Frame List|AKUMA

V-Trigger I V-Trigger II

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

3 2 7 4 2 6 4 SCAVVS 3030 7070 0 / 20 High Can be rapid canceled

Standing MP

M

7 3 14 3 1 10 8 SCAVVS 6060 100100 0 / 30 High

Standing HP

H

8 3 19 2 -5 17 15 CAV 8080 150150 0 / 50 High Triggers Crush Counter (D)

Standing LK

L

4 3 10 2 1 8 7 SCAVVS 3030 7070 0 / 20 High

Standing MK

M

5 2 18 4 -4 10 2 SCAVVS 6060 100100 0 / 30 High Forces stand

Standing HK

H

11 2 22 3 -2 12 7 V 8080 120120 0 / 50 High Triggers Crush Counter (+10F)
Will not hit crouching opponents

Crouching LP

(WHILE CROUCHING)

L

4 2 6 4 2 5 3 SCAVVS 3030 7070 0 / 20 High Can be rapid canceled

Crouching MP

(WHILE CROUCHING)

M

6 3 12 5 3 7 5 SCAVVS 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

10 4 20 8 3 18 13 V 8080 150150 0 / 50 High Triggers Crush Counter (crumple)
Forces stand

Crouching LK

(WHILE CROUCHING)

L

4 2 7 2 1 4 3 V 2020 7070 0 / 20 Low Can be rapid canceled

Crouching MK

(WHILE CROUCHING)

M

6 2 14 3 -1 9 5 SCAVVS 5050 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

7 2 27 D -15 D 14 V 9090 150150 0 / 50 Low Triggers Crush Counter (D)

Jumping LP

(DURING JUMP)

L

3 6 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

7 5 S 5050 100100 0 / 30 Mid Causes blowback knockdown on airborne hit

Jumping HP

(DURING JUMP)

H

8 5 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

4 6 4040 7070 0 / 20 Mid Can cross-up

Jumping MK

(DURING JUMP)

M

7 4 6060 100100 0 / 30 Mid Can cross-up

Jumping HK

(DURING JUMP)

H

8 4 9090 150150 0 / 50 Mid
Unique Attacks
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Tenmakujinkyaku

(DURING FORWARD JUMP)+

M

16 Until landing 6 frame(s) after landing 2 -4 6060 100100 0 / 30 High Value upon hitting Ryu at the highest point

Zugaihasatsu

+

M

23 3 21 0 -6 7070
*
100100
*
0 / 30 Mid

Tenha

+

H

6 7 21 D -10 21/D 15/10 SCAVVS 9090
*
200200
*
0 / 50 High 2nd hit, hit on an airborne opponent causes float

Sekiseiken

+

H

32 7 16 5 -2 14 7 V 6060 100100 0 / 50 High 7F - 28F Can hit a knocked down opponent

Kongoken

H

H

18 8 22 D -12 D 11 V 6060 8080 0 / 30 High

Kikokurenzan

H

H

15 2 16 7 0 14 7 V 5050 7070 0 / 30 High Will not hit crouching opponents
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Goshoha

OR+

L

L

5 3 17 D 130130 170170 0 / 70 Throw

Shuretsuzan

+

L

L

5 3 17 D 120120 170170 0 / 80 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Rakan

M

M

3 12 29 Parries standing/airborne attacks and projectiles
Subject to counter hit during move duration

Rakan

+

M

M

3 12 29 Parries crouching attacks and projectiles
Subject to counter hit during move duration

Rakan Gosho

(DURING Rakan)
5 4 26 D -10 D 13 CA*V 7070 100100 V-Gauge 0 / 80 High Parameters the same for standing/crouching
CA*Can be canceled into Shun Goku Satsu

Rakan Gokyaku

(DURING Rakan)
11 4 26 D -13 D 10 S*CA*VVS* 6060 100100 V-Gauge 0 / 80 High Will 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 Shoten

H

H

1 5 V-Gauge -900 / 0 V-Gauge Timer + 4000F
Gohadoken, Zanku Hadoken, Goshoryuken become moves that use V-Timer, lose the EX version
(EX Hyakkishu excluded)

