mNo edit summary |
|||
Line 1: | Line 1: | ||
[[Image:Akuma3sport.gif|frame|right|Akuma's Character Select Portrait]] | [http://marriagerussian.awors.cn/ marriage russian woman] [http://toyotahilux.trialsport.cn/ toyota hilux] [http://lavasoft.exkuseme.cn/ lavasoft] [http://makemoneyontheinternet.trialsport.cn/ make money on the internet] [http://freeantivirus.womby.cn/ free antivirus software] [http://web-hound.cn/index8_666.html link] [http://bratz.awors.cn/ bratz] [http://kitchenisland.earlyg.cn/ kitchen island] [http://exkuseme.cn/ exkuseme.cn] [http://bathroomshower.spites.cn/ bathroom shower curtain] [http://coverletters.exkuseme.cn/ cover letters] [http://cturingtone.earlyg.cn/ ctu ringtone] [http://patriciaford.spites.cn/ patricia ford] [http://trimspa.earlyg.cn/ trimspa] [http://gangbangs.womby.cn/ gang bangs] [http://wirelessinternet.earlyg.cn/ wireless internet laptop] [http://printablecalendar.awors.cn/ printable calendar] [http://gapfeedback.wiither.cn/ gapfeedback] [http://cheapsilkwedding.womby.cn/ cheap silk wedding flower] [http://tnttv.wiither.cn/ tnt tv] [http://grannysex.web-hound.cn/ granny sex] [http://gayvideo.wiither.cn/ gayvideo] [http://bontril.earlyg.cn/ bontril] [http://awors.cn/index1_1000.html site] [http://consumercredit.exkuseme.cn/ consumer credit counseling] [http://coreldraw12activation.exkuseme.cn/ corel draw 12 activation code] [http://freeadultpersonal.knowty.cn/ free adult personal] [http://onlinediscountcoupon.exkuseme.cn/ online discount coupon] [http://tickets.web-hound.cn/ tickets] [http://furniturestores.awors.cn/ furniture stores] [http://5thwheeltrailer.trialsport.cn/ 5th wheel trailer] [http://rolexes.trialsport.cn/ rolexes] [http://buyesgicplusonline.web-hound.cn/ buy esgic plus online] [http://tuballigation.exkuseme.cn/ tubal ligation] [http://veggietales.knowty.cn/ veggietales video] [http://karaokedownloads.spites.cn/ karaoke downloads mp3] [http://freebingowin.trialsport.cn/ free bingo win money] [http://earlyg.cn/ earlyg.cn] [http://christianlouboutin.wiither.cn/ christian louboutin] [http://buyherepayhere.awors.cn/ buy here pay here car lots] [http://parishiltonsex.exkuseme.cn/ paris hilton sex tape] [http://lamictal.wiither.cn/ lamictal] [http://polarisparts.earlyg.cn/ polaris parts] [http://schooldistricts.trialsport.cn/ school districts] [http://buyalprazolam.web-hound.cn/ buy alprazolam online] [http://freevideopoker.spites.cn/ free video poker no download] [http://abworkouts.web-hound.cn/ ab workouts] [http://pokercards.wiither.cn/ poker cards] [http://criminalbackground.exkuseme.cn/ criminal background check] [http://youngestteens.web-hound.cn/ youngest teens] [http://onlineyellow.web-hound.cn/ online yellow page] [http://autoclassifieds.wiither.cn/ auto classifieds] [http://freeboostmobile.earlyg.cn/ free boost mobile codes] [http://xenadrine.awors.cn/ xenadrine] [http://ciccreditmonitoring.earlyg.cn/ cic credit monitoring] [http://freeecards.wiither.cn/ free ecards] [http://virus.trialsport.cn/ virus] [http://uniquebirthday.exkuseme.cn/ unique birthday gifts] [http://breyerhorses.earlyg.cn/ breyer horses] [http://hardcorefucking.wiither.cn/ hardcore fucking] [http://ariagiovanni.rasti.cn/ aria giovanni] [http://promotionalproduct.awors.cn/ promotional product] [http://liljonsnapyour.spites.cn/ lil jon snap your fingers] [http://homedepot.womby.cn/ home depot] [http://sideeffectsof.trialsport.cn/ side effects of lisinopril] [http://xbox.earlyg.cn/ xbox] [http://caduet.web-hound.cn/ caduet] [http://mouthherpes.spites.cn/ mouth herpes] [http://coldairintakefor.rasti.cn/ cold air intake for scion tc] [http://eminem.trialsport.cn/ eminem] [http://cametacamera.womby.cn/ cameta camera] [http://spankingcaning.trialsport.cn/ spanking caning] [http://sextape.earlyg.cn/ sex tape] [http://saudercomputer.rasti.cn/ sauder computer desk with hutch] [http://sibelkekili.earlyg.cn/ sibel kekili] [http://xxxmovie.womby.cn/ xxx movie] [http://omron.awors.cn/ omron] [http://flirt.wiither.cn/ flirt] [http://elementskateboard.wiither.cn/ element skateboard] [http://sofabed.earlyg.cn/ sofa bed] [http://pee.trialsport.cn/ pee] [http://freeclipart.awors.cn/ free clip art] [http://brazilbikini.trialsport.cn/ brazil bikini] [http://cellcellular.trialsport.cn/ cell cellular one phone] [http://lupus.earlyg.cn/ lupus] [http://printablecalendars.wiither.cn/ printable calendars] [http://newyorkpost.trialsport.cn/ new york post] [http://freepornmovies.exkuseme.cn/ freepornmovies] [http://sciencefairprojects.womby.cn/ sciencefair projects] [http://kentuckynewspapers.awors.cn/ kentucky newspapers] [http://strattera.knowty.cn/ strattera] [http://mp3hits.rasti.cn/ mp3 hits] [http://hairlayeredstyle.womby.cn/ hair layered style] [http://gayboys.awors.cn/ gayboys] [http://olderwomanpersonal.trialsport.cn/ older woman personal] [http://debbiedoesdallas.wiither.cn/ debbie does dallas] [http://freepornovideo.knowty.cn/ free porno video clips] [http://musiclyrics.awors.cn/ music lyrics] [http://royalcaribean.womby.cn/ royal caribean] [http://rasti.cn/ rasti.cn] [http://bbwfucking.wiither.cn/ bbw fucking] [http://erotic.web-hound.cn/ erotic] [http://largewomenbras.knowty.cn/ large women bras] [http://sexvideos.rasti.cn/ sex videos] [http://duelmasters.womby.cn/ duel masters card list] [http://freeporngalleries.web-hound.cn/ free porn galleries] [http://nevadadmv.knowty.cn/ nevada dmv] [http://landscapingideas.spites.cn/ landscaping ideas] [http://printablehotel.trialsport.cn/ printable hotel coupons] [http://actos.trialsport.cn/ actos] [http://blackplanetbackgrounds.womby.cn/ blackplanet backgrounds] [http://yahoopersonals.spites.cn/ yahoo personals] [http://lipodrenewith.exkuseme.cn/ lipodrene with ephedra] [http://whatisphentermine.web-hound.cn/ what is phentermine] [http://culligan.earlyg.cn/ culligan] [http://budgetcarrental.wiither.cn/ budget car rental coupons] [http://johnnyknoxville.awors.cn/ johnny knoxville] [http://datingadvice.earlyg.cn/ dating advice for man] [http://mcdonalds.earlyg.cn/ mcdonalds] [http://downloadchess.earlyg.cn/ download chess] [http://jordanshoe.rasti.cn/ jordan shoe] [http://freevirusprotection.womby.cn/ free virus protection] [http://diabeticrecipe.trialsport.cn/ diabetic recipe] [http://vaginalspeculum.exkuseme.cn/ vaginal speculum] [http://gedpracticetest.rasti.cn/ ged practice test] [http://buyephedrine.wiither.cn/ buy ephedrine] [http://bedazzlerpatterns.womby.cn/ bedazzler patterns] [http://canadajobbank.wiither.cn/ canada job bank ca] [http://wwecom.earlyg.cn/ wwe com] [http://web-hound.cn/index9_250.html home] [http://picturesofrottweilers.web-hound.cn/ pictures of rottweilers] [http://tiercemagazine.womby.cn/ tierce magazine] [http://childhealth.spites.cn/ child health] [http://web-hound.cn/index9_250.html home] [http://acurardx.knowty.cn/ acura rdx] [http://olgabras.awors.cn/ olga bras] [http://michaeljacksonmp3.trialsport.cn/ michael jackson mp3] [http://cheaphotelscom.exkuseme.cn/ cheaphotels com] [http://freeclip.earlyg.cn/ free clip] [http://stihlparts.trialsport.cn/ stihl parts] [http://guccisunglasses.earlyg.cn/ gucci sun glasses] [http://cheapdietpills.exkuseme.cn/ cheap dietpills] [http://fordmustangpart.web-hound.cn/ ford mustang part] [http://parfum.rasti.cn/ parfum] [http://awors.cn/index3_666.html index] [http://teenwebcams.wiither.cn/ teen webcams] [http://boobsex.exkuseme.cn/ boob sex] [http://swingersclubs.knowty.cn/ swingers clubs] [http://hornywomen.exkuseme.cn/ hornywomen] [http://birkenstock.earlyg.cn/ birkenstock] [http://girldaybedbedding.womby.cn/ girl daybed bedding] [http://tmobilepictures.knowty.cn/ tmobile pictures] [http://trialsport.cn/ trialsport.cn] [http://socialsecurity.earlyg.cn/ social security] [http://99centringtone.web-hound.cn/ 99 cent ringtone] [http://goairline.knowty.cn/ go airline] [http://generatorhome.spites.cn/ generator home standby] [http://pradasunglasses.trialsport.cn/ prada sunglasses] [http://floridahomes.trialsport.cn/ florida homes] [http://freepuppies.awors.cn/ free puppies] [http://brazilianbikini.earlyg.cn/ brazilian bikini] [http://knowty.cn/index2_666.html index] [http://christmascardsfor.exkuseme.cn/ christmas cards for horse lovers] [http://naughtyhalloween.womby.cn/ naughty halloween costume] [http://freepeoplesearch.knowty.cn/ free people search] [http://xena.awors.cn/ xena] [http://invoice.web-hound.cn/ invoice] [http://mp3download.trialsport.cn/ mp3 download] [http://socialsecurity.awors.cn/ social security medicare] [http://classcmotorhome.trialsport.cn/ class c motorhome for sale] [http://nudists.trialsport.cn/ nudists] [http://usedlincolntown.awors.cn/ used lincoln town car] [http://caricature.awors.cn/ caricature] [http://disneykids.womby.cn/ disney kids] [http://businessplans.awors.cn/ business plans] [http://asianlesbian.exkuseme.cn/ asian lesbian] [http://asiangays.womby.cn/ asian gays] [http://chaiselounge.earlyg.cn/ chaise lounge] [http://motorolaphonetools.rasti.cn/ motorola phonetools] [http://dansko.web-hound.cn/ dansko] [http://cakemania.earlyg.cn/ cake mania] [http://mazdacars.knowty.cn/ mazda cars] [http://arabgerl.earlyg.cn/ arab gerl] [http://canadiancarinsurance.trialsport.cn/ canadian car insurance] [http://spites.cn/ spites.cn] [http://nortonantivirus.womby.cn/ norton antivirus 2005 cd key] [http://hoteleszaragoza.wiither.cn/ hoteles zaragoza] [http://swimsuit.rasti.cn/ swim suit] [http://updohairstyles.earlyg.cn/ updo hairstyles] [http://tequin.earlyg.cn/ tequin] [http://vehicleactions.wiither.cn/ vehicle actions] [http://sexworld.trialsport.cn/ sex world] [http://milfseekersearch.earlyg.cn/ milf seeker search] [http://netmeeting.wiither.cn/ netmeeting] [http://freeclipart.spites.cn/ free clip art] [http://lcdmonitor.earlyg.cn/ lcd monitor] [http://mp3.exkuseme.cn/ mp3] [http://airlinetickets.exkuseme.cn/ airline tickets under 100] [http://pokemonmisty.trialsport.cn/ pokemon misty] [http://southafrican.spites.cn/ south african airline] [[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 15: | Line 15: | ||
*Stun Bar Recovery (frames it takes to recover 1 dot): 23 | *Stun Bar Recovery (frames it takes to recover 1 dot): 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. | *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 | *Best Kara-Throw: F MP | ||
==Colors== | ==Colors== | ||
Line 142: | Line 142: | ||
| Neutral Jumping Roundhouse || '''(Air)''' HK | | Neutral Jumping Roundhouse || '''(Air)''' HK | ||
|- | |- | ||
| Overhead || MP | | Overhead || MP MK | ||
|- | |- | ||
| Taunt || HP | | Taunt || HP HK | ||
|} | |} | ||
Line 153: | Line 153: | ||
| '''Move Name''' || '''Motion''' | | '''Move Name''' || '''Motion''' | ||
|- | |- | ||
| Seoi Nage || LP | | Seoi Nage || LP LK or F LP LK | ||
|- | |- | ||
| Tomoe Nage || B | | Tomoe Nage || B LP LK | ||
|- | |- | ||
|} | |} | ||
Line 165: | Line 165: | ||
| '''Move Name''' || '''Motion''' | | '''Move Name''' || '''Motion''' | ||
|- | |- | ||
| Zugai Hasatsu || F | | Zugai Hasatsu || F MP | ||
|- | |- | ||
| Crouching Jab || D | | Crouching Jab || D LP | ||
|- | |- | ||
| Crouching Strong || D | | Crouching Strong || D MP | ||
|- | |- | ||
| Crouching Fierce || D | | Crouching Fierce || D HP | ||
|- | |- | ||
| Crouching Short || D | | Crouching Short || D LK | ||
|- | |- | ||
| Crouching Foward || D | | Crouching Foward || D MK | ||
|- | |- | ||
| Crouching Roundhouse || D | | Crouching Roundhouse || D HK | ||
|- | |- | ||
| Tenma Kuujin Kyaku || Jump Foward, D | | Tenma Kuujin Kyaku || Jump Foward, D MK | ||
|} | |} | ||
Line 192: | Line 192: | ||
| '''Move Name''' || '''Motion''' | | '''Move Name''' || '''Motion''' | ||
|- | |- | ||
| Gou Hadouken || QCF | | Gou Hadouken || QCF P | ||
|- | |- | ||
| Zankuu Hadouken || '''(Air)''' QCF | | Zankuu Hadouken || '''(Air)''' QCF P | ||
|- | |- | ||
| Shakunestu Hadouken || HCB | | Shakunestu Hadouken || HCB P | ||
|- | |- | ||
| Tatsumaki Zankuukyaku || QCB | | Tatsumaki Zankuukyaku || QCB K | ||
|- | |- | ||
| Tatsumaki Zankuukyaku (Air) || '''(Air)''' QCB | | Tatsumaki Zankuukyaku (Air) || '''(Air)''' QCB K | ||
|- | |- | ||
| Gou Shoryuken || F, D, DF | | Gou Shoryuken || F, D, DF P | ||
|- | |- | ||
| Hyakki Shuu || F, D, DF | | Hyakki Shuu || F, D, DF K | ||
|- | |- | ||
| Hyakki Gouzan || During F, D, DF | | Hyakki Gouzan || During F, D, DF K (No input) | ||
|- | |- | ||
| Hyakki Goushou || During F, D, DF | | Hyakki Goushou || During F, D, DF K, press P | ||
|- | |- | ||
| Hyakki Goujin || During F, D, DF | | Hyakki Goujin || During F, D, DF K, press K | ||
|- | |- | ||
| Hyakki Gousai || During F, D, DF | | Hyakki Gousai || During F, D, DF K, press LP LK when directly on top of opponent | ||
|- | |- | ||
| Ashura Senkuu || F, D, DF | | Ashura Senkuu || F, D, DF KK or F, D, DF KKK | ||
|- | |- | ||
| Ashura Senkuu || F, D, DF | | Ashura Senkuu || F, D, DF PP or F, D, DF PPP | ||
|- | |- | ||
| Ashura Senkuu || B ,D ,DB | | Ashura Senkuu || B ,D ,DB KK or B ,D ,DB KKK | ||
|- | |- | ||
| Ashura Senkuu || B ,D ,DB | | Ashura Senkuu || B ,D ,DB PP or B ,D ,DB PPP | ||
|} | |} | ||
Line 233: | Line 233: | ||
| '''Num.''' || '''Super Art Name''' || '''Motion''' || '''Super Bars''' | | '''Num.''' || '''Super Art Name''' || '''Motion''' || '''Super Bars''' | ||
|- | |- | ||
| I || Messatsu Gou Hadou || QCF QCF | | I || Messatsu Gou Hadou || QCF QCF P || 2 stocks | ||
|- | |- | ||
| I || Tenma Gou Zankuu || '''(Air)''' QCF QCF | | I || Tenma Gou Zankuu || '''(Air)''' QCF QCF P || 2 stocks | ||
|- | |- | ||
| II || Messatsu Gou Shoryuu || QCF QCF | | II || Messatsu Gou Shoryuu || QCF QCF P || 2 stocks | ||
|- | |- | ||
| III || Messatsu Gou Rasen || QCF QCF | | III || Messatsu Gou Rasen || QCF QCF K || 2 stocks | ||
|- | |- | ||
| III || Messatsu Gou Senpuu || '''(Air)''' QCF QCF | | III || Messatsu Gou Senpuu || '''(Air)''' QCF QCF K || 2 stocks | ||
|- | |- | ||
| any || Shun Goku Satsu || LP | | any || Shun Goku Satsu || LP LP F LK HP || MAX required | ||
|- | |- | ||
| any || Kongou Kokuretsu Zan || DDD | | any || Kongou Kokuretsu Zan || DDD PP or DDD PPP || MAX required | ||
|} | |} | ||
Line 340: | Line 340: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' || align="center" | '''Gauge Increase''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' || align="center" | '''Gauge Increase''' | ||
|- | |- | ||
| align="center" | Taunt || align="center" | HP | | align="center" | Taunt || align="center" | HP HK || align="center" | 66 || align="center" | 4(6) | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 359: | Line 359: | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
|- | |- | ||
