AKUMA:DATA

MOVE LIST & FRAME DATA Ver.4.20

The patch notes before Ver.4.20 are included in "Old Patch Notes" of 【Notes】.
The patch notes of Ver.4.20 are changed the letter color in 【Notes】.
【Command】
The arrow shaped mark painted () means input over 2F.
The notation like 【】 means "Slide Input". Input rapidly.
"J" means "Just Input". Match the timing Direction Input and Attack Input.
FC:Full Crouching WS:While Standing BT:Back Toward SS:Side Step
【Hit Level】
H:High M:Middle L:Low SM:Special Middle Th:Throw
UB:Unblockable SP:Special Move

The values of "start-up", "block", "NH", "CH" or "total" mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
"Meaty" means the continuation of the attack frames.
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means force to Crouching.
B means force Back Toward.
Sd means force Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total】 It means Total Frame (start-up frame and recovery frame).
【Notes】
H Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
TC Tech Crouching Status TJ Tech Jumping Status
The suffix value of icons means the start-up frame of system status.
【Throws】 The position after throw RS:Reverse Position CW:Clockwise CCW:Counter-clockwise
【10 Hit Combo】 The same background-color(purple or green) nearby cells mean combo.

Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Sengeki

H / 7
10F +1 +8 +8 C
(S3)– Reduced the strength of the pushback, and made the move easier to land.
Sengeki to Focus Attack

H,SP / 7
+15 +22 +22 Super Combo Gauge Cost 1
Block -3F/Hit +4F after Forcus Attack to canncel
Kimon Rendan

H,H / 7,7
-3 +4 +4 C
Combo from 1st CH
Kimon Rendan to Focus Attack

H,H,SP / 7,7
+15 +22 +22 Super Combo Gauge Cost 1
Block -3F/Hit +4F after Forcus Attack to canncel
Kimon Rentotsu

H,M / 7,20
-17 KDN KDN Combo from 1st NH
Roppu Tubushi

SM / 15
15F -9 ±0 ±0 C
Roppu Tubushi to Focus Attack

SM,SP / 15
+19 +28 +28 Super Combo Gauge Cost 1
Block +1F/Hit +10F after Forcus Attack to canncel
Side High Kick

H / 14
15F -8 +3 +3
High Kick

H / 12
14F -13 +2 +2
Kikoku Renzan

H,H / 12,17
-5 +19Sp KDN HTS
Combo from 1st NH
Ryujinkyaku

M / 16
17F -4 +7 +7
(S3)– Changed the frame advantage when blocked from -9F to -4F.
– Changed the frame advantage upon hit from +1F to +7F.
Onikubigari

H / 20
16F -5 KDN KDN* 41 HTS
Meaty 1F in actualy
(S3)– Changed the frame advantage when blocked from -9 F to -5F.
– Shortened the recovery time after the move hits by 4F (Total from 45F to 41F) .
– Changed the opponent’s behavior when the move lands as a counter hit.
Zugaihasatsu

MM / 8,17
20F -8C +7C +7C Forced to crouching upon block or hit.
(S3)– Changed the damage from 5,15 to 8,17.
– Changed the frame advantage upon hit from +5F to +7F.
– Decreased the distance between the character and the opponent when the move hits.
– Changed the opponent’s behavior when hit in midair.
Hisenkyaku

M / 20
22F -9 +2 +2 HTJ9F
Gokumonsyo (1)

M / 10
13F -4 +7 +7
(Ver.4.00) - Decreased the distance between the character and the opponent when the move hits.
Gokumonsyo

M,H / 10,7
-3 +6 +6 Combo from 1st NH
Zugaigohasatsu

M,MM / 10,5,15
-13C +7C +7C Combo from 1st NH
Forced to crouching upon block or hit.
(S3)– Changed the frame advantage upon hit from +5F to +7F.
– Decreased the distance between the character and the opponent when the move hits.
– Changed the opponent’s behavior when hit in midair.
Dohatsu Tensho (1)

M / 10
16F -7 +3 +3
Dohatsu Tensho

M,M / 10,10
-18 LNC LNC Combo from 1st NH
Can be delayed 5F
Combo can be delayed 5F from 1st NH
Gokusatsu Gotenshu (2)

