Akuma
| |
First Appeared | Super Street Fighter II Turbo |
Hit Points | 850 |
Style | Shoto |
Projectiles? | Yes |
Charge? | No |
Akuma has appeared in virtually every Street Fighter game and Capcom crossover since his debut in Super Street Fighter II Turbo. He is considered a top tier character and is the second to last boss on arcade mode. Akuma is the brother of Gouken, Ryu and Ken's master, who used to be a human and used the Satsui no Hadou. Akuma was thought to have killed his brother, but he returned in SFIV. He is constantly trying to push Ryu into consuming the Satsui no Hadou in order to become a worthy opponent for Akuma. In Street Fighter X Tekken, Akuma hears a voice calling to him from Pandora and faded into the darkness.
Changes in 2013
• Close HK (2nd hit) - Hit effect on airborne opponent changed to bound.
- Can now be canceled
• Far HP - Can now be canceled
• Far HK - Blockstun frames changed from +5 on hit/±0 on block +6 on hit/-2 on block
*Far standing HK: when 2nd hit comes out, a hitbox to hit crouching opponents has been added.
• Ashura Senku (Punch ver.) - Distance covered has been reduced
* Invincibility time changed from 1-50 frames to 1-34 frames
* Full frame length changed from 61 to 63 frames
• Ashura Senku (Kick ver.) - Distance covered has been reduced
* Invincibility time changed from 1-40 frames to 1-28 frames
* Full frame length changed from 54 to 59 frames
• EX Gohadoken - "
• Abolished from mid-air combo limit"
• Tatsumaki Zankukyaku (MK) - Damage stun changed from 40+20+20(80) to 40×3(120)
• Tatsumaki Zankukyaku (HK) - All hits are guaranteed if the first hit connects
• Airborne Tatsumaki Zankukyaku - Hurtbox increased
• Hyakki Gojin - Damage increased from 50 to 70
• Hyakki Gosho - Damage increased from 70 to 100
• Hyakki Gozan - Damage increased from 60 to 80
• Zanku Hadoken - Hitbox has been reduced
- When used during a backwards jump, 5 frames added upon landing
• Goshoryuken (MP, HP)
* Blockstun has been decreased by 5 frames
* Blockstun for the first hit decreased by 10 frames
- The second hit does not connect on a crouching, blocking opponent
- Pushback on block has been reduced
• Misogi - Hitbox has been increased
Special move meter gain
• Gohadoken: whiff 15->5, on hit 40->20
• Shakunetsu Hadoken (L): whiff 15->5, on hit 20->25
• Shakunetsu Hadoken (M): whiff 15->5, on hit 20×2(40)->15×2(30)
• Shakunetsu Hadoken (H): whiff 15->5, on hit 20×3(60)->10×3(30)
• Zanku Hadoken: whiff 15->5, on hit 5->16
• Goshoryuken (M): on hit 20+20(40)->30+10(40)
• Goshoryuken (H): on hit 20+10×2(40)->20+10×2(40)
• Tatsumaki Zankukyaku (L): whiff 15->10, on hit 40->20
• Tatsumaki Zankukyaku (M and H): whiff 15->10, on hit 40 x number of attacks->20+10 x number of attacks
• Airborne Tatsumaki Zankukyaku; whiff 15->0, on hit 40->35
• Hyakkishu: whiff 10->0
• Hyakki Gosho: whiff 0->15
• Hyakki Gojin: whiff 5->10, on hit 40->30
• Hyakki Gosai: whiff 5->15, on hit 40->60
Moves List
Normal Throws
Move Name | Input | Notes |
---|---|---|
Goshoha | (near opponent) | Damage: 130 |
Syuretto | (near opponent) | Damage: 130 |
Unique Attacks
Move Name | Input | Notes |
---|---|---|
Zugaihasatsu | | Damage: 70 |
Tenmakujinkyaku | (at top of forward jump arc) | Damage: 60 |
Special Moves
Move Name | Input | Notes |
---|---|---|
Gohadoken | + | Light/Medium/Heavy Version Damage: 60 EX Version Damage: 120 The strength of the punch determines the speed of the projectile. |
Shakunetsu Hadoken | + | Light Version Damage: 50 Medium Version Damage: 70 Heavy Version Damage: 99 EX Version Damage: 141 The strength of the punch determines how long the charge will take, as well as how many hits the projectile will have. |
