Street Fighter V/Akuma

From SuperCombo Wiki

Introduction

About Akuma

Having embraced the Satsui No Hado, Akuma seeks only to improve his ability by fighting the strongest opponents.

Akuma is possibly the most versatile character in the game, a flexible shoto-style character with fast walkspeed and a variety of tools to effectively approach, keep opponents out, mix up opponents on offense, and make comebacks with powerful V-triggers. The price he pays for this versatility is frighteningly low health and stun, as well as somewhat short range on some of his normals. His fireball knocks down at close range, leading to a much stronger offensive situation than other shoto projectiles if it intercepts the extended hurtbox of an attacking opponent, and his red fireballs always knock down and can hit 1 to 3 times. His combination of divekick, air fireball, EX air fireball, and his variety of demon flip attacks make it very difficult to stifle his airborne approaches for all but the most judicious defenders. Of course, on top of all this he has one of the best 3f normals in the game, fantastic for abare or intercepting an opponent's forward dash and a defensive complement to his invincible reversal. Overall, he's a character who can easily command the flow of a round right from the start, but can also see that control slip away quickly with just a few bad guesses against characters with high stun output.

Strengths Weaknesses
  • Movement: with good forward walk speed, a fast dash, a variety of moves that can be used in the air, and demon flip (41236K/KK), Akuma has many ways to alter his approach depending on the matchup and available resources
  • Strong whiff punishes: due to his aforementioned fast walk speed Akuma is capable of placing himself in ranges that he excels in, particularly in good ranges for punishing opponents whiffing attacks recklessly
  • Versatile: Akuma has nearly every tool a character could need at his disposal, allowing him to provide consistent answers to many common situations that can happen throughout the course of a match
  • Varied v-system: both of Akumas v-skills and v-triggers are potent tools that offer him significant freedom in how he uses his v-meter
  • Good meter usage: Akuma has a very powerful, single hit super that can easily guts crush, as well as potent EX moves that give him a variety of options to choose from in how he spends his meter
  • Frail: tied with Seth for the lowest health and stun in the game (900 for each), Akuma is very prone to dying in two to three well optimized combos against a large portion of the cast
  • Can be weak to zoning: Akumas meterless fireball doesn't travel fullscreen and has generally unremarkable frame data, leading to situations where he is forced to take risky approaches while having a life deficit
  • Stubby normals: Akumas normals generally have average to below average reach, leading to some matchups forcing him to play the ground game less

V-system

V-Trigger 1: Dohatsu Shoten

Enhances Akuma's ground and air fireballs, his DP, and grants him access to Raging Demon, a command grab super. His air fireball becomes an extremely safe tool for neutral and offense, while his DP is a great combo tool that leads to a hard knockdown. A fantastic comeback trigger, but one that's easy to quickly burn through, and demands conservative use of meter to reap the full benefits of using it.

V-Trigger 2: Shiretsu Hasshi

Gives Akuma access to meterless versions of his EX moves, which he can cancel into from his other specials or his heavy normals. Leads to huge damage combos, certain powerful conversions VT1 doesn't have access to, easy corner escapes on block, and devastating corner chip sequences. However, the high timer costs of its moves make it difficult to consistently get full value out of this trigger.

V-Skill 1: Rakan

Akuma takes an armored stance, which leads to a launching followup used for starting combos and anti-air, or a knockdown followup used for ending combos and ranged punishes. Can punish V-reversals or certain neutral tools like divekicks and fireballs, and allows a corner escape without the use of VT2.

V-Skill 2: Kiai

Stomps the ground, launching the opponent and allowing a followup red fireball. Greatly increases Akuma's damage on many conversions, especially his Kongoken target combo which can cancel into it. Has some options if used on block, but it's mainly a combo tool.

