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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
Basic Moves
Foward | F |
Back | B |
Crouch | C |
Jump | J |
Jump Foward | JF |
Jump Backwards | JB |
Super Jump | D-U |
Super Jump Foward | D-UF |
Super Jump Backwards | D-UB |
Dash Foward | FF |
Dash Backwards | BB |
Quarter Circle Foward | QCF |
Quarter Circle Backwards | QCB |
Half Circle Backwards | HCB |
Foward, Down, Down-Foward | F, D, DF / DP |
Back, Down, Down-Backwards | B, D, DB |
Guard (High) | B when enemy is attacking |
Guard (Low) | DB when enemy is attacking |
Parry (High) | Tap F when about to take a hit |
Parry (Low) | Tap D when about to take a hit |
Parry (Air) | Tap F in air when about to take a hit |
Red Parry | Execute parry after blocking a hit in a combo |
Punch (Any) | P |
Kick (Any) | K |
2 Punches | PP |
2 Kicks | KK |
3 Punches | PPP |
3 Kicks | KKK |
Jab | LP |
Strong | MP |
Fierce | HP |
Short | LK |
Foward | MK |
Roundhouse | HK |
Normal Moves
Move | Motion |
Jab | LP |
Strong | MP |
Fierce | HP |
Close Jab | (Close to opponent) LP |
Close Strong | (Close to opponent) MP |
Close Fierce | (Close to opponent) HP |
Short | LK |
Foward | MK |
Roundhouse | HK |
Close Foward | (Close to opponent) MK |
Close Roundhouse | (Close to opponent) HK |
Jumping Jab | (Air) LP |
Jumping Strong | (Air) MP |
Jumping Fierce | (Air) HP |
Neutral Jumping Fierce | (Air) HP |
Jumping Short | (Air) LK |
Jumping Foward | (Air) MK |
Neutral Jumping Foward | (Air) MK |
Jumping Roundhouse | (Air) HK |
Neutral Jumping Roundhouse | (Air) HK |
Overhead | MP MK |
Taunt | HP HK |
Throws
Move Name | Motion |
Seoi Nage | LP LK or F LP LK |
Tomoe Nage | B LP LK |
Command Normals
Move Name | Motion |
Zugai Hasatsu | F MP |
Crouching Jab | D LP |
Crouching Strong | D MP |
Crouching Fierce | D HP |
Crouching Short | D LK |
Crouching Foward | D MK |
Crouching Roundhouse | D HK |
Tenma Kuujin Kyaku | Jump Foward, D MK |
Target Combos
- close standing MP -> HP
Special Moves
Move Name | Motion |
Gou Hadouken | QCF P |
Zankuu Hadouken | (Air) QCF P |
Shakunestu Hadouken | HCB P |
Tatsumaki Zankuukyaku | QCB K |
Tatsumaki Zankuukyaku (Air) | (Air) QCB K |
Gou Shoryuken | F, D, DF P |
Hyakki Shuu | F, D, DF K |
Hyakki Gouzan | During F, D, DF K (No input) |
Hyakki Goushou | During F, D, DF K, press P |
Hyakki Goujin | During F, D, DF K, press K |
Hyakki Gousai | During F, D, DF K, press LP LK when directly on top of opponent |
Ashura Senkuu | F, D, DF KK or F, D, DF KKK |
Ashura Senkuu | F, D, DF PP or F, D, DF PPP |
Ashura Senkuu | B ,D ,DB KK or B ,D ,DB KKK |
Ashura Senkuu | B ,D ,DB PP or B ,D ,DB PPP |
EX Moves
Akuma has no EX moves.
Super Arts
Num. | Super Art Name | Motion | Super Bars |
I | Messatsu Gou Hadou | QCF QCF P | 2 stocks |
I | Tenma Gou Zankuu | (Air) QCF QCF P | 2 stocks |
II | Messatsu Gou Shoryuu | QCF QCF P | 2 stocks |
III | Messatsu Gou Rasen | QCF QCF K | 2 stocks |
III | Messatsu Gou Senpuu | (Air) QCF QCF K | 2 stocks |
any | Shun Goku Satsu | LP LP F LK HP | MAX required |
any | Kongou Kokuretsu Zan | DDD PP or DDD PPP | MAX required |
Move Analisys
- All those sprites are taken from the site http://www.zweifuss.com/index.htm
- All Framedatas are taken from the site http://home.att.ne.jp/star/GR/3rd/
Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except taunt, dash, fireball balls, and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the 1rst frame it hits, so enemy takes damage but they still dont make the "pain" frame.