M,M / 10,13
-11 ±0 ±0 Combo from 1st NH
Gokusatsu Gotenshu

M,M,M / 10,13,23
-17 KDN KDN Combo from 2nd CH
Can be delayed 13F
Combo can be delayed 11F from 2nd CH
Yokogeri

M / 14
12F -9 +1 +1
Kitotsukyaku

M / 24
19F -16 KDN KDN
Gokumonkai

M / 20
20F -14 KDN KDN PC8F
(S3)– New move.
(Ver.4.00) - Changed the damage from 23 to 20.
Fukusengeki
or or FC
SM / 5
10F -5 +6 +6 TC4FC
Returns to crouching.
Input to standing
Fukusengeki to Focus Attack
or or FC
SM,SP / 5
+16 +27 +27 TC4F
Super Combo Gauge Cost 1
Block -2F/Hit +9F after Forcus Attack to canncel
Fukusenshotei
or or FC
SM,SM / 5,6
-13 -2 -2 TCC
Returns to crouching.
Combo from 1st CH
(S3)– Changed the damage from 8 to 6.
Fukusenshotei to Focus Attack
or or FC
SM,SM,SP / 5,6
+16 +27 +27 TC
Super Combo Gauge Cost 1
Block -2F/Hit +9F after Forcus Attack to canncel
Shotei
or or FC
SM / 6
12F -9 +2 +2 TC4FC
(Ver.3.10)- Increased the recovery time after the move misses by 5 frames.
This changes the frame advantage from -4 frames to -9 frames when blocked, and from +7 frames to +2 frames when the move hits.
Shotei to Focus Attack
or or FC
SM,SP / 6
+11 +22 +22 Super Combo Gauge Cost 1.
Block -7F/Hit +4F after Forcus Attack to canncel.
Kurubushi Kick
or or FC
L / 7(10)
15F -13 -4 -4 45 TC6FC
Damage () is when close hit
Enable cancel by Special Move
(Ver.4.00) - Changed the frame advantage when blocked from -11F to -13F.
- Changed the frame advantage upon hit from -2F to -4F.
Kurubushi Kick to Focus Attack
or or FC
L,SP / 7(10)
+17 +26 +26 Super Combo Gauge Cost 1
Block -1F/Hit +8F after Forcus Attack to canncel
Ashibarai
or or FC
L / 20
17F -27 KDN KDN TC6F
(Ver.3.30)・Changed the damage from 20 to 17.
(Ver.4.00) - Increased the range of the attack.
Gaikaiken

H / 12
14F -14 KDN KDN 46 C
(S3)– Changed the damage from 17 to 15.
– Reduced the strength of the pushback, and made the move easier to land.
(Ver.4.00) - Changed the damage from 15 to 12.
Gaikaiken to Focus Attack

H,SP / 12
+19 KDN KDN Super Combo Gauge Cost 1
Block +1F after Forcus Attack to canncel
Danretto

M / 18
23F -9 +8 KDN H
・Changed to Homing attack
(Ver.4.00) - Changed the damage from 21 to 18.
Taizankyaku

L / 15
20F -13 +1 +1
More Than One Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Shakunetsu Messho (1)

M / 14
15F -14 -2 -2
Shakunetsu Messho

M,M / 14,20
-13 KDN KDN WB
Combo from 1st hit.
Disable 2nd after 1st whiff
・Causes Wall Bounce on hit.
・Reach increased.
(Ver.4.00) - Fixed an issue in which the 2nd attack was performed when Jin's "Time with enemy attack or " successfully landed.
Ganretsuzan

M / 23
20F ±0 +2C +2C 49 Forced to crouching upon hit.
(Ver.3.30)・Changed the opponent's behavior when the move lands as a counter hit (LNC to +2CF).
Shunjinkaida

H / 30
16F +6 KDN KDN
(Ver.4.00) - Changed the frame advantage when blocked from +1F to +6F.
Tenmakuretsukyaku