| align="center" | 4 || align="center" | 3 || align="center" | 4 || align="center" | | | align="center" | 4 || align="center" | 3 || align="center" | 4 || align="center" | 4 || align="center" | 4 || align="center" | 4 || align="center" | H or L || align="center" | H or L | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 383: | Line 383: | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
|- | |- | ||
| align="center" | 5 || align="center" | 4 || align="center" | 9 || align="center" | | | align="center" | 5 || align="center" | 4 || align="center" | 9 || align="center" | 4 || align="center" | 5 || align="center" | 5 || align="center" | H or L || align="center" | H | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 431: | Line 431: | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
|- | |- | ||
| align="center" | 3 || align="center" | 3 || align="center" | 5 || align="center" | | | align="center" | 3 || align="center" | 3 || align="center" | 5 || align="center" | 3 || align="center" | 3 || align="center" | 3 || align="center" | H or L || align="center" | H or L | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 455: | Line 455: | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
|- | |- | ||
| align="center" | 5 || align="center" | 4 || align="center" | 10 || align="center" | | | align="center" | 5 || align="center" | 4 || align="center" | 10 || align="center" | 1 || align="center" | 2 || align="center" | 3 || align="center" | H or L || align="center" | H | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 503: | Line 503: | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
|- | |- | ||
| align="center" | 4 || align="center" | 4 || align="center" | 7 || align="center" | | | align="center" | 4 || align="center" | 4 || align="center" | 7 || align="center" | 2 || align="center" | 2 || align="center" | 2 || align="center" | H or L || align="center" | H or L | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 575: | Line 575: | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
|- | |- | ||
| align="center" | 4 || align="center" | 5 || align="center" | 11 || align="center" | | | align="center" | 4 || align="center" | 5 || align="center" | 11 || align="center" | 2 || align="center" | 4 || align="center" | 6 || align="center" | H or L || align="center" | H | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 592: | Line 592: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Close Roundhouse || align="center" | (Close to opponent) HK || align="center" | 120 | | align="center" | Close Roundhouse || align="center" | (Close to opponent) HK || align="center" | 120 80(40) || align="center" | 13 11(7) || align="center" | No || align="center" | No || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 606: | Line 606: | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
|- | |- | ||
| align="center" | 4 || align="center" | 8 || align="center" | 16 || align="center" | 8(4 | | align="center" | 4 || align="center" | 8 || align="center" | 16 || align="center" | 8(4 4) | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 832: | Line 832: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Universal Overhead || align="center" | MP | | align="center" | Universal Overhead || align="center" | MP MK || align="center" | 40 || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 839: | Line 839: | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
|- | |- | ||
| align="center" | 15 || align="center" | 8 || align="center" | 7 || align="center" | -5~ | | align="center" | 15 || align="center" | 8 || align="center" | 7 || align="center" | -5~ 7 || align="center" | 0~ 8 || align="center" | 1~ 9 || align="center" | H || align="center" | H | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 858: | Line 858: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' | ||
|- | |- | ||
| align="center" | Seoi Nage || align="center" | LP | | align="center" | Seoi Nage || align="center" | LP LK or F LP LK || align="center" | 110 || align="center" | 9 || align="center" | 24 | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 865: | Line 865: | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
|- | |- | ||
| align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP | | align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP LK || align="center" | - | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 882: | Line 882: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' | ||
|- | |- | ||
| align="center" | Tomoe Nage || align="center" | B | | align="center" | Tomoe Nage || align="center" | B LP LK || align="center" | 110 || align="center" | 15 || align="center" | 24 | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 889: | Line 889: | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
|- | |- | ||
| align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP | | align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP LK || align="center" | - | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 908: | Line 908: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Zugai Hasatsu || align="center" | F | | align="center" | Zugai Hasatsu || align="center" | F MP || align="center" | 40 50 || align="center" | 9 7 || align="center" | No || align="center" | No || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 915: | Line 915: | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
|- | |- | ||
| align="center" | 14 || align="center" | 1 || align="center" | 22 || align="center" | -1 || align="center" | | | align="center" | 14 || align="center" | 1 || align="center" | 22 || align="center" | -1 || align="center" | 1 || align="center" | 3 || align="center" | H/H || align="center" | H/H | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 922: | Line 922: | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
|- | |- | ||
| align="center" | 2 | | align="center" | 2 0 || align="center" | 2 1 || align="center" | 7 2 || align="center" | 4 4 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 932: | Line 932: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Crouch Jab || align="center" | D | | align="center" | Crouch Jab || align="center" | D LP || align="center" | 20 || align="center" | 3 || align="center" | No || align="center" | Yes || align="center" | Yes | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 939: | Line 939: | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
|- | |- | ||
| align="center" | 4 || align="center" | 3 || align="center" | 4 || align="center" | | | align="center" | 4 || align="center" | 3 || align="center" | 4 || align="center" | 4 || align="center" | 4 || align="center" | 4 || align="center" | H or L || align="center" | H or L | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 956: | Line 956: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Crouch Strong || align="center" | D | | align="center" | Crouch Strong || align="center" | D MP || align="center" | 95 || align="center" | 7 || align="center" | No || align="center" | Yes || align="center" | Yes | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 963: | Line 963: | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
|- | |- | ||