Basic Moves
Move | Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
---|---|---|---|---|---|
Dash Foward | 2 | 8 | - | 6 (4) | 16 (14) |
Comments here
Move | Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
---|---|---|---|---|---|
Dash Backwards | 4 | 4 | - | 6 | 14 |
Comments here
Move | Motion | Frames |
Jump | BU or U or FU | 3 |
Comments here
Move | Motion | Frames |
Super Jump | DBU or DU or DFU | 5 |
Comments here
Move | Motion | Frames |
Normal Wakeup | - | 77 |
Comments here
Move | Motion | Frames |
Tech Wakeup | Tap D when hitting the ground | 50 |
Comments here
Move | Motion | Frames | Gauge Increase |
Taunt | HP HK | 66 | 4(6) |
Comments here
Normal Moves
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Jab | LP | 20 | 3 | Yes | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 3 | 4 | 4 | 4 | 4 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Strong | MP | 105 | 11 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 4 | 9 | 4 | 5 | 5 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Fierce | HP | 140 | 15 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
8 | 5 | 22 | -6 | -4 | -2 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Jab | (Close to opponent) LP | 30 | 3 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
3 | 3 | 5 | 3 | 3 | 3 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Strong | (Close to opponent) MP | 115 | 7 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 4 | 10 | 1 | 2 | 3 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Fierce | (Close to opponent) HP | 135 | 15 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 4 | 17 | -4 | -2 | 0 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Short | LK | 40 | 3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 4 | 7 | 2 | 2 | 2 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Foward | MK | 95 | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 5 | 17 | -7 | -6 | -5 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Roundhouse | HK | 145 | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
9 | 5 | 20 | -7 | -5 | -3 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Foward | (Close to opponent) MK | 115 | 9 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 5 | 11 | 2 | 4 | 6 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Roundhouse | (Close to opponent) HK | 120 80(40) | 13 11(7) | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5/7 | 3/5 | 19 | -6 | -4 | -2 | H/L | H/L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
4 | 8 | 16 | 8(4 4) |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Jab | (Air) LP | 40(50 if neutral jump) | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | Until landing | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Strong | (Air) MP | 90 | 9 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 5 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Fierce | (Air) HP | 130 | 13 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 4 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Neutral Jump Fierce | (Air) HP | 130 | 13 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 3 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Short | (Air) LK | 40 | 5 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 10(19 if neutral jump) | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Foward | (Air) MK | 80 | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 6 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Neutral Jump Foward | (Air) MK | 80 | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 6 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Roundhouse | (Air) HK | 120 | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 4 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Neutral Jump Roundhouse | (Air) HK | 120 | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 5 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Universal Overhead | MP MK | 40 | 3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
15 | 8 | 7 | -5~ 7 | 0~ 8 | 1~ 9 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Throws
Move | Motion | Damage | Stun Damage | Throw Range |
Seoi Nage | LP LK or F LP LK | 110 | 9 | 24 |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 1 | 21 | - | - | - | LP LK | - |
Gauge Increase
Miss | Blocked | Hit |
0 | 7 (for the player who blocked) | 7 |
Comments here
Move | Motion | Damage | Stun Damage | Throw Range |
Tomoe Nage | B LP LK | 110 | 15 | 24 |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 1 | 21 | - | - | - | LP LK | - |
Gauge Increase
Miss | Blocked | Hit |
0 | 7 (for the player who blocked) | 7 |
Comments here
Command Normals
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Zugai Hasatsu | F MP | 40 50 | 9 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
14 | 1 | 22 | -1 | 1 | 3 | H/H | H/H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 0 | 2 1 | 7 2 | 4 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Jab | D LP | 20 | 3 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 3 | 4 | 4 | 4 | 4 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Strong | D MP | 95 | 7 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 4 | 7 | 3 | 4 | 5 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Fierce | D HP | 135 | 11 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 5 | 19 | -8 | -6 | -4 | H or L | H or L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Short | D LK | 20 | 3 | Yes | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 3 | 7 | 1 | 1 | 1 | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Foward | D MK | 90 | 3 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 5 | 16 | -3 | -2 | -1 | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Roundhouse | D HK | 135 | 3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 5 | 25 | -15 | Down | Down | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Tenma Kuujin Kyaku | (Air) D MK | 90 | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
8 | Until landing | 3 | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Target Combo
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Target Combo | (Close standing) MP->HP | 115 80 | 7 3 | No/No | Yes/No | Yes/No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | - | - | -12 | -10 | -8 | H or L/H or L | H/H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 ? | 4 1 | 8 1 | 4 4 |
Comments here
Special Moves
Please note that in this section you will see mainly 3 images for the special moves, this means the image on the left its done with LP (or LK), the image on the center its done with MP (or MK), and the image on the right its done with HP (or HK). Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves.
