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:4 extra recovery frames on whiff (20) | :4 extra recovery frames on whiff (20) | ||
:Can cancels into V-Trigger 2 enhanced specials on hit/block | :Can cancels into V-Trigger 2 enhanced specials on hit/block | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akuma/normal/Crouch%20HP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akuma/normal/Crouch%20HP}} | ||
}} | }} | ||
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|hcWinVt=<nowiki>34</nowiki> | |hcWinVt=<nowiki>34</nowiki> | ||
|description= | |description= | ||
:Slightly reduced head hurtbox on frames 1-5 | |||
:Second hit launches opponent into a limited juggle state | :Second hit launches opponent into a limited juggle state | ||
:Can hit cross-up (behind Akuma) | :Can hit cross-up (behind Akuma) | ||
Line 625: | Line 625: | ||
=====<font style="visibility:hidden; float:right">5HP > 5HP > MPMK (VS2)</font>===== | =====<font style="visibility:hidden; float:right">5HP > 5HP > MPMK (VS2)</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_5HP 5HP MPMK (VS2).png | ||
|name=Kongoken > Kiai | |name=Kongoken > Kiai | ||
|input=5HP > 5HP > MPMK (VS2) | |input=5HP > 5HP > MPMK (VS2) | ||
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|kdrb=<nowiki>34</nowiki> | |kdrb=<nowiki>34</nowiki> | ||
|description= | |description= | ||
:Projectile active for 44 frames (90% screen range) and then followed up by a projectile burst with 8 active frames that does the same damage but 20 less stun (100) | :1-hit Projectile hitbox active for 44 frames (90% screen range) and then followed up by a projectile burst with 8 active frames that does the same damage but 20 less stun (100) | ||
:Projectile deals 20 less stun (100) after first active frame | :Projectile deals 20 less stun (100) after first active frame | ||
:Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range) | :Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range) | ||
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=====<font style="visibility:hidden; float:right">236MP</font>===== | =====<font style="visibility:hidden; float:right">236MP</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_236MP.png | ||
|caption=Normal | |caption=Normal | ||
|image2= | |image2=SFV_Akuma_236MP_vt1.png | ||
|caption2=V-Trigger 1 | |caption2=V-Trigger 1 | ||
|name=MP Gohadoken | |name=MP Gohadoken | ||
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|kdrb=<nowiki>34</nowiki> | |kdrb=<nowiki>34</nowiki> | ||
|description= | |description= | ||
:Projectile active for 34 frames (80% screen range) and then followed up by a projectile burst with 8 active frames that does the same damage but 20 less stun (100) | :1-hit Projectile hitbox active for 34 frames (80% screen range) and then followed up by a projectile burst with 8 active frames that does the same damage but 20 less stun (100) | ||
:Projectile deals 20 less stun (100) after first active frame | :Projectile deals 20 less stun (100) after first active frame | ||
:Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range) | :Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range) | ||
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=====<font style="visibility:hidden; float:right">236HP</font>===== | =====<font style="visibility:hidden; float:right">236HP</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_236HP.png | ||
|caption=Normal | |caption=Normal | ||
|image2= | |image2=SFV_Akuma_236HP_vt1.png | ||
|caption2=V-Trigger 1 | |caption2=V-Trigger 1 | ||
|name=HP Gohadoken | |name=HP Gohadoken | ||
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|kdrb=<nowiki>34</nowiki> | |kdrb=<nowiki>34</nowiki> | ||
|description= | |description= | ||
:Projectile active for 22 frames (60% screen range) and then followed up by a projectile burst with 8 active frames that does the same damage but 20 less stun (100) | :1-hit Projectile hitbox active for 22 frames (60% screen range) and then followed up by a projectile burst with 8 active frames that does the same damage but 20 less stun (100) | ||
:Projectile deals 20 less stun (100) after first active frame | :Projectile deals 20 less stun (100) after first active frame | ||
:Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range) | :Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range) | ||
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=====<font style="visibility:hidden; float:right">236MP (air)</font>===== | =====<font style="visibility:hidden; float:right">236MP (air)</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_236MP (air).png | ||
