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[[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 140: | Line 140: | ||
| Neutral Jumping Roundhouse || '''(Air)''' HK | | Neutral Jumping Roundhouse || '''(Air)''' HK | ||
|- | |- | ||
| Overhead || MP | | Overhead || MP MK | ||
|- | |- | ||
| Taunt || HP | | Taunt || HP HK | ||
|} | |} | ||
Line 151: | Line 151: | ||
| '''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 163: | Line 163: | ||
| '''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 190: | Line 190: | ||
| '''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 231: | Line 231: | ||
| '''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 263: | Line 263: | ||
| 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/L || align="center" | H/L | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 287: | Line 287: | ||
| 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/L || align="center" | H | ||
|} | |} | ||
'''Gauge Increase''' | '''Gauge Increase''' | ||
Line 486: | Line 486: | ||
| 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" | Universal Overhead || align="center" | MP | | align="center" | Universal Overhead || align="center" | MP MK || align="center" | 40 || align="center" | 3 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 498: | Line 498: | ||
| 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 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 508: | Line 508: | ||
| 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 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 519: | Line 519: | ||
| 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" | Zugai Hasatsu || align="center" | F | | align="center" | Zugai Hasatsu || align="center" | F MP || align="center" | 40 || align="center" | 9 | ||
|- | |- | ||
| align="center" | (2nd Hit) || align="center" | - || align="center" | 50 || align="center" | 7 | | align="center" | (2nd Hit) || align="center" | - || align="center" | 50 || align="center" | 7 | ||
Line 531: | Line 531: | ||
| 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" | Crouching Jab || align="center" | D | | align="center" | Crouching Jab || align="center" | D LP || align="center" | 20 || align="center" | 3 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 541: | Line 541: | ||
| 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" | Crouching Strong || align="center" | D | | align="center" | Crouching Strong || align="center" | D MP || align="center" | 95 || align="center" | 7 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 551: | Line 551: | ||
| 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" | Crouching Fierce || align="center" | D | | align="center" | Crouching Fierce || align="center" | D HP || align="center" | 135 || align="center" | 11 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 561: | Line 561: | ||
| 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" | Crouching Short || align="center" | D | | align="center" | Crouching Short || align="center" | D LK || align="center" | 20 || align="center" | 3 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 571: | Line 571: | ||
| 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" | Crouching Foward || align="center" | D | | align="center" | Crouching Foward || align="center" | D MK || align="center" | 90 || align="center" | 3 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 581: | Line 581: | ||
| 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" | Crouching Roundhouse || align="center" | D | | align="center" | Crouching Roundhouse || align="center" | D HK || align="center" | 130 || align="center" | 3 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 591: | Line 591: | ||
| 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" | Tenma Kuujin Kyaku || align="center" | JF, D | | align="center" | Tenma Kuujin Kyaku || align="center" | JF, D MK || align="center" | 90 || align="center" | 11 | ||
|} | |} | ||
''Comments here'' | ''Comments here'' | ||
Line 604: | Line 604: | ||
| 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 618: | Line 618: | ||
| 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 632: | Line 632: | ||
| 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 652: | Line 652: | ||
| 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 672: | Line 672: | ||
| 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 694: | Line 694: | ||
| 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 714: | Line 714: | ||
| 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 724: | Line 724: | ||
| 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 734: | Line 734: | ||