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Gou Hadouken | QCF P | 60 | 4 | 3 | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 1 | 38 | -11 | -10 | -10 | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 1 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Zankuu Hadouken | (Air) QCF P | 60 | 4 | 3 | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
11 | 1 | 7 | - | - | - | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 1 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Shakunetsu Hadouken (Jab) | HCB LP | 50 | 3 | 3 | Yes |
Shakunetsu Hadouken (Strong) | HCB MP | 100(50 50) | 3 3 | 3 3 | Yes |
Shakunetsu Hadouken (Fierce) | HCB HP | 150(50 50 50) | 3 3 3 | 3 3 3 | Yes |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Shakunetsu Hadouken (Jab) | 13 | 1 | 42 | -23 | Down | Down | H or L | H |
Shakunetsu Hadouken (Strong) | 17 | 1 | 43 | -18 | Down | Down | H or L/H or L | H/H |
Shakunetsu Hadouken (Fierce) | 21 | 1 | 44 | -15 | Down | Down | H or L/H or L/H or L | H/H/H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Shakunetsu Hadouken (Jab) | 0 | 1 | 1 | 4 |
Shakunetsu Hadouken (Strong) | 0 | 2(1 1) | 2(1 1) | 8(4 4) |
Shakunetsu Hadouken (Fierce) | 0 | 3(1 1 1) | 3(1 1 1) | 12(4 4 4) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Tatsumaki Zankuukyaku (Short) | QCB LK | 100 | 6 | 7 | Yes |
Tatsumaki Zankuukyaku (Foward) | QCB MK | 120(90 30) | 19(11 2(x4)) | 10(7 3) | Yes/No |
Tatsumaki Zankuukyaku (Roundhouse) | QCB HK | 150(90 30 30) | 26(11 2(x8)) | 13(7 3 3) | Yes/No/No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Tatsumaki Zankuukyaku (Short) | 11 | 2 | 17 | -12 | Down | Down | H or L | H |
Tatsumaki Zankuukyaku (Foward) | 2 | 2 | 16 | -8 | Down | Down | H or L | H |
Tatsumaki Zankuukyaku (Roundhouse) | 2 | 2 | 10 | -5 | Down | Down | H or L | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Tatsumaki Zankuukyaku (Short) | 3 | 8 | 13 | 4 |
Tatsumaki Zankuukyaku (Foward) | 3 | 11(8 1x3) | 19(13 2x3) | 20(4x5) |
Tatsumaki Zankuukyaku (Roundhouse) | 3 | 16(8 1x8) | 29(13 2x8) | 32(4x8) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Air Tatsumaki Zankuukyaku (Short) | (Air) QCB LK | 80 | 5* | 3 | Yes |
Air Tatsumaki Zankuukyaku (Foward) | (Air) QCB MK | 160(80 80) | 5* | 8(5 3) | Yes |
Air Tatsumaki Zankuukyaku (Roundhouse) | (Air) QCB HK | 240(80 80 80) | 5* | 11(5 3 3) | Yes |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Air Tatsumaki Zankuukyaku (Short) | 5 | 2 | 9 | - | - | - | H or L | H |
Air Tatsumaki Zankuukyaku (Foward) | 5 | 2 | 9 | - | - | - | H or L | H |
Air Tatsumaki Zankuukyaku (Roundhouse) | 5 | 2 | 9 | - | - | - | H or L | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Air Tatsumaki Zankuukyaku (Short) | 1 | 2(1 1) | 9(7 2) | 8(4 4) |
Air Tatsumaki Zankuukyaku (Foward) | 2 | 4(1x4) | 28(7 2(x2)) | 16(4x4) |
Air Tatsumaki Zankuukyaku (Roundhouse) | 4 | 8(1x8) | 36(7 2(x4)) | 32(4x8) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Gou Shoryuken (Jab) | F, D, DF LP | 130(100) | 16(13) | 11(9) | Yes |
Gou Shoryuken (Strong) | F, D, DF MP | 150(100 50) | 19(13 6) | 14(11 3) | Yes/No |
Gou Shoryuken (Fierce) | F, D, DF HP | 180(60x3) | 24(8x3) | 15(11 3 3) | Yes/Yes/No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Gou Shoryuken (Jab) | 3 | 14 | 26 | -24 | Down | Down | H or L | H or L |
Gou Shoryuken (Strong) | 2 | 2/5 | 41 | -30 | Down | Down | H or L/H or L | H or L/H or L |
Gou Shoryuken (Fierce) | 1 | 2/2/19 | 35 | -34 | Down | Down | H or L/H or L/H or L | H or L/H or L/H or L |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Gou Shoryuken (Jab) | 3 | 10 | 15 | 4 |
Gou Shoryuken (Strong) | 3 | 11(10 1) | 17(15 2) | 8(4 4) |
Gou Shoryuken (Fierce) | 3 | 12(10 1 1) | 19(15 2 2) | 12(4x3) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hyakki Shuu | F, D, DF K | - | - | - | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
- | 36 | - | - | - | - | - | - |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
- | - | - | - |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hyakki Gouzan | During F, D, DF K (No Input) | 100 | 13 | 3 | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
41 | 15 | 13 | -11 | Down | Down | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hyakki Goushou | During F, D, DF K press P | 130 | 16 | 13 | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
10 | 3 | 17 | - | Down | Down | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hyakki Goujin | During F, D, DF K press K | 100 | 13 | 11 | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