Gosenkyaku

(DURING GUARD)+

LMH

17 2 24 D -2 6060 00 V-Gauge -300 / 0 High 1F - 20F attack & projectile invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

L Gohadoken

+

L

14 52 48 total frames D -6 D 17 CAV 6060 100
(*120)
100
*
5 / 20(*210) High 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

M Gohadoken

+

M

14 42 48 total frames D -6 D 17 CAV 6060 100
(*120)
100
*
5 / 20(*210) High 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

H Gohadoken

+

H

14 30 48 total frames D -6 D 17 CAV 6060 100
(*120)
100
*
5 / 20(*210) High 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

EX Gohadoken

+
11 46 total frames D 1 D 29 V 100100
*
150
(*170)
150
*
-300 / 0 High Causes grounded stun damage on hit, except for the initial startup
*During release hit

L Sekia Goshoha

+

L

18 55 total frames D -6 D 24 CAV 7070 120120 10 / 10 High

M Sekia Goshoha

+

M

23 61 total frames D -4 D 27 CAV 8080
*
120120
*
10 / 15 High

H Sekia Goshoha

+

H

25 67 total frames D -4 D 31 CAV 100100
*
150150
*
10 / 20 High

EX Sekia Goshoha

+
21 69 total frames D 8 D 50 V 100
(*+21)
100
*
150150
*
-300 / 0 High *Inflicts burn damage on opponents in close range on startup

Zanku Hadoken

(DURING FORWARD JUMP)+
11 11 frame(s) after landing(*9 frame(s) after landing) 4040 5050 0 / 10 High Button 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)+
5 4 frame(s) after landing D 120120
*
150150
*
-300 / 0 High

EX Zanku Hadoken (Projectile)

(DURING JUMP)+
38 4 frame(s) after landing D 150150
*
150150
*
-300 / 0 High

L Goshoryuken

+

L

3 12 19+15 frame(s) after landing D -28 D -5 CAV 100
(*60)
100
*
150
(*100)
150
*
20 / 40 High 4F - 33F 1F - 3F throw invincibility
Subject to counter hit during move duration
*From active frame 3F

M Goshoryuken

+

M

4 11 26+15 frame(s) after landing D -30 D -5 CA*V* 120120
*
150150
*
20 / 40 High 6F - 40F 1F - 6F invincible to mid-air attacks
Subject to counter hit during move duration
CA*V*Only possible during 1st attack

H Goshoryuken

+

H

4 11 29+15 frame(s) after landing D -33 D -5 CA*V* 120120
*
150150
*
20 / 40 High 7F - 43F 3F - 6F attack & projectile invincibility
Subject to counter hit during move duration
CA*V*Only possible during 1st, 2nd attack

EX Goshoryuken

+
3 32 32+15 frame(s) after landing D -44 D -6 V* 160160
*
200200
*
-300 / 0 High 6F - 1F - 15F full invincibility
Subject to counter hit during move duration (1.2x damage)
V*Only possible during 1st, 2nd attack

L Tatsumaki Zankukyaku

+

L

11 2 14+10 frame(s) after landing(*14+7 frame(s) after landing) D -11 5050 8080 10 / 20 High 6F - 26F Will not hit crouching opponents
*on hit

M Tatsumaki Zankukyaku

+

M

4 6 11+12 frame(s) after landing D -7 D 13 CA*V* 70
(*80)
70
*
120
(*120)
120
*
20 / 30 High 7F - 35F Combo count increases greatly if the first hit does not connect
CA*V*Only possible during 1st attack
*When the first hit whiffs

H Tatsumaki Zankukyaku

+

H

4 9 20+10 frame(s) after landing(*20+6 frame(s) after landing) D -39 D 13 CA*V* 100100
*
200200
*
20 / 50 High 7F - 57F Will not hit crouching opponents from the 2nd hit onwards
CA*V*Only possible during 1st attack
*on hit