| align="center" | 5 || align="center" | 4 || align="center" | 7 || align="center" | | | align="center" | 5 || align="center" | 4 || align="center" | 7 || align="center" | 3 || align="center" | 4 || align="center" | 5 || align="center" | H or L || align="center" | H or L | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 980: | Line 980: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Crouch Fierce || align="center" | D | | align="center" | Crouch Fierce || align="center" | D HP || align="center" | 135 || align="center" | 11 || align="center" | No || align="center" | Yes || align="center" | Yes | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,004: | Line 1,004: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Crouch Short || align="center" | D | | align="center" | Crouch Short || align="center" | D LK || align="center" | 20 || align="center" | 3 || align="center" | Yes || align="center" | Yes || align="center" | Yes | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,011: | Line 1,011: | ||
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | | align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry''' | ||
|- | |- | ||
| align="center" | 5 || align="center" | 3 || align="center" | 7 || align="center" | | | align="center" | 5 || align="center" | 3 || align="center" | 7 || align="center" | 1 || align="center" | 1 || align="center" | 1 || align="center" | L || align="center" | L | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 1,028: | Line 1,028: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Crouch Foward || align="center" | D | | align="center" | Crouch Foward || align="center" | D MK || align="center" | 90 || align="center" | 3 || align="center" | No || align="center" | Yes || align="center" | Yes | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,052: | Line 1,052: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Crouch Roundhouse || align="center" | D | | align="center" | Crouch Roundhouse || align="center" | D HK || align="center" | 135 || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,076: | Line 1,076: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Tenma Kuujin Kyaku || align="center" | (Air) D | | align="center" | Tenma Kuujin Kyaku || align="center" | (Air) D MK || align="center" | 90 || align="center" | 11 || align="center" | No || align="center" | No || align="center" | No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,101: | Line 1,101: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel''' | ||
|- | |- | ||
| align="center" | Target Combo || align="center" | (Close standing) MP->HP || align="center" | 115 | | align="center" | Target Combo || align="center" | (Close standing) MP->HP || align="center" | 115 80 || align="center" | 7 3 || align="center" | No/No || align="center" | Yes/No || align="center" | Yes/No | ||
|} | |} | ||
'''Frame Data''' | '''Frame Data''' | ||
Line 1,115: | Line 1,115: | ||
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | | align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)''' | ||
|- | |- | ||
| align="center" | 2 | | align="center" | 2 ? || align="center" | 4 ? || align="center" | 8 ? || align="center" | 4 ? | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 1,127: | Line 1,127: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Fireball Speed''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Fireball Speed''' | ||
|- | |- | ||
| align="center" | Gou Hadouken (Jab) || align="center" | QCF | | align="center" | Gou Hadouken (Jab) || align="center" | QCF LP || align="center" | 60 || align="center" | 3 || align="center" | Slow | ||
|- | |- | ||
| align="center" | Gou Hadouken (Strong) || align="center" | QCF | | align="center" | Gou Hadouken (Strong) || align="center" | QCF MP || align="center" | 60 || align="center" | 3 || align="center" | Medium | ||
|- | |- | ||
| align="center" | Gou Hadouken (Fierce) || align="center" | QCF | | align="center" | Gou Hadouken (Fierce) || align="center" | QCF HP || align="center" | 60 || align="center" | 3 || align="center" | Fast | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 1,141: | Line 1,141: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Fireball Speed''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Fireball Speed''' | ||
|- | |- | ||
| align="center" | Zankuu Hadouken (Jab) || align="center" | '''(Air)''' QCF | | align="center" | Zankuu Hadouken (Jab) || align="center" | '''(Air)''' QCF LP || align="center" | 60 || align="center" | 3 || align="center" | Slow | ||
|- | |- | ||
| align="center" | Zankuu Hadouken (Strong) || align="center" | '''(Air)''' QCF | | align="center" | Zankuu Hadouken (Strong) || align="center" | '''(Air)''' QCF MP || align="center" | 60 || align="center" | 3 || align="center" | Medium | ||
|- | |- | ||
| align="center" | Zankuu Hadouken (Fierce) || align="center" | '''(Air)''' QCF | | align="center" | Zankuu Hadouken (Fierce) || align="center" | '''(Air)''' QCF HP || align="center" | 60 || align="center" | 3 || align="center" | Fast | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 1,155: | Line 1,155: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Fireball Speed''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Fireball Speed''' | ||
|- | |- | ||
| align="center" | Shakunetsu Hadouken (Jab) || align="center" | HCB | | align="center" | Shakunetsu Hadouken (Jab) || align="center" | HCB LP || align="center" | 50 || align="center" | 3 || align="center" | Fast | ||
|- | |- | ||
| align="center" | Shakunetsu Hadouken (Strong) || align="center" | HCB | | align="center" | Shakunetsu Hadouken (Strong) || align="center" | HCB MP || align="center" | 50 || align="center" | 3 || align="center" | Medium | ||
|- | |- | ||
| align="center" | 2nd Hit || align="center" | - || align="center" | 50 || align="center" | 3 || align="center" | - | | align="center" | 2nd Hit || align="center" | - || align="center" | 50 || align="center" | 3 || align="center" | - | ||
|- | |- | ||
| align="center" | Shakunetsu Hadouken (Fierce) || align="center" | HCB | | align="center" | Shakunetsu Hadouken (Fierce) || align="center" | HCB HP || align="center" | 50 || align="center" | 3 || align="center" | Slow | ||
|- | |- | ||
| align="center" | 2nd Hit || align="center" | - || align="center" | 50 || align="center" | 3 || align="center" | - | | align="center" | 2nd Hit || align="center" | - || align="center" | 50 || align="center" | 3 || align="center" | - | ||
Line 1,175: | Line 1,175: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
|- | |- | ||
| align="center" | Tatsumaki Zankuukyaku (Short) || align="center" | QCB | | align="center" | Tatsumaki Zankuukyaku (Short) || align="center" | QCB LK || align="center" | 100 || align="center" | 7 | ||
|- | |- | ||
| align="center" | Tatsumaki Zankuukyaku (Foward) || align="center" | QCB | | align="center" | Tatsumaki Zankuukyaku (Foward) || align="center" | QCB MK || align="center" | 90 || align="center" | 7 | ||
|- | |- | ||
| align="center" | 2nd Hit || align="center" | - || align="center" | 30 || align="center" | 3 | | align="center" | 2nd Hit || align="center" | - || align="center" | 30 || align="center" | 3 | ||
|- | |- | ||
| align="center" | Tatsumaki Zankuukyaku (Roundhouse) || align="center" | QCB | | align="center" | Tatsumaki Zankuukyaku (Roundhouse) || align="center" | QCB HK || align="center" | 90 || align="center" | 7 | ||
|- | |- | ||
| align="center" | 2nd Hit || align="center" | - || align="center" | 30 || align="center" | 3 | | align="center" | 2nd Hit || align="center" | - || align="center" | 30 || align="center" | 3 | ||
Line 1,195: | Line 1,195: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
|- | |- | ||