Final Patch

Players to watch

  • Samurai
  • Tokido
Akuma
SFV-Akuma Portrait.jpg
Vitals
Life Points 900
Stun Points 900
V-Gauge Points
V-Trigger 1 3 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.052
Backward Walk Speed 0.036
Forward Dash Speed 16
Backward Dash Speed 21
Forward Dash Distance 1.234
Backward Dash Distance 1.096
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46(4+38+4)
Neutral Jump Speed 46(4+38+4)
Forward Jump Speed 45(3+38+4)
Forward Jump Distance 2.128
Backward Jump Distance 1.824
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
SFV Akuma 5LP.png
Startup Active Recovery Hit
3 2 7 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
Chains into st.LP / cr.LP / cr.LK
Can hit cross-up (behind Akuma)
FATonline.png
5MP
Stand MP
5MP
SFV Akuma 5MP.png
Startup Active Recovery Hit
7 3 14 3
Damage Stun Attack Block
60 100 H 1
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 18
  • Cancel options: sp su vs1 vs2 vt1 vt2
Can hit cross-up (behind Akuma)
FATonline.png
5HP
Stand HP
5HP
SFV Akuma 5HP.png
Startup Active Recovery Hit
8 3 19(24) 2
Damage Stun Attack Block
80 150 H -5
  • Crush Counter: Spinning Knockdown, KD Adv, +100 V-Gauge.
  • Knockdown: 106 KD Adv, 42 Quick Rise Adv, 47 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *17/**18
    • Target Combos: 19/***27
    • V-Trigger: 17
    • Notes: *VT2 specials only, **CA only, ***On block
  • Cancel options: su vt1 vt2
Forces stand on hit
No hurtbox extension during start-up
Can cancel into V-Trigger 2 enhanced specials on hit or block
Can hit cross-up (behind Akuma)
5 extra recovery frames on block
FATonline.png
5LK
Stand LK
5LK
SFV Akuma 5LK.png
Startup Active Recovery Hit
4 3 10 2
Damage Stun Attack Block
30 70 H 1
  • Cancel options: sp su vs1 vs2 vt1 vt2
Can hit cross-up (behind Akuma)
FATonline.png
5MK
Stand MK
5MK
SFV Akuma 5MK.png
Startup Active Recovery Hit
5 2 18 4
Damage Stun Attack Block
60 100 H -4
  • Confirm windows:
    • Specials & CA: 14
    • V-Trigger: 21
  • Cancel options: sp su vs1 vs2 vt1 vt2
Forces stand on hit
5F gap when canceled into EX Red Fireball (trades with 6F)
Can hit cross-up (behind Akuma)
FATonline.png
5HK
Stand HK
5HK
SFV Akuma 5HK.png
Startup Active Recovery Hit
11 2 22 3
Damage Stun Attack Block
80 120 H -2
  • Crush Counter: Stagger, 10 Adv, +150 V-Gauge.
  • Confirm windows:
    • Specials & CA: *17
    • Target Combos: 17
    • V-Trigger: 25
    • Notes: *VT2 specials only
  • Cancel options: vt1 vt2
Whiffs on crouchers
Can cancels into V-Trigger 2 enhanced specials on hit/block
Can hit cross-up (behind Akuma)
FATonline.png
2LP
Crouch LP
2LP
SFV Akuma 2LP.png
Startup Active Recovery Hit
4 2 6 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
Chains into st.LP / cr.LP / cr.LK
Can hit cross-up (behind Akuma)
FATonline.png
2MP
Crouch MP
2MP
SFV Akuma 2MP.png
Startup Active Recovery Hit
6 3 12 5
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 20
  • Cancel options: sp su vs1 vs2 vt1 vt2
Juggle Limit: 2 (works after LK Tatsu)
Can hit cross-up (behind Akuma)
FATonline.png
2HP
Crouch HP
2HP
SFV Akuma 2HP.png
Startup Active Recovery Hit
10 4 16(20) 8
Damage Stun Attack Block
80 150 H 3
  • Crush Counter: Crumple, C Adv, +120 V-Gauge.
  • Knockdown: 92 KD Adv, 60 Quick Rise Adv, 60 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *23
    • V-Trigger: 18
    • Notes: *VT2 specials only
  • Cancel options: vt1 vt2
Forces Stand
Can hit cross-up (behind Akuma)
4 extra recovery frames on whiff (20)
Can cancels into V-Trigger 2 enhanced specials on hit/block
FATonline.png
2LK
Crouch LK
2LK
SFV Akuma 2LK.png
Startup Active Recovery Hit
4 2 7 2
Damage Stun Attack Block
20 70 L 1
  • Cancel options: ch vt1 vt2
Chains into st.LP / cr.LP / cr.LK
Can hit cross-up (behind Akuma)
FATonline.png
2MK
Crouch MK
2MK
SFV Akuma 2MK.png
Startup Active Recovery Hit
6 2 15 2
Damage Stun Attack Block
50 100 L -2
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 19
  • Cancel options: sp su vs1 vs2 vt1 vt2
Decent hitbox priority for a crouch MK
Can hit cross-up (behind Akuma)
FATonline.png
2HK
Crouch HK
2HK
SFV Akuma 2HK.png
Startup Active Recovery Hit
7 2 24(27) KD
Damage Stun Attack Block
90 150 L -15
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 67 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *16
    • V-Trigger: 16
    • Notes: *VT2 specials only
  • Cancel options: vt1 vt2
Juggle Limit: 2 (works after LK Tatsu)
KDA after LK tatsu into cr HK (+68/19/24)
Can cancels into V-Trigger 2 enhanced specials on hit/block
10 extra recovery frames on block (34)
Cancel window is 8 frames larger on block
3 extra recovery frames on whiff (27)
Can hit cross-up (behind Akuma)
FATonline.png
8LP
Jump LP
8LP
SFV Akuma 8LP.png
Startup Active Recovery Hit
3 6 - -
Damage Stun Attack Block
40 70 M -
Can be used as an Instant Overhead
FATonline.png
8MP
Jump MP
8MP
SFV Akuma 8MP.png
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
50 100 M -
  • Cancel options: sp
Puts airborne opponents into a limited juggle state
Cancelable into air specials (Air Fireball / Air Tatsu)
Juggle Limit: 0
FATonline.png
8HP
Jump HP
8HP
SFV Akuma 8HP.png
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
FATonline.png
8LK
Jump LK
8LK
SFV Akuma 8LK.png
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
Can Crossup
FATonline.png
8MK
Jump MK
8MK
SFV Akuma 8MK.png
Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
60 100 M -
Can Crossup
FATonline.png
8HK
Jump HK
8HK
SFV Akuma 8HK.png
Startup Active Recovery Hit
8 4 - -
Damage Stun Attack Block
90 150 M -
FATonline.png

Command Normals

9 > 2MK
Tenmakujinkyaku
9 > 2MK
SFV Akuma 9 2MK.png
Startup Active Recovery Hit
16 - 6 2(12)
Damage Stun Attack Block
60 100 H -2(6)
Can be performed on frames 15-23 of forward jump
Can hit cross-up (behind Akuma)
Frame advantage varies depending on height / angle
FATonline.png
6MP
Zugaihasatsu
6MP
SFV Akuma 6MP.png
Startup Active Recovery Hit
23 1*2 21 0
Damage Stun Attack Block
20*50 (70) 60*40 (100) M*M -7
2-hit Overhead
FATonline.png
6HP
Sekiseiken
6HP
SFV Akuma 6HP.png
Startup Active Recovery Hit
32 7 16 5
Damage Stun Attack Block
60 100 H -2
  • Confirm windows:
    • V-Trigger: 28
  • Cancel options: vt1 vt2
Can OTG
Cannot hit airborne
Airborne on frames 7-27
Lower body projectile invincible frames 8-28
Considered crouching frames 32-52
FATonline.png
4HP
Tenha
4HP
SFV Akuma 4HP.png
Startup Active Recovery Hit
6 1*6 21 KD
Damage Stun Attack Block
90 200 H -10
  • Knockdown: 101 KD Adv, 42 Quick Rise Adv, 47 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 15/17
    • V-Trigger: 34
  • Cancel options: sp su vs1 vs2 vt1 vt2
Slightly reduced head hurtbox on frames 1-5
Second hit launches opponent into a limited juggle state
Can hit cross-up (behind Akuma)
Juggle Limit: 0*1
FATonline.png

