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Akuma Ultimate Marvel vs. Capcom 3 Moves, Combos, Strategy Guide

Guide last updated on
November 18, 2011 at 3:52 p.m. PST

Akuma Marvel vs. Capcom 3 Moves, Combos, Strategy Guide

Character Overview
Akuma is a top-class anchor character in Ultimate Marvel vs. Capcom 3. He can capitalize off air throws and can self-relaunch. He also has great chipping and mixup options and can deal some serious damage, especially with the assistance of X-Factor.

Akuma has trouble with his normals though. His ground normals have terrible range and priority. Also, Akuma is a big target for one-hit kill combos because of his low health, which is a big hindrance in Ultimate Marvel vs. Capcom 3.

+ High damage output.
+ Hurricane Kick assist is really strong.
+ Fastest walk speed in the game, much quicker than any other character.
+ Good aerial control despite not having an airdash.
+ Beam Super.
+ Can combo from his air throw easily.
+ Is one of the few characters with an invincible dragon punch attack.

- Tied for worst stamina in the game, excluding Phoenix.
- Short-ranged normals.

Notable Normal Moves and Unique Attacks

This attack must be blocked high. You can also chain cancel it into your launcher or cancel into a special move to continue a combo, making it very dangerous.

Generally this move is not used because it is very range dependent.


Akuma's dive kick is very strong due to its speed, so you should alternate between regular jumping attacks and this move to confuse the opponent. You can also combo from it if it lands, though if it strikes an aerial opponent you won't be able to do much.
Special Moves

Gohadouken (Fireball)


Akuma's ground fireball is fairly standard in terms of pressure and chip. With normal durability you at least have an option in fireball fights. Most players don't even bother using the Fireball because Akuma walks so fast and has such good aerial options that he doesn't need to enter projectile combat on the ground.

The aerial fireball is an OK move, but Akuma doesn't float at all when he performs it. This means that it's fairly easy to dash under Akuma or jump in front of him and attack if he throws one of these. He can also only perform this move once per jump, meaning that it's a very heavy committal to use this move.

If you do decide to use the air fireball, it's best to stick with the Medium version. This will stop jumping opponents and will impede those trying to slip underneath you.

Goshoryuken (Dragon Punch)

The Hard dragon punch starts up the fastest and is the best at intercepting attacks while having the most invulnerability, so it's a no brainer to use the Hard version only as a counter.

If this move is blocked by the opponent, your only recourse to make it safe is to cancel it into the Messatsu-Gohadou. Even then, it's possible for some fast characters to throw the recovery of Messatsu-Gohadou, so be careful.

Don't bother applying this in combos. Hurricane Kicks do the job much better.

Hurricane Kick (Tatsumaki Zankukyaku)


One of the deadliest moves in the game for its utility factor. This move will destroy projectiles the entire time it is active, making it a powerful counter to any projectile thrower. All versions of this move are safe on block and some even offer frame advantage regardless if the Hurricane Kick was performed on the ground or in the air.

You should be applying this move at the end of combos when you can. This is especially true for the Light Hurricane Kick.

While it might be tempting to abuse this move on the ground due to the range and frame advantage, a well-timed pushblock will leave you wide open if you use any other Hurricane Kick besides the Light one.

Keep in mind you can only use one Hurricane Kick in the air, meaning that if you whiff with this move you're completely helpless until you land. You must remember this when going for crossups or air-to-air counters; this move must make contact.

Hyakkishu (Demon Flip)

Akuma leaps into the air with this move (or leaps from the air) to come down on the opponent with an attack.

Hyakki Gosho (Palm)


This palm attack must be blocked high, and on hit it ground bounces the opponent. It's also completely safe on block.

Unfortunately as a mixup it's pretty poor due to the long startup of Hyakkishu. Most players just use this move in combos, air or ground, to get a ground bounce.

Dive Kick (Hyakki Gojin)


Another attack that must be blocked high. Also, it will ground bounce aerial opponents. Another key feature is the ability for this move to OTG, meaning that Akuma can relaunch a knocked down opponent by himself.

It suffers from the same problem for approaches as the palm though.

Fireball (Hyakki Goho)


Another safe option for Akuma. This is good for covering space, but the problem is that simply jumping and throwing an air fireball is a much safer option than doing this.

Teleport (Ashura Senku)
Unlike the SF4 series, this teleport is fully vulnerable on startup (and the startup is huge). It also has a decent amount of recovery, meaning it's not a good idea to use this to pass through beams and such despite its invincibility post-startup.

Ultimately it's best to just wavedash instead of teleporting with Akuma.

Hyper (Super) Moves
(Hold for beam)
Messatsu Gohadou Agyo or Ungyo
285,600 - 312,000

Properties (Beam)

Akuma's projectile Hyper. By holding H during the startup of the move, Akuma will fire a beam instead of the multi-fireballs. All versions of this move, air or ground, start up in the same amount of time, though the beam-version covers screen space more quickly.

You're going to want to use the beam version for punishes or OTG followups. The multi-fireball version is only useful at the end of air combos because its juggling property gives you the opportunity to follow up with more attacks regardless of where you are on-screen.



This move has a ton of invincibility that covers most of the startup and some of the active portion. A really great move to counter mid- or close-range chip options.

Shun Goku Satsu (Raging Demon)
465,000 - 510,000


This move has massive startup invincibility and moves across the screen at lightning speed. It's also a zero-frame grab, meaning that if you are standing at point blank range and the opponent did not perform an invincible move or jump away before the Super cinematic, they will always get grabbed.

This Level 3 is one of the fastest punish Hypers in the game and it deals a huge amount of damage. It's invincibility is great for avoiding chip attempts as well. Since it's a grab, you can't combo into it, but it's still useful.

Type Move Class Angle
A Fireball Shot
B Hurricane Kick Direct
Y Dive Kick Direct

Assist Alpha: A standard fireball assist, but nothing noteworthy.

Assist Beta: Akuma's best assist choice. Has great lockdown, retains its projectile destroying properties and comes out with amazing speed and hitbox priority. Also juggles for a decent amount of time.

Assist Gamma: Can OTG, but is far too slow to be used effectively.

Move Legend
— Press any Attack Button (Light, Medium or Hard)

— Light Attack

— Medium Attack

— Hard/Heavy Attack

— The Exchange/Air Combo button

— Press two of the Attack Buttons at the same time.

Costume Colors
Akuma's main costume colors in Marvel vs. Capcom 3
Contributions to this guide by ScytheWP and SFilp.


Mr_Clack said on February 1, 2011 at 3:44 p.m.

These moves look familiar...

THawk said on February 3, 2011 at 11:59 p.m.

...and why wouldn't they?


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