Akuma Frame Data

V-Trigger 1

Akuma Frame Data

V-Trigger 1

Move NameStartupActiveRecoveryOn HitOn BlockV - On HitV - On BlockCancels IntoDamageStunMeter Gain
(Whiff/Hit)
Propertiesprojectile
Nullification
Airborne
Hurtbox
Comments
Standing LP3274264S/CA/V/VS30700 / 20HighCan be rapid canceled
Standing MP731431108S/CA/V/VS601000 / 30High
Standing HP83192-51715CA/V801500 / 50HighTriggers Crush Counter (D)
Standing LK43102187S/CA/V/VS30700 / 20High
Standing MK52184-4104S/CA/V/VS601000 / 30HighForces stand
Standing HK122223-2127V801200 / 50HighTriggers Crush Counter (+11F)
Will not hit crouching opponents
Crouching LP4264253S/CA/V/VS30700 / 20HighCan be rapid canceled
Crouching MP63125375S/CA/V/VS601000 / 30High
Crouching HP10420831813V801500 / 50HighTriggers Crush Counter (crumple)
Forces stand
Crouching LK4272143V20700 / 20LowCan be rapid canceled
Crouching MK62143-195S/CA/V/VS501000 / 30Low
Crouching HK7227D-15D14V901500 / 50LowTriggers Crush Counter (D)
Jumping LP3640700 / 20Mid
Jumping MP75S501000 / 30MidCauses blowback knockdown on airborne hit
Jumping HP85901500 / 50Mid
Jumping LK4640700 / 20MidCan cross-up
Jumping MK74601000 / 30MidCan cross-up
Jumping HK84901500 / 50Mid
Tenmakujinkyaku
(during forward jump)
16Until landing6 frame(s) after landing2-4601000 / 30HighValue upon hitting Ryu at the highest point
Zugaihasatsu233210-6701000 / 30Mid
Tenha6721D-1021/D15/10S/CA/V/VS902000 / 50High2nd hit, hit on an airborne opponent causes float
Sekiseiken327165-2147V601000 / 50High7F - 28FCan hit a knocked down opponent
Kongoken18822D-12D11V60800 / 30High
Kikokurenzan1521670147V50700 / 30HighWill not hit crouching opponents
Goshoha5317D1301700 / 70Throw
Shuretsuzan5317D1201700 / 80Throw
Rakan31229Parries standing/airborne attacks and projectiles
Subject to counter hit during move duration
Rakan (alternative motion)31229Parries crouching attacks and projectiles
Subject to counter hit during move duration
Rakan Gosho
(during Rakan)
5426D-10D13CA*V70100V-Gauge 0 / 80HighParameters the same for standing/crouching
CA*Can be canceled into Shun Goku Satsu
Rakan Gokyaku
(during Rakan)
11426D-13D10S*CA*VVS*60100V-Gauge 0 / 80HighWill not hit crouching opponents
Parameters the same for standing/crouching
S*CA*VS*Only on hit
CA*Can be canceled into Shun Goku Satsu
Dohatsu Shoten15V-Gauge -900 / 0V-Gauge Timer + 4000F
Gohadoken, Zanku Hadoken, Goshoryuken become moves that use V-Timer, lose the EX version
(EX Hyakkishu excluded)
Gosenkyaku
(during guard)
17224D-2600V-Gauge -300 / 0High1F - 20F attack & projectile invincibility
Recover 200 stun upon activation
L - Gohadoken145248 total framesD-6D17CA/V60100 (*120)5 / 20(*210)HighCauses grounded stun damage on hit, except for the initial startup and when the projectile dissipates
*during release hit and projectile explosion
*2Gauge increase on consecutive hits is 0/20/10Gauge increase of 10 for projectile explosion hit only
M - Gohadoken144248 total framesD-6D17CA/V60100 (*120)5 / 20(*210)HighCauses grounded stun damage on hit, except for the initial startup and when the projectile dissipates
*during release hit and projectile explosion
*2Gauge increase on consecutive hits is 0/20/10Gauge increase of 10 for projectile explosion hit only