Target Combos

5HK > 5HK
Kikokurenzan
5HK > 5HK
SFV Akuma 5HK 5HK.png
Startup Active Recovery Hit
11+15 2 18 7
Damage Stun Attack Block
80*45 (125) 120*63 (183) H 0
  • Confirm windows:
    • Specials & CA: *19
    • Target Combos: 17
    • Notes: *VT2 specials only
  • Cancel options: vt1 vt2
Can hit cross-up (behind Akuma)
FATonline.png
5HP > 5HP
Kongoken
5HP > 5HP
SFV Akuma 5HP 5HP.png
Startup Active Recovery Hit
8+18 8 22 KD
Damage Stun Attack Block
80*54 (134) 150*72 (222) H -12
  • Knockdown: 92 KD Adv, 33 Quick Rise Adv, 38 Back Rise Adv.
  • Confirm windows:
    • Target Combos: 19/*27
    • V-Trigger: 23
    • Notes: *On block
  • Cancel options: vs2 vt1 vt2
+2 extra KDA on Crush Counter
Can hit cross-up (behind Akuma)
Can be canceled into V-Skill 2 on HIT only
FATonline.png
5HP > 5HP > MPMK (VS2)
Kongoken > Kiai
5HP > 5HP > MPMK (VS2)
SFV Akuma MPMK (VS2).png
Startup Active Recovery Hit
8+18+17 3(6) 43 KD
Damage Stun Attack Block
80*54*40 (174) 150*72*40 (262) H -
  • Knockdown: 67 KD Adv, 8 Quick Rise Adv, 13 Back Rise Adv.
  • Cancel options: vt1 vt2
This follow-up is on possible on hit
Can nullify 1 projectile hit (except on last 2 active frames)
Last 2 active frames hit air opponents only
Launches opponent into a limited juggle state
Increased damage and stun on last 2 active frames for airborne opponents (80 / 80)
Can be canceled into V-Skill 2 versions of normal and EX Red Fireball frames 28-212
Can be held to increase V-Gauge up to a maximum of 300
Increases V-Gauge by 1 every frame from frames 43-132
Increases V-Gauge by 2 every frame from frames 133-197
Increase V-Gauge by 3 every frame from frames 198-212
FATonline.png

Throws

LPLK
Goshoha
Throw
LPLK
SFV Akuma LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 170 T KD
  • Knockdown: 71 KD Adv, 12 Quick Rise Adv, 12 Back Rise Adv.
FATonline.png
4LPLK
Shuretsuzan
Back Throw
4LPLK
SFV Akuma 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 170 T KD
  • Knockdown: 77 KD Adv, 18 Quick Rise Adv, 18 Back Rise Adv.
FATonline.png

