Akuma (3S)
From Shoryuken Wiki
Contents |
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: 985
- Stun Bar Length (in pixels): 56 (Short)
- 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: Zugai Hasatsu (F+MP)
- Moves where Akuma is unthrowable: Zugai Hasatsu (F+MP)
Character Colors
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 / RDP |
| 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
- All those sprites are taken from the site http://www.zweifuss.com/index.htm
- All Framedatas in "Move Analisys" section are taken from Game Restaurant , this means the Framedata isn't from the Dreamcast version like Karathrow site, it's from Arcade version.
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
| Move | Total frames |
|---|---|
| Dash Forward | 13 |
Comments here
| Move | Total frames |
|---|---|
| Dash Backwards | 13 |
Comments here
| Move | Motion | Startup Frames |
| Jump | BU or U or FU | 3 |
Comments here
| Move | Motion | Startup Frames |
| Super Jump | DBU or DU or DFU | 5 |
Comments here
| Move | Motion | Frames |
| Normal Wakeup | - | 77 |
Comments here
| Move | Motion | Frames |
| Quick Stand | Tap D when hitting the ground | 50 |
Comments here
| 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 | 16 | +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 | 16 | +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 | 16 | +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, also parry resets the juggle count (and thus resets all scaling).
- Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude
Normal Moves
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 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.
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| 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
| Move | Motion | Damage | Stun Damage | Throw Range | Kara-Throw | Kara-Throw Range |
| Seoi Nage | LP+LK or F+LP+LK | 110 | 9 | 24 | F+MP/C+MK/C+HK | 44/37/37 |
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
| Move | Motion | Damage | Stun Damage | Throw Range | Kara-Throw | Kara-Throw Range |
| Tomoe Nage | B+LP+LK | 110 | 15 | 24 | F+MP/C+MK/C+HK | 44/37/37 |
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
| 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 |
This move is crucial for advance Akuma gameplay. First of all, this is the common Kara-Demon move, also this is the move that you can become unthrowable by normal grabs, also Gigas Breaker (even caught from behind).
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Crouch Jab | D+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
| 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
| 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
| 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
| 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
| 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
| 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 MP -> Close 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) |
| - | 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.
| 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
| 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
| 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
| 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) |
With MK version of Tatsumaki, if you hit the opponent with the knee (before you raise into the air) Akuma will spin only 1 time into the air. Also with HK version, Akuma will spin only 2 times in the air if the knee hits.
| 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
| 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
| 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
| 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
| 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
| 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
| 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 (Forward) (PP) | F, D, DF+PP | - | - | - | No |
| Ashura Senkuu (Forward) (KK) | F, D, DF+KK | - | - | - | No |
| Ashura Senkuu (Backwards) (PP) | B, D, DB+PP | - | - | - | No |
| Ashura Senkuu (Backwards) (KK) | B, D, DB+KK | - | - | - | No |


















































