - - 120 H 11 No No No
Tenma Kuujin Kyaku 9 - 3 - - - 90 H 11 No No No

Special Moves

Move Startup Hit Recovery Blocked Advantage Damage Parry Stun Super Cancel
Gou Hadouken 8 1 38 -11 60 H 3 Yes
Zankuu Hadouken 12 1 7 - 60 H 3 Yes
Shakunetsu Hadouken (Jab) 14 1 42 -23 50 H 3 Yes
Shakunetsu Hadouken (Strong) 19 1 43 -18 50+50 H 3+3 Yes
Shakunetsu Hadouken (Fierce) 24 1 44 -15 50+50+50 H 3+3+3 Yes
Gou Shoryuken (Jab) 3 13 26 -24 130 (100) H/L 11 (9) Yes
Gou Shoryuken (Strong) 2 1*4 41 -30 100+50 H/L 11+3 Yes+No
Gou Shoryuken (Fierce) 1 1*1*18 35 -34 60+60+60 H/L 11+3+3 Yes+Yes+No
Tatsumaki Zankuukyaku (Short) 11 1 17 -12 100 H 7 No
Tatsumaki Zankuukyaku (Forward) 2 1 - - 90 H 7 Yes
" (2nd Hit) 8*2*3*1 1x4 16 -8 30x4 H 3x4 No
Tatsumaki Zankuukyaku (Roundhouse) 2 1 - - 90 H 7 Yes
" (2nd and 3rd Hit) 8*(1*2)x3*1 1x8 10 -5 30x8 H 3x8 No
Jumping Tatsumaki Zankuukyaku (Short) 5*3 1*1 9 - 80x2 H 3+5 Yes
Jumping Tatsumaki Zankuukyaku (Forward) 5*3x3 (1*1)x2 9 - 80x4 H (3+5)x2 Yes
Jumping Tatsumaki Zankuukyaku (Roundhouse) 5*3x7 (1*1)x4 9 - 80x8 H (3+5)x4 Yes
Hyakki Gouzan 40 14 13 -11 100 L 3 No
Hyakki Goushou 6 2 17 - 130 H 13 No
Hyakki Goujin 3 - 3 - 100 H 11 No
Hyakki Gousai 10 1 17 - 110 - 15 No
Ashura Senkuu 20 45/29 9 - - - - No

Super Arts

Move Startup Hit Recovery Blocked Advantage Damage Parry Stun
Messatsu Gou Hadou (SA1) 4 1 49 -13 55x5+60 H 0
Tenma Gou Zankuu (SA1) 6 1 13 - 60x5+80 H 0
Messatsu Gou Shoryuu (SA2) 1 1 - - 40 H/L 0
" (2nd Hit) - 3 - - 40 H/L 3
" (2nd Gou Shoryuken) 13 1 - - 40 H/L 0
" (4th Hit) - 3 - - 50 H/L 3
" (3rd Gou Shoryuken) 15 1 - - 120 H/L 9
" (6th Hit) - 1 - - 110 H/L 5
" (7th Hit) - 7 37 -25 100 H/L 5
Messatsu Gou Rasen (SA3) 3 1 - - 70 H/L 0
" (2nd Hit) 3 1 - - 70 H/L 0
" (3rd to 11th Hit) (3*4)x8 1 - - 40x9 H/L 0
" (Last kick) 3 1 - -35 130 H/L 0
Messatsu Gou Senpuu (SA3) 8 1 - - 60 H/L 0
" - 1x3 - - 55x3 H/L 0
" - 1 - - 70 H/L 0
" - 1x4 - - 40x4 H/L 0
" - 1x3 - - 60x3 H/L 0
" - 1 - - 40 H/L 0
" - 1x4 - - 40x4 H/L 0
" - 2 9 - 130 H/L 0
Shun Goku Satsu 1 37 2 - 490 - 0
Kongou Kokuretsu Zan 16 5 58 - 370 (300) - 15
" (Tidal Waves) (1st part) - 1*1*1 - - 55+55+40 H/L 3+3+3
" (Tidal Waves) (2nd part) - 1*1*1 - - 55+55+40 H/L 3+3+3
" (Tidal Waves) (3rd part) - 1*1*1 - -25 40+40+40 H/L 3+3+3

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