|
|
(4 intermediate revisions by one other user not shown) |
Line 5: |
Line 5: |
| * Stagger frames: 24 | | * Stagger frames: 24 |
|
| |
|
| This character is named '''Akuma''' in all versions of the game, including the Japanese version. | | This character is named '''Akuma''' in the American and Japanese versions of the game. He is named '''Khyber''' in the Korean version. |
|
| |
|
| ===Playstyle=== | | ===Playstyle=== |
| Because he is the closest thing to a traditional Street Fighter character that this game has and has a low skill ceiling, 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. | | 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:''' | | '''Play Akuma if:''' |
Line 212: |
Line 212: |
| {{MoveData | | {{MoveData |
| |name=Seoi Nage | | |name=Seoi Nage |
| |input=b/f+MP/HP | | |input=''Close''<br />b/f+MP or HP |
| |image= | | |image= |
| |data={{AttackData-SFTM | | |data={{AttackData-SFTM |
Line 227: |
Line 227: |
| |data={{AttackData-SFTM | | |data={{AttackData-SFTM |
| |damage=13 | | |damage=13 |
| |description=This input and data are for Akuma's opponent after he lands Seoi Nage (b/f+MP/HP). See [[Street Fighter: The Movie/Mechanics#Throws|Throws]] for more information. | | |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. |
| }} | | }} |
| }} | | }} |
Line 238: |
Line 238: |
| }} | | }} |
| }} | | }} |
| | |
| ===Interrupts=== | | ===Interrupts=== |
| {{MoveData | | {{MoveData |
Line 249: |
Line 250: |
| |stun= | | |stun= |
| |property=Knockdown | | |property=Knockdown |
| | |description=you can do an air fireball after this interrupt. It looks weird. |
| }} | | }} |
| }} | | }} |
Latest revision as of 20:58, 2 April 2024
Introduction
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
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Crouching
cr.LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A good anti-air if you can't bust out a Shoryuken in time.
|
|
cr.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
|
Air
j.LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Universal Mechanics
Throw
Seoi Nage Close b/f+MP or HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Escapable, Counterable
|
|
Throw Counters
Throw Counter/Reversal u+MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This input and data are for Akuma's opponent after he lands a throw. See Throws for more information.
|
|
Slammaster d+MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This input and data are for Akuma's opponent after he reverses a countered throw. See Throws for more information.
|
|
Interrupts
Shoryuken During blockstun u+MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
you can do an air fireball after this interrupt. It looks weird.
|
|
Lunging Kick During blockstun f+MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
|
Regeneration
Regeneration Hold LP+MK, release
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Recovers 17 health over 34 frames. See Regeneration for more information.
|
|
Danger Move
Super Tatsumaki Zankuukyaku 10 health or less QCBx2+MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Special Moves
Gou Hadouken QCF+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Stagger
|
|
Zankuu Hadouken In air QCF+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Stagger
|
If an air Hadouken is reflected, it will angle downward 90 degrees before hitting the floor.
|
|
Shakunetsu Hadouken HCF+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Stagger
|
|
Gou Shoryuken DP+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
|
Tatsumaki Zankuukyaku QCB+K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This move does not push Akuma back, and he does not have a pushbox while in the air, allowing for an easy infinite against the corner. See the Tips for setups.
|
|
Kuuchuu Tatsumaki Zankuukyaku In air QCB+K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Ashura Senkuu Forward DP+3K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Fully Invincible
|
|
|
Ashura Senkuu Backward RDP+3K
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Fully Invincible
|
|
|
Shadow Kicks Hold HK, release
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Super Moves
Messatsu Gou Hadou QCFx2+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Five Gou Hadouken are fired in tight succession. Akuma can walk forward almost immediately after the last one is fired, using them as cover Camera movement resulting from pushback on each Hadouken landing can cause them to separate, potentially making at least one of them unblockable if Akuma can move in and break guard quickly enough.
|
|
Shun Goku Satsu Hold HP, QCFx2, release HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This is not the traditional Raging Demon. Akuma does not slide across the screen and grab the opponent. He simply throws out a bunch of punches and kicks.
|
|
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:
- Juggle: cl.MK > HK Tatsu until opponent reaches the corner depending on stage > Tatsu infinite
Original with reference images by Rockforge: [1]
- TK Tatsu corner setup by Rockforge: [2]
- 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).