Special Moves

5
Neutral Stomp
5
SFV Akuma 5.png
Startup Active Recovery Hit
402 2 - 23
Damage Stun Attack Block
90 150 H ?
A hitbox appears behind Akuma's hurtboxes if nothing is input for 402 frames while in standing neutral
Does 23 chip damage on block (behaves like a special move)
Not cancelable in any way but has huge frame advantage if it somehow hits the opponent
Yes; Hatson is doing framedata for a neutral standing idle pose
FATonline.png
236LP
LP Gohadoken
236LP
SFV Akuma 236LP.png
Normal
SFV Akuma 236LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 44(8) 34 KD (-2)
Damage Stun Attack Block
60 120(100) H -6
  • Knockdown: 88 KD Adv, 29 Quick Rise Adv, 34 Back Rise Adv.
  • Cancel options: su vt1 vt2
1-hit Projectile hitbox active for 44 frames (90% screen range) and then followed up by a projectile burst with 8 active frames that does the same damage but 20 less stun (100)
Projectile deals 20 less stun (100) after first active frame
Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range)
Can only cancel into V-Trigger activation up close on hit/block
Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Red Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
FATonline.png
VT1 Startup Active Recovery Hit
11 - 35 KD(6)
Damage Stun Attack Block
70*50 (120) 150 H 1
  • Knockdown: 104 KD Adv, 45 Quick Rise Adv, 50 Back Rise Adv.
  • Cancel options: su
Puts opponent into a juggle state on hit
Fireball does not knockdown when farther out
Spends 1000 V-Timer (25% V-Timer)
Juggle Limit: 0*2
236MP
MP Gohadoken
236MP
SFV Akuma 236LP.png
Normal
SFV Akuma 236LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 34(8) 34 KD (-2)
Damage Stun Attack Block
60 120(100) H -6
  • Knockdown: 88 KD Adv, 29 Quick Rise Adv, 34 Back Rise Adv.
  • Cancel options: su vt1 vt2
1-hit Projectile hitbox active for 34 frames (80% screen range) and then followed up by a projectile burst with 8 active frames that does the same damage but 20 less stun (100)
Projectile deals 20 less stun (100) after first active frame
Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range)
Can only cancel into V-Trigger activation up close on hit/block
Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Red Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
FATonline.png
VT1 Startup Active Recovery Hit
11 - 35 KD(6)
Damage Stun Attack Block
70*50 (120) 150 H 1
  • Knockdown: 104 KD Adv, 45 Quick Rise Adv, 50 Back Rise Adv.
  • Cancel options: su
Puts opponent into a juggle state on hit
Fireball does not knockdown when farther out
Spends 1000 V-Timer (25% V-Timer)
Juggle Limit: 0*2
236HP
HP Gohadoken
236HP
SFV Akuma 236LP.png
Normal
SFV Akuma 236LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 22(8) 34 KD (-2)
Damage Stun Attack Block
60 120(100) H -6
  • Knockdown: 88 KD Adv, 29 Quick Rise Adv, 34 Back Rise Adv.
  • Cancel options: su vt1 vt2
1-hit Projectile hitbox active for 22 frames (60% screen range) and then followed up by a projectile burst with 8 active frames that does the same damage but 20 less stun (100)
Projectile deals 20 less stun (100) after first active frame
Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range)
Can only cancel into V-Trigger activation up close on hit/block
Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Red Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
FATonline.png
VT1 Startup Active Recovery Hit
11 - 35 KD(6)
Damage Stun Attack Block
70*50 (120) 150 H 1
  • Knockdown: 104 KD Adv, 45 Quick Rise Adv, 50 Back Rise Adv.
  • Cancel options: su
Puts opponent into a juggle state on hit
Fireball does not knockdown when farther out
Spends 1000 V-Timer (25% V-Timer)
Juggle Limit: 0*2
236PP
EX Gohadoken
236PP
SFV Akuma 236PP.png
Startup Active Recovery Hit
11 - 35 KD (3)
Damage Stun Attack Block
50*50 (100) 170(150) H 1
  • Knockdown: 94 KD Adv, 36 Quick Rise Adv, 41 Back Rise Adv.
  • Cancel options: vt1 vt2
2-hit Projectile hitbox
Projectile duration does not run out like the non-EX versions
Framedata in the parentheses refers to the worst-case scenario of the longer range version (fireball works differently at further range)
Cancels into some V-Trigger 2 enhanced specials on hit/block; EX Red Fireball / EX Tatsu / EX DP / EX Demon Flip
Can only cancel into V-Trigger activation up close on hit/block
Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Red Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
FATonline.png
236LP (air)
LP Zanku Hadoken
236LP (air)
SFV Akuma 236LP (air).png
Normal
SFV Akuma 236LP (air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11 - 9(11) -
Damage Stun Attack Block
50 40 H -
9~11 frames of landing recovery based on when the fireball was done at; Last 3~5 frames are considered crouching
Frame advantage varies greatly
FATonline.png
VT1 Startup Active Recovery Hit
9 - 5 -
Damage Stun Attack Block
40*40 (80) 50*50 (100) H -
5 frames of landing recovery
Frame advantage varies greatly
Spends 1500 V-Timer (37% V-Timer)
236MP (air)
MP Zanku Hadoken
236MP (air)
SFV Akuma 236LP (air).png
Normal
SFV Akuma 236LP (air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11 - 9(11) -
Damage Stun Attack Block
50 40 H -
9~11 frames of landing recovery based on when the fireball was done at; Last 3~5 frames are considered crouching
Frame advantage varies greatly
FATonline.png
VT1 Startup Active Recovery Hit
9 - 5 -
Damage Stun Attack Block
40*40 (80) 50*50 (100) H -
5 frames of landing recovery
Frame advantage varies greatly
Spends 1500 V-Timer (37% V-Timer)
236HP (air)
HP Zanku Hadoken
236HP (air)
SFV Akuma 236LP (air).png
Normal
SFV Akuma 236LP (air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11 - 9(11) -
Damage Stun Attack Block
50 40 H -
9~11 frames of landing recovery based on when the fireball was done at; Last 3~5 frames are considered crouching
Frame advantage varies greatly
FATonline.png
VT1 Startup Active Recovery Hit
9 - 5 -
Damage Stun Attack Block
40*40 (80) 50*50 (100) H -
5 frames of landing recovery
Frame advantage varies greatly
Spends 1500 V-Timer (37% V-Timer)
236PP (air)
EX Zanku Hadoken
236PP (air)
SFV Akuma 236PP (air).png
Startup Active Recovery Hit
5*38 - 9(4) -
Damage Stun Attack Block
20x4*70 (150) 25x4*50 (150) H -
9 frames of landing recovery on Whiff / Block; Last 3 frames are considered Crouching
4 frames recovery on Hit
Frame advantage and KDA varies greatly depending on height & angle
Has a 2-hit projectile box on frames 5-34 that nullifies projectiles before launching the 5-hit fireball
If Akuma is struck from frame 5 onwards, Akuma's fireball will go away
FATonline.png
236PP (air)
EX Zanku Hadoken Initial Hit
236PP (air)
SFV Akuma 236PP (air).png
Startup Active Recovery Hit
5 30 9(4) -
Damage Stun Attack Block
20*30*20*50 (120) 25*50*25*50 (150) H -
This is data for the initial 2-hit projectile box
If the initial hit connects, launches a less powerful follow-up fireball with 4 hits overall instead of 5
Initial hit projectile goes away if Akuma is hit
FATonline.png
63214LP
LP Sekia Goshoha
63214LP
SFV Akuma 63214LP.png
Startup Active Recovery Hit
18 - 37 KD
Damage Stun Attack Block
70 120 H -6
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
  • Cancel options: su vt1 vt2
1-hit Projectile hitbox
Can only cancel into V-Trigger activation up close on hit/block
Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
FATonline.png
63214MP
MP Sekia Goshoha
63214MP
SFV Akuma 63214LP.png
Startup Active Recovery Hit
23 - 38 KD
Damage Stun Attack Block
40x2 (80) 60x2 (120) H -4
  • Knockdown: 93 KD Adv, 34 Quick Rise Adv, 39 Back Rise Adv.
  • Cancel options: su vt1 vt2
2-hit Projectile hitbox
Can only cancel into V-Trigger activation up close on hit/block
Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
FATonline.png
63214HP
HP Sekia Goshoha
63214HP
SFV Akuma 63214LP.png
Startup Active Recovery Hit
25 - 42 KD
Damage Stun Attack Block
30*30*40 (100) 50x3 (150) H -4
  • Knockdown: 95 KD Adv, 36 Quick Rise Adv, 41 Back Rise Adv.
  • Cancel options: su vt1 vt2
3-hit Projectile hitbox
Can only cancel into V-Trigger activation up close on hit/block
Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
FATonline.png
63214PP
EX Sekia Goshoha
63214PP
SFV Akuma 63214PP.png
Startup Active Recovery Hit
21 - 48 KD
Damage Stun Attack Block
4x25 (100) 40*40*40*30 (150) H 8
  • Knockdown: 110 KD Adv, 51 Quick Rise Adv, 56 Back Rise Adv.
  • Cancel options: vt1 vt2
4-hit Projectile hitbox
Does grey damage (not affected by scaling) on frames 2-20 before launching the fireball
Can only cancel into V-Trigger activation up close on hit/block
Can cancel into some V-Trigger 2 enhanced specials on hit/block; EX Fireball / EX Tatsu / EX DP / EX Demon Flip / Teleport
FATonline.png
623LP
LP Goshoryuken
623LP
SFV Akuma 623LP.png
Normal
SFV Akuma 623LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 12 19+15 KD
Damage Stun Attack Block
100 150 H -28
  • Knockdown: 85 KD Adv, 26 Quick Rise Adv, 31 Back Rise Adv.
  • Cancel options: su vt1 vt2
Throw invincible on frames 1-3
Airborne on frames 4-38
Cannot hit crossup
Less damage (60) and stun (100) after first 2 active frames
Active frames 1-2: Juggle Limit / Increase / Start: 2 / 25 / 5
Active frames 3-12: Juggle Limit / Increase / Start: 2 / 25 / 99
Akuma is in counterhit state during move duration
Can cancel into some V-Trigger 2 enhanced specials on hit; EX Fireball / EX Red Fireball / EX Air Fireball / EX Air Tatsu
FATonline.png
VT1 Startup Active Recovery Hit
3 11 31+15 KD
Damage Stun Attack Block
70*30*30*50 (180) 230 H -36
  • Knockdown: 35 KD Adv, 35 Quick Rise Adv, 35 Back Rise Adv.
  • Cancel options: su
Completely invincible on frames 1-8
Airborne frame 6
Cannot hit crossup
Hard Knockdown
Spends 1500 V-Timer (37.5% V-Timer)
Akuma is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
623MP
MP Goshoryuken
623MP
SFV Akuma 623LP.png
Normal
SFV Akuma 623LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 4*7 26+15 KD
Damage Stun Attack Block
70*50 (120) 100*50 (150) H -30
  • Knockdown: 86 KD Adv, 27 Quick Rise Adv, 31 Back Rise Adv.
  • Cancel options: su vt1 vt2
Invincible to airborne strike attacks on frames 1-6
Airborne on frames 6-40
Cannot hit crossup
Active frames 1-4 (1st hit): Juggle Limit / Increase / Start: 2 / 1 / 1 (but 4th active frame has +99 Juggle Start)
Active frames 4-12 (2nd hit): Juggle Limit / Increase / Start: 3 / 99 / 99
Akuma is in counterhit state during move duration
Can cancel into some V-Trigger 2 enhanced specials on hit; EX Fireball / EX Red Fireball / EX Air Fireball / EX Air Tatsu
FATonline.png
VT1 Startup Active Recovery Hit
4 11 31+15 KD
Damage Stun Attack Block
70*30*30*50 (180) 230 H -36
  • Knockdown: 35 KD Adv, 35 Quick Rise Adv, 35 Back Rise Adv.
  • Cancel options: su
Completely invincible on frames 1-9
Airborne frame 7
Cannot hit crossup
Hard Knockdown
Spends 1500 V-Timer (37.5% V-Timer)
Akuma is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
623HP
HP Goshoryuken
623HP
SFV Akuma 623LP.png
Normal
SFV Akuma 623LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 1*3*7 29+15 KD
Damage Stun Attack Block
80*30x2 (140) 100*30*20 (150) H -33
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su vt1 vt2
Strike and Projectile invincible on frames 3-6
Airborne on frames 7-43
Cannot hit crossups
-1 KDA if VTC on 2nd hit
Active frame 1 (1st hit): Juggle Limit / Increase / Start: 3 / 1 / 1
Active frames 2-4 (2nd hit): Juggle Limit / Increase / Start: 4 / 1 / 1
Active frames 5-11 (3rd hit): Juggle Limit / Increase / Start: 5 / 99 / 99
Akuma is in counterhit state during move duration
Can cancel into some V-Trigger 2 enhanced specials on hit; EX Fireball / EX Red Fireball / EX Air Fireball / EX Air Tatsu
FATonline.png
VT1 Startup Active Recovery Hit
5 11 31+15 KD
Damage Stun Attack Block
70*30*30*50 (180) 230 H -36
  • Knockdown: 35 KD Adv, 35 Quick Rise Adv, 35 Back Rise Adv.
  • Cancel options: su
Completely invincible on frames 1-10
Airborne frame 8
Cannot hit crossup
Hard Knockdown
Spends 1500 V-Timer (37.5% V-Timer)
Akuma is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
623PP
EX Goshoryuken
623PP
SFV Akuma 623PP.png
Startup Active Recovery Hit
3 12(26)20 32+15 KD
Damage Stun Attack Block
30*20x2*30x3 (160) 0x3*50*50*100 (200) H -44
  • Knockdown: 52 KD Adv, 12 Quick Rise Adv, 17 Back Rise Adv.
  • Cancel options: vt1 vt2
Fully invincible on frames 1-15
Airborne on frames 6-30 and again on frames 44-92
Can hit cross-up (behind Akuma) from frame 6 onwards
+1 KDA if VTC on 2nd hit
Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball / Air EX Tatsu
Juggle Limit: 12
Akuma is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Can cancel into some V-Trigger 2 enhanced specials on hit; EX Fireball / EX Red Fireball / EX Air Fireball / EX Air Tatsu
FATonline.png
214LK
LK Tatsumaki Zankukyaku
214LK
SFV Akuma 214LK.png
Startup Active Recovery Hit
11 2 14+10 KD
Damage Stun Attack Block
50 80 H -11
  • Knockdown: 101 KD Adv, 42 Quick Rise Adv, 47 Back Rise Adv.
  • Cancel options: vt2
Whiffs on crouchers
Airborne on frames 6-26
Launches opponents into a limited juggle state (+2 Juggle Start / Increase)
Juggle Limit / Increase / Start: 0 / 2 / 2
Can cancel into some V-Trigger 2 enhanced specials on hit; EX Air Fireball / EX Air Tatsu
FATonline.png
214MK
MK Tatsumaki Zankukyaku
214MK
SFV Akuma 214LK.png
Startup Active Recovery Hit
4 2(3)2(12)2 11+12 KD
Damage Stun Attack Block
30*20x2 (70) 70*30*20 (120) H -8
  • Knockdown: 98 KD Adv, 39 Quick Rise Adv, 44 Back Rise Adv.
  • Cancel options: su vt1 vt2
Projectile invincible on extended leg on frames 4-5 and lower body on frames 6-35 (until landing)
Airborne on frames 7-35 (until landing)
The last 2 hits do 40 damage / 60 stun each (80/120 total) if the first hit whiffs
Block Advantage against most crouching opponents is -7 (-8 against Abigail / Birdie / Zangief)
Juggle Limit / Increase / Start: 1*1*12 / 1*1*3 / 1*12*1 (2nd hit does +13 Juggle Increase and +1 Juggle Start on airborne)
Can cancel into some V-Trigger 2 enhanced specials on hit; EX Air Fireball / EX Air Tatsu
FATonline.png
214HK
HK Tatsumaki Zankukyaku
214HK
SFV Akuma 214LK.png
Startup Active Recovery Hit
4 2(3)2(12)2(10)3 20+10 KD
Damage Stun Attack Block
30*15x2*40 (100) 50x4 (200) H -39
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Cancel options: su vt1 vt2
Projectile invincible on extended leg on frames 4-5 and lower body on frames 6-57 (until landing)
Airborne on frames 7-57 (until landing)
Hits 2, 3 and 4 whiffs on crouchers
Juggle Limit: 3
Can cancel into some V-Trigger 2 enhanced specials on hit; EX Air Fireball / EX Air Tatsu