9 | Until landing | 3 | - | - | - | H or L | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hyakki Gousai | During F, D, DF K press LP LK | 110 | - | 15 | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
3 | 2 | 17 | - | - | - | - | - |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | - | 7 | - |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Ashura Senkuu (PP) | F, D, DF PP | - | - | - | No |
Ashura Senkuu (KK) | F, D, DF KK | - | - | - | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Ashura Senkuu (PP) | 20 | 46 | 9 | - | - | - | - | - |
Ashura Senkuu (KK) | 20 | 30 | 9 | - | - | - | - | - |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Ashura Senkuu (PP) | - | - | - | - |
Ashura Senkuu (KK) | - | - | - | - |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Ashura Senkuu (PP) | B, D, DB PP | - | - | - | No |
Ashura Senkuu (KK) | B, D, DB KK | - | - | - | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Ashura Senkuu (PP) | 20 | 46 | 9 | - | - | - | - | - |
Ashura Senkuu (KK) | 20 | 30 | 9 | - | - | - | - | - |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Ashura Senkuu (PP) | - | - | - | - |
Ashura Senkuu (KK) | - | - | - | - |
Comments here
Super Arts
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
I | Messatsu Gou Hadou | 2 bars (112 each bar) | QCF QCF P | 290* | 19** | 0 |
* (55x5) 60 Damage is when all hits connect. |
** (3x5) 4 Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 1 | 49 | -13 | Down | Down | (H or L)x6 | Hx6 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
I | Tenma Gou Zankuu | 2 bars (112 each bar) | (Air) QCF QCF P | 320* | 25** | 0 |
* (60x5) 80 Damage is when all hits connect. |
** (4x5) 5 Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 1 | 13 | -49 | Down | Down | (H or L)x6 | Hx6 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
II | Messatsu Gou Shoryu | 2 bars (112 each bar) | QCF QCF P | 390* | 44** | 14*** |
* (40x3) 50 120 110 100 Damage is when all hits connect. |
** (5 3)x2 15 7 6 Damage is when all hits connect. |
*** (0 3)x2 9 5 5 Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
1 | 2 | 37 | -25 | Down | Down | (H or L)x7 | (H or L)x7 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
III | Messatsu Gou Rasen | 2 bars (112 each bar) | QCF QCF K | 390* | 15** | 0 |
* 70 (40x9) 130 Damage is when all hits connect. |
** This damage is when only 3 hits are blocked. Full blocked damage is 9 (3x9) 8 but its not possible to block all hits of this Super Art. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 2 | 51 | -35 | Down | Down | H or Lx1~4 | Hx1~11 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
III | Messatsu Gou Senpuu | 2 bars (112 each) | (Air) QCF QCF K | 405* | 15** | 0 |
* 60 (55x3) 70 (40x4) 130 Damage is when all hits connect. |
** This damage is only when 2 hits are blocked. Full blocked damage is 8 (7x3) 9 (3x4) 8 but its not possible to block all hits of this Super Art. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
9 | 1 | 51 | -35 | Down | Down | H or Lx1~3 | Hx1~10 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
any | Shun Goku Satsu | Requieres MAX gauge (2 full bars/224) | LP LP F LK HP | 490 | - | 0 |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
1 | 38 | 2 | - | Down | Down | Impossible | Impossible |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
any | Kongou Kokuretsu Zan | Requieres MAX gauge (2 full bars/224) | DDD PPP | 640* | 126** | 26*** |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
16 | 6 | 58 | -26 | Down | Down | H or Lx9 | Impossible/H or Lx8 |
Comments here
Meaties:
- S.MK
- S.MP
- C.LK
- UOH
- F MP
- Air Hadouken
Combos
Midscreen
You may add some moves such as; Dive Kick, J HP, J Tatsu, J Hadou, etc. before these combos for more damage/hits.
Everyone
- MP HP (Target Combo)
- C MK, LK-Tatsu, Shoryu
- S HP, LK-Tatsu, Shoryu
- C MK, MK-Tatsu, MP-Shoryu (Does not work on Hugo)
Specific to:
Chun-Li, Makoto, Q, Alex, Necro, Twelve, and Elena
- C MK, MK-Tatsu, HP-Shoryu
Hit Confirms
- C.LK, C.LK xx SA1 (Also C.LK, C.LP, C.LK or C.LK x3 on some characters)
- Close S.MK, SA1
- Dive Kick, SA1
- Dive Kick, HP Dragon Punch
SA1
- C MK, SA1
- C LK x2 xx SA1
- C LK, C LP, C LK xx SA1
- C MP, SA1
- Close S.MK, SA1
SA2
- C HP, MP Shoryu xx SA2
- C MK, MP Shoryu xx SA2
- J HP, C MP/C MK, MP-Shoryu xx SA2
- C LK x2 xx SA2
SA3
- C MK xx SA3.
- J HK, C HP, LK-Tatsu xx SA3
Other
- (far) HK, Shun Goku Satsu
- C MK, LK-Tatsu, LP (reset), Kongou Kokuretsu Zan
Corner
You can add Akuma's dive kick or a J HP before these combos for more damage.