| 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 744: | Line 744: | ||
| 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 756: | Line 756: | ||
| 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 777: | Line 777: | ||
| 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 798: | Line 798: | ||
| 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 821: | Line 821: | ||
| 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 854: | Line 854: | ||
| 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 893: | Line 893: | ||
| 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 925: | Line 925: | ||
*UOH | *UOH | ||
*F | *F MP | ||
*Air Hadouken | *Air Hadouken | ||
Line 932: | Line 932: | ||
=== 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 953: | Line 953: | ||
==== 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 976: | Line 976: | ||
* (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 1,122: | Line 1,122: | ||
| 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 1,295: | Line 1,295: | ||
| 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 1,575: | Line 1,575: | ||
| 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 1,585: | Line 1,585: | ||
| 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 1,605: | Line 1,605: | ||
| 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 1,615: | Line 1,615: | ||
| 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 1,677: | Line 1,677: | ||
| 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 1,687: | Line 1,687: | ||
| 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 1,697: | Line 1,697: | ||
| 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 1,768: | Line 1,768: | ||
| 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 1,777: | Line 1,777: | ||
| 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 1,975: | Line 1,975: | ||
| 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 1,984: | Line 1,984: | ||
| 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 1,993: | Line 1,993: | ||
| 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 2,135: | Line 2,135: | ||
'''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 2,222: | Line 2,222: | ||
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 2,270: | Line 2,270: | ||
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 08:34, 3 November 2007
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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
Basics/Legend
Foward | F |
Back | B |
Crouch | C |
Jump | J |
Jump Foward | JF |
Jump Backwards | JB |
Super Jump | D-U |
Super Jump Foward | D-UF |
Super Jump Backwards | D-UB |
Dash Foward | FF |
Dash Backwards | BB |
Quarter Circle Foward | QCF |
Quarter Circle Backwards | QCB |
Half Circle Backwards | HCB |
Foward, Down, Down-Foward | F, D, DF / DP |
Back, Down, Down-Backwards | B, D, DB |
Guard (High) | B when enemy is attacking |
Guard (Low) | DB when enemy is attacking |
Parry (High) | Tap F when about to take a hit |
Parry (Low) | Tap D when about to take a hit |
Parry (Air) | Tap F in air when about to take a hit |
Red Parry | Execute parry after blocking a hit in a combo |
Punch (Any) | P |
Kick (Any) | K |
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 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.
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/L | H/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/L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage |
Fierce | HP | 140 | 15 |
Comments here
Move | Motion | Damage | Stun Damage |
Close Jab | (Close to opponent) LP | 30 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Close Strong | (Close to opponent) MP | 115 | 7 |
Comments here
Move | Motion | Damage | Stun Damage |
Close Fierce | (Close to opponent) HP | 135 | 15 |
Comments here
Move | Motion | Damage | Stun Damage |
Short | LK | 40 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Foward | MK | 95 | 7 |
Comments here
Move | Motion | Damage | Stun Damage |
Roundhouse | HK | 145 | 11 |
Comments here
Move | Motion | Damage | Stun Damage |
Close Foward | (Close to opponent) MK | 115 | 9 |
Comments here
Move | Motion | Damage | Stun Damage |
Close Roundhouse | (Close to opponent) HK | 120 | 13 |
(2nd Hit) | - | 80 | 11 |
Comments here
Move | Motion | Damage | Stun Damage |
Jumping Jab | (Air) LP | 40 | 5 |
Comments here
Move | Motion | Damage | Stun Damage |
Jumping Strong | (Air) MP | 90 | 9 |
Comments here
Move | Motion | Damage | Stun Damage |
Jumping Fierce | (Air) HP | 130 | 13 |
Comments here
Move | Motion | Damage | Stun Damage |
Neutral Jumping Fierce | (Air) HP | 130 | 13 |
Comments here
Move | Motion | Damage | Stun Damage |