FATonline.png
214KK
EX Tatsumaki Zankukyaku
214KK
SFV Akuma 214KK.png
Startup Active Recovery Hit
10 2(4)2(5)2(3)3(3)2 11+15 KD
Damage Stun Attack Block
20x4*40 (120) 30x5 (150) H -19
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
  • Cancel options: vt2
Airborne on frames 5-46
Projectile invincible on lower body and extended legs on frames 7-36
Cannot hit cross-up (behind Akuma)
Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball / Air EX Tatsu
Juggle Limit: 2
FATonline.png
214LK (air)
LK Air Tatsumaki Zankukyaku
214LK (air)
SFV Akuma 214LK (air).png
Startup Active Recovery Hit
7 2(5)2(4)2 15 KD
Damage Stun Attack Block
70 100 H -4(1)
  • Cancel options: vt2
Cannot hit crouch
2nd hit can cross up
15 frames of landing recovery
Frame advantage varies on height; on block: -4 -> +1
If this is blocked as a cross-up, vacuums in the opponent up close to Akuma
Can cancel into some V-Trigger 2 enhanced specials on hit; EX Air Fireball / EX Air Tatsu
FATonline.png
214MK (air)
MK Air Tatsumaki Zankukyaku
214MK (air)
SFV Akuma 214LK (air).png
Startup Active Recovery Hit
7 2(5)2(4)2 15 KD
Damage Stun Attack Block
70 100 H -4(1)
  • Cancel options: vt2
Cannot hit crouch
2nd hit can cross up
15 frames of landing recovery
Frame advantage varies on height; on block: -4 -> +1
If this is blocked as a cross-up, vacuums in the opponent up close to Akuma
Can cancel into some V-Trigger 2 enhanced specials on hit; EX Air Fireball / EX Air Tatsu
FATonline.png
214HK (air)
HK Air Tatsumaki Zankukyaku
214HK (air)
SFV Akuma 214LK (air).png
Startup Active Recovery Hit
7 2(5)2(4)2 15 KD
Damage Stun Attack Block
70 100 H -4(1)
  • Cancel options: vt2
Cannot hit crouch
2nd hit can cross up
15 frames of landing recovery
Frame advantage varies on height; on block: -4 -> +1
If this is blocked as a cross-up, vacuums in the opponent up close to Akuma
Can cancel into some V-Trigger 2 enhanced specials on hit; EX Air Fireball / EX Air Tatsu
FATonline.png
214KK (air)
EX Air Tatsumaki Zankukyaku
214KK (air)
SFV Akuma 214KK (air).png
Startup Active Recovery Hit
8 2(4)2(2)2(3)2(2)2 9 KD
Damage Stun Attack Block
30x4*40 (160) 40x4*90 (250) H -
  • Cancel options: vt2
Cannot hit cross-up
9 frames on landing recovery
Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball
FATonline.png
41236K > 5
Hyakki Gozan
41236K > 5
SFV Akuma 41236K 5.png
Startup Active Recovery Hit
47 8 14 KD
Damage Stun Attack Block
100 150 L -2
  • Knockdown: 71 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
Airborne on frames 7-41
Cancels into follow-ups on frames 23-40
Cancel window is 1 and 2 frames longer for MK and HK versions respectively
3 frames less startup when canceled into
FATonline.png
41236KK > 5
EX Hyakki Gozan
41236KK > 5
SFV Akuma 41236KK 5.png
Startup Active Recovery Hit
6*44 10(28)8 12 KD
Damage Stun Attack Block
120 150 L -2
  • Knockdown: 73 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
Airborne and Projectile invincible on frames 4-38
Can be steered
Cancels into follow-ups on frames 20-26
FATonline.png
41236K > P
Hyakkishu > Hyakki Gosho
41236K > P
SFV Akuma 41236K P.png
Startup Active Recovery Hit
23+8 4 10+6 KD
Damage Stun Attack Block
100 150 M 1(8)
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
6 landing recovery frames
KDA numbers stated are for latest possible palm hit
Frame Advantage and KDA varies greatly depending on height
Has 1 hit of projectile nullification
FATonline.png
41236KK > P
EX Hyakkishu > Hyakki Gosho
41236KK > P
SFV Akuma 41236KK P.png
Startup Active Recovery Hit
6*27 10(12)8 7+6 KD
Damage Stun Attack Block
120 200 M 3(9)
  • Knockdown: 82 KD Adv, 23 Quick Rise Adv, 28 Back Rise Adv.
6 landing recovery frames
Projectile invincible on frames 4 and until the follow-up move is initiated
KDA numbers stated are for latest possible palm hit
Frame Advantage and KDA varies greatly depending on height
Has 1 hit of projectile nullification
FATonline.png
41236K > K
Hyakkishu > Hyakki Gojin
41236K > K
SFV Akuma 41236K K.png
Startup Active Recovery Hit
23+22 - 10 4(12)
Damage Stun Attack Block
60 100 H -2(5)
10 landing recovery frames
Frame Advantage varies depending on height
FATonline.png
41236KK > K
EX Hyakkishu > Hyakki Gojin
41236KK > K
SFV Akuma 41236KK K.png
Startup Active Recovery Hit
6*38 10(23)8 10 6(13)
Damage Stun Attack Block
70 100 H -2(9)
  • Knockdown: 112 KD Adv, 53 Quick Rise Adv, 58 Back Rise Adv.
10 landing recovery frames
Projectile invincible on frames 4 and until the follow-up move is initiated
Frame Advantage varies depending on height
FATonline.png
41236K > LPLK
Hyakkishu > Hyakki Gosai
41236K > LPLK
SFV Akuma 41236K LPLK.png
Startup Active Recovery Hit
23+7 5 10+26 KD
Damage Stun Attack Block
150 200 H KD
  • Knockdown: 70 KD Adv, 11 Quick Rise Adv, 11 Back Rise Adv.
Can only throw standing opponents
26 landing recovery frames on whiff
FATonline.png
412362KK> LPLK
EX Hyakkishu > Hyakki Gosai
412362KK> LPLK
SFV Akuma 412362KK LPLK.png
Startup Active Recovery Hit
6*26 10(11)3 13+26 KD
Damage Stun Attack Block
180 250 H KD
  • Knockdown: 70 KD Adv, 11 Quick Rise Adv, 11 Back Rise Adv.
Can only throw standing opponents
Projectile invincible on frames 4 and until the follow-up move is initiated
26 landing recovery frames
FATonline.png
41236K > 236PP
Hyakkishu > EX Hyakki Gozanku
41236K > 236PP
SFV Akuma 236PP (air).png
Startup Active Recovery Hit
23 10(8)30(3)~ 4 KD
Damage Stun Attack Block
150 150 H -
4 landing recovery frames
This EX air fireball follow-up functions the same way as the regular EX Air Fireball (see notes on it)
FATonline.png
41236KK > 236P
EX Hyakkishu > Hyakki Gozanku
41236KK > 236P
SFV Akuma 236PP (air).png
Startup Active Recovery Hit
6*24 10(8)30(3)~ 4 KD
Damage Stun Attack Block
150 150 H -
4 landing recovery frames
Projectile invincible on frames 4 and until the follow-up move is initiated
This EX air fireball follow-up functions the same way as the regular EX Air Fireball (see notes on it)
FATonline.png
41236KK > 412KK
Hyakkishu > EX Hyakki Gorasen
41236KK > 412KK
SFV Akuma 214KK (air).png
Startup Active Recovery Hit
6 10(13)2(4)2(2)2(3)2(2)2 9 KD
Damage Stun Attack Block
160 250 H -
9 landing recovery frames
Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball
FATonline.png
41236KK > 412K
EX Hyakkishu > Hyakki Gorasen
41236KK > 412K
SFV Akuma 214KK (air).png
Startup Active Recovery Hit
6 10(13)2(4)2(2)2(3)2(2)2 9 KD
Damage Stun Attack Block
160 250 H -
9 landing recovery frames
Projectile invincible on frames 4 and until the follow-up move is initiated
Cancels into some V-Trigger 2 enhanced specials on hit; Air EX Fireball
FATonline.png
623KKK
Ashura Senku (fwd)
623KKK
SFV Akuma 623KKK.png
Startup Active Recovery Hit
1 50 11 -
Damage Stun Attack Block
- - - -
Strike and Projectile invincible on frames 1-50
Active frames refer to the invincibility period (and recovery frames refer to the vulnerable recovery frames)
Can cancel into Raging Demon on frames 1-4
FATonline.png
421KKK
Ashura Senku (back)
421KKK
SFV Akuma 421KKK.png
Startup Active Recovery Hit
1 50 11 -
Damage Stun Attack Block
- - - -
Strike and Projectile invincible on frames 1-50
Active frames refer to the invincibility period (and recovery frames refer to the vulnerable recovery frames)
Can cancel into Raging Demon on frames 1-4
FATonline.png