- C MK, Tatsu, Shoryu xx SA1, Shoryu
- C MK, Tatsu, Shoryu xx SA1, SA1, Shoryu
Frame Data
Normals
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Damage | Parry | Stun | Chains into itself | Special Cancel | Super Cancel |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab | 3 | 2 | 5 | 3 | 3 | 3 | 30 | H/L | 3 | No | Yes | Yes |
Strong | 5 | 3 | 10 | 1 | 2 | 3 | 115 | H | 7 | No | Yes | Yes |
Fierce | 4 | 3 | 17 | -4 | -2 | 0 | 135 (100) | H | 15 (13) | No | Yes | Yes |
Far Jab | 4 | 2 | 4 | 4 | 4 | 4 | 20 | H/L | 3 | Yes | Yes | Yes |
Far Strong | 5 | 3 | 9 | 4 | 5 | 5 | 105 | H | 11 | No | Yes | Yes |
Far Fierce | 8 | 4 | 22 | -6 | -4 | -2 | 140 | H | 15 | No | No | No |
Short | 4 | 3 | 7 | 2 | 2 | 2 | 40 | H/L | 3 | No | No | No |
Foward | 4 | 4 | 11 | 2 | 4 | 6 | 115 | H | 9 | No | Yes | Yes |
Roundhouse | 9 | 2*4 | 19 | -6 | -4 | -2 | 120 80 (40) | H | 13 11 | No | No | No |
Far Short | 4 | 3 | 7 | 2 | 2 | 2 | 40 | H/L | 3 | No | No | No |
Far Foward | 5 | 4 | 17 | -7 | -6 | -5 | 95 | H | 7 | No | No | No |
Far Roundhouse | 9 | 4 | 20 | -7 | -5 | -3 | 145 | H | 11 | No | No | No |
Overhead | 16 | 7 | 7 | -5~0 | 0~7 | 1~8 | 40 | H | 3 | No | No | No |
Throws
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Damage | Parry | Stun | Chains into itself | Special Cancel | Super Cancel |
---|---|---|---|---|---|---|---|---|---|---|---|
Seoi Nage | 2 | 1 | 21 | - | - | 110 | - | 9 | No | No | No |
Tomoe Nage | 2 | 1 | 21 | - | - | 110 | - | 15 | No | No | No |
Command Normals
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Damage | Parry | Stun | Chains into itself | Special Cancel | Super Cancel |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Crouching Jab | 4 | 2 | 5 | 3 | 3 | 3 | 20 | H/L | 3 | Yes | Yes | Yes |
Crouching Strong | 5 | 3 | 7 | 3 | 4 | 5 | 95 | H/L | 7 | No | Yes | Yes |
Crouching Fierce | 5 | 4 | 19 | -8 | -6 | -4 | 135 | H/L | 11 | No | Yes | Yes |
Zugai Hasatsu | 14 | 1*1 | 22 | -1 | - | - | 40 50 | H | 9 7 | No | No | No |
Neutral Jumping Jab | 5 | - | - | - | - | - | 40 | H | 5 | No | No | No |
Neutral Jumping Strong | 5 | 4 | - | - | - | - | 90 | H | 9 | No | No | No |
Neutral Jumping Fierce | 6 | 2 | - | - | - | - | 130 | H | 13 | No | No | No |
Jumping Jab | 5 | - | - | - | - | - | 40 | H | 5 | No | No | No |
Jumping Strong | 5 | 4 | - | - | - | - | 90 | H | 9 | No | No | No |
Jumping Fierce | 6 | 3 | - | - | - | - | 130 | H | 13 | No | No | No |
Crouching Short | 5 | 2 | 7 | 1 | 1 | 1 | 20 | L | 3 | Yes | Yes | Yes |
Crouching Foward | 6 | 4 | 16 | -3 | -2 | -1 | 90 | L | 3 | No | Yes | Yes |
Crouching Roundhouse | 7 | 4 | 25 | -15 | - | - | 130 | L | 3 | No | No | No |
Neutral Jumping Short | 5 | 9 | - | - | - | - | 40 | H | 5 | No | No | No |
Neutral Jumping Foward | 5 | 5 | - | - | - | - | 80 | H | 7 | No | No | No |
Neutral Jumping Roundhouse | 6 | 4 | - | - | - | - | 120 | H | 11 | No | No | No |
Jumping Short | 5 | 9 | - | - | - | - | 40 | H | 5 | No | No | No |
Jumping Foward | 5 | 5 | - | - | - | - | 80 | H | 7 | No | No | No |
Jumping Roundhouse | 6 | 3 | - | - | - | - | 120 | H | 11 | No | No | No |
Tenma Kuujin Kyaku | 9 | - | 3 | - | - | - | 90 | H | 11 | No | No | No |
Special Moves
Move | Startup | Hit | Recovery | Blocked Advantage | Damage | Parry | Stun | Super Cancel |
---|---|---|---|---|---|---|---|---|
Gou Hadouken | 8 | 1 | 38 | -11 | 60 | H | 3 | Yes |
Zankuu Hadouken | 12 | 1 | 7 | - | 60 | H | 3 | Yes |
