Street Fighter 3: 3rd Strike/Akuma/Archive

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Akuma's Character Select Portrait
Akuma's Neutral Stance

Introduction

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

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

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

Specific Character Information

  • Stamina: 950
  • Stun Bar Length (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

File:Colors.png

Moves List

Basics/Legend

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

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

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 3 4 4 4 4 H/L H/L

Gauge Increase

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

Comments here


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

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 9 4 5 5 H/L H

Gauge Increase

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

Comments here


(akumahp).gif
Move Motion Damage Stun Damage
Fierce HP 140 15

Comments here


(akumacloselp).gif
Move Motion Damage Stun Damage
Close Jab (Close to opponent) LP 30 3

Comments here


(akumaclosemp).gif
Move Motion Damage Stun Damage
Close Strong (Close to opponent) MP 115 7

Comments here


(akumaclosehp).gif
Move Motion Damage Stun Damage
Close Fierce (Close to opponent) HP 135 15

Comments here


(akumalk).gif
Move Motion Damage Stun Damage
Short LK 40 3

Comments here


(akumamk).gif
Move Motion Damage Stun Damage
Foward MK 95 7

Comments here


(akumahk).gif
Move Motion Damage Stun Damage
Roundhouse HK 145 11

Comments here


(akumaclosemk).gif
Move Motion Damage Stun Damage
Close Foward (Close to opponent) MK 115 9

Comments here


(akumaclosehk).gif
Move Motion Damage Stun Damage
Close Roundhouse (Close to opponent) HK 120 13
(2nd Hit) - 80 11

Comments here


(akumajlp).gif
Move Motion Damage Stun Damage
Jumping Jab (Air) LP 40 5

Comments here


(akumajmp).gif
Move Motion Damage Stun Damage
Jumping Strong (Air) MP 90 9

Comments here


(akumajmp).gif
Move Motion Damage Stun Damage
Jumping Fierce (Air) HP 130 13

Comments here


(akumanjhp).gif
Move Motion Damage Stun Damage
Neutral Jumping Fierce (Air) HP 130 13

Comments here


(akumajlk).gif
Move Motion Damage Stun Damage
Jumping Short (Air) LK 40 5

Comments here


(akumajmk).gif
Move Motion Damage Stun Damage
Jumping Foward (Air) MK 80 7

Comments here


(akumanjmk).gif
Move Motion Damage Stun Damage
Neutral Jumping Foward (Air) MK 80 7

Comments here


(akumajmk).gif
Move Motion Damage Stun Damage
Jumping Roundhouse (Air) HK 120 11

Comments here


(akumanjhk).gif
Move Motion Damage Stun Damage
Neutral Jumping Roundhouse (Air) HK 120 11

Comments here


(akumaoh).gif
Move Motion Damage Stun Damage
Universal Overhead MP MK 40 3

Comments here


Throws

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

Comments here


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

Comments here

Command Normals

(akumafmp).gif
Move Motion Damage Stun Damage
Zugai Hasatsu F MP 40 9
(2nd Hit) - 50 7

Comments here


(akumaclp).gif
Move Motion Damage Stun Damage
Crouching Jab D LP 20 3

Comments here


(akumacmp).gif
Move Motion Damage Stun Damage
Crouching Strong D MP 95 7

Comments here


(akumachp).gif
Move Motion Damage Stun Damage
Crouching Fierce D HP 135 11

Comments here


(akumaclk).gif
Move Motion Damage Stun Damage
Crouching Short D LK 20 3

Comments here


(akumacmk).gif
Move Motion Damage Stun Damage
Crouching Foward D MK 90 3

Comments here


(akumachk).gif
Move Motion Damage Stun Damage
Crouching Roundhouse D HK 130 3

Comments here


(akumajdmk).gif
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.

(akumahdk).gif
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


(akumazhdk).gif
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


(akumashdk).gif
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


(akumatzk).gif
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


(akumaatzk).gif
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


(akumasrk).gif
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


(akumahgouzan).gif
Move Motion Damage Stun Damage
Hyakki Gouzan During F, D, DF K (No input) 100 3

Comments here


(akumahgoushou).gif
Move Motion Damage Stun Damage
Hyakki Goushou During F, D, DF K press P 130 13

Comments here


(akumahgoujin).gif
Move Motion Damage Stun Damage
Hyakki Goujin During F, D, DF K press K 100 11

Comments here


(akumahgousai).gif
Move Motion Damage Stun Damage Throw Range
Hyakki Gousai During F, D, DF K press LP LK 110 15 17

Comments here


Super Arts

(akumamgh).gif
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


(akumatgz).gif
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


(akumamgs).gif
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


(akumamgr).gif
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


(akumamgsenpuu).gif
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


(akumasgs).gif
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