H - Gohadoken143048 total framesD-6D17CA/V60100 (*120)5 / 20(*210)HighCauses grounded stun damage on hit, except for the initial startup and when the projectile dissipates
*during release hit and projectile explosion
*2Gauge increase on consecutive hits is 0/20/10Gauge increase of 10 for projectile explosion hit only
EX - Gohadoken1146 total framesD1D29V100150 (*170)-300 / 0HighCauses grounded stun damage on hit, except for the initial startup
*during release hit
L - Sekia Goshoha2155 total framesD-6D21CA/V7012010 / 10High
M - Sekia Goshoha2361 total framesD-7D24CA/V8012010 / 15High
H - Sekia Goshoha2567 total framesD-8D28CA/V10015010 / 20High
EX - Sekia Goshoha2169 total framesD8D50V120 (*+21)200-300 / 0High*Inflicts burn damage on opponents in close range on startup
Zanku Hadoken
(during forward jump)
1111 frame(s) after landing(*9 frame(s) after landing)40500 / 10HighButton strength changes projectile angle and speed
Hadoken changes depending on whether it was fired during the jump ascent or descent
*during the rise
EX - Zanku Hadoken (on release hit)
(during jump)
54 frame(s) after landingD120150-300 / 0High
EX - Zanku Hadoken (projectile)
(during jump)
384 frame(s) after landingD150150-300 / 0High
L - Goshoryuken31219+15 frame(s) after landingD-28D-5CA/V100 (*60)150 (*100)20 / 40High4F - 33F1F - 3F throw invincibility
Subject to counter hit during move duration
*From active frame 3F
M - Goshoryuken41126+15 frame(s) after landingD-30D-5CA*V*11015020 / 40High6F - 40F1F - 6F invincible to mid-air attacks
Subject to counter hit during move duration
CA*V*Only possible during 1st attack
H - Goshoryuken41129+15 frame(s) after landingD-33D-5CA*V*12015020 / 40High7F - 43F3F - 6F attack & projectile invincibility
Subject to counter hit during move duration
CA*V*Only possible during 1st, 2nd attack
EX - Goshoryuken33232+15 frame(s) after landingD-44D-6V*160200-300 / 0High6F -1F - 15F full invincibility
Subject to counter hit during move duration
V*Only possible during 1st, 2nd attack
L - Tatsumaki Zankukyaku11214+10 frame(s) after landing(*14+7 frame(s) after landing)D-11508010 / 20High6F - 26FWill not hit crouching opponents
*on hit
M - Tatsumaki Zankukyaku4611+12 frame(s) after landingD-7D13CA*V*70 (*80)120 (*120)20 / 30High7F - 35FCombo count increases greatly if the first hit does not connect
CA*V*Only possible during 1st attack
*When the first hit whiffs
H - Tatsumaki Zankukyaku4920+10 frame(s) after landing(*20+6 frame(s) after landing)D-39D13CA*V*10020020 / 50High7F - 57FWill not hit crouching opponents from the 2nd hit onwards
CA*V*Only possible during 1st attack
*on hit
EX - Tatsumaki Zankukyaku101111+15 frame(s) after landingD-19S*120150-300 / 0High5F - 46FS*On hit only, landing recovery can be canceled into Goshoryuken
Airborne Tatsumaki Zankukyaku
(during forward jump)
7615 frame(s) after landingD701000 / 40HighCan cross-up
Will not hit crouching opponents
Distance the opponent is knocked back on hit changes depending on the button strength used
Hadoken changes depending on whether it was fired during the jump ascent or descent
EX - Airborne Tatsumaki Zankukyaku
(during forward jump)
8109 frame(s) after landingD160250-300 / 0HighCan cross-up
Ashura Senku (forward)61 total frames1F - 50F attack & projectile invincibility