Shakunetsu Hadouken (Jab) | 14 | 1 | 42 | -23 | 50 | H | 3 | Yes |
Shakunetsu Hadouken (Strong) | 19 | 1 | 43 | -18 | 50 50 | H | 3 3 | Yes |
Shakunetsu Hadouken (Fierce) | 24 | 1 | 44 | -15 | 50 50 50 | H | 3 3 3 | Yes |
Gou Shoryuken (Jab) | 3 | 13 | 26 | -24 | 130 (100) | H/L | 11 (9) | Yes |
Gou Shoryuken (Strong) | 2 | 1*4 | 41 | -30 | 100 50 | H/L | 11 3 | Yes No |
Gou Shoryuken (Fierce) | 1 | 1*1*18 | 35 | -34 | 60 60 60 | H/L | 11 3 3 | Yes Yes No |
Tatsumaki Zankuukyaku (Short) | 11 | 1 | 17 | -12 | 100 | H | 7 | No |
Tatsumaki Zankuukyaku (Foward) | 2 | 1 | - | - | 90 | H | 7 | Yes |
" (2nd Hit) | 8*2*3*1 | 1x4 | 16 | -8 | 30x4 | H | 3x4 | No |
Tatsumaki Zankuukyaku (Roundhouse) | 2 | 1 | - | - | 90 | H | 7 | Yes |
" (2nd and 3rd Hit) | 8*(1*2)x3*1 | 1x8 | 10 | -5 | 30x8 | H | 3x8 | No |
Jumping Tatsumaki Zankuukyaku (Short) | 5*3 | 1*1 | 9 | - | 80x2 | H | 3 5 | Yes |
Jumping Tatsumaki Zankuukyaku (Foward) | 5*3x3 | (1*1)x2 | 9 | - | 80x4 | H | (3 5)x2 | Yes |
Jumping Tatsumaki Zankuukyaku (Roundhouse) | 5*3x7 | (1*1)x4 | 9 | - | 80x8 | H | (3 5)x4 | Yes |
Hyakki Gouzan | 40 | 14 | 13 | -11 | 100 | L | 3 | No |
Hyakki Goushou | 6 | 2 | 17 | - | 130 | H | 13 | No |
Hyakki Goujin | 3 | - | 3 | - | 100 | H | 11 | No |
Hyakki Gousai | 10 | 1 | 17 | - | 110 | - | 15 | No |
Ashura Senkuu | 20 | 45/29 | 9 | - | - | - | - | No |
Super Arts
Move | Startup | Hit | Recovery | Blocked Advantage | Damage | Parry | Stun |
---|---|---|---|---|---|---|---|
Messatsu Gou Hadou (SA1) | 4 | 1 | 49 | -13 | 55x5 60 | H | 0 |
Tenma Gou Zankuu (SA1) | 6 | 1 | 13 | - | 60x5 80 | H | 0 |
Messatsu Gou Shoryuu (SA2) | 1 | 1 | - | - | 40 | H/L | 0 |
" (2nd Hit) | - | 3 | - | - | 40 | H/L | 3 |
" (2nd Gou Shoryuken) | 13 | 1 | - | - | 40 | H/L | 0 |
" (4th Hit) | - | 3 | - | - | 50 | H/L | 3 |
" (3rd Gou Shoryuken) | 15 | 1 | - | - | 120 | H/L | 9 |
" (6th Hit) | - | 1 | - | - | 110 | H/L | 5 |
" (7th Hit) | - | 7 | 37 | -25 | 100 | H/L | 5 |
Messatsu Gou Rasen (SA3) | 3 | 1 | - | - | 70 | H/L | 0 |
" (2nd Hit) | 3 | 1 | - | - | 70 | H/L | 0 |
" (3rd to 11th Hit) | (3*4)x8 | 1 | - | - | 40x9 | H/L | 0 |
" (Last kick) | 3 | 1 | - | -35 | 130 | H/L | 0 |
Messatsu Gou Senpuu (SA3) | 8 | 1 | - | - | 60 | H/L | 0 |
" | - | 1x3 | - | - | 55x3 | H/L | 0 |
" | - | 1 | - | - | 70 | H/L | 0 |
" | - | 1x4 | - | - | 40x4 | H/L | 0 |
" | - | 1x3 | - | - | 60x3 | H/L | 0 |
" | - | 1 | - | - | 40 | H/L | 0 |
" | - | 1x4 | - | - | 40x4 | H/L | 0 |
" | - | 2 | 9 | - | 130 | H/L | 0 |
Shun Goku Satsu | 1 | 37 | 2 | - | 490 | - | 0 |
Kongou Kokuretsu Zan | 16 | 5 | 58 | - | 370 (300) | - | 15 |
" (Tidal Waves) (1st part) | - | 1*1*1 | - | - | 55 55 40 | H/L | 3 3 3 |
" (Tidal Waves) (2nd part) | - | 1*1*1 | - | - | 55 55 40 | H/L | 3 3 3 |
" (Tidal Waves) (3rd part) | - | 1*1*1 | - | -25 | 40 40 40 | H/L | 3 3 3 |
Strategies
Due to Akuma's naturally disadvantageous life and stun bars, high level Akuma play consists of seamless, unpredictable, safe offense and few mistakes. Should your opponent unleash their offense on you, you can lose a lot of life quickly. Obviously it is also very important to have a strong defense because of how much damage Akuma takes. Learn to block low and tech throws, and use Akuma's wakeup options wisely.
Overview
Punish after Parrying:
Air Parry:
- Air Hadouken
- Tatsumaki, land, SRK (very precise)
- Tatsumaki, land SA1/3.
- lp,lk (air reset, not very useful)
Normal Parry:
- Raging Demon (requires fast reflexes)
- s.hp xx tatsumaki, SRK.