EX Tatsumaki Zankukyaku

+
10 11 11+15 frame(s) after landing D -19 S* 120120
*
150150
*
-300 / 0 High 5F - 46F S*On hit only, landing recovery can be canceled into Goshoryuken

Airborne Tatsumaki Zankukyaku

(DURING FORWARD JUMP)+
7 6 15 frame(s) after landing D 7070 100100 0 / 40 High Can 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)+
8 10 9 frame(s) after landing D 160160
*
250250
*
-300 / 0 High Can cross-up

Ashura Senku (Forward)

+

LMH

61 total frames 1F - 50F attack & projectile invincibility

Ashura Senku (Back)

+

LMH

61 total frames 1F - 50F attack & projectile invincibility

L Hyakkishu

+

L

40 total frames 20 / 0 7F - 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 Hyakkishu

+

M

41 total frames 20 / 0 7F - 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 Hyakkishu

+

H

42 total frames 20 / 0 7F - 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)
6 8 14 D -2 CA 100100 150150 0 / 30 Low

Hyakki Gosho

(DURING Hyakkishu)
8 4 6 frame(s) after landing D 100100 150150 0 / 30 Mid

Hyakki Gojin

(DURING Hyakkishu)
22 Until landing 10(*14) 6060 100100 0 / 20 High *at low height

Hyakki Gosai

(DURING Hyakkishu)

L

L

7 5 26 frame(s) after landing D 150150 200200 0 / 80 Throw Can only throw standing opponents

EX Hyakkishu

+
6 10 23 D 1515
*
6060
*
-300 / 0 High 4F - 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)
6 8 12 D -2 120120 150150 Low

EX Hyakki Gosho

(DURING EX Hyakkishu)
8 8 6 frame(s) after landing D 120120 200200 Mid

EX Hyakki Gojin

(DURING EX Hyakkishu)
19 Until landing 10(*14) 7070 100100 High *at low height

EX Hyakki Gosai

(DURING EX Hyakkishu)

L

L

7 3 26 frame(s) after landing D 180180 250250 Throw Can only throw standing opponents

Hyakki Gozanku (On startup hit)

(DURING EX Hyakkishu)+
5 4 frame(s) after landing D 120120
*
150150
*
High

Hyakki Gozanku (Projectile)

(DURING EX Hyakkishu)+
38 4 frame(s) after landing D 150150
*
150150
*
High

Hyakki Gorasen

(DURING EX Hyakkishu)+
8 10 9 frame(s) after landing D 160160
*
250250
*
High Can cross-up

VShin Gohadoken

+
11 46 total frames D 1 CA 110
(*120)
110
*
120
(*150)
120
*
10 / 20 High Uses 1000F V-Gauge Timer
Causes grounded stun damage on hit, except for the initial startup
Button strength changes projectile speed only
*During release hit

VShin Zanku Hadoken

(DURING JUMP)+
9 4 frame(s) after landing 8080
*
100100
*
0 / 20 High Uses 1500F 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

VL Shin Goshoryuken

+

L

3 11 31+15 frame(s) after landing D -36 CA* 180
(*80)
180
*
230
(*100)
230
*
20 / 60 High 6F - 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 (1.2x damage)

VM Shin Goshoryuken

+

M

4 11 31+15 frame(s) after landing D -36 CA* 180
(*80)
180
*
230
(*100)
230
*
20 / 60 High 7F - 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 (1.2x damage)

VH Shin Goshoryuken

+

H

5 11 31+15 frame(s) after landing D -36 CA* 180
(*80)
180
*
230
(*100)
230
*
20 / 60 High 8F - 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 (1.2x damage)
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Sekia Kuretsuha

+
8 21 46 D -30 320320 00 -900 / 0 High Will not hit airborne opponents until frame 10F
1F - 11F full invincibility

VShun Goku Satsu

L

L

L

H

1+0 28 39 D 400400 00 -900 / 0 Throw Uses 4000F V-Gauge Timer
1F - 11F full invincibility
Can be canceled from any grounded attack motion