Ashura Senku (back)61 total frames1F - 50F attack & projectile invincibility
L - Hyakkishu40 total frames20 / 07F -Airborne for 4F on cancel
Height, distance changes depending on the button strength used
EX Zanku Hadoken, EX Airborne Tatsumaki, V-Zanku Hadoken can be performed
M - Hyakkishu41 total frames20 / 07F -Airborne for 4F on cancel
Height, distance changes depending on the button strength used
EX Zanku Hadoken, EX Airborne Tatsumaki, V-Zanku Hadoken can be performed
H - Hyakkishu42 total frames20 / 07F -Airborne for 4F on cancel
Height, distance changes depending on the button strength used
EX Zanku Hadoken, EX Airborne Tatsumaki, V-Zanku Hadoken can be performed
Hyakki Gozan
(during Hyakkishu)(no input)
6814D-2CA1001500 / 30Low
Hyakki Gosho
(during Hyakkishu)
846 frame(s) after landingD1001500 / 30Mid
Hyakki Gojin
(during Hyakkishu)
22Until landing10(*14)601000 / 20High*at low height
Hyakki Gosai
(during Hyakkishu)
7516 frame(s) after landingD1502000 / 80ThrowCan only throw standing opponents
EX - Hyakkishu61023D1560-300 / 0High4F -4F - projectile invincible while active
forward/backwards mid-air movement slightly controllable
EX Zanku Hadoken, EX Airborne Tatsumaki, V-Zanku Hadoken can be performed
EX - Hyakki Gozan
(during EX Hyakkishu)(no input)
6812D2120150Low
EX - Hyakki Gosho
(during EX Hyakkishu)
886 frame(s) after landingD120200Mid
EX - Hyakki Gojin
(during EX Hyakkishu)
19Until landing10(*14)70100High*at low height
EX - Hyakki Gosai
(during EX Hyakkishu)
7316 frame(s) after landingD180250ThrowCan only throw standing opponents
Hyakki Gozanku (on startup hit)
(during EX Hyakkishu)
54 frame(s) after landingD120150High
Hyakki Gozanku (projectile)
(during EX Hyakkishu)
384 frame(s) after landingD150150High
Hyakki Gorasen
(during EX Hyakkishu)
8109 frame(s) after landingD160250HighCan cross-up
V - Shin Gohadoken1146 total framesD1CA110 (*120)120 (*150)10 / 20HighUses 1000F V-Gauge Timer
Causes grounded stun damage on hit, except for the initial startup
Button strength changes projectile speed only
*during release hit
V - Shin Zanku Hadoken
(during jump)
94 frame(s) after landing801000 / 20HighUses 1000F V-Gauge Timer
Fires two separate projectiles
Button strength changes projectile angle and speed
Hadoken changes depending on whether it was fired during the jump ascent or descent
V - L - Shin Goshoryuken31131+15 frame(s) after landingD-36CA*180 (*80)230 (*100)20 / 60High6F -Uses 1500F V-Gauge Timer
1F - 8F full invincibility
Gauge increase on consecutive hits is 0/20/10
CA*Only possible during 1st attack
Opponent cannot quick recover if the final strike connects
*active
Subject to counter hit during move duration
V - M - Shin Goshoryuken41131+15 frame(s) after landingD-36CA*180 (*80)230 (*100)20 / 60High7F -Uses 1500F V-Gauge Timer
1F - 9F full invincibility
Gauge increase on consecutive hits is 0/20/10
CA*Only possible during 1st attack
Opponent cannot quick recover if the final strike connects
*active
Subject to counter hit during move duration
V - H - Shin Goshoryuken51131+15 frame(s) after landingD-36CA*180 (*80)230 (*100)20 / 60High8F -Uses 1500F V-Gauge Timer
1F - 10F full invincibility
Gauge increase on consecutive hits is 0/20/10