- s.hk xx SA1/2/3
- s.hp xx SRK xx SA1/2
- CORNER: s.hp xx tatsumaki, SRK, SA1
Low Parry:
- c.mk xx SA1/2/3
- c.lk, c.lp, c.lk xx SA1 (works only on some characters)
- CORNER: c.mk, tatsumaki, xx shoryuken xx Sa1
Wake-Up Moves:
- Demon flip
- Teleport
- Hurricane
- Lp srk xx sa1
- HP srk
- The best by far: Block!
Blockstrings
- after knockdown- c.lk, c.lp, c.lk, c.mk (into fireball/flip/tatsu)
- after flip - s.mk, s.mk
- cl mk, cr. lk x demon flip
- cl mk, cr mk x mk demon flip dive kick
- cr, lk, cl mk x mk demon flip dive kick
- cr.lk, s.hp, x demon flip kick
Raging Demon Set-ups
- Kara Demon: Twds mp, lp, lp, down forward, lk, hp! (if done right, then the raging demon will come out before the first hit of mp)
- HK: i actually tried this a couple of time and it seems pretty useful.
- Cl. mk, (walk up) cr. rh kara demon.
- Cl. mp, Kara Demon
- Cr. lk, Kara Demon (while pressing lk, press lp twice and hold another button--hp or mp will do fine--to keep the jabs from coming out.
- Divekick (does not matter which or if the divekick even connects), pause then Kara Demon.
- Dash up (kara) Demon. (quickly press the jabs while dashing)
- UOH Rh. Kara demon
- Cr. lk, st. cl. lp, Kara Demon
- If you do a fireball late enough, nothin will come out (of you time it just right, Gouki will still say "gou zanku") just like Demon Flip Kick. You can use this to jump in on an opponent, do a fake fireball, buffer the jabs and then do a Kara Demon.
- Parry into demon (you have to be fast)
- Raging demon on wakeup (if your opponent won't back off)
Basics
Super Art Selection
SAI (Messatsu Gouhadou) - Akuma's fireball super, and his super art of choice, for a variety of reasons. It's easily the safest of his supers, which makes it hard to punish unless it's blocked at close range. It can be confirmed or cancelled out of a variety of moves, including cr. short x 2, cr. forward, any of his uppercuts, etc. It also does good chip damage, especially when preceded by a fireball or red fireball. The main thing going against it is its fairly low damage, but it's still respectable, especially against the weaker characters.
SAII (Messatsu Goushoryu) - Akuma's uppercut super, similar to Ken's SAI. Does better damage than SAI, and has many of the same confirms and cancels as SAI. On the other hand, this super is much more than SAI unsafe if missed, and basically gives the opponent a free combo. Also has less chip potential, since the last 3 hits are easily parried. Not a bad super, but SAI is preferrable.
SAIII (Messatsu Gourasen) - Akuma's hurricane kick super, goes straight up. Does the most damage out of all of his supers, but has the worst recovery and chip damage by far. Also lacks range and lead-in combos, making it hard to easily integrate into his ground pressure/offensive. Probably his worst super.
Shun Goku Satsu (Raging Demon) - Akuma's signature special art, requires 2 full meters (all of his super arts are the same length.) Does loads of damage and is a grab super (therefore, unblockable), but is ordinarily hard to connect with since the jabs usually give the super away, and it's fairly easy to jump after the super flash if it's not kara'ed. Techniques such as kara-ing it with toward MP or hiding the jabs by dashing eliminate these problems and make it a much more lethal super, however.
Kongou Kokuretsu Zan: Akuma's new special art, channels his energy into a shockwave, requires 2 full meters again. Even more damaging than the raging demon (provided all of the hits connect), and has potential for extra with taunt and/or crouching damage. Good for countering dash-ins, jump-ins, and cross-ups, but is somewhat slow to come out and does severely reduced damage if the first hit misses. His most common combo with this super involves a jab reset into the KKZ (after the BnB.) This is also the ultimate chip out super - if you get a knockdown with 2 full stocks and your opponent having only a few pixels of life, this super guarantees the win, provided you time it right. This is since the first hit is unparriable; therefore, it must be blocked, and does good chip on its own. If, by some ridiculous chance, your opponent survives the first hit and starts red-parrying out of it, you still have a good 6 or 7 parries worth of time to screw them up (about the same as his SAI).
Kara-Techniques
Kara Demon - f mp, lp, lp, down-forward, lk, hp
Kara Throw - f mp, lp lk
Kara UOH - Hold forward while doing UOH.
Zoning
Mixups
Demon Flip Mixups!:
The demon flip really gives you lots of options. The kick should be your main tool, since its the safest. With this, you can late cancel to try to combo, early cancel to stuff potential counters, or go for the cross up. If you are close enough, you have the throw option, which works really well against tall characters. To keep the kicks unexpected, you have either the slide kick, or an empty demon flip, which I generally follow up with a throw, or I sometimes just go straight into another demon flip. Anyway, lets talk about setups.
fp juggle into demon flip
This is either an air tatsu juggle into fp, or bnb ending in fp instead of srk. This attack string can really put pressure on the opponent, and is a good tool against characters without uppercuts. You won't ever be in range for the throw with this one.
just a standing normal into demon flip
You see JR use these a lot. This is your primary way of connecting the throw, which I use nearly as much as the kick, sometimes more than the kick depending on the opponent.
meaty demon flip
I don't use this often, but its a good setup because you stand a better chance against uppercuts, and have really great combo potential.
air fb, land, demon flip
This is a setup I've been experimenting with against makoto mainly. You don't have to worry so much about a dash under or anything.