Jumping Short | (Air) LK | 40 | 5 |
Comments here
Move | Motion | Damage | Stun Damage |
Jumping Foward | (Air) MK | 80 | 7 |
Comments here
Move | Motion | Damage | Stun Damage |
Neutral Jumping Foward | (Air) MK | 80 | 7 |
Comments here
Move | Motion | Damage | Stun Damage |
Jumping Roundhouse | (Air) HK | 120 | 11 |
Comments here
Move | Motion | Damage | Stun Damage |
Neutral Jumping Roundhouse | (Air) HK | 120 | 11 |
Comments here
Move | Motion | Damage | Stun Damage |
Universal Overhead | MP MK | 40 | 3 |
Comments here
Throws
Move | Motion | Damage | Stun Damage | Throw Range |
Seoi Nage | LP LK or F LP LK | 110 | 9 | 24 |
Comments here
Move | Motion | Damage | Stun Damage | Throw Range |
Tomoe Nage | B LP LK | 110 | 15 | 24 |
Comments here
Command Normals
Move | Motion | Damage | Stun Damage |
Zugai Hasatsu | F MP | 40 | 9 |
(2nd Hit) | - | 50 | 7 |
Comments here
Move | Motion | Damage | Stun Damage |
Crouching Jab | D LP | 20 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Crouching Strong | D MP | 95 | 7 |
Comments here
Move | Motion | Damage | Stun Damage |
Crouching Fierce | D HP | 135 | 11 |
Comments here
Move | Motion | Damage | Stun Damage |
Crouching Short | D LK | 20 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Crouching Foward | D MK | 90 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Crouching Roundhouse | D HK | 130 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Tenma Kuujin Kyaku | JF, D MK | 90 | 11 |
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 |
Dash Data
Dash Foward
Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
---|---|---|---|---|
2 | 8 | None | 6 (4) | 16 (14) |
Dash Backwards
Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
---|---|---|---|---|
4 | 4 | None | 6 | 14 |
Additional Frame Data
Move | Frames |
---|---|
Jump | 3 |
Super Jump | 5 |
Normal Wakeup | 77 |
Tech Wakeup | 50 |
Taunt | 65 |
Strategies
Due to Akuma's naturally disadvantageous life and stun bars, high level Akuma play consists of seamless, unpredictable, safe offense and few mistakes. Should your opponent unleash their offense on you, you can lose a lot of life quickly. Obviously it is also very important to have a strong defense because of how much damage Akuma takes. Learn to block low and tech throws, and use Akuma's wakeup options wisely.
Overview
Punish after Parrying:
Air Parry:
- Air Hadouken
- Tatsumaki, land, SRK (very precise)
- Tatsumaki, land SA1/3.
- lp,lk (air reset, not very useful)
Normal Parry:
- Raging Demon (requires fast reflexes)
- s.hp xx tatsumaki, SRK.
- s.hk xx SA1/2/3
- s.hp xx SRK xx SA1/2
- CORNER: s.hp xx tatsumaki, SRK, SA1
Low Parry:
- c.mk xx SA1/2/3
- c.lk, c.lp, c.lk xx SA1 (works only on some characters)
- CORNER: c.mk, tatsumaki, xx shoryuken xx Sa1
Wake-Up Moves:
- Demon flip
- Teleport
- Hurricane
- Lp srk xx sa1
- HP srk
- The best by far: Block!
Blockstrings
- after knockdown- c.lk, c.lp, c.lk, c.mk (into fireball/flip/tatsu)
- after flip - s.mk, s.mk
- cl mk, cr. lk x demon flip
- cl mk, cr mk x mk demon flip dive kick
- cr, lk, cl mk x mk demon flip dive kick
- cr.lk, s.hp, x demon flip kick
Raging Demon Set-ups
- Kara Demon: Twds mp, lp, lp, down forward, lk, hp! (if done right, then the raging demon will come out before the first hit of mp)
- HK: i actually tried this a couple of time and it seems pretty useful.
- Cl. mk, (walk up) cr. rh kara demon.
- Cl. mp, Kara Demon
- Cr. lk, Kara Demon (while pressing lk, press lp twice and hold another button--hp or mp will do fine--to keep the jabs from coming out.
- Divekick (does not matter which or if the divekick even connects), pause then Kara Demon.
- Dash up (kara) Demon. (quickly press the jabs while dashing)
- UOH Rh. Kara demon
- Cr. lk, st. cl. lp, Kara Demon
- If you do a fireball late enough, nothin will come out (of you time it just right, Gouki will still say "gou zanku") just like Demon Flip Kick. You can use this to jump in on an opponent, do a fake fireball, buffer the jabs and then do a Kara Demon.
- Parry into demon (you have to be fast)
- Raging demon on wakeup (if your opponent won't back off)
Basics
Super Art Selection
SAI (Messatsu Gouhadou) - Akuma's fireball super, and his super art of choice, for a variety of reasons. It's easily the safest of his supers, which makes it hard to punish unless it's blocked at close range. It can be confirmed or cancelled out of a variety of moves, including cr. short x 2, cr. forward, any of his uppercuts, etc. It also does good chip damage, especially when preceded by a fireball or red fireball. The main thing going against it is its fairly low damage, but it's still respectable, especially against the weaker characters.
