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 (in pixels): 56
  • Stun Bar Recovery (frames it takes to recover 1 pixel): 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


Character Colors

(acolor).gif

Moves List

Basic Moves

Move Convention
Forward F
Back B
Crouch C / D
Up U
Jump J
Jump Forward JF
Jump Backwards JB
Super Jump D-U
Super Jump Forward D-UF
Super Jump Backwards D-UB
Dash Forward FF
Dash Backwards BB
Quarter Circle Forward QCF
Quarter Circle Backwards QCB
Half Circle Backwards HCB
Forward, Down, Down-Forward 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
Forward MK
Roundhouse HK
Universal Overhead UOH

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
Forward MK
Roundhouse HK
Close Forward (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 Forward (Air) MK
Neutral Jumping Forward (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 Forward D MK
Crouching Roundhouse D HK
Tenma Kuujin Kyaku Jump Forward, 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, jump, wakeup 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 first frame it hits, so enemy takes damage but they still dont make the "pain" frame.

General

  • Move: Move name
  • Motion: What you must do to execute the move
  • Damage: Damage it does (in pixels)
  • Stun Damage: Stun Damage it does (in pixels)
  • Chains into itself: If you can combo into the same movement
  • Special Cancel: If you can cancel the move into a Special Move
  • Super Cancel: If you can cancel the move into a Super Art
  • Throw Range: Range of the throw (in pixels)
  • Num.: Super Art number
  • Super Art: Super Art name
  • Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)

Frame Data

  • Startup: Number of frames it takes to start the move
  • Hit: Number of frames that can hit the opponent
  • Recovery: Number of frames it takes to recover from the move
  • Blocked Advantage: Number of frames you are in advantage/disvantage after opponent have been blocked the hit
  • Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit
  • Crouching Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit while he's crouching
  • # : You have # frames of advantage
  • - # : You have # frames of disvantage
  • # ~ # : Advantage/disvantage can vary from # to #
  • Down: Enemy gets knocked down
  • Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
  • Parry: How opponent must parry the move, High (H), Low (L) or both (HL)

Gauge Increase

  • Miss: Gauge you gain if you miss the move (in pixels)
  • Blocked: Gauge you gain if the move gets blocked (in pixels)
  • Hit: Gauge you gain if you hit the opponent with the move (in pixels)
  • Parry: Gauge opponent gains when he parry the move (in pixels)

Basic Moves

(akumadf).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Forward 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 Startup Frames
Jump BU or U or FU 3

Comments here


(akumajump).gif
Move Motion Startup 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


Move Motion
Parry (High) Tap F when about taking a hit
Parry (Low) Tap D when about taking a hit
Parry (Air) Tap F in air when about taking a hit

Frame Data

Move Frames you're frozen Frames opponent is frozen Frame Advantage when parry is successful Frames before you can try another parry
Parry (High) 16 20 4(LP/LK) 3(MP/MK) 2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Low) 16 20? 4(LP/LK) 3(MP/MK) 2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Air) 16 20? 4(LP/LK) 3(MP/MK) 2(HP/HK) 0(Special/Super) -16(Fireball) 21(19 when attack comes from the air)*,**
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
** (If another attack connects within 2 frames of your parry, it will automatically be parried)

Gauge Increase

Move Gauge Increase
Parry (High) 4***
Parry (Low) 4***
Parry (Air) 4***
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)

You can buffer any motion during High or Low parry, but NOT during Air parry.

  • Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude

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 HL HL

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 HL 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 HL 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 HL HL

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 HL 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 HL 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 HL HL

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 Forward 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 HL 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 HL 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 Forward (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 HL 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 Forward (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 Forward (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 HL HL

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 HL HL

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 HL HL

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 Forward 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 HL/HL 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 HL 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 - - - HL 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 HL H
Shakunetsu Hadouken (Strong) 17 1 43 -18 Down Down HL/HL H/H
Shakunetsu Hadouken (Fierce) 21 1 44 -15 Down Down HL/HL/HL 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 (Forward) 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 HL H
Tatsumaki Zankuukyaku (Forward) 2 2 16 -8 Down Down HL H
Tatsumaki Zankuukyaku (Roundhouse) 2 2 10 -5 Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Tatsumaki Zankuukyaku (Short) 3 8 13 4
Tatsumaki Zankuukyaku (Forward) 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 (Forward) (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 - Down Down HL H
Air Tatsumaki Zankuukyaku (Forward) 5 2 9 - Down Down HL H
Air Tatsumaki Zankuukyaku (Roundhouse) 5 2 9 - Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Air Tatsumaki Zankuukyaku (Short) 1 1 7 4
Air Tatsumaki Zankuukyaku (Forward) 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 HL HL
Gou Shoryuken (Strong) 2 2/5 41 -30 Down Down HL/HL HL/HL
Gou Shoryuken (Fierce) 1 2/2/19 35 -34 Down Down HL/HL/HL HL/HL/HL

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(4 4 4)

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 - - - HL 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 - Down Down Impossible Impossible

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 forward, 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 HLx6 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 HLx6 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 HLx7 HLx7

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 more than 3 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 HLx1~4 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 more than 2 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 HLx1~3 Hx1~10

Comments here


(akumasgs).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Throw Range
any Shun Goku Satsu Requieres MAX gauge (2 full bars/224) LP LP F LK HP 490 - 0 12

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. Full damage is ¿(7x2) 5 (7x2) (5x4)?
*** 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 HLx9 Impossible/HLx8

Please note that the "Blocked Damage" cannot be correct, i've checked something, and you take 10 hits if you are blocking the full Super Art, and in the website where i take the information, only shows damage for 6 hits...


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

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Crouch MK Gou Shoryuken (HP) - - 253 (22%) 17
Close HP Tatsumaki Zankuukyaku (HK) - - 265 (23%) 22
Close HP Gou Shoryuken (HP) - - 288 (25%) 28
Crouch MK Tatsumaki Zankuukyaku (LK) Close LP Tatsumaki Zankuukyaku (HK) 311 (27%) 13
Crouch MK Tatsumaki Zankuukyaku (LK) Gou Shoryuken (HP) - 345 (30%) 20
  • 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

Super Art 1

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Gou Shoryuken (HP) (2hits) Super Art 1 (Ground) - - 265 (23%) 12
Crouch LK Crouch LK Super Art 1 (Ground) - 322 (28%) 3
Crouch MK Super Art 1 (Ground) - - 357 (31%) 3
Close MK Super Art 1 (Ground) - - 380 (33%) 8
Crouch MK Tatsumaki Zankuukyaku (LK) Gou Shoryuken (LP) Super Art 1 (Ground) 449 (39%) 15

It does more damage if you Super Cancel an early Shoryuken LP into SA1 than Super Cancel with a Shoruyken HP

Super Art 2

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Gou Shoryuken (HP) Super Art 2 - - 334 (29%) 22
Crouch LK Crouch LK Super Art 2 - 414 (36%) 14
Crouch MK Super Art 2 - - 449 (39%) 14
Close MP Super Art 2 - - 460 (40%) 18
Crouch HP Gou Shoryuken (MP) Super Art 2 - ??? (??%) ??
Crouch MK Gou Shoryuken (MP) Super Art 2 - ??? (??%) ??

Super Art 3

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Close HP Gou Shoryuken (HP) (1hit) Super Art 3 (Ground) - ??? (??%) ?
Crouch MK Super Art 3 (Ground) - - ??? (??%) ?
Crouch MK Tatsumaki Zankuukyaku (LK) Super Art 3 (Ground) - 449 (39%) 5

Shun Goku Satsu

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Far HK Shun Goku Satsu - - ??? (??%) ?

Kongou Kokuretzu Zan

1st Move 2nd Move 3rd Move 4th Move Damage Stun Damage
Tatsumaki Zankuukyaku (LK) Close LP Kongou Kokuretzu Zan - ??? (??%) ?
Crouch MK Tatsumaki Zankuukyaku (LK) Close LP Kongou Kokuretzu 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