Akuma Marvel vs. Capcom 3 analysis by Sumoslamman

Posted by Jonathan 'Catalyst' Grey • February 7, 2011 at 2:19 p.m. PST | Comments: 26
Akuma Marvel vs. Capcom 3 analysis by Sumoslamman The latest Marvel vs. Capcom 3 analysis from Sumoslamman covers Akuma. If this is a fighter you're considering playing, this is a good overview of what he is, and isn't capable of.
Normal Moves

Akuma has very fast normals, his jab is sickeningly quick, and his sweep combos into his launcher which is always a plus (Video 1 – :22). His aerial combo finisher lets you OTG with either of his aerial beam/fireball hypers making Akuma a ridiculous threat once he’s got you airborne (Video 1 – :53). On the ground he can combo into his Messatsu-Goshoryu (Uppercut hyper) from a very simple normal combo (Video 2 -:55). Unfortunately he has virtually no range on any of his attacks besides his low sweep, and even that’s not saying much.

He also a command normal, at least that’s what it looks like. He basically does a jumping spin kick that can be comboed into and cancelled into Hyakkishu (Demon Flip) mix-ups (Video 1 – :29, Video 2 – 2:01) as well as into hypers (Video 1 – :45). It has a decent amount of start-up so you don’t want to be using this outside of combos. Just like in MvC2 Akuma has quick normals but no real range to speak of. Hopefully that’s where you can substitute Demon Flip shenanigans, air fireballs, and assists to get him in close.
Sent in by Scrubs_and_Ninjas and Richi,
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