Ultra Street Fighter IV/Akuma/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Akuma

SSFIV-Akuma Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Akuma
Detailed Frame Data with USF4 Comparisons - Akuma

  • General/Movement Changes:
    • Forward Dash: 2f faster (18f > 16f)
    • Backdash: 1f faster (25f > 24f)
    • Throw: slightly shorter range


  • Normal Move Changes:
    • -

    • Kikoku Rentotsu - Far 5HP~HP - new TC; knocks down, good damage/stun from neutral poke
    • Kikoku Renzan - Far 5HK~HK - new TC; similar to his old 2-hit Far 5HK, gets close to opponent for a combo extension
      • 2nd hit whiffs on crouch block, making it very unsafe; vs. stand block it is +1 and a true blockstring


  • Special Move Changes:


  • Super/Ultra Changes:
    • Super does more damage, can be comboed into (including juggles)
    • Ultra 2 (non-teleport version) has faster startup


  • Moves with ending Input Buffer:
    • Close 5LP, 5MP, 5LK; Far 5LP, 5HK~HK; 2LK, 2MP, 2LK
    • EX Gohadoken, Air Zanku Hadoken, LP Goshoryuken, Tatsumaki (all), Air EX Tatsumaki
    • Demon Flip + Palm, EX Demon Flip + Air Fireball, Focus Attack + Forward Dash

Character Specific Data

Akuma

VITALS
Health: 850 Stun: 850
WALKING
Forward Walk Speed: 0.055 Back Walk Speed: 0.040
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.925 Forward/Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.05
Back Dash Frames: 24 Back Dash Distance: 0.932
FA + Forward Dash Frames: 18 FA + Back Dash Frames: 20
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-18 FA + Back Dash Airborne: 6-13
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -3 Lv1 FA + Back Dash (Block): -5
Lv2 FA + Forward Dash (Block): +3 Lv2 FA + Back Dash (Block): +1