|caption=Normal | |caption=Normal | ||
|image2= | |image2=SFV_Akuma_236MP (air)_vt1.png | ||
|caption2=V-Trigger 1 | |caption2=V-Trigger 1 | ||
|name=MP Zanku Hadoken | |name=MP Zanku Hadoken | ||
Line 988: | Line 988: | ||
=====<font style="visibility:hidden; float:right">236HP (air)</font>===== | =====<font style="visibility:hidden; float:right">236HP (air)</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_236HP (air).png | ||
|caption=Normal | |caption=Normal | ||
|image2= | |image2=SFV_Akuma_236HP (air)_vt1.png | ||
|caption2=V-Trigger 1 | |caption2=V-Trigger 1 | ||
|name=HP Zanku Hadoken | |name=HP Zanku Hadoken | ||
Line 1,092: | Line 1,092: | ||
=====<font style="visibility:hidden; float:right">63214MP</font>===== | =====<font style="visibility:hidden; float:right">63214MP</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_63214MP.png | ||
|name=MP Sekia Goshoha | |name=MP Sekia Goshoha | ||
|input=63214MP | |input=63214MP | ||
Line 1,118: | Line 1,118: | ||
=====<font style="visibility:hidden; float:right">63214HP</font>===== | =====<font style="visibility:hidden; float:right">63214HP</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_63214HP.png | ||
|name=HP Sekia Goshoha | |name=HP Sekia Goshoha | ||
|input=63214HP | |input=63214HP | ||
Line 1,229: | Line 1,229: | ||
=====<font style="visibility:hidden; float:right">623MP</font>===== | =====<font style="visibility:hidden; float:right">623MP</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_623MP.png | ||
|caption=Normal | |caption=Normal | ||
|image2= | |image2=SFV_Akuma_623MP_vt1.png | ||
|caption2=V-Trigger 1 | |caption2=V-Trigger 1 | ||
|name=MP Goshoryuken | |name=MP Goshoryuken | ||
Line 1,286: | Line 1,286: | ||
=====<font style="visibility:hidden; float:right">623HP</font>===== | =====<font style="visibility:hidden; float:right">623HP</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_623HP.png | ||
|caption=Normal | |caption=Normal | ||
|image2= | |image2=SFV_Akuma_623HP_vt1.png | ||
|caption2=V-Trigger 1 | |caption2=V-Trigger 1 | ||
|name=HP Goshoryuken | |name=HP Goshoryuken | ||
Line 1,406: | Line 1,406: | ||
=====<font style="visibility:hidden; float:right">214MK</font>===== | =====<font style="visibility:hidden; float:right">214MK</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_214MK.png | ||
|name=MK Tatsumaki Zankukyaku | |name=MK Tatsumaki Zankukyaku | ||
|input=214MK | |input=214MK | ||
Line 1,436: | Line 1,436: | ||
=====<font style="visibility:hidden; float:right">214HK</font>===== | =====<font style="visibility:hidden; float:right">214HK</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_214HK.png | ||
|name=HK Tatsumaki Zankukyaku | |name=HK Tatsumaki Zankukyaku | ||
|input=214HK | |input=214HK | ||
Line 1,487: | Line 1,487: | ||
:Cannot hit cross-up (behind Akuma) | :Cannot hit cross-up (behind Akuma) | ||
:Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball / Air EX Tatsu | :Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball / Air EX Tatsu | ||
:Juggle Limit: | :Juggle Limit: 2 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akuma/normal/EX%20Tatsumaki%20Zankukyaku}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akuma/normal/EX%20Tatsumaki%20Zankukyaku}} | ||
}} | }} | ||
Line 1,521: | Line 1,521: | ||
=====<font style="visibility:hidden; float:right">214MK (air)</font>===== | =====<font style="visibility:hidden; float:right">214MK (air)</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_214MK (air).png | ||
|name=MK Air Tatsumaki Zankukyaku | |name=MK Air Tatsumaki Zankukyaku | ||
|input=214MK (air) | |input=214MK (air) | ||
Line 1,548: | Line 1,548: | ||
=====<font style="visibility:hidden; float:right">214HK (air)</font>===== | =====<font style="visibility:hidden; float:right">214HK (air)</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_214HK (air).png | ||
|name=HK Air Tatsumaki Zankukyaku | |name=HK Air Tatsumaki Zankukyaku | ||
|input=214HK (air) | |input=214HK (air) | ||
Line 1,804: | Line 1,804: | ||
=====<font style="visibility:hidden; float:right">41236K > 236PP</font>===== | =====<font style="visibility:hidden; float:right">41236K > 236PP</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_41236K 236PP.png | ||
|name=Hyakkishu > EX Hyakki Gozanku | |name=Hyakkishu > EX Hyakki Gozanku | ||
|input=41236K > 236PP | |input=41236K > 236PP | ||
Line 1,826: | Line 1,826: | ||