CA*Only possible during 1st attack
Opponent cannot quick recover if the final strike connects
*active
Subject to counter hit during move duration
Sekia Kuretsuha82146D-303200-900 / 0HighWill not hit airborne opponents until frame 10F
1F - 11F full invincibility
V - Shun Goku Satsu1+02839D4000-900 / 0ThrowUses 4000F V-Gauge Timer
1F - 11F full invincibility
Can be canceled from any grounded attack motion

V-Trigger 2

Move NameStartupActiveRecoveryOn HitOn BlockV - On HitV - On BlockCancels IntoDamageStunMeter Gain
(Whiff/Hit)
Propertiesprojectile
Nullification
Airborne
Hurtbox
Comments
Standing LP3274264S/CA/V/VS30700 / 20HighCan be rapid canceled
Standing MP731431108S/CA/V/VS601000 / 30High
Standing HP83192-51715CA/V801500 / 50HighTriggers Crush Counter (D)
Can be V-special move canceled
Standing LK43102187S/CA/V/VS30700 / 20High
Standing MK52184-4104S/CA/V/VS601000 / 30HighForces stand
Standing HK122223-2127V801200 / 50HighTriggers Crush Counter (+11F)
Will not hit crouching opponents
Can be V-special move canceled
Crouching LP4264253S/CA/V/VS30700 / 20HighCan be rapid canceled
Crouching MP63125375S/CA/V/VS601000 / 30High
Crouching HP10420831813V801500 / 50HighTriggers Crush Counter (crumple)
Forces stand
Can be V-special move canceled
Crouching LK4272143V20700 / 20LowCan be rapid canceled
Crouching MK62143-195S/CA/V/VS501000 / 30Low
Crouching HK7227D-15D14V901500 / 50LowTriggers Crush Counter (D)
Can be V-special move canceled
Jumping LP3640700 / 20Mid
Jumping MP75S501000 / 30MidCauses blowback knockdown on airborne hit
Jumping HP85901500 / 50Mid
Jumping LK4640700 / 20MidCan cross-up
Jumping MK74601000 / 30MidCan cross-up
Jumping HK84901500 / 50Mid
Tenmakujinkyaku
(during forward jump)
16Until landing6 frame(s) after landing2-4601000 / 30HighValue upon hitting Ryu at the highest point
Zugaihasatsu233210-6701000 / 30Mid
Tenha6721D-1021/D15/10S/CA/V/VS902000 / 50High2nd hit, hit on an airborne opponent causes float
Sekiseiken327165-2147V601000 / 50High7F - 28FCan hit a knocked down opponent
Kongoken18822D-12D11V60800 / 30High
Kikokurenzan1521670147V50700 / 30HighWill not hit crouching opponents
Goshoha5317D1301700 / 70Throw
Shuretsuzan5317D1201700 / 80Throw
Rakan31229Parries standing/airborne attacks and projectiles
Subject to counter hit during move duration
Rakan (alternative motion)31229Parries crouching attacks and projectiles
Subject to counter hit during move duration
Rakan Gosho
(during Rakan)
5426D-10D13V70100V-Gauge 0 / 80HighParameters the same for standing/crouching
Rakan Gokyaku
(during Rakan)
11426D-13D10S*V/VS*60100V-Gauge 0 / 80HighWill not hit crouching opponents
Parameters the same for standing/crouching
S*CA*VS*Only on hit
Dohatsu Shoten15V-Gauge -600 / 0V-Gauge Timer + 3000F
While active, certain normal moves, special moves, EX special moves, and V-special moves can be V-special move canceled
Gosenkyaku
(during guard)
17224D-2600V-Gauge -300 / 0High1F - 20F attack & projectile invincibility
Recover 200 stun upon activation
L - Gohadoken145248 total framesD-6D17S*CA/V60100 (*120)5 / 20(*210)HighCannot cancel into V-Trigger on whiff
Causes grounded stun damage on hit, except for the initial startup and when the projectile dissipates
*During release hit and projectile explosion