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 4 2 6 3 6 30 50 M Sp Su -
5MP (Close) cl. Mp.png 3 2 13 -1 4 70 100 M Sp Su -
5HP (Close) cl. Hp.png 4 2 22 -6 -2 100 200 M Sp Su -
5LK (Close) cl. Lk.png 5 2 7 2 5 40 50 M Su -
5MK (Close) cl. Mk.png 4 3 12 -1 2 70 100 M Sp Su Forces stand on hit
5HK (Close) cl. Hk.png 6 2(4)4 17 -3 2(1) 40*70 125*75 M Su 1st hit whiffs vs. crouching (Frame Adv vs crouch); 2nd hit has juggle potential
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 3 2 5 4 7 30 50 M Sp Su -
5MP (Far) far. Mp.png 4 2 13 -1 2 80 100 M Sp Su -
5HP (Far) far. Hp.png 6 3 16 -2 3 80 150 M TC Su -
5LK (Far) far. Lk.png 3 2 8 1 4 40 50 M Su Due to proximity, it is almost impossible to connect this move on a grounded opponent
5MK (Far) far. Mk.png 9 4 11 -1 2 80 100 M Su -
5HK (Far) far. Hk.png 9 2 21 -5 -2 70 150 M TC Su Forces stand on hit
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 2 7 2 5 30 50 M Ch Sp Su -
2MP Down.gifMp.png 4 3 9 2 5 60 100 M Sp Su -
2HP Down.gifHp.png 6 4 19 -5 0 100 200 M Sp Su -
2LK Down.gifLk.png 4 2 9 0 3 20 50 L Ch Sp Su -
2MK Down.gifMk.png 5 3 13 -2 1 60 100 L Sp Su -
2HK Down.gifHk.png 6 3 24 -10 KD 110 200 L Su KD Adv: +15
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Zugaihasatsu
(Overhead)
Right.gifMp.png 17 2*2 17 -5 0 30*50 50*50 H Su Forces stand on hit
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Kikoku Rentotsu
(HP Target Combo)
Far Hp.png>Hp.png [15] 4 33 -20 KD 80*120 150*200 M Su True blockstring unless the followup is input during the last 2 possible frames; KD Adv: +8
Kikoku Renzan
(HK Target Combo)
Far Hk.png>Hk.png [9] 4 13 1 (-16) 5 70*50 150*80 M Su 2nd hit whiffs on crouch block (more unsafe); vs. stand block, true blockstring unless followup is input on last possible frame
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 7 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 5 3 - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png 6 3 - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png 4 6 - - - 40 50 H - Crossup
j.MK (angled) Upright.gifMk.png 6 3 - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png 7 3 - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png 4 7 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 5 3 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 6 3 - - - 100 200 H - -
j.LK (neutral) Up.gifLk.png 5 6 - - - 40 50 H - -
j.MK (neutral) Up.gifMk.png 6 4 - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png 5 3 - - - 100 200 H - -
Tenmakujinkyaku
(Divekick)
Air Down.gifMk.png s until land 4 land -5(6) -2(9) 60 100 H - Forward jump only; on an average sized character, will usually be around +3 oH, 0 oB
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 100 150 M Dash KD Adv: +8; +26 after Forward Dash, +24 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 2 40 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Goshoha
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +12; corner throw loop is possible
Syuretto
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +6
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Gohadoken
(Fireball)
Qcf.pngP.png
236+P
14 - 30 -6 0 60 100 M Su Strength determines projectile travel speed
Ex.png Gohadoken
(Fireball)
Qcf.png2p.png
236+PP
14 - 27 2 5 60x2 100x2 M FA 2 hits
LP Shakunetsu Hadoken
(Red Fireball)
Hcb.pngLp.png
63214+LP
25 - 23 -2 KD 50 200 M Su 1 hit; KD Adv: +43
MP Shakunetsu Hadoken
(Red Fireball)
Hcb.pngMp.png
63214+MP
25 - 30 -1 KD 35*35 50*100 M Su 2 hits; KD Adv: +44
HP Shakunetsu Hadoken
(Red Fireball)
Hcb.pngHp.png
63214+HP
25 - 38 -1 KD 33x3 35x3 M Su 3 hits; KD Adv: +44
Ex.png Shakunetsu Hadoken
(Red Fireball)
Hcb.png2p.png
63214+PP
21 - 25 12 KD 30x2*80 70x2*50 M FA 3 hits; KD Adv: +57
Zanku Hadoken
(Air Fireball)
Air Qcf.pngP.png
Air 236+P
14 - 13 land varies varies 40 50 M - Strength determines angle; from neutral/forward jump only
Ex.png Zanku Hadoken
(Air Fireball)
Air Qcf.png2p.png
Air 236+PP
8 - 9 land varies varies 40x2 50x2 M - 2 projectiles; can be done from any jump
Ex.png Tenma Gozanku
(Air Fireball)
Air Qcf.pngLp.png+Hp.png
Air 236+LP+HP
23 - 9 land 23 27 40x3 50x3 M - Can be done from any jump; Frame data assumes lowest height activation at close range