Zanku Hadoken | (in air) + | Light/Medium/Heavy Version Damage: 40 EX Version Damage: 80 The strength of the punch determines the arc and speed of the projectile. |
Goshoryuken | + | Light Version Damage: 100 Medium Version Damage: 140 Heavy Version Damage: 130 EX Version Damage: 180 The strength of the punch determines how many hits it will have. |
Tatsumaki Zankukyaku | + | Light Version Damage: 50 Medium/Heavy Version Damage: 80 EX Version Damage: 150 The strength of the kick determines the duration and horizontal distance of the move. |
Airborne Tatsumaki Zankukyaku | (in air) + | Light/Medium/Heavy Version Damage: 50 EX Version Damage: 200 Other than the EX Version of the attack, the strength of the kick changes almost nothing. |
Ashura Senku | | If punches are input, the distance traveled is farther than when kicks are input. |
Hyakkishu | + | The strength of the kick determines the arc of the jump. In the EX Version of the attack, the correct arc is always selected automatically. |
Hyakkishu -> Hyakki Gozan | + | Light/Medium/Heavy Version Damage: 60 EX Version Damage: 75 |
Hyakkishu -> Hyakki Gosho | + | Light/Medium/Heavy Version Damage: 70 EX Version Damage: 87 |
Hyakkishu -> Hyakki Gojin | | Light/Medium/Heavy Version Damage: 50 EX Version Damage: 62 |
Hyakki Gosai | + | Light/Medium/Heavy/EX Version Damage: 150 |
Super Art
Move Name | Input | Notes |
---|---|---|
Raging Demon | | Damage: 300 |
Misogi | Damage: 300 |
General Strategy
Akuma is a very versatile character with an enormous amount of options compared to the rest of the cast. However, this versatility also comes some drawbacks. His most important drawback being his health. Sitting at 850 life points, Akuma players aren't allowed to make too many mistakes and therefore have to play it safe or risk eating a lot of damage. With that out of the way, let's get into some basic Akuma fundamentals.
One of Akuma's greatest tools is his Zanku Hadoken, or his air-fireball. This will be your primary weapon in Akuma's arsenal. Generally you'll want to space your opponent with his many different fireballs to get a feeling of how they'll react. Once you get the hang of their play-style, you can begin opening them up with some mix ups or just continue to zone if they can't seem to work their way around the fireballs.
Akuma also has his Hyakkishu mix-up that can be abused to get inside the opponent's mind and really start wreaking havoc. Akuma's Hyakkishu has three different ranges at which it can attack (all dependent on the strength of the button press) as well as five different attacks. Hyakki Gosho (
) is an overhead attack, meaning the opponent cannot block it low. It also causes a hard knockdown forcing your opponent to deal with a mix-up afterwards. Hyakki Gojin (
) is dive kick that can be followed up with a combo, if you successfully land a hit. It can also be used as a good pressure tool. However, don't get too comfortable because a good player will be able to easily anti-air you if you become too predictable. Hyakki Gozan (no input) is a sweep that causes a hard knock down. Use it with Hyakki Gosho to keep your opponent guessing. Hyakki Gosai (
+
) is a grab that can be used if you catch your opponent trying to block too often. New to Street Fighter X Tekken is the ability to EX Zanku Hadoken out of his Hyakkishu.
Useful Normals
Standing
s.
: Akuma walks forward for a 2 hitting high attack that can be linked off of. Do not spam this move. Anyone can crouch under it and punish.
Crouching
c.
: A solid anti-air. Works great on jump-ins right on top of Akuma's head.
c.