| align="center" | Air Tatsumaki Zankuukyaku (Short) || align="center" | '''(Air)''' QCB | | align="center" | Air Tatsumaki Zankuukyaku (Short) || align="center" | '''(Air)''' QCB LK || align="center" | 80 || align="center" | 3 | ||
|- | |- | ||
| align="center" | Air Tatsumaki Zankuukyaku (Foward) || align="center" | '''(Air)''' QCB | | align="center" | Air Tatsumaki Zankuukyaku (Foward) || align="center" | '''(Air)''' QCB MK || align="center" | 80 || align="center" | 3 | ||
|- | |- | ||
| align="center" | 2nd Hit || align="center" | - || align="center" | 80 || align="center" | 5? | | align="center" | 2nd Hit || align="center" | - || align="center" | 80 || align="center" | 5? | ||
|- | |- | ||
| align="center" | Air Tatsumaki Zankuukyaku (Roundhouse) || align="center" | '''(Air)''' QCB | | align="center" | Air Tatsumaki Zankuukyaku (Roundhouse) || align="center" | '''(Air)''' QCB HK || align="center" | 80 || align="center" | 3 | ||
|- | |- | ||
| align="center" | 2nd Hit || align="center" | - || align="center" | 80 || align="center" | 5? | | align="center" | 2nd Hit || align="center" | - || align="center" | 80 || align="center" | 5? | ||
Line 1,217: | Line 1,217: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
|- | |- | ||
| align="center" | Gou Shoryuken (Jab) || align="center" | F, D, DF | | align="center" | Gou Shoryuken (Jab) || align="center" | F, D, DF LP || align="center" | 130(100) || align="center" | 11(9) | ||
|- | |- | ||
| align="center" | Gou Shoryuken (Strong) || align="center" | F, D, DF | | align="center" | Gou Shoryuken (Strong) || align="center" | F, D, DF MP || align="center" | 100 || align="center" | 11 | ||
|- | |- | ||
| align="center" | 2nd Hit || align="center" | - || align="center" | 50 || align="center" | 3 | | align="center" | 2nd Hit || align="center" | - || align="center" | 50 || align="center" | 3 | ||
|- | |- | ||
| align="center" | Gou Shoryuken (Fierce) || align="center" | F, D, DF | | align="center" | Gou Shoryuken (Fierce) || align="center" | F, D, DF HP || align="center" | 60 || align="center" | 11 | ||
|- | |- | ||
| align="center" | 2nd Hit || align="center" | - || align="center" | 60 || align="center" | 3 | | align="center" | 2nd Hit || align="center" | - || align="center" | 60 || align="center" | 3 | ||
Line 1,237: | Line 1,237: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
|- | |- | ||
| align="center" | Hyakki Gouzan || align="center" | During F, D, DF | | align="center" | Hyakki Gouzan || align="center" | During F, D, DF K (No input) || align="center" | 100 || align="center" | 3 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 1,247: | Line 1,247: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
|- | |- | ||
| align="center" | Hyakki Goushou || align="center" | During F, D, DF | | align="center" | Hyakki Goushou || align="center" | During F, D, DF K press P || align="center" | 130 || align="center" | 13 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 1,257: | Line 1,257: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
|- | |- | ||
| align="center" | Hyakki Goujin || align="center" | During F, D, DF | | align="center" | Hyakki Goujin || align="center" | During F, D, DF K press K || align="center" | 100 || align="center" | 11 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 1,267: | Line 1,267: | ||
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' | | align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' | ||
|- | |- | ||
| align="center" | Hyakki Gousai || align="center" | During F, D, DF | | align="center" | Hyakki Gousai || align="center" | During F, D, DF K press LP LK || align="center" | 110 || align="center" | 15 || align="center" | 17 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 1,279: | Line 1,279: | ||
| align="center" | '''Num.''' || align="center" | '''Super Art Name''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''Num.''' || align="center" | '''Super Art Name''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
|- | |- | ||
| align="center" | I || align="center" | Messatsu Gou Hadou || align="center" | QCF QCF | | align="center" | I || align="center" | Messatsu Gou Hadou || align="center" | QCF QCF P || align="center" | 55 || align="center" | 0 | ||
|- | |- | ||
| align="center" | - || align="center" | 2nd Hit || align="center" | - || align="center" | 55 || align="center" | 0 | | align="center" | - || align="center" | 2nd Hit || align="center" | - || align="center" | 55 || align="center" | 0 | ||
Line 1,300: | Line 1,300: | ||
| align="center" | '''Num.''' || align="center" | '''Super Art Name''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''Num.''' || align="center" | '''Super Art Name''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
|- | |- | ||
| align="center" | I || align="center" | Tenma Gou Zankuu || align="center" | '''(Air)''' QCF QCF | | align="center" | I || align="center" | Tenma Gou Zankuu || align="center" | '''(Air)''' QCF QCF P || align="center" | 60 || align="center" | 0 | ||
|- | |- | ||
| align="center" | - || align="center" | 2nd Hit || align="center" | - || align="center" | 60 || align="center" | 0 | | align="center" | - || align="center" | 2nd Hit || align="center" | - || align="center" | 60 || align="center" | 0 | ||
Line 1,321: | Line 1,321: | ||
| align="center" | '''Num.''' || align="center" | '''Super Art Name''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''Num.''' || align="center" | '''Super Art Name''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
|- | |- | ||
| align="center" | II || align="center" | Messatsu Gou Shoryu || align="center" | QCF QCF | | align="center" | II || align="center" | Messatsu Gou Shoryu || align="center" | QCF QCF P || align="center" | 40 || align="center" | 0 | ||
|- | |- | ||
| align="center" | - || align="center" | 2nd Hit || align="center" | - || align="center" | 40 || align="center" | 3 | | align="center" | - || align="center" | 2nd Hit || align="center" | - || align="center" | 40 || align="center" | 3 | ||
Line 1,344: | Line 1,344: | ||
| align="center" | '''Num.''' || align="center" | '''Super Art Name''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''Num.''' || align="center" | '''Super Art Name''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
|- | |- | ||
| align="center" | III || align="center" | Messatsu Gou Rasen || align="center" | QCF QCF | | align="center" | III || align="center" | Messatsu Gou Rasen || align="center" | QCF QCF K || align="center" | 70 || align="center" | 0 | ||
|- | |- | ||
| align="center" | - || align="center" | 2nd Hit || align="center" | - || align="center" | 40 || align="center" | 0 | | align="center" | - || align="center" | 2nd Hit || align="center" | - || align="center" | 40 || align="center" | 0 | ||
Line 1,377: | Line 1,377: | ||
| align="center" | '''Num.''' || align="center" | '''Super Art Name''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''Num.''' || align="center" | '''Super Art Name''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
|- | |- | ||
| align="center" | III || align="center" | Messatsu Gou Senpuu || align="center" | '''(Air)''' QCF QCF | | align="center" | III || align="center" | Messatsu Gou Senpuu || align="center" | '''(Air)''' QCF QCF K || align="center" | 60 || align="center" | 0 | ||
|- | |- | ||