Critical Art

236236P
Sekia Kuretsuha
236236P
SFV Akuma 236236P 1.png
SFV Akuma 236236P.png
Startup Active Recovery Hit
8 21 46 KD
Damage Stun Attack Block
320 0 H -30
  • Knockdown: 98 KD Adv, 31 Quick Rise Adv, 36 Back Rise Adv.
Completely invincible on frames 1-11
Hitbox cannot hit airborne opponents on first 10 active frames (frames 8-17)
FATonline.png
LP, LP, 6, LK, HP (VT1)
Shun Goku Satsu (Raging Demon)
LP, LP, 6, LK, HP (VT1)
SFV Akuma Raging Demon.png
SFV Akuma LP LP 6 LK HP.png
Startup Active Recovery Hit
1+0 29 39 KD
Damage Stun Attack Block
30*14*12x26*43*1 (400) 0 H -
  • Knockdown: 16 KD Adv, 16 Quick Rise Adv, 16 Back Rise Adv.
Fully invincible on frames 1-12
Hard Knockdown
Cannot hit airborne
Can be canceled into at any point during most of Akuma's moves (besides most 'Special' moves) on hit/block/whiff
Can be canceled into from Teleport on frames 1-4
FATonline.png

Taunts

5PPPKKK
Taunt Stomp
5PPPKKK
SFV Akuma 5PPPKKK.png
"Insect!"
Startup Active Recovery Hit
1*66 1 - KD
Damage Stun Attack Block
70 100 H 22
  • Knockdown: 122 KD Adv, 63 Quick Rise Adv, 68 Back Rise Adv.
  • Cancel options: sp su vs1 vs2 vt1 vt2
Has an actual attack built into it if you let the full animation play out
Can hit OTG
Can be canceled into anything on frame 61 and onward, on whiff or hit or block
Puts opponent into a juggleable state on hit
FATonline.png