: A decent poke, but nowhere nearly as good as Ryu's. Akuma can still cancel it into a fireball.
c.
: 8 frames of start-up combined with Akuma's great walk speed make this a great move. Akuma also benefits greatly from knocking opponents down. This is his primary tool in footsies.
Jumping
: This move does a lot of damage and crosses up in the corner.
: Akuma's weaker, but more ambiguous cross-up.
: Akuma's stronger, but less ambiguous cross-up.
: Akuma's standard high damage jump-in.
Unique Attacks
Zugaihasatsu (
): Akuma's overhead attack. It's safe on block. In SFxT, it can be comboed afterwards by linking s.
or c.
.
Tenmakujinkyaku (j.
): This is Akuma's dive kick. Input
at the peak of his jump for the dive kick to come out. This is a good tool to fake a cross-up and come down with an attack on the same side.
Specials
Gohadoken
This is Akuma's fireball.
version is the slowest while the
version is the fastest. It has a bit more recovery frames than Ryu's fireball making it less useful. It's still a solid tool.
Shakunetsu Hadoken
This is a stronger version of Akuma's fireball. It has significantly more start-up and recovery frames so only use it from outside jump-in range.
Zanku Hadoken j.
This is Akuma's air fireball. Akuma isn't safe upon landing so don't spam this at close range.
Goshoryuken
Akuma's Dragon Punch. This is a good move in combos, as an anti-air, and as a reversal.
Tatsumaki Zankukyaku
Akuma's Hurricane Kick. This attack goes over lows, and most fireballs. The
version is also very useful in most combos.
(Air) Tatsumaki Zankukyaku
Akuma's air Hurricane Kick will beat out many other air to air normals. It also alters his jump arc allowing for cross-ups and it can be comboed off of.
Hakkishu
Akuma's Demon flip gives him 4 followup options. The strength of the Kick determines the distance traveled.
Hyakki Gozan ~no input
Akuma comes in with a low hitting slid attack that causes knockdown.
Hyakki Gosho ~
Akuma's Demon Palm, comes out fast and causes a ground bounce on counter hit.
Hyakki Gojin ~
Akuma's comes down with a dive kick. This can lead into any combo that would come off a jump-in.
Hyakki Gosai ~
This is a throw from the air that only hits grounded blocking opponents. It's very good in mix-ups.
Ashura Senku (or ) (or )
This is Akuma's teleport. It will pass through opponents and projectiles. It is very unsafe and easily punished.
Combos
Meterless jump-in
Strongest combo. 324 Damage
A little less damage, but leaves you in better position. 309 Damage
Least amount of damage, but it will push the opponent the furthest distance. 309 Damage
Post-overhead ( + )
After linking s.
, simply chain into a sweep for a knockdown. 178 Damage
This is your high damage combo. 311 Damage.
This is a stronger combo that will also lead into a knockdown. 256 Damage.
This pushes your opponent the furhtest distance. 248 Damage.
demon palm ( -> ) counter hit
Highest damage combo. 256 Damage
Knockdown combo. 219 Damage
Good for pushing your opponent across the screen. 190 Damage.
Corner
1 BAR
492 Damage
2 Bars
554 Damage
3 Bars
600 Damage
Trials
Trials List
Trial Number | Input(s) |
---|---|
1 | Zugaihasatsu |
2 | Gohadoken |
3 | Zanku Hadoken |
4 | Goshoryuken |
5 | Tatsumaki Zankukyaku |
6 | Hyakki Gosai |
7 | Raging Demon |
8 | Misogi |
9 | Stand |
10 | Jump |
11 | Stand |
12 | Jump |
13 | Airborne Tatsumaki Zankukyaku -> Stand |
14 | EX Hyakki Gosho -> EX Shakunetsu Hadoken -> Stand |
15 | Hyakki Gojin -> Crouch |
16 | Zugaihasatsu -> Crouch |
17 | Crouch |
18 | |
19 | EX Hyakki Gosho -> Stand |
20 | Tenmakujinkyaku -> Crouch |