M / 30
26F +4 KDN KDN TJ5F
Meaty 5F in actualy
Shunjingozan
Run more than three steps
L / 23
20F -24 KDN KDN
Full Crouch
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Hijiuchi
WS
H / 12
13F -5 +6 +6 C
・Reach increased.
Hijiuchi to Focus Attack
WS
H,SP / 12
+16 +27 +27 Super Combo Gauge Cost 1
Block -2F/Hit +9F after Forcus Attack to canncel
Sotensho
WS
M / 17
15F -15 LNC LNC 49 C
Enable cancel by Special Move
Sotensho to Focus Attack
WS
M,SP / 17
+20 LNC LNC Super Combo Gauge Cost 1
Block +2F after Forcus Attack to canncel
Totsuhizageri
WS
M / 12
13F -10 +2 KDN 41 C
・Can now be cancelled in to special attacks.
・Changed from -7F to -10F on block.
・Changed from +5F to +2F on hit.
・Changed from 38F to 41F on Total.
(Ver.4.00) - Changed the damage from 17 to 12.
Totsuhizageri
WS
M,SP / 12
+18 +30 KDN 41 C
Toe Smash
WS
M / 10
11F -9 +2 +2
Shizan
WS
M,M / 10,20
-15 -5C KDN Combo from 1st NH
Forced to crouching upon hit.
Include Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Hijiotoshi
During Vertical Jump
M / 10
7F -25 -15 -15 TJ9F
Start-up 16 to 43F in actualy
Block & Hit values are in the fastest
Gokusengeki
During Vertical Jump
M / 15
9F -18 -8 -8 TJ9F
Start-up 18 to 43F in actualy
Block & Hit values are in the fastest
Maegeri
During Vertical Jump
M / 10
7F -25 -15 -15 TJ9F
Start-up 16 to 43F in actualy
Block & Hit values are in the fastest
Onikubigiri
During Vertical Jump
M / 15
9F -18 -8 -8 TJ9F
Start-up 18 to 43F in actualy
Block & Hit values are in the fastest
Gokuken
During Forward Jump
M / 10
9F -22 -11 -11 TJ5F
Start-up 14 to 38F in actualy
Block & Hit values are in the fastest
Gokugeki
During Forward Jump
M / 15
9F -17 -7 -7 TJ5F
Start-up 14 to 37F in actualy
Block & Hit values are in the fastest
Rakusaishu
During Forward Jump
M / 10
7F -26 -16 -16 TJ5F
Start-up 12 to 40F in actualy
Block & Hit values are in the fastest
Tobisokuto
During Forward Jump
M / 15
7F -20 -9 -9 TJ5F
Start-up 12 to 39F in actualy
Block & Hit values are in the fastest
Tenmakujinkyaku
Forward Jump peak
M / 14
13F ±0 +9C +9C Start-up frame is base values
Meaty 6F in actualy
Forced to crouching upon NH.
Others
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Charging

SP / -
55 To charging
Sengeki
BT or
H / 7
10F +1 +8 +8 Equivalent to Sengeki (), can't connect Kimon Rendan ()
High Kick
BT or
H / 12
14F -13 +2 +2 Equivalent to High Kick ()
Shotei
BT or
SM / 6
12F -4 +7 +7 Equivalent to Shotei ()
Ashibarai
BT or
L / 17
17F -27 KDN KDN Equivalent to Ashibarai ()
(Ver.3.20)・Fixed an issue in which the move's properties differed from those of .
Focus Attack
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Focus Attack Lv.1

H / 14
31F -20 -8 -8 PC8F
Hold no more than 20F
Input or to cancel
Enable recovery after some paticular moves for the cost 1 guage
Focus Attack to Cancel
Hold
SP / -
15 PC8F
Recovery 15F after input
Focus Attack to Cancel Back Dash
Hold
SP / -
25 PC8F
Recovery 25F after input
(Ver.4.20)- Unlike when backdashing at close range, it was able to block the opponent's attack. This is now fixed.
Focus Attack Lv.1 to Cancel

H,SP / 14
-5 +7 +7 PC8F
Focus Attack Lv.2
Hold
H / 20
36F -11 KDN KDN PC8F
Start-up frame is to hold 21 to 25F
Start-up 11 + hold frame over 26F
Focus Attack Lv.2 to Cancel
Hold
H,SP / 20
+4 KDN KDN PC8F
Focus Attack Lv.3
Hold (Max)
UB(H) / 25
65F KDN KDN KDN PC8F
Focus Attack Lv.3 to Cancel
Hold (Max)
UB(H),SP / 25
KDN KDN KDN PC8F
Special Move
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Gohadoken (Low)

