Street Fighter 6/Akuma/Introduction

From SuperCombo Wiki

Introduction

A demon of combat that has welcomed the Satsui no Hado into his being in his quest to become the ultimate master of the fist.

Akuma has an incredibly versatile toolkit, with strong, far-reaching normals and a high walkspeed to control space, multiple projectiles to force or shield an approach, and incredible corner carry to force his foes into the most dangerous of situations. He's especially good at maintaining his advantageous positions, with certain knockdowns leading to a potentially rewarding vortex that can loop back into itself. All this is counterbalanced by his lower health, a massive drawback that makes each mistake that much more costly and forces him to use each tool in his arsenal wisely to avoid inviting his own destruction.

While Akuma has the traditional shoto toolkit (fireball, DP, tatsu, shoto normals), he puts his own dark spin on them, encouraging peerless aggression. His Gou Hadoken has three vastly different speeds it can be fired at, and can be charged for additional hits. His fireball also has a unique air version called Zanku Hadoken, which can be used to counter DP attempts or set up for continued pressure. His Gou Shoryuken acts as a great combo ender and anti-air, with an OD version that leaves opponents close on hit. His Tatsumaki Zanku-kyaku