=====<font style="visibility:hidden; float:right">41236KK > 236P</font>===== | =====<font style="visibility:hidden; float:right">41236KK > 236P</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_41236KK 236P.png | ||
|name=EX Hyakkishu > Hyakki Gozanku | |name=EX Hyakkishu > Hyakki Gozanku | ||
|input=41236KK > 236P | |input=41236KK > 236P | ||
Line 1,849: | Line 1,849: | ||
=====<font style="visibility:hidden; float:right">41236KK > 412KK</font>===== | =====<font style="visibility:hidden; float:right">41236KK > 412KK</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_41236KK 412KK.png | ||
|name=Hyakkishu > EX Hyakki Gorasen | |name=Hyakkishu > EX Hyakki Gorasen | ||
|input=41236KK > 412KK | |input=41236KK > 412KK | ||
Line 1,870: | Line 1,870: | ||
=====<font style="visibility:hidden; float:right">41236KK > 412K</font>===== | =====<font style="visibility:hidden; float:right">41236KK > 412K</font>===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_41236KK 412K.png | ||
|name=EX Hyakkishu > Hyakki Gorasen | |name=EX Hyakkishu > Hyakki Gorasen | ||
|input=41236KK > 412K | |input=41236KK > 412K | ||
Line 1,893: | Line 1,893: | ||
{{MoveData | {{MoveData | ||
|image=SFV_Akuma_623KKK.png | |image=SFV_Akuma_623KKK.png | ||
|name=Ashura Senku (fwd) | |name=Ashura Senku (fwd) | ||
|input=623KKK | |input=623KKK | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki>1</nowiki> | |startup=<nowiki>1</nowiki> | ||
|active=<nowiki>50</nowiki> | |active=<nowiki>50</nowiki> | ||
Line 1,909: | Line 1,905: | ||
:Can cancel into Raging Demon on frames 1-4 | :Can cancel into Raging Demon on frames 1-4 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akuma/normal/Ashura%20Senku%20(fwd)}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akuma/normal/Ashura%20Senku%20(fwd)}} | ||
}} | }} | ||
}} | }} | ||
Line 1,925: | Line 1,911: | ||
{{MoveData | {{MoveData | ||
|image=SFV_Akuma_421KKK.png | |image=SFV_Akuma_421KKK.png | ||
|name=Ashura Senku (back) | |name=Ashura Senku (back) | ||
|input=421KKK | |input=421KKK | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki>1</nowiki> | |startup=<nowiki>1</nowiki> | ||
|active=<nowiki>50</nowiki> | |active=<nowiki>50</nowiki> | ||
Line 1,941: | Line 1,923: | ||
:Can cancel into Raging Demon on frames 1-4 | :Can cancel into Raging Demon on frames 1-4 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akuma/normal/Ashura%20Senku%20(back)}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akuma/normal/Ashura%20Senku%20(back)}} | ||
}} | }} | ||
}} | }} | ||
Line 2,003: | Line 1,975: | ||
|description= | |description= | ||
:Has an actual attack built into it if you let the full animation play out | :Has an actual attack built into it if you let the full animation play out | ||
:Can hit OTG | |||
:Can be canceled into anything on frame 61 and onward, on whiff or hit or block | :Can be canceled into anything on frame 61 and onward, on whiff or hit or block | ||
:Puts opponent into a juggleable state on hit | :Puts opponent into a juggleable state on hit | ||
Line 2,089: | Line 2,062: | ||
|description= | |description= | ||
:Armor on frames 3-10 | :Armor on frames 3-10 | ||
: | :Cannot hit crouching | ||
:Launches into a limited juggle state | :Launches into a limited juggle state | ||
:Can only cancel into specials on hit | :Can only cancel into specials on hit | ||
:Gains 120 V-Gauge (40% of a V-Bar on a successful parry | :Gains 120 V-Gauge (40% of a V-Bar on a successful parry | ||
:Gains 80 more V-Gauge (~27% of a V-Bar) on follow-up hit and 40 V-Gauge if blocked | :Gains 80 more V-Gauge (~27% of a V-Bar) on follow-up hit and 40 V-Gauge if blocked | ||
Line 2,122: | Line 2,094: | ||
|kdrb=<nowiki>40</nowiki> | |kdrb=<nowiki>40</nowiki> | ||
|description= | |description= | ||
:Powers up next Red Fireball if the stance is not canceled | |||
:Can be canceled into V-Skill 2 versions of normal and EX Red Fireball frames 28-212 | |||
:Can nullify 1 projectile hit (except on last 2 active frames) | :Can nullify 1 projectile hit (except on last 2 active frames) | ||
:Last 2 active frames hit air opponents only | :Last 2 active frames hit air opponents only | ||
:Launches opponent into a limited juggle state | :Launches opponent into a limited juggle state | ||
:Increased damage and stun on last 2 active frames for airborne opponents (80 / 80) | :Increased damage and stun on last 2 active frames for airborne opponents (80 / 80) | ||
:Can be held to increase V-Gauge up to a maximum of 300 | :Can be held to increase V-Gauge up to a maximum of 300 | ||
