Street Fighter: The Movie/Akuma: Difference between revisions
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This character is named '''Akuma''' in | This character is named '''Akuma''' in the American and Japanese versions of the game. He is named '''Khyber''' in the Korean version. | ||
===Playstyle=== | |||
Because he has a low skill ceiling and is the closest thing to a traditional Street Fighter character that this game has, Akuma is a fantastic character for newcomers. While most players will probably get bored of him and move onto other characters once they become comfortable with the game and want to stretch their legs a bit, he's still a very strong character who excels at runaway. He's blessed with a short stagger animation that can help him slip out of a lot of things, a really easy infinite that's absolutely tourney legal, and quite a few dirty tricks up his sleeve to open people up. | |||
'''Play Akuma if:''' | |||
* You are new to the game, or don't want to work very hard | |||
* You like jumping backwards and throwing fireballs until the clock runs down | |||
* You want a character who most closely resembles traditional Street Fighter | |||
'''Do not play Akuma if:''' | |||
* You get bored easily | |||
*You want to see what this game ''really'' has to offer | |||
==Normals== | ==Normals== | ||
===Standing=== | |||
{{MoveData | |||
|name=s.LP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.MP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.HP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.LK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.MK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.HK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
===Crouching=== | |||
{{MoveData | |||
|name=cr.LP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Low | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.MP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.HP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
|description=A good anti-air if you can't bust out a Shoryuken in time. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.LK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Low | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.MK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Low | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.HK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Low | |||
|meter= | |||
|stun= | |||
|property=Knockdown | |||
}} | |||
}} | |||
===Air=== | |||
{{MoveData | |||
|name=j.LP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.MP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.HP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.LK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.MK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.HK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
===Throw=== | ===Throw=== | ||
{{MoveData | {{MoveData | ||
|name=Seoi Nage | |name=Seoi Nage | ||
|input=b/f+MP | |input=''Close''<br />b/f+MP or HP | ||
|image= | |image= | ||
|data={{AttackData-SFTM | |data={{AttackData-SFTM | ||
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|data={{AttackData-SFTM | |data={{AttackData-SFTM | ||
|damage=13 | |damage=13 | ||
|description=This input and data are for Akuma's opponent after he lands | |description=This input and data are for Akuma's opponent after he lands a throw. See [[Street Fighter: The Movie/Mechanics#Throws|Throws]] for more information. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
===Interrupts=== | ===Interrupts=== | ||
{{MoveData | {{MoveData | ||
Line 49: | Line 250: | ||
|stun= | |stun= | ||
|property=Knockdown | |property=Knockdown | ||
|description=you can do an air fireball after this interrupt. It looks weird. | |||
}} | }} | ||
}} | }} | ||
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==Combos== | ==Combos== | ||
==Matchups== | |||
==Tips== | ==Tips== |
Latest revision as of 20:58, 2 April 2024
Introduction
- Played by: Ernie Reyes, Sr.
- Stagger frames: 24
This character is named Akuma in the American and Japanese versions of the game. He is named Khyber in the Korean version.
Playstyle
Because he has a low skill ceiling and is the closest thing to a traditional Street Fighter character that this game has, Akuma is a fantastic character for newcomers. While most players will probably get bored of him and move onto other characters once they become comfortable with the game and want to stretch their legs a bit, he's still a very strong character who excels at runaway. He's blessed with a short stagger animation that can help him slip out of a lot of things, a really easy infinite that's absolutely tourney legal, and quite a few dirty tricks up his sleeve to open people up.
Play Akuma if:
- You are new to the game, or don't want to work very hard
- You like jumping backwards and throwing fireballs until the clock runs down
- You want a character who most closely resembles traditional Street Fighter
Do not play Akuma if:
- You get bored easily
- You want to see what this game really has to offer
Normals
Standing
s.LP
|
---|
s.MP
|
---|
s.HP
|
---|
s.LK
|
---|
s.MK
|
---|
s.HK
|
---|
Crouching
cr.LP
|
---|
cr.MP
|
---|
cr.HP
|
---|
cr.LK
|
---|
cr.MK
|
---|
cr.HK
|
---|
Air
j.LP
|
---|
j.MP
|
---|
j.HP
|
---|
j.LK
|
---|
j.MK
|
---|
j.HK
|
---|
Universal Mechanics
Throw
Seoi Nage
Close b/f+MP or HP |
---|
Throw Counters
Throw Counter/Reversal
u+MK |
---|
Slammaster
d+MP |
---|
Interrupts
Shoryuken
During blockstun u+MP |
---|
Lunging Kick
During blockstun f+MK |
---|
Regeneration
Regeneration
Hold LP+MK, release |
---|
Danger Move
Super Tatsumaki Zankuukyaku
10 health or less QCBx2+MK |
---|
Special Moves
Gou Hadouken
QCF+P |
---|
Zankuu Hadouken
In air QCF+P |
---|
Shakunetsu Hadouken
HCF+P |
---|
Gou Shoryuken
DP+P |
---|
Tatsumaki Zankuukyaku
QCB+K |
---|
Kuuchuu Tatsumaki Zankuukyaku
In air QCB+K |
---|
Ashura Senkuu Forward
DP+3K |
---|
Ashura Senkuu Backward
RDP+3K |
---|
Shadow Kicks
Hold HK, release |
---|
Super Moves
Messatsu Gou Hadou
QCFx2+P |
---|
Shun Goku Satsu
Hold HP, QCFx2, release HP |
---|
Combos
Matchups
Tips
- Akuma's Tatsumaki Zankuukyaku does not push him back, making it notoriously easy to use in a corner infinite. Setups for this include:
- Tatsumaki Zankuukyaku can be done with TK motion: QCB > Neutral > Up + K
- Repeated air Hadoukens against characters with long stagger animations: [3]
- Akuma can throw an air Hadouken immediately after performing an interrupt Shoryuken (Up + MP during blockstun).