SAII (Messatsu Goushoryu) - Akuma's uppercut super, similar to Ken's SAI. Does better damage than SAI, and has many of the same confirms and cancels as SAI. On the other hand, this super is much more than SAI unsafe if missed, and basically gives the opponent a free combo. Also has less chip potential, since the last 3 hits are easily parried. Not a bad super, but SAI is preferrable.
SAIII (Messatsu Gourasen) - Akuma's hurricane kick super, goes straight up. Does the most damage out of all of his supers, but has the worst recovery and chip damage by far. Also lacks range and lead-in combos, making it hard to easily integrate into his ground pressure/offensive. Probably his worst super.
Shun Goku Satsu (Raging Demon) - Akuma's signature special art, requires 2 full meters (all of his super arts are the same length.) Does loads of damage and is a grab super (therefore, unblockable), but is ordinarily hard to connect with since the jabs usually give the super away, and it's fairly easy to jump after the super flash if it's not kara'ed. Techniques such as kara-ing it with toward MP or hiding the jabs by dashing eliminate these problems and make it a much more lethal super, however.
Kongou Kokuretsu Zan: Akuma's new special art, channels his energy into a shockwave, requires 2 full meters again. Even more damaging than the raging demon (provided all of the hits connect), and has potential for extra with taunt and/or crouching damage. Good for countering dash-ins, jump-ins, and cross-ups, but is somewhat slow to come out and does severely reduced damage if the first hit misses. His most common combo with this super involves a jab reset into the KKZ (after the BnB.) This is also the ultimate chip out super - if you get a knockdown with 2 full stocks and your opponent having only a few pixels of life, this super guarantees the win, provided you time it right. This is since the first hit is unparriable; therefore, it must be blocked, and does good chip on its own. If, by some ridiculous chance, your opponent survives the first hit and starts red-parrying out of it, you still have a good 6 or 7 parries worth of time to screw them up (about the same as his SAI).
Kara-Techniques
Kara Demon - f mp, lp, lp, down-forward, lk, hp
Kara Throw - f mp, lp lk
Kara UOH - Hold forward while doing UOH.
Zoning
Mixups
Demon Flip Mixups!:
The demon flip really gives you lots of options. The kick should be your main tool, since its the safest. With this, you can late cancel to try to combo, early cancel to stuff potential counters, or go for the cross up. If you are close enough, you have the throw option, which works really well against tall characters. To keep the kicks unexpected, you have either the slide kick, or an empty demon flip, which I generally follow up with a throw, or I sometimes just go straight into another demon flip. Anyway, lets talk about setups.
fp juggle into demon flip
This is either an air tatsu juggle into fp, or bnb ending in fp instead of srk. This attack string can really put pressure on the opponent, and is a good tool against characters without uppercuts. You won't ever be in range for the throw with this one.
just a standing normal into demon flip
You see JR use these a lot. This is your primary way of connecting the throw, which I use nearly as much as the kick, sometimes more than the kick depending on the opponent.
meaty demon flip
I don't use this often, but its a good setup because you stand a better chance against uppercuts, and have really great combo potential.
air fb, land, demon flip
This is a setup I've been experimenting with against makoto mainly. You don't have to worry so much about a dash under or anything.
Ok, so you're in the flip...now what?
Like I said, the kick is your main option, so lets talk about that. Its tempting to always late cancel the flip so you can combo. The first thing you learn in Mixup 101 is always doing one thing in a situation = death, so you have to early cancel this thing too. Once people start getting knocked by the early cancel, they wont be so tempted to try to AA you everytime, or parry, and an early cancel kick can lead to RD setups or kara throws or more flips. Its a good sign if they just start blocking the kicks, because you are getting close to locking them down, and you have them unprepared for throws. The blocked kicks should be followed up pretty much the same way as an early cancel kick. Either land, normal > demon flip, kara throws, or if you can, an RD. I also like going for the f mp overhead after blocked or early canceled kicks.