:Increases V-Gauge by 1 every frame from frames 43-132 | :Increases V-Gauge by 1 every frame from frames 43-132 | ||
Line 2,256: | Line 2,229: | ||
:2 bar V-Trigger | :2 bar V-Trigger | ||
:Duration of 3000 frames (50 seconds) | :Duration of 3000 frames (50 seconds) | ||
:Gives Akuma the ability to cancel specials into | :Gives Akuma the ability to cancel specials (except Air Fireball, Demon Flip, and Teleport) into other specials which spends V-Meter as a resource instead of EX meter | ||
: | :Air Tatsu is also cancelable into Air EX Tatsu | ||
:Also allows canceling some moves that are not normally special cancelable (cr. HP, cr. HK, and st. HP) | |||
:Red Fireball Cancels cost 1500 V-Timer (50% of V-Timer) | |||
:Teleport Cancels cost 1000 V-Timer (33% of V-Timer) | |||
:All other cancels cost 1300 V-Timer (43% of V-Timer) | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akuma/normal/Shiretsu%20Hasshi}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akuma/normal/Shiretsu%20Hasshi}} | ||
}} | }} | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right"> | === V-Shift === | ||
=====<font style="visibility:hidden; float:right">5MKHP</font>===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_5MKHP.png | ||
|name= | |name=V-Shift | ||
|input= | |input=5MKHP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup | |startup=<nowiki>1</nowiki> | ||
|active=<nowiki>9</nowiki> | |||
|recovery=<nowiki>22</nowiki> | |||
|description= | |||
| | :Shifts back 1.21 range | ||
| | :Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players | ||
| | :Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9 | ||
:Throw invincible on frames 1-16 on an empty / raw V-Shift | |||
:Counter-Hit state on frames 10-31 on an empty / raw V-Shift | |||
:Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans) | |||
:Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered | |||
: | :If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit | ||
: | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akuma/normal/V-Shift}} | ||
: | |||
: | |||
: | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akuma/ | |||
}} | }} | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right"> | === V-Shift Break === | ||
=====<font style="visibility:hidden; float:right">5MKHP</font>===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_5MKHP_break.png | ||
|name= | |name=Rasen Shuto Uchi | ||
|input= | |input=5MKHP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki> | |startup=<nowiki>?</nowiki> | ||
|recovery=<nowiki> | |active=<nowiki>3</nowiki> | ||
|recovery=<nowiki>?</nowiki> | |||
|hit=<nowiki>KD</nowiki> | |hit=<nowiki>KD</nowiki> | ||
|block=<nowiki> | |block=<nowiki>-2</nowiki> | ||
|damage=<nowiki> | |damage=<nowiki>60</nowiki> | ||
|stun=<nowiki> | |stun=<nowiki>0</nowiki> | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|kd=<nowiki> | |kd=<nowiki>73</nowiki> | ||
|kdr=<nowiki> | |kdr=<nowiki>14</nowiki> | ||
|kdrb=<nowiki> | |kdrb=<nowiki>19</nowiki> | ||
|description= | |description= | ||
: | :Fully invincible during startup and active frames | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akuma/normal/Rasen%20Shuto%20Uchi}} | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Akuma/ | |||
}} | }} | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right"> | === V-Reversal === | ||
=====<font style="visibility:hidden; float:right">6KKK</font>===== | |||
{{MoveData | {{MoveData | ||
|image= | |image=SFV_Akuma_6KKK.png | ||
|name= | |name=Gosenkyaku | ||
|input= | |input=6KKK | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|startup=<nowiki>17</nowiki> | |||
|active=<nowiki>2</nowiki> | |||
|recovery=<nowiki>24</nowiki> | |||
|hit=<nowiki>KD</nowiki> | |||
|block=<nowiki>-2</nowiki> | |||
|damage=<nowiki>60</nowiki> | |||
|stun=<nowiki>0</nowiki> | |||
|startup=<nowiki>17</nowiki> | |||
|active=<nowiki>2</nowiki> | |||
|recovery=<nowiki>24</nowiki> | |||
|hit=<nowiki>KD</nowiki> | |||
|block=<nowiki>-2</nowiki> | |||
|damage=<nowiki>60</nowiki> | |||
|stun=<nowiki>0</nowiki> | |||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|kd=<nowiki>73</nowiki> | |kd=<nowiki>73</nowiki> | ||
Line 2,650: | Line 2,315: | ||
}} | }} | ||
}} | }} | ||
{{Navbox-SFV}} | {{Navbox-SFV}} | ||
[[Category:Street Fighter V]] | [[Category:Street Fighter V]] | ||
[[Category:Street Fighter games]] | [[Category:Street Fighter games]] |
Revision as of 00:17, 4 June 2022
Introduction
About Akuma
Having embraced the Satsui No Hado, Akuma seeks only to improve his ability by fighting the strongest opponents.