SM / 12
19F -14 -6 -6 56 Frame values are in the case of close to
(S3)– Changed the damage from 14 to 12.
(Ver.3.10)- Increased the recovery time by 1 frame.
This changes the frame advantage from -13 frames to -14 frames when blocked, and from -5 frames to -6 frames when the move hits.
Gohadoken (Low) to Focus Attack

SM,SP / 12
+24 +32 +32 Super Combo Gauge Cost 1.
Block +7F/Hit +15F after Forcus Attack to canncel.
Gohadoken (High)

SM / 12
19F -14 -6 -6 56 Frame values are in the case of close to
(S3)– Changed the damage from 14 to 12.
(Ver.3.10)- Increased the recovery time by 1 frame.
This changes the frame advantage from -13 frames to -14 frames when blocked, and from -5 frames to -6 frames when the move hits.
Gohadoken (High) to Focus Attack

SM,SP / 12
+24 +32 +32 Super Combo Gauge Cost 1.
Block +7F/Hit +15F after Forcus Attack to canncel.
Shakunetsu Hadoken (Low)

SM / 13
28F -12 -4 -4 64 Easy command
Frame values are in the case of close to
・Damage changed from 17 to 15.
・Startup changed from 33F to 28F.
・Changed from -7F to -9F on block.
・Changed from KND to -1F on hit.
・Changed from 64F to 61F on Total.
(S3)– Changed the damage from 15 to 13.
(Ver.3.30)・Changed the frame advantage when blocked from -9F to -12F.
・Changed the frame advantage upon hit from -1F to -4F.
Shakunetsu Hadoken (Low) to Focus Attack

SM,SP / 13
+25 +33 +33 Super Combo Gauge Cost 1
Block +8F after Forcus Attack to canncel
Shakunetsu Hadoken (High)

SM*3 / 9*3
33F -1 KDN KDN 74 Easy command
Frame values are in the case of close to
Shakunetsu Hadoken (High) to Focus Attack

SM*3,SP / 9*3
+41G KDN KDN Super Combo Gauge Cost 1
Block +24GF after Forcus Attack to canncel
Goshoryuken (Low)

SM / 15
10F -25 LNC LNC TC6F
Goshoryuken (Low) to Focus Attack

SM,SP / 15
+21 LNC LNC TC6F
Super Combo Gauge Cost 1
Block +3F after Forcus Attack to canncel
Goshoryuken (High)

SM*3 / 6,6,20
11F -34 LNC LNC TC6F
Invinciblity 8F
Goshoryuken (High) to Focus Attack

SM,SP / 6
+19 +32 +32 TC6F
Super Combo Gauge Cost 1
Block +1F/Hit +14F after Forcus Attack to canncel
Goshoryuken (High,2nd) to Focus Attack

SM*2,SP / 6,6
+21 LNC LNC TC6F
Super Combo Gauge Cost 1
Block +3F after Forcus Attack to canncel
Hyakkishu
or
SP / -
TJ5F
Moving distance <
Hyakkigoshozan
During Hyakkishu ☆
L / 23
51F -24 KDN KDN 94
Hyakkigosho
During Hyakkishu
H / 15
7F -1 KDN KDN Fastest start-up 37F in actualy
・Recovery on whiff decreased by 8F.
Hyakkigohasatsu
During Hyakkishu
M / 20
16F -9C KDN KDN Fastest start-up 43F in actualy
・Damage changed from 25 to 20.
Hyakkigosen
During Hyakkishu
M / 17
14F -9 +24Sp KDN HTS
Fastest start-up 42F in actualy
・Damage changed from 23 to 21.
(Ver.4.00) - Changed the damage from 21 to 17.
Hyakkigojin
During Hyakkishu
SM / 15
14F +4G +16C +16C Forced to crouching upon hit.
Meaty 5F in actualy
Fastest start-up 44F in actualy
・Changed from +6F to +4F on block.
Tatsumaki Zankukyaku (Low)

H / 10
15F -15 KDN KDN TJ9F
Tatsumaki Zankukyaku (High)

SM,H*3 / 13,6,6,6
10F -15 KDN KDN
(S3)– Changed from -14F to -15F on block.
Tatsumaki Zankukyaku (Rise)
or or or
SM / 10
13F
Zanku Hadoken
During Jump or
SM / 10
17F -7 +4 +4 Frame values are just before landing
AirBorne Tatsumaki Zankukyaku
During Jump or
SM / 10
13F +2 KDN KDN Frame values are just before landing
Ashura Senku