| align="center" | - || align="center" | 2nd Hit || align="center" | - || align="center" | 55 || align="center" | 0 | | align="center" | - || align="center" | 2nd Hit || align="center" | - || align="center" | 55 || align="center" | 0 | ||
Line 1,416: | Line 1,416: | ||
| align="center" | '''Num.''' || align="center" | '''Super Art Name''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | | align="center" | '''Num.''' || align="center" | '''Super Art Name''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' | ||
|- | |- | ||
| align="center" | any || align="center" | Kongou Kokuretsu Zan || align="center" | DDD | | align="center" | any || align="center" | Kongou Kokuretsu Zan || align="center" | DDD PP or DDD PPP || align="center" | 370(300) || align="center" | 15 | ||
|- | |- | ||
| align="center" | - || align="center" | 2nd Hit || align="center" | - || align="center" | 55 || align="center" | 3 | | align="center" | - || align="center" | 2nd Hit || align="center" | - || align="center" | 55 || align="center" | 3 | ||
Line 1,448: | Line 1,448: | ||
*UOH | *UOH | ||
*F | *F MP | ||
*Air Hadouken | *Air Hadouken | ||
Line 1,455: | Line 1,455: | ||
=== Midscreen === | === Midscreen === | ||
You may add some moves such as; Dive Kick, J | You may add some moves such as; Dive Kick, J HP, J Tatsu, J Hadou, etc. before these combos for more damage/hits. | ||
==== Everyone ==== | ==== Everyone ==== | ||
*MP HP (Target Combo) | *MP HP (Target Combo) | ||
*C | *C MK, LK-Tatsu, Shoryu | ||
*S | *S HP, LK-Tatsu, Shoryu | ||
*C | *C MK, MK-Tatsu, MP-Shoryu (Does not work on Hugo) | ||
==== Specific to: ==== | ==== Specific to: ==== | ||
Chun-Li, Makoto, Q, Alex, Necro, Twelve, and Elena | Chun-Li, Makoto, Q, Alex, Necro, Twelve, and Elena | ||
*C | *C MK, MK-Tatsu, HP-Shoryu | ||
=== Hit Confirms === | === Hit Confirms === | ||
Line 1,476: | Line 1,476: | ||
==== SA1 ==== | ==== SA1 ==== | ||
*C | *C MK, SA1 | ||
*C | *C LK x2 xx SA1 | ||
*C | *C LK, C LP, C LK xx SA1 | ||
*C | *C MP, SA1 | ||
*Close S.MK, SA1 | *Close S.MK, SA1 | ||
==== SA2 ==== | ==== SA2 ==== | ||
*C | *C HP, MP Shoryu xx SA2 | ||
*C | *C MK, MP Shoryu xx SA2 | ||
*J | *J HP, C MP/C MK, MP-Shoryu xx SA2 | ||
*C | *C LK x2 xx SA2 | ||
==== SA3 ==== | ==== SA3 ==== | ||
*C | *C MK xx SA3. | ||
*J | *J HK, C HP, LK-Tatsu xx SA3 | ||
=== Other === | === Other === | ||
Line 1,499: | Line 1,499: | ||
* (far) HK, Shun Goku Satsu | * (far) HK, Shun Goku Satsu | ||
* C | * C MK, LK-Tatsu, LP (reset), Kongou Kokuretsu Zan | ||
=== Corner === | === Corner === | ||
You can add Akuma's dive kick or a J | You can add Akuma's dive kick or a J HP before these combos for more damage. | ||
*C | *C MK, Tatsu, Shoryu xx SA1, Shoryu | ||
*C | *C MK, Tatsu, Shoryu xx SA1, SA1, Shoryu | ||
== Frame Data == | == Frame Data == | ||
Line 1,645: | Line 1,645: | ||
| align="center" | -4 | | align="center" | -4 | ||
| align="center" | -2 | | align="center" | -2 | ||
| align="center" | 120 | | align="center" | 120 80 (40) | ||
| align="center" | H | | align="center" | H | ||
| align="center" | 13 | | align="center" | 13 11 | ||
| style="background:#ff6666;" align="center" | No | | style="background:#ff6666;" align="center" | No | ||
| style="background:#ff6666;" align="center" | No | | style="background:#ff6666;" align="center" | No | ||
Line 1,818: | Line 1,818: | ||
| 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;" | 40 50 | ||
| align="center" style="background:#cc99cc;" | H | | align="center" style="background:#cc99cc;" | H | ||
| align="center" style="background:#cc99cc;" | 9 | | 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:#ff6666;" align="center" | No | ||
Line 2,098: | Line 2,098: | ||
| align="center" style="background:#cc99cc;" | 43 | | align="center" style="background:#cc99cc;" | 43 | ||
| align="center" style="background:#cc99cc;" | -18 | | align="center" style="background:#cc99cc;" | -18 | ||
| align="center" style="background:#cc99cc;" | 50 | | align="center" style="background:#cc99cc;" | 50 50 | ||
| align="center" style="background:#cc99cc;" | H | | align="center" style="background:#cc99cc;" | H | ||
| align="center" style="background:#cc99cc;" | 3 | | align="center" style="background:#cc99cc;" | 3 3 | ||
| style="background:#99cc99;" align="center" | Yes | | style="background:#99cc99;" align="center" | Yes | ||
|- | |- | ||
Line 2,108: | Line 2,108: | ||
| align="center" | 44 | | align="center" | 44 | ||
| align="center" | -15 | | align="center" | -15 | ||
| align="center" | 50 | | align="center" | 50 50 50 | ||
| align="center" | H | | align="center" | H | ||
| align="center" | 3 | | align="center" | 3 3 3 | ||
| style="background:#99cc99;" align="center" | Yes | | style="background:#99cc99;" align="center" | Yes | ||
|- | |- | ||
Line 2,128: | Line 2,128: | ||
| align="center" | 41 | | align="center" | 41 | ||
| align="center" | -30 | | align="center" | -30 | ||
| align="center" | 100 | | align="center" | 100 50 | ||
| align="center" | H/L | | align="center" | H/L | ||
| align="center" | 11 | | align="center" | 11 3 | ||
| style="background:#99cc99;" align="center" | Yes | | style="background:#99cc99;" align="center" | Yes No | ||
|- | |- | ||
| style="background:#efefef;" align="center" | '''Gou Shoryuken (Fierce)''' | | style="background:#efefef;" align="center" | '''Gou Shoryuken (Fierce)''' | ||
Line 2,138: | Line 2,138: | ||
| align="center" style="background:#cc99cc;" | 35 | | align="center" style="background:#cc99cc;" | 35 | ||
| align="center" style="background:#cc99cc;" | -34 | | align="center" style="background:#cc99cc;" | -34 | ||
| align="center" style="background:#cc99cc;" | 60 | | align="center" style="background:#cc99cc;" | 60 60 60 | ||
| align="center" style="background:#cc99cc;" | H/L | | align="center" style="background:#cc99cc;" | H/L | ||
| align="center" style="background:#cc99cc;" | 11 | | align="center" style="background:#cc99cc;" | 11 3 3 | ||
| style="background:#99cc99;" align="center" | Yes | | style="background:#99cc99;" align="center" | Yes Yes No | ||
|- | |- | ||
| style="background:#efefef;" align="center" | '''Tatsumaki Zankuukyaku (Short)''' | | style="background:#efefef;" align="center" | '''Tatsumaki Zankuukyaku (Short)''' | ||
Line 2,200: | Line 2,200: | ||
| align="center" style="background:#cc99cc;" | 80x2 | | align="center" style="background:#cc99cc;" | 80x2 | ||
| align="center" style="background:#cc99cc;" | H | | align="center" style="background:#cc99cc;" | H | ||
| align="center" style="background:#cc99cc;" | 3 | | align="center" style="background:#cc99cc;" | 3 5 | ||
| style="background:#99cc99;" align="center" | Yes | | style="background:#99cc99;" align="center" | Yes | ||
|- | |- | ||
Line 2,210: | Line 2,210: | ||
| align="center" | 80x4 | | align="center" | 80x4 | ||
| align="center" | H | | align="center" | H | ||
| align="center" | (3 | | align="center" | (3 5)x2 | ||
| style="background:#99cc99;" align="center" | Yes | | style="background:#99cc99;" align="center" | Yes | ||
|- | |- | ||
Line 2,220: | Line 2,220: | ||
| align="center" style="background:#cc99cc;" | 80x8 | | align="center" style="background:#cc99cc;" | 80x8 | ||
| align="center" style="background:#cc99cc;" | H | | align="center" style="background:#cc99cc;" | H | ||
| align="center" style="background:#cc99cc;" | (3 | | align="center" style="background:#cc99cc;" | (3 5)x4 | ||
| style="background:#99cc99;" align="center" | Yes | | style="background:#99cc99;" align="center" | Yes | ||