Akuma is possibly the most versatile character in the game, a flexible shoto-style character with fast walkspeed and a variety of tools to effectively approach, keep opponents out, mix up opponents on offense, and make comebacks with powerful V-triggers. The price he pays for this versatility is frighteningly low health and stun, as well as somewhat short range on some of his normals. His fireball knocks down at close range, leading to a much stronger offensive situation than other shoto projectiles if it intercepts the extended hurtbox of an attacking opponent, and his red fireballs always knock down and can hit 1 to 3 times. His combination of divekick, air fireball, EX air fireball, and his variety of demon flip attacks make it very difficult to stifle his airborne approaches for all but the most judicious defenders. Of course, on top of all this he has one of the best 3f normals in the game, fantastic for abare or intercepting an opponent's forward dash and a defensive complement to his invincible reversal. Overall, he's a character who can easily command the flow of a round right from the start, but can also see that control slip away quickly with just a few bad guesses against characters with high stun output.
Strengths | Weaknesses |
---|---|
|
|
V-system
V-Trigger 1: Dohatsu Shoten
Enhances Akuma's ground and air fireballs, his DP, and grants him access to Raging Demon, a command grab super. His air fireball becomes an extremely safe tool for neutral and offense, while his DP is a great combo tool that leads to a hard knockdown. A fantastic comeback trigger, but one that's easy to quickly burn through, and demands conservative use of meter to reap the full benefits of using it.
V-Trigger 2: Shiretsu Hasshi
Gives Akuma access to meterless versions of his EX moves, which he can cancel into from his other specials or his heavy normals. Leads to huge damage combos, certain powerful conversions VT1 doesn't have access to, easy corner escapes on block, and devastating corner chip sequences. However, the high timer costs of its moves make it difficult to consistently get full value out of this trigger.
V-Skill 1: Rakan
Akuma takes an armored stance, which leads to a launching followup used for starting combos and anti-air, or a knockdown followup used for ending combos and ranged punishes. Can punish V-reversals or certain neutral tools like divekicks and fireballs, and allows a corner escape without the use of VT2.
V-Skill 2: Kiai
Stomps the ground, launching the opponent and allowing a followup red fireball. Greatly increases Akuma's damage on many conversions, especially his Kongoken target combo which can cancel into it. Has some options if used on block, but it's mainly a combo tool.
Final Patch
Players to watch
- Samurai
- Tokido
Akuma | |
---|---|
Vitals | |
Life Points | 900 |
Stun Points | 900 |
V-Gauge Points | |
V-Trigger 1 | 3 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.052 |
Backward Walk Speed | 0.036 |
Forward Dash Speed | 16 |
Backward Dash Speed | 21 |
Forward Dash Distance | 1.234 |
Backward Dash Distance | 1.096 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 46(4+38+4) |
Neutral Jump Speed | 46(4+38+4) |
Forward Jump Speed | 45(3+38+4) |
Forward Jump Distance | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
9 > 2MK
6MP
6HP
4HP
Target Combos
5HK > 5HK
5HP > 5HP
5HP > 5HP > MPMK (VS2)
Throws
LPLK
4LPLK
Special Moves
5
236LP
236MP
236HP
236PP
236LP (air)
236MP (air)
236HP (air)
236PP (air)
236PP (air)
63214LP
63214MP
63214HP
63214PP
623LP
623MP
623HP
623PP
214LK
214MK
214HK
214KK
214LK (air)
214MK (air)
214HK (air)
214KK (air)
41236K > 5
41236KK > 5
41236K > P
41236KK > P
41236K > K
41236KK > K
41236K > LPLK
412362KK> LPLK
41236K > 236PP
41236KK > 236P
41236KK > 412KK
41236KK > 412K
623KKK
421KKK
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK
MPMK (VS1) > P
MPMK (VS1) > K
V-Skill 2
MPMK (VS2)
MPMK (VS2) > hcb+P
MPMK (VS2) > hcb+PP
V-Trigger 1
HPHK (VT1)
LP, LP, 6, LK, HP
V-Trigger 2
HPHK (VT2)
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6KKK