Street Fighter 3: 3rd Strike/Akuma/Archive

From SuperCombo Wiki

sexibar tv rochelle illinios medical titles barbecue pit smoker state police employment what is proxy desktop free movies free interracial fucking movie clitorous porno sesso ago day hours minutes submitted what a lovely name lyric contatore accesso real estate oahu this is for all the lonely people lyrics uk auction online tampa bay tide achat maison quebec ebony ass galleries employee firing hiring veenus nasty lesbians email finder canada woman of wal mart photo wife tits moneta da collezione shop amd pci express mobo hotel bruges english online translation turkish inculate casalinghe al code green music video reservations river bat baseball laetitia casta nuda massaggiatrice cinese roma omg tomcat users guide il baratto personal computer parts uk wills information superiority 2005 plumbing wholesale suppliers 50 first dates cast scooby doo backgrounds citi cards professional hair care products freightliner vol 2 malayalam sexy silver and cold stun gun taser flatout residential camp canottiera v mondiale agent free giant new york jordan keller thomas anime cumshots girl on girl stories access database email microsoft 2003 fax server network printer walt disney cardboard boxes pet loss crisis lines lawrence inquiry triumph of will extreme anal insertions web del sol forms weathersat deepfreeze bill consolidation girls in wet clothes rolex imitazioni information linkin park immigrations and customs thong girl istruzione montaggio x pavimento laminato christian dior appartamento affitto colli conegliano gen13 free bondanime medicines for herpes ariafritta com in my life by the beatles puffy model programma di fotoritocco in italiano bambola ramona ramona chorleau architect themes negozio castorama prince of persia guides walnut street theater internet accelerater lesbian nude shade innocent virgins haven posto al sole rai it babies r us coupons spice girl landscape tree shrub information about the ice age sex porno video fighe teen hotties in bikinis inflatable canoe prince georges county tax casa assicurazione patiance acura mdx 2007 impianto gas x auto rimini the level bar watch tv on computer download web home decor ideas bulk email mt vernon ohio hotel real estate orlando femmine scopate powerful goddesses texas homicide accessory auto ebay pinot gris christian porn rascal flatts life is a highway search for fine art lamps monica leofreddi income tax deductions in canada okc news channel 4 moglie troie sex tap plasma tv discounted march maddness schedule homebirth bocchini video we ll make great e o smith hs short love poems new artists polutants mega and million and lottery and play seaveg university of florida womens basketball cazzi giganti houston whitney virgo match foto amatoriali rubate arizona recreation protocol for a clean room wrestling gay luba hegre piscina comunale ravenna tropical shirts party sex van morrison brown eyed girl edonkey download goal playboy nudes off duty officer killed singlerepublican amministratori di condominio windows radio erotic videos birth control cost unused screen name match yahoo 42th street photo jason hawke horny black women kazaa free song download verizon wireless amphitheater charlotte juegos eroticos online gratis fjortis belgio ristorante bathroom wall cabinets remove firewall client chain link fencing introducing the humans limo services in oakland california soya nuts nutrition pygmallion free porn old granny no enemy clothing trap street sacramento real estate listings malaysia chat rooms international paper augusta piccole fighe summertime usa today business editor outsourcing service level agreements origami table cards idea for mother daughter tea sparxxx eva pooping la gare french restaurant mac warehouse us liberty meadows sport vacanza berets forced sex fantasy

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

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

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

(akumadf).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Foward 2 8 - 6 (4) 16 (14)

Comments here


(akumadb).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Backwards 4 4 - 6 14

Comments here


(akumajump).gif
Move Motion Frames
Jump BU or U or FU 3

Comments here


(akumajump).gif
Move Motion Frames
Super Jump DBU or DU or DFU 5

Comments here


(akumaw).gif
Move Motion Frames
Normal Wakeup - 77

Comments here


(akumatw).gif
Move Motion Frames
Tech Wakeup Tap D when hitting the ground 50

Comments here


(akumat).gif
Move Motion Frames Gauge Increase
Taunt HP HK 66 4(6)

Comments here

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 or L H or 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 or L H

Gauge Increase

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

Comments here


(akumahp).gif
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


(akumacloselp).gif
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


(akumaclosemp).gif
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


(akumaclosehp).gif
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


(akumalk).gif
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


(akumamk).gif
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


(akumahk).gif
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


(akumaclosemk).gif
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


(akumaclosehk).gif
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


(akumajlp).gif
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


(akumajmp).gif
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


(akumajmp).gif
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


(akumanjhp).gif
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


(akumajlk).gif
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


(akumajmk).gif
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


(akumanjmk).gif
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


(akumajmk).gif
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


(akumanjhk).gif
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


(akumaoh).gif
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

(akumasn).gif
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


(akumatn).gif
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

(akumafmp).gif
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


(akumaclp).gif
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


(akumacmp).gif
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


(akumachp).gif
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


(akumaclk).gif
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


(akumacmk).gif
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


(akumachk).gif
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


(akumajdmk).gif
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.

(akumahdk).gif
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


(akumazhdk).gif
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


(akumashdk).gif
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


(akumatzk).gif
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) 15(11 2) 10(7 3) Yes/No
Tatsumaki Zankuukyaku (Roundhouse) QCB HK 150(90 30 30) 17(11 2 2) 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 9(8 1) 15(13 2) 8(4 4)
Tatsumaki Zankuukyaku (Roundhouse) 3 10(8 1 1) 17(13 2 2) 12(4 4 4)

Comments here


(akumaatzk).gif
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(3 5) Yes
Air Tatsumaki Zankuukyaku (Roundhouse) (Air) QCB HK 240(80 80 80) 5* 11(3 5 3) Yes
(*) Blocked damage is for 1 hit only, its not possible to block more hits

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 1 7 4
Air Tatsumaki Zankuukyaku (Foward) 2 1* 9(7 2) 8(4 4)
Air Tatsumaki Zankuukyaku (Roundhouse) 4 1* 16(7 2 7) 12(4 4 4)
(*) Gauge increase for blocked hit is for 1 hit only, its not possible to block more hits

Comments here


(akumasrk).gif
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


(akumahs).gif
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


(akumahgouzan).gif
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


(akumahgoushou).gif
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


(akumahgoujin).gif
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


(akumahgousai).gif
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) - - - -

Travels foward, and as you can see it in the "Frame Data", (PP) travels further than (KK)


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) - - - -

Travels backwards, and as you can see it in the "Frame Data", (PP) travels further than (KK)


Super Arts

(akumamgh).gif
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


(akumatgz).gif
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


(akumamgs).gif
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


(akumamgr).gif
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


(akumamgsenpuu).gif
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


(akumasgs).gif
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


(akumakkz).gif
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***
* 370(300) (55x2) 40 (55x2) (40x4) Damage is when all hits connect.
** This damage is only when 6 hits are blocked.
*** 15(15) (3x9) Damage is when all hits connect.

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