SP / -
70 Invinciblity 5F
Ashura Senku (Back)

SP / -
75 Invinciblity 5F
EX Special Move
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
EX Gohadoken

SM,SM / 10,10
19F +1 KDN KDN Super Combo Gauge Cost 1
Frame values are in the case of close to
EX Shakunetsu Hadoken

SM*3 / 12*3
28F +9 KDN KDN Super Combo Gauge Cost 1
Frame values are in the case of close to
EX Goshoryuken

SM*3 / 6,6,20
11F -34 LNC LNC Super Combo Gauge Cost 1
Invinciblity 1F
Messatsu Goshoryu
During hit front
SM,Th / 6,8,9*3
KDN Super Combo Gauge Cost 1
(Ver.4.00) - Changed to During hit from front .
Hyakkishu to EX Zanku Hadoken
During Hyakkishu
SM,SM / 10,10
8F -22 -7 -7 Super Combo Gauge Cost 1
or
(Ver.4.00) - New move.
EX Tatsumaki Zankukyaku

SM * 4 / 10,10,10,20
10F -18 KDN KDN TS
Super Combo Gauge Cost 1
・Recovery decreased by 3F.
・Changed from -25F to -22F on block.
(Ver.4.00) - Changed the damage from 6,6,6,20 to 10,10,10,20.
- Changed the frame advantage when blocked from -12F to -8F.
- Shortened the recovery time after the move hits by 4F.
EX Tatsumaki Zankukyaku
or or
SM / 20
13F ±0 KDN KDN Super Combo Gauge Cost 1
EX Tatsumaki Zankukyaku (2nd hit)

SM / 20
+11 KDN KDN Super Combo Gauge Cost 1
EX Zanku Hadoken
During Jump
SM,SM / 10,10
8F +20G +39 +39 Super Combo Gauge Cost 1
EX AirBorne Tatsumaki Zankukyaku
During Jump
SM / 20,20
13F +9 KDN KDN Super Combo Gauge Cost 1
(Ver.4.00) - Changed the damage from 10 to 20.
Hisenkyaku to EX Zanku Hadoken

M,SM*2 / 20,10,10
22F +15G +20 +20 Super Combo Gauge Cost 1
Combo from 1st NH
Can be delayed 7F
Hisenkyaku to EX AirBorne Tatsumaki Zankukyaku

M,SM*3 / 20,10,10,20
22F -28 KDN KDN TS
Super Combo Gauge Cost 1.
Combo from 1st hit.
Can be delayed 7F.
(Ver.4.00) - Changed the damage from 6,6,20 to 10,10,20.
- Changed the frame advantage when blocked from -15F to -8F.
- Shortened the recovery time after the move hits by 7F.
Super Combo
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Messatsu Gohado

SM*5 / 20*5
9F +2 KDN KDN Super Combo Gauge Cost 2
Rage Art
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Wrath of the Raging Demon
During Rage or
Th(M) / 55
16F KDN KDN KDN Another command or
Guard Point 8F
Enable evade input
(S3)– It is now possible to hit a spinning opponent with this move.
– Changed the scene that plays when the move KOs during a match-point round.
– Fixed an issue in which the charged version of the move could not be avoided by jumping.

Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk ThrwtotalNotes
Goshoha

Th(H) / 35(,5)
12F Foot-sd
Fac-Up
or
±0F
Long Range Throw
Damage() is wall hit bonus
Syuretto

Th(H) / 35
12F RP
Foot-sd
Fac-Dwn
or
±0F
Long Range Throw
Syuretto
Approach from left side
Th(H) / 40
RP
Foot-sd
Fac-Dwn

±0F
Goshoha
Approach from right side
Th(H) / 40(,5)
Foot-sd
Fac-Up

±0F
Damage() is wall hit bonus
Goshoha
Approach from behind
Th(H) / 50(,5)
Foot-sd
Fac-Dwn
disable Damage() is wall hit bonus
Wall Stun (Behind)
Hyakkigosai
During Hyakkishu or
Th(H) / 30
5F Head-sd
Fac-Dwn
disable Foot side/Face-Up after wall hit

UPDATE

Ver.3.03(2019.11.11)

  • Decreased the amount the Super Combo Gauge is filled by 25%.