Ok, so you're in the flip...now what?
Like I said, the kick is your main option, so lets talk about that. Its tempting to always late cancel the flip so you can combo. The first thing you learn in Mixup 101 is always doing one thing in a situation = death, so you have to early cancel this thing too. Once people start getting knocked by the early cancel, they wont be so tempted to try to AA you everytime, or parry, and an early cancel kick can lead to RD setups or kara throws or more flips. Its a good sign if they just start blocking the kicks, because you are getting close to locking them down, and you have them unprepared for throws. The blocked kicks should be followed up pretty much the same way as an early cancel kick. Either land, normal > demon flip, kara throws, or if you can, an RD. I also like going for the f mp overhead after blocked or early canceled kicks.
You also have the cross up kick. I'm just starting to use this thing, but its really great because its ambigous. What sucks though is you really need to know what situations it will cross people up on. Most of the time, a cl.mk > mk flip, and early cancel the kick will lead to a crossup. If anyone can give some insight on crossups with demon flips that would be great.
Unlike the dive kick, after a parried flip kick, you land at the same speed, so you should be able to go right into demon. Other than that, don't get parried. I also will throw out rh and mk tatsus after parried flip kicks from time to time.
Time to start using the throw. Not much to know here, except make sure you are putting yourself in range for this. You really need to be right on top of them. So you are either do c.mk > mk flip, cl.mk > lk flip, cl.fp > mk flip. Just know your ranges because whiffing this thing is a free combo for your opponent On characters like Q, if you go for a psuedo meaty flip, and just go for the throw right away, there is relatively nothing they can do to counter it.
The slide kick really allows the normal kicks and throws to work well. I follow up my fp juggles with this one a lot! Although, once you get this thing blocked or parried, its time to hold off on it for a while, because you have pretty bad recovery on this one. I very rarely dont land this one, but you do need to be very careful with it.
Lastly, there is the empty flips, and like I said, you should mostly go for kara throws, because if someone didn't try to AA you, they are probably blocking.
Don't really ever use this punch. No real reason. Bad recovery. It sucks.
Hope this is useful I don't want to sound like an expert, because I'm not. I'm still learning the demon flip, but I think its not discussed enough here.
How to Counter different reactions to Demon Flips
Opponent is AAing you out - Early flip kick Opponent is standing blocking - Slide kick, empty flip throw, flip throw Opponent is crouching blocking - Flip punch, empty flip throw, flip throw Opponent is parrying - Vary flip strengths/kick timing (super late cancel works well), empty flip throw, flip throw Opponent trying to go under flip - Early flip kick
Additional Notes
- Personal Action: Attack up, Stun Damage up for the next non-throw attack/combo.
A Review by Chaosofdante
Introduction
When playing Akuma the basic goal is to use his superior zoning ability in order to control your opponent’s options, and at the same time, minimizing the risk of getting hit yourself.
It is very important to note (if you haven't noticed already) that Akuma has THE WORST defense rating of the characters in 3S. He is also tied with Remy for having the smallest stun bar of all of the characters 3S.
You should also note that Akuma's supers are all the same length, and that he has no EX moves. All this was done to counter balance his incredible offense and mix-up. Many people are turned away from Akuma because they see him as being too inconsistent due to his stamina, but I hope to reassure you that by making smart decisions during the match, Akuma has no holes at all in his game.
Beginning the Offense
Akuma has the basic Shoto mix-ups that allow him to confuse and knock down his opponent repeatedly. If you're not sure on what these mix ups are (tick throw, high/low, Kara throwing, etc.) please consult the Ryu section for examples.
For offense purposes, you want to use Akuma's air fireballs as a safe window to get in on opponents and begin guessing games. When using an air fireball on someone who is standing always, and I mean ALWAYS option select parry before throwing the fireball. Akuma cannot attack after the fireball has been thrown so you want to do it as late as possible. This ensures that if you throw an air fireball at a standing opponent, they can't counter hit you even if they parry. In this way Akuma becomes very safe after a late air fireball even if it's parried, you only need to watch out for things like reversal Shippus or Hugo/Alex SA1 as moves with 1-2 frame start up will still be able to get you. The option select parry is purely there to protect you from any early anti air attempts. If the parry is successful you can do a meaty fierce in the air and link a standing fierce into either short, or roundhouse Tatsu depending on if they are standing or crouching (short Tatsu whiffs on almost everyone crouching).
Another offensive option from mid range in order to get close is to cancel hit or blocked low forwards into Akuma's daemon flip. Akuma has a fairly good mix-up game from this that can work well as long as it's not used more than a few times in a match, if you become predictable with it, your opponent may be able to punish you. The input for this is (F > D > MK > DF and any kick (LK/MK/HK)). The kick pressed determines the distance of Akuma’s flips. Use the short kick to keep the pressure on with dive kicks, and use the other two for his throw.
Once Akuma scores a knockdown he becomes extremely dangerous. He can hit confirm his close standing forward into his B