|- | |- | ||
Line 2,291: | Line 2,291: | ||
| align="center" | 49 | | align="center" | 49 | ||
| align="center" | -13 | | align="center" | -13 | ||
| align="center" | 55x5 | | align="center" | 55x5 60 | ||
| align="center" | H | | align="center" | H | ||
| align="center" | 0 | | align="center" | 0 | ||
Line 2,300: | Line 2,300: | ||
| align="center" style="background:#cc99cc;" | 13 | | align="center" style="background:#cc99cc;" | 13 | ||
| align="center" style="background:#cc99cc;" | - | | align="center" style="background:#cc99cc;" | - | ||
| align="center" style="background:#cc99cc;" | 60x5 | | align="center" style="background:#cc99cc;" | 60x5 80 | ||
| align="center" style="background:#cc99cc;" | H | | align="center" style="background:#cc99cc;" | H | ||
| align="center" style="background:#cc99cc;" | 0 | | align="center" style="background:#cc99cc;" | 0 | ||
Line 2,498: | Line 2,498: | ||
| 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;" | 55 | | align="center" style="background:#cc99cc;" | 55 55 40 | ||
| align="center" style="background:#cc99cc;" | H/L | | align="center" style="background:#cc99cc;" | H/L | ||
| align="center" style="background:#cc99cc;" | 3 | | align="center" style="background:#cc99cc;" | 3 3 3 | ||
|- | |- | ||
| align="center" | '''" (Tidal Waves) (2nd part)''' | | align="center" | '''" (Tidal Waves) (2nd part)''' | ||
Line 2,507: | Line 2,507: | ||
| align="center" | - | | align="center" | - | ||
| align="center" | - | | align="center" | - | ||
| align="center" | 55 | | align="center" | 55 55 40 | ||
| align="center" | H/L | | align="center" | H/L | ||
| align="center" | 3 | | align="center" | 3 3 3 | ||
|- | |- | ||
| align="center" | '''" (Tidal Waves) (3rd part)''' | | align="center" | '''" (Tidal Waves) (3rd part)''' | ||
Line 2,516: | Line 2,516: | ||
| align="center" style="background:#cc99cc;" | - | | align="center" style="background:#cc99cc;" | - | ||
| align="center" style="background:#cc99cc;" | -25 | | align="center" style="background:#cc99cc;" | -25 | ||
| align="center" style="background:#cc99cc;" | 40 | | align="center" style="background:#cc99cc;" | 40 40 40 | ||
| align="center" style="background:#cc99cc;" | H/L | | align="center" style="background:#cc99cc;" | H/L | ||
| align="center" style="background:#cc99cc;" | 3 | | align="center" style="background:#cc99cc;" | 3 3 3 | ||
|} | |} | ||
Line 2,601: | Line 2,601: | ||
'''Raging Demon Set-ups''' | '''Raging Demon Set-ups''' | ||
- Kara Demon: Twds | - 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) | (if done right, then the raging demon will come out before the first hit of mp) | ||
Line 2,688: | Line 2,688: | ||
Ok, so you're in the flip...now what? | 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 | 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. | 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. | ||
Line 2,736: | Line 2,736: | ||
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. | 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 | Once Akuma scores a knockdown he becomes extremely dangerous. He can hit confirm his close standing forward into his B | ||
Revision as of 00:41, 4 November 2007
marriage russian woman toyota hilux lavasoft make money on the internet free antivirus software link bratz kitchen island exkuseme.cn bathroom shower curtain cover letters ctu ringtone patricia ford trimspa gang bangs wireless internet laptop printable calendar gapfeedback cheap silk wedding flower tnt tv granny sex gayvideo bontril site consumer credit counseling corel draw 12 activation code free adult personal online discount coupon tickets furniture stores 5th wheel trailer rolexes buy esgic plus online tubal ligation veggietales video karaoke downloads mp3 free bingo win money earlyg.cn christian louboutin buy here pay here car lots paris hilton sex tape lamictal polaris parts school districts buy alprazolam online free video poker no download ab workouts poker cards criminal background check youngest teens online yellow page auto classifieds free boost mobile codes xenadrine cic credit monitoring free ecards virus unique birthday gifts breyer horses hardcore fucking aria giovanni promotional product lil jon snap your fingers home depot side effects of lisinopril xbox caduet mouth herpes cold air intake for scion tc eminem cameta camera spanking caning sex tape sauder computer desk with hutch sibel kekili xxx movie omron flirt element skateboard sofa bed pee free clip art brazil bikini cell cellular one phone lupus printable calendars new york post freepornmovies sciencefair projects kentucky newspapers strattera mp3 hits hair layered style gayboys older woman personal debbie does dallas free porno video clips music lyrics royal caribean rasti.cn bbw fucking erotic large women bras sex videos duel masters card list free porn galleries nevada dmv landscaping ideas printable hotel coupons actos blackplanet backgrounds yahoo personals lipodrene with ephedra what is phentermine culligan budget car rental coupons johnny knoxville dating advice for man mcdonalds download chess jordan shoe free virus protection diabetic recipe vaginal speculum ged practice test buy ephedrine bedazzler patterns canada job bank ca wwe com home pictures of rottweilers tierce magazine child health home acura rdx olga bras michael jackson mp3 cheaphotels com free clip stihl parts gucci sun glasses cheap dietpills ford mustang part parfum index teen webcams boob sex swingers clubs hornywomen birkenstock girl daybed bedding tmobile pictures trialsport.cn social security 99 cent ringtone go airline generator home standby prada sunglasses florida homes free puppies brazilian bikini index christmas cards for horse lovers naughty halloween costume free people search xena invoice mp3 download social security medicare class c motorhome for sale nudists used lincoln town car caricature disney kids business plans asian lesbian asian gays chaise lounge motorola phonetools dansko cake mania mazda cars arab gerl canadian car insurance spites.cn norton antivirus 2005 cd key hoteles zaragoza swim suit updo hairstyles tequin vehicle actions sex world milf seeker search netmeeting free clip art lcd monitor mp3 airline tickets under 100 pokemon misty south african airline
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 (dots): 56
- Stun Bar Recovery (frames it takes to recover 1 dot): 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
Colors
Moves List
Basic Moves
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 |
2 Punches | PP |
2 Kicks | KK |
3 Punches | PPP |
3 Kicks | KKK |
Jab | LP |
Strong | MP |
Fierce | HP |
Short | LK |
Foward | MK |
Roundhouse | HK |
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 |
Foward | MK |
Roundhouse | HK |
Close Foward | (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 Foward | (Air) MK |
Neutral Jumping Foward | (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 Foward | D MK |
Crouching Roundhouse | D HK |
Tenma Kuujin Kyaku | Jump Foward, 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
All those sprites are taken from the site http://www.zweifuss.com/index.htm 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, fireball balls, 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 1rst frame it hits, so enemy takes damage but they still dont make the "pain" frame.