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Goshoryuken
(Uppercut)
Dp.pngLp.png
623+LP
4 14 17+18 land -28 KD 100[70] 100 M Su* 1-3f full invuln, 4-5f throw invuln, 4-17f lower body invuln; KD Adv: +30; FADC on hit only; [Dmg in late active frames]
MP Goshoryuken
(Uppercut)
Dp.pngMp.png
623+MP
4 2*12 25+18 land -34 KD 70*60 80*50 M Su* 1-6f full invuln, 7-17f lower body invuln; KD Adv: +24; FADC on hit only
HP Goshoryuken
(Uppercut)
Dp.pngHp.png
623+HP
4 2*2*12 28+18 land -37 KD 70*50*30 70*50*30 M Su* 1-7f full invuln, 8-19f lower body invuln; KD Adv: +24; FADC on hit only
Ex.pngEx.png Kimonkai
(Uppercut)
Dp.png2p.png
623+PP
4 4 40+18 land -41 KD 320 200 M FA* Uses 2 bars; 1-19f full invuln; KD Adv: +38; FADC on block only (Forward -2, Back -4)
LK Tatsumaki Zankukyaku
(Hurricane Kick)
Qcb.pngLk.png
214+LK
11 2(6)2 20 -9 KD 70 50 M - KD Adv: +40
MK Tatsumaki Zankukyaku
(Hurricane Kick)
Qcb.pngMk.png
214+MK
4 2(5)2(5)
2(5)2
24 -5 KD 60*40x2 50x3 M Su KD Adv: +38
HK Tatsumaki Zankukyaku
(Hurricane Kick)
Qcb.pngHk.png
214+HK
4 2(5)1(5)1
(5)1(5)1(4)2
21 -2 KD 60*30x2*40 50x4 M Su KD Adv: +41
Ex.png Tatsumaki Zankukyaku
(Hurricane Kick)
Qcb.png2k.png
214+KK
10 1(2)1(3)
1(3)1(6)3
23 -9 KD 20x2*70 50x2*100 M - KD Adv: +39
LK Air Tatsumaki Zankukyaku
(Air Hurricane Kick)
Air Qcb.pngLk.png
Air 214+LK
9 2(14)2 10 land -2(10) KD 60 50 M - -
MK Air Tatsumaki Zankukyaku
(Air Hurricane Kick)
Air Qcb.pngMk.png
Air 214+MK
9 2(14)2 10 land -2(10) KD 70 50 M - -
HK Air Tatsumaki Zankukyaku
(Air Hurricane Kick)
Air Qcb.pngHk.png
Air 214+HK
9 2(14)2 10 land -2(10) KD 80 50 M - -
Ex.png Air Tatsumaki Zankukyaku
(Air Hurricane Kick)
Air Qcb.png2k.png
Air 214+KK
7 1(3)1(3)
1(3)1(3)1
4 land varies KD 40x5 50x5 M - Only 2-3 hits usually connect on hit; -24 oB vs. standing Hugo, but won't connect against most grounded characters
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Hyakkishu
(Demon Flip)
Qcf.pngK.png
236+K
- - - - - - - - - Strength determines distance traveled
+ Hyakkigozan
(Slide)
+ no input 7 15 14 -11 KD 100 200 L Su FA 46f total startup including Demon Flip; will juggle into Super before KD; KD Adv: +13
+ Hyakkigosho
(Palm)
+ P.png 9 4 4 land 9(13) KD 130 200 M - KD Adv: +22~24
+ Hyakkigojin
(Divekick)
+ K.png 11 until land 4 land 3(13) 7(17) 70 100 M - -
+ Hyakkigosai
(Throw)
+ Lp.png+Lk.png 3 2 17 land - KD 170 200 T - Only throws standing opponents; KD Adv: +11
Ex.png Hyakkishu
(Demon Flip)
Qcf.png2k.png
236+KK
- - - - - - - - - 3-26f lower body/throw invuln; No longer tracks opponent's location
+ Ex.png Hyakkigozan
(Slide)
+ no input 4 3 19 -2 KD 30x2*100 50x3 L - 32f total startup including EX Demon Flip; KD Adv: +22
+ Ex.png Hyakkigoha
(Fireball)
+ P.png 9 2* 13 land varies varies 40x2 50x2 M - Initial hitbox has 2 active frames, then moves as a projectile
+ Ex.png Hyakkigojin
(Divekick)
+ K.png 17 until land 4 land -3(7) 7(17) 70 100 M - Usually around +2~+3 on block
+ Ex.png Hyakkigosai
(Throw)
+ Lp.png+Lk.png 3 2 17 land - KD 200 200 T - Only throws standing opponents; KD Adv: +12
Ashura Senku
(P Teleport)
Dp.png/Rdp.png + 3p.png
623 or 421+PPP
- - 53 - - - - - - 1-40f full invuln; Distance 2.25
Ashura Senku
(K Teleport)
Dp.png/Rdp.png + 3k.png
623 or 421+KKK
- - 36 - - - - - Sp* 1-31f full invuln; Distance 1.6; cancels into Shura Rengoku starting at 22f
+ Shura Rengoku
(Ex.pngEx.png Demon Throw)
Lp.png+Lk.png 10 1 20 - KD 200 200 T - Uses 2 bars; only during Forward K Teleport; KD Adv: +11
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Raging Demon
(Super)
Lp.pngLp.pngRight.gifLk.pngHp.png
LP~LP~6LK+HP
1+0 37 13 - KD 430 - T - 1f full invuln; can be comboed or juggled into; KD Adv: +37
Wrath of the Raging Demon
(Ultra 1)
Lp.pngLp.pngLeft.gifLk.pngHp.png
LP~LP~4LK+HP
0+5 33 19 - KD 510 - T - 1-6f full invuln; all normals besides 2HK can cancel into U1; KD Adv: +59
Demon Armageddon
(Ultra 2)
Up.gifUp.gif3k.png
88+KKK
0+7 2 46 -27 KD 500 - M - 1-8f full invuln; KD Adv: +79
Demon Armageddon
(Teleport Ultra 2)
Up.gifUp.gif3k.png
88+KKK
0+13 2 46 -27 KD 421 - M - 1-14f full invuln; different properties when performed out of Teleport; KD Adv: +79
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

Punishes:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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