V-System

V-Skill 1

MPMK
Rakan
MPMK
SFV Akuma MPMK.png
Startup Active Recovery Hit
3 12 29(19) -
Damage Stun Attack Block
- - - -
Armor on frames 3-14
Cancels into follow-ups frames 10-15
Standing V-Skill parries standing and airborne state attacks
Crouch V-Skill (input: down + V-Skill) parries crouching state attacks
Gains 120 V-Gauge (40% of a V-Bar) on a successful parry
10 less frames of recovery on a successful parry (if not canceled immediately into the follow-ups)
FATonline.png
MPMK (VS1) > P
Rakan Gosho
MPMK (VS1) > P
SFV Akuma MPMK (VS1) P.png
Startup Active Recovery Hit
10+5 4 26 KD
Damage Stun Attack Block
70 100 H -10
  • Knockdown: 84 KD Adv, 25 Quick Rise Adv, 30 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *23
    • V-Trigger: 23
    • Notes: *VT2 specials only
  • Cancel options: su vt1 vt2
Armor on frames 3-10
Gains 120 V-Gauge (40% of a V-Bar on a successful parry
Gains 80 more V-Gauge (~27% of a V-Bar) on follow-up hit and 40 V-Gauge if blocked
Can cancel into V-Trigger 2 enhanced specials on hit/block
Can hit cross-up (behind Akuma)
FATonline.png
MPMK (VS1) > K
Rakan Gokyaku
MPMK (VS1) > K
SFV Akuma MPMK (VS1) K.png
Startup Active Recovery Hit
10+11 4 26 KD
Damage Stun Attack Block
60 100 H -13
  • Knockdown: 109 KD Adv, 50 Quick Rise Adv, 55 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 19
    • V-Trigger: 19
  • Cancel options: sp su vs1 vt1 vt2
Armor on frames 3-10
Cannot hit crouching
Launches into a limited juggle state
Can only cancel into specials on hit
Gains 120 V-Gauge (40% of a V-Bar on a successful parry
Gains 80 more V-Gauge (~27% of a V-Bar) on follow-up hit and 40 V-Gauge if blocked
Can hit cross-up (behind Akuma)
FATonline.png

V-Skill 2

MPMK (VS2)
Kiai
MPMK (VS2)
SFV Akuma MPMK (VS2).png
Startup Active Recovery Hit
17 3(6) 36 KD
Damage Stun Attack Block
50 (80) 50 (80) H -13
  • Knockdown: 94 KD Adv, 35 Quick Rise Adv, 40 Back Rise Adv.
  • Cancel options: sp vt2
Powers up next Red Fireball if the stance is not canceled
Can be canceled into V-Skill 2 versions of normal and EX Red Fireball frames 28-212
Can nullify 1 projectile hit (except on last 2 active frames)
Last 2 active frames hit air opponents only
Launches opponent into a limited juggle state
Increased damage and stun on last 2 active frames for airborne opponents (80 / 80)
Can be held to increase V-Gauge up to a maximum of 300
Increases V-Gauge by 1 every frame from frames 43-132
Increases V-Gauge by 2 every frame from frames 133-197
Increase V-Gauge by 3 every frame from frames 198-212
Builds 40 / 20 V-Gauge on Hit / Block (90 on Hit during last 2 active frames against air opponents)
FATonline.png
MPMK (VS2) > hcb+P
Sekia Goshoha (V-Skill 2)
MPMK (VS2) > hcb+P
SFV Akuma MPMK (VS2) hcb+P.png
Startup Active Recovery Hit
13 - 37 KD
Damage Stun Attack Block
40x2 (80) 50x2 (100) H -4
  • Knockdown: 117 KD Adv, 58 Quick Rise Adv, 63 Back Rise Adv.
  • Cancel options: su vt2
2-hit Projectile hitbox
Different fireball speed based on button press
Launches the opponent into a limited juggle state
6 frame gap on block when canceled from V-Skill 2
Cancels into some V-Trigger 2 enhanced specials on hit/block; EX Fireball / EX Tatsu / EX DP / EX Demon Flip
Can only cancel into V-Trigger activation up close on hit/block
Builds 40 / 20 V-Gauge on Hit / Block
FATonline.png
MPMK (VS2) > hcb+PP
Sekia Goshoha EX (V-Skill 2)
MPMK (VS2) > hcb+PP
SFV Akuma MPMK (VS2) hcb+PP.png
Startup Active Recovery Hit
13 - 42 KD
Damage Stun Attack Block
20x4*30 (110) 30x4*30 (150) H 11
  • Knockdown: 128 KD Adv, 69 Quick Rise Adv, 74 Back Rise Adv.
  • Cancel options: vt2
5-hit Projectile hitbox
Launches the opponent into a limited juggle state
Does grey damage (not affected by scaling) on frames 2-20 before launching the fireball
11 frame gap on block when canceled from V-Skill 2
Cancels into some V-Trigger 2 enhanced specials on hit/block; EX Fireball / EX Tatsu / EX DP / EX Demon Flip
Can only cancel into V-Trigger activation up close on hit/block
Builds 60 / 30 V-Gauge on Hit / Block
FATonline.png

V-Trigger 1

HPHK (VT1)
Dohatsu Shoten
HPHK (VT1)
SFV Akuma HPHK (VT1).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
3 bar V-Trigger
Duration of 4000 frames (~67 seconds)
Powers up Akuma's fireballs and DP
Grants access to Shun Goku Satsu Critical Art
FATonline.png

V-Trigger 2

HPHK (VT2)
Shiretsu Hasshi
HPHK (VT2)
SFV Akuma HPHK (VT2).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 3000 frames (50 seconds)
Gives Akuma the ability to cancel specials (except Air Fireball, Demon Flip, and Teleport) into other specials which spends V-Meter as a resource instead of EX meter
Air Tatsu is also cancelable into Air EX Tatsu
Also allows canceling some moves that are not normally special cancelable (cr. HP, cr. HK, and st. HP)
Red Fireball Cancels cost 1500 V-Timer (50% of V-Timer)
Teleport Cancels cost 1000 V-Timer (33% of V-Timer)
All other cancels cost 1300 V-Timer (43% of V-Timer)
FATonline.png

V-Shift

5MKHP
V-Shift
5MKHP
SFV Akuma 5MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.21 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
FATonline.png

V-Shift Break

5MKHP
Rasen Shuto Uchi
5MKHP
SFV Akuma 5MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Fully invincible during startup and active frames
FATonline.png

V-Reversal

6KKK
Gosenkyaku
6KKK
SFV Akuma 6KKK.png
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Strike and Projectile invincible on frames 1-21 (10 frames shorter than other V-Reversals like this)
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