Basic Moves
Move | Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
---|---|---|---|---|---|
Dash Foward | 2 | 8 | - | 6 (4) | 16 (14) |
Comments here
Move | Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
---|---|---|---|---|---|
Dash Backwards | 4 | 4 | - | 6 | 14 |
Comments here
Move | Motion | Frames |
Jump | BU or U or FU | 3 |
Comments here
Move | Motion | Frames |
Super Jump | DBU or DU or DFU | 5 |
Comments here
Move | Motion | Frames |
Normal Wakeup | - | 77 |
Comments here
Move | Motion | Frames |
Tech Wakeup | Tap D when hitting the ground | 50 |
Comments here
Move | Motion | Frames | Gauge Increase |
Taunt | HP HK | 66 | 4(6) |
Comments here
Normal Moves
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 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
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 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
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 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
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 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
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 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
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 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
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 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Foward | 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 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
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 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Foward | (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 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
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
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 | When landing | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
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 | When landing | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
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 | When landing | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
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 | When landing | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
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) | When landing | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Foward | (Air) MK | 80 | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 6 | When landing | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Neutral Jump Foward | (Air) MK | 80 | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 6 | When landing | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
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 | When landing | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
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 | When landing | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
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
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
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
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
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 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
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 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
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 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Foward | 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
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
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 | H or L/H or L | H/H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 ? | 4 ? | 8 ? | 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.
Move | Motion | Damage | Stun Damage | Fireball Speed |
Gou Hadouken (Jab) | QCF LP | 60 | 3 | Slow |
Gou Hadouken (Strong) | QCF MP | 60 | 3 | Medium |
Gou Hadouken (Fierce) | QCF HP | 60 | 3 | Fast |
Comments here
Move | Motion | Damage | Stun Damage | Fireball Speed |
Zankuu Hadouken (Jab) | (Air) QCF LP | 60 | 3 | Slow |
Zankuu Hadouken (Strong) | (Air) QCF MP | 60 | 3 | Medium |
Zankuu Hadouken (Fierce) | (Air) QCF HP | 60 | 3 | Fast |
Comments here
Move | Motion | Damage | Stun Damage | Fireball Speed |
Shakunetsu Hadouken (Jab) | HCB LP | 50 | 3 | Fast |
Shakunetsu Hadouken (Strong) | HCB MP | 50 | 3 | Medium |
2nd Hit | - | 50 | 3 | - |
Shakunetsu Hadouken (Fierce) | HCB HP | 50 | 3 | Slow |
2nd Hit | - | 50 | 3 | - |
3rd Hit | - | 50 | 3 | - |
Comments here
Move | Motion | Damage | Stun Damage |
Tatsumaki Zankuukyaku (Short) | QCB LK | 100 | 7 |
Tatsumaki Zankuukyaku (Foward) | QCB MK | 90 | 7 |
2nd Hit | - | 30 | 3 |
Tatsumaki Zankuukyaku (Roundhouse) | QCB HK | 90 | 7 |
2nd Hit | - | 30 | 3 |
3rd Hit | - | 30 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Air Tatsumaki Zankuukyaku (Short) | (Air) QCB LK | 80 | 3 |
Air Tatsumaki Zankuukyaku (Foward) | (Air) QCB MK | 80 | 3 |
2nd Hit | - | 80 | 5? |
Air Tatsumaki Zankuukyaku (Roundhouse) | (Air) QCB HK | 80 | 3 |
2nd Hit | - | 80 | 5? |
3rd Hit | - | 80 | 5? |
4th Hit | - | 80 | 5? |
Comments here
Move | Motion | Damage | Stun Damage |
Gou Shoryuken (Jab) | F, D, DF LP | 130(100) | 11(9) |
Gou Shoryuken (Strong) | F, D, DF MP | 100 | 11 |
2nd Hit | - | 50 | 3 |
Gou Shoryuken (Fierce) | F, D, DF HP | 60 | 11 |
2nd Hit | - | 60 | 3 |
3rd Hit | - | 60 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Hyakki Gouzan | During F, D, DF K (No input) | 100 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Hyakki Goushou | During F, D, DF K press P | 130 | 13 |
Comments here
Move | Motion | Damage | Stun Damage |
Hyakki Goujin | During F, D, DF K press K | 100 | 11 |
Comments here
Move | Motion | Damage | Stun Damage | Throw Range |
Hyakki Gousai | During F, D, DF K press LP LK | 110 | 15 | 17 |
Comments here
Super Arts
Num. | Super Art Name | Motion | Damage | Stun Damage |
I | Messatsu Gou Hadou | QCF QCF P | 55 | 0 |
- | 2nd Hit | - | 55 | 0 |
- | 3rd Hit | - | 55 | 0 |
- | 4th Hit | - | 55 | 0 |
- | 5th Hit | - | 55 | 0 |
- | 6th Hit | - | 60 | 0 |
- Total Damage if all hits connect: 290
Comments here
Num. | Super Art Name | Motion | Damage | Stun Damage |
I | Tenma Gou Zankuu | (Air) QCF QCF P | 60 | 0 |
- | 2nd Hit | - | 60 | 0 |
- | 3rd Hit | - | 60 | 0 |
- | 4th Hit | - | 60 | 0 |
- | 5th Hit | - | 60 | 0 |
- | 6th Hit | - | 80 | 0 |
- Total Damage if all hits connect: 320
Comments here
Num. | Super Art Name | Motion | Damage | Stun Damage |
II | Messatsu Gou Shoryu | QCF QCF P | 40 | 0 |
- | 2nd Hit | - | 40 | 3 |
- | 3rd Hit | - | 40 | 0 |
- | 4th Hit | - | 50 | 3 |
- | 5th Hit | - | 120 | 9 |
- | 6th Hit | - | 110 | 5 |
- | 7th Hit | - | 100 | 5 |
- Total Damage if all hits connect: 390
Comments here
Num. | Super Art Name | Motion | Damage | Stun Damage |
III | Messatsu Gou Rasen | QCF QCF K | 70 | 0 |
- | 2nd Hit | - | 40 | 0 |
- | 3rd Hit | - | 40 | 0 |
- | 4th Hit | - | 40 | 0 |
- | 5th Hit | - | 40 | 0 |
- | 6th Hit | - | 40 | 0 |
- | 7th Hit | - | 40 | 0 |
- | 8th Hit | - | 40 | 0 |
- | 9th Hit | - | 40 | 0 |
- | 10th Hit | - | 40 | 0 |
- | 11th Hit | - | 40 | 0 |
- | 12th Hit | - | 130 | 0 |
- Total Damage if all hits connect: 390
Comments here
Num. | Super Art Name | Motion | Damage | Stun Damage |
III | Messatsu Gou Senpuu | (Air) QCF QCF K | 60 | 0 |
- | 2nd Hit | - | 55 | 0 |
- | 3rd Hit | - | 55 | 0 |
- | 4th Hit | - | 55 | 0 |
- | 5th Hit | - | 70 | 0 |
- | 6th Hit | - | 40 | 0 |
- | 7th Hit | - | 40 | 0 |
- | 8th Hit | - | 40 | 0 |
- | 9th Hit | - | 40 | 0 |
- | 10th Hit | - | 130 | 0 |
- Total Damage if all hits connect: 405
Comments here
Num. | Super Art Name | Motion | Damage | Stun Damage | Throw Range |
any | Shun Goku Satsu | LP LP F LK HP | 490 | 0 | 12 |
- Total Damage if all hits connect: 490
Comments here
Num. | Super Art Name | Motion | Damage | Stun Damage |
any | Kongou Kokuretsu Zan | DDD PP or DDD PPP | 370(300) | 15 |
- | 2nd Hit | - | 55 | 3 |
- | 3rd Hit | - | 55 | 3 |
- | 4th Hit | - | 40 | 3 |
- | 5th Hit | - | 55 | 3 |
- | 6th Hit | - | 55 | 3 |
- | 7th Hit | - | 40 | 3 |
- | 8th Hit | - | 40 | 3 |
- | 9th Hit | - | 40 | 3 |
- Total Damage if all hits connect: 640
Comments here
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
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 |
Foward | 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 Foward | 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 Foward | 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 Foward | 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 Foward | 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 (Foward) | 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 (Foward) | 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