*2Gauge increase on consecutive hits is 0/20/10Gauge increase of 10 for projectile explosion hit only
S*Can cancel into V-special moves during V-Trigger
M - Gohadoken144248 total framesD-6D17S*CA/V60100 (*120)5 / 20(*210)HighCannot cancel into V-Trigger on whiff
Causes grounded stun damage on hit, except for the initial startup and when the projectile dissipates
*During release hit and projectile explosion
*2Gauge increase on consecutive hits is 0/20/10Gauge increase of 10 for projectile explosion hit only
S*Can cancel into V-special moves during V-Trigger
H - Gohadoken143048 total framesD-6D17S*CA/V60100 (*120)5 / 20(*210)HighCannot cancel into V-Trigger on whiff
Causes grounded stun damage on hit, except for the initial startup and when the projectile dissipates
*During release hit and projectile explosion
*2Gauge increase on consecutive hits is 0/20/10Gauge increase of 10 for projectile explosion hit only
S*Can cancel into V-special moves during V-Trigger
EX - Gohadoken1146 total framesD1D29S*V100150 (*170)-300 / 0HighCannot cancel into V-Trigger on whiff
Causes grounded stun damage on hit, except for the initial startup
*During release hit
S*Can cancel into V-special moves during V-Trigger
L - Sekia Goshoha2155 total framesD-6D21S*CA/V7012010 / 10HighCannot cancel into V-Trigger on whiff
S*Can cancel into V-special moves during V-Trigger
M - Sekia Goshoha2361 total framesD-7D24S*CA/V8012010 / 15HighCannot cancel into V-Trigger on whiff
S*Can cancel into V-special moves during V-Trigger
H - Sekia Goshoha2567 total framesD-8D28S*CA/V10015010 / 20HighCannot cancel into V-Trigger on whiff
S*Can cancel into V-special moves during V-Trigger
EX - Sekia Goshoha2169 total framesD8D50S*V120 (*+21)200-300 / 0HighCannot cancel into V-Trigger on whiff
*Inflicts burn damage on opponents in close range on startup
S*Can cancel into V-special moves during V-Trigger
Zanku Hadoken
(during forward jump)
1111 frame(s) after landing(*9 frame(s) after landing)40500 / 10HighButton strength changes projectile angle and speed
Hadoken changes depending on whether it was fired during the jump ascent or descent
*During the rise
EX - Zanku Hadoken (on release hit)
(during jump)
54 frame(s) after landingD120150-300 / 0High
EX - Zanku Hadoken (projectile)
(during jump)
384 frame(s) after landingD150150-300 / 0High
L - Goshoryuken31219+15 frame(s) after landingD-28D-5S*CA/V100 (*60)150 (*100)20 / 40High4F - 33F1F - 3F throw invincibility
Subject to counter hit during move duration
*From active frame 3F
S*Can cancel into Airborne V-Tatsumaki Zankukyaku, V-Zanku Hadoken on hit only
M - Goshoryuken41126+15 frame(s) after landingD-30D-5S*CA*V*11015020 / 40High6F - 40F1F - 6F invincible to mid-air attacks
Subject to counter hit during move duration
CA*V*Only possible during 1st attack
S*Can cancel into Airborne V-Tatsumaki Zankukyaku, V-Zanku Hadoken on hit only
H - Goshoryuken41129+15 frame(s) after landingD-33D-5S*CA*V*12015020 / 40High7F - 43F3F - 6F attack & projectile invincibility
Subject to counter hit during move duration
CA*V*Only possible during 1st, 2nd attack
S*Can cancel into Airborne V-Tatsumaki Zankukyaku, V-Zanku Hadoken on hit only
EX - Goshoryuken33232+15 frame(s) after landingD-44D-6S*V*160200-300 / 0High6F -1F - 15F full invincibility