You also have the cross up kick. I'm just starting to use this thing, but its really great because its ambigous. What sucks though is you really need to know what situations it will cross people up on. Most of the time, a cl.mk > mk flip, and early cancel the kick will lead to a crossup. If anyone can give some insight on crossups with demon flips that would be great.
Unlike the dive kick, after a parried flip kick, you land at the same speed, so you should be able to go right into demon. Other than that, don't get parried. I also will throw out rh and mk tatsus after parried flip kicks from time to time.
Time to start using the throw. Not much to know here, except make sure you are putting yourself in range for this. You really need to be right on top of them. So you are either do c.mk > mk flip, cl.mk > lk flip, cl.fp > mk flip. Just know your ranges because whiffing this thing is a free combo for your opponent On characters like Q, if you go for a psuedo meaty flip, and just go for the throw right away, there is relatively nothing they can do to counter it.
The slide kick really allows the normal kicks and throws to work well. I follow up my fp juggles with this one a lot! Although, once you get this thing blocked or parried, its time to hold off on it for a while, because you have pretty bad recovery on this one. I very rarely dont land this one, but you do need to be very careful with it.
Lastly, there is the empty flips, and like I said, you should mostly go for kara throws, because if someone didn't try to AA you, they are probably blocking.
Don't really ever use this punch. No real reason. Bad recovery. It sucks.
Hope this is useful I don't want to sound like an expert, because I'm not. I'm still learning the demon flip, but I think its not discussed enough here.
How to Counter different reactions to Demon Flips
Opponent is AAing you out - Early flip kick Opponent is standing blocking - Slide kick, empty flip throw, flip throw Opponent is crouching blocking - Flip punch, empty flip throw, flip throw Opponent is parrying - Vary flip strengths/kick timing (super late cancel works well), empty flip throw, flip throw Opponent trying to go under flip - Early flip kick
Additional Notes
- Personal Action: Attack up, Stun Damage up for the next non-throw attack/combo.
A Review by Chaosofdante
Introduction
When playing Akuma the basic goal is to use his superior zoning ability in order to control your opponent’s options, and at the same time, minimizing the risk of getting hit yourself.
It is very important to note (if you haven't noticed already) that Akuma has THE WORST defense rating of the characters in 3S. He is also tied with Remy for having the smallest stun bar of all of the characters 3S.
You should also note that Akuma's supers are all the same length, and that he has no EX moves. All this was done to counter balance his incredible offense and mix-up. Many people are turned away from Akuma because they see him as being too inconsistent due to his stamina, but I hope to reassure you that by making smart decisions during the match, Akuma has no holes at all in his game.
Beginning the Offense
Akuma has the basic Shoto mix-ups that allow him to confuse and knock down his opponent repeatedly. If you're not sure on what these mix ups are (tick throw, high/low, Kara throwing, etc.) please consult the Ryu section for examples.
For offense purposes, you want to use Akuma's air fireballs as a safe window to get in on opponents and begin guessing games. When using an air fireball on someone who is standing always, and I mean ALWAYS option select parry before throwing the fireball. Akuma cannot attack after the fireball has been thrown so you want to do it as late as possible. This ensures that if you throw an air fireball at a standing opponent, they can't counter hit you even if they parry. In this way Akuma becomes very safe after a late air fireball even if it's parried, you only need to watch out for things like reversal Shippus or Hugo/Alex SA1 as moves with 1-2 frame start up will still be able to get you. The option select parry is purely there to protect you from any early anti air attempts. If the parry is successful you can do a meaty fierce in the air and link a standing fierce into either short, or roundhouse Tatsu depending on if they are standing or crouching (short Tatsu whiffs on almost everyone crouching).
Another offensive option from mid range in order to get close is to cancel hit or blocked low forwards into Akuma's daemon flip. Akuma has a fairly good mix-up game from this that can work well as long as it's not used more than a few times in a match, if you become predictable with it, your opponent may be able to punish you. The input for this is (F > D > MK > DF and any kick (LK/MK/HK)). The kick pressed determines the distance of Akuma’s flips. Use the short kick to keep the pressure on with dive kicks, and use the other two for his throw.
Once Akuma scores a knockdown he becomes extremely dangerous. He can hit confirm his close standing forward into his B