Subject to counter hit during move duration
V*Only possible during 1st, 2nd attack
S*Can cancel into Airborne V-Tatsumaki Zankukyaku, V-Zanku Hadoken on hit only
L - Tatsumaki Zankukyaku11214+10 frame(s) after landing(*14+7 frame(s) after landing)D-11S*508010 / 20High6F - 26FWill not hit crouching opponents
*on hit
S*Can cancel into Airborne V-Tatsumaki Zankukyaku, V-Zanku Hadoken on hit only
M - Tatsumaki Zankukyaku4611+12 frame(s) after landingD-7D13S*CA*V*70 (*80)120 (*120)20 / 30High7F - 35FCombo count increases greatly if the first hit does not connect
CA*V*Only possible during 1st attack
*When the first hit whiffs
S*Can cancel into Airborne V-Tatsumaki Zankukyaku, V-Zanku Hadoken on hit only
H - Tatsumaki Zankukyaku4920+10 frame(s) after landing(*20+6 frame(s) after landing)D-39D13S*CA*V*10020020 / 50High7F - 57FWill not hit crouching opponents from the 2nd hit onwards
CA*V*Only possible during 1st attack
*on hit
S*Can cancel into Airborne V-Tatsumaki Zankukyaku, V-Zanku Hadoken on hit only
EX - Tatsumaki Zankukyaku101111+15 frame(s) after landingD-19S*120150-300 / 0High5F - 46FS*On hit only, landing recovery can be canceled into Goshoryuken
S*Can cancel into Airborne V-Tatsumaki Zankukyaku, V-Zanku Hadoken on hit only
Airborne Tatsumaki Zankukyaku
(during forward jump)
7615 frame(s) after landingDS*701000 / 40HighCan cross-up
Will not hit crouching opponents
Distance the opponent is knocked back on hit changes depending on the button strength used
Hadoken changes depending on whether it was fired during the jump ascent or descent
S*Can cancel into Airborne V-Tatsumaki Zankukyaku, V-Zanku Hadoken on hit only
EX - Airborne Tatsumaki Zankukyaku
(during forward jump)
8109 frame(s) after landingDS*160250-300 / 0HighCan cross-up
S*Can cancel into Airborne V-Tatsumaki Zankukyaku, V-Zanku Hadoken on hit only
Ashura Senku (forward)61 total frames1F - 50F attack & projectile invincibility
Ashura Senku (back)61 total frames1F - 50F attack & projectile invincibility
L - Hyakkishu40 total frames20 / 07F -Airborne for 4F on cancel
Height, distance changes depending on the button strength used
Can perform EX Zanku Hadoken, EX Airborne Tatsumaki Zankukyaku
M - Hyakkishu41 total frames20 / 07F -Airborne for 4F on cancel
Height, distance changes depending on the button strength used
Can perform EX Zanku Hadoken, EX Airborne Tatsumaki Zankukyaku
H - Hyakkishu42 total frames20 / 07F -Airborne for 4F on cancel
Height, distance changes depending on the button strength used
Can perform EX Zanku Hadoken, EX Airborne Tatsumaki Zankukyaku
Hyakki Gozan
(during Hyakkishu)(no input)
6814D-2CA1001500 / 30Low
Hyakki Gosho
(during Hyakkishu)
846 frame(s) after landingD1001500 / 30Mid
Hyakki Gojin
(during Hyakkishu)
22Until landing10(*14)601000 / 20High*at low height
Hyakki Gosai
(during Hyakkishu)
7516 frame(s) after landingD1502000 / 80ThrowCan only throw standing opponents
EX Hyakkishu61023D1560-300 / 0High4F -4F - projectile invincible while active
Forward/backwards mid-air movement slightly controllable
Can perform EX Zanku Hadoken, EX Airborne Tatsumaki Zankukyaku
EX - Hyakki Gozan
(during EX Hyakkishu)(no input)
6812D2120150Low
EX - Hyakki Gosho
(during EX Hyakkishu)
886 frame(s) after landingD120200Mid
EX - Hyakki Gojin
(during EX Hyakkishu)
19Until landing10(*14)70100High*at low height
EX - Hyakki Gosai
(during EX Hyakkishu)
7316 frame(s) after landingD180250ThrowCan only throw standing opponents
Hyakki Gozanku (on startup hit)
(during EX Hyakkishu)
54 frame(s) after landingD120150High
Hyakki Gozanku (projectile)
(during EX Hyakkishu)
384 frame(s) after landingD150150High
Hyakki Gorasen
(during EX Hyakkishu)
8109 frame(s) after landingDS*160250HighCan cross-up
S*Can cancel into Airborne V-Tatsumaki Zankukyaku, V-Zanku Hadoken on hit only
V - Gohadoken
(during V-Trigger 1 with special move)
1146 total framesD1S*70120HighUses 1500F V-Gauge Timer
S*Can be canceled into other V-special moves
V - Sekia Goshoha
(during V-Trigger 1 with special move)
2169 total framesD8S*90 (*+21)150HighUses 1500F V-Gauge Timer
*Inflicts burn damage on opponents in close range on startup
S*Can be canceled into other V-special moves
V - EX - Zanku Hadoken (On release hit)
(during V-Trigger 1 or an airborne special move)
54 frame(s) after landingD90115HighUses 1500F V-Gauge Timer
V - Zanku Hadoken (projectile)
(during V-Trigger 1 or an airborne special move)
384 frame(s) after landingD120100High
V - Goshoryuken
(during V-Trigger 1 with special move)
33232+15 frame(s) after landingD-44S*130150High6F - 29F,44F - 92FUses 1500F V-Gauge Timer
1F - 15F full invincibility
S*Can cancel into Airborne V-Tatsumaki Zankukyaku, V-Zanku Hadoken on hit only
V - Tatsumaki Zankukyaku
(during V-Trigger 1 with special move)
101111+15 frame(s) after landingD-19S*90100High5F - 45FUses 1500F V-Gauge Timer
S*On hit only, landing recovery can be canceled into Goshoryuken
S*Can cancel into V-Zanku Hadoken on hit only
V - Airborne Tatsumaki Zankukyaku
(during V-Trigger 1 or an airborne special move)
8109 frame(s) after landingDS*130200HighUses 1500F V-Gauge Timer
Can cross-up
S*Can be canceled into other V-special moves
V - Hyakkishu
(during V-Trigger 1 with special move)
610D1560High4F - 38FUses 1500F V-Gauge Timer
4F - projectile invincible while active
Forward/backwards mid-air movement slightly controllable
Can perform V-Zanku Hadoken and V-Airborne Tatsumaki Zankukyaku (does not use any additional V-gauge)
V - Hyakki Gozan
(during V - Hyakkishu)(no input)
6812D290100Low
V - Hyakki Gosho
(during V - Hyakkishu)
886 frame(s) after landingD90150Mid
V - Hyakki Gojin
(during V - Hyakkishu)
19Until landing6 frame(s) after landing(*14 frame(s) after landing)4050High*at low height
V - Hyakki Gosai
(during V - Hyakkishu)
736 frame(s) after landingD180250ThrowCan only throw standing opponents
V - Hyakki Gozanku (on startup hit)
(during V - Hyakkishu)
54 frame(s) after landingD90115High
V - Hyakki Gozanku (projectile)
(during V - Hyakkishu)
384 frame(s) after landingD120100High
V - Hyakki Gorasen
(during V - Hyakkishu)
8109 frame(s) after landingDS*130200HighCan cross-up
S*Can cancel into V-Zanku Hadoken
Sekia Kuretsuha82146D-303200-900 / 0HighWill not hit airborne opponents until frame 10F
1F - 11F full invincibility

Do you have anything to add to the Akuma Frame Data? Let us know!

Feel free to leave a comment and tell us if you like this page. Or maybe you have some tips to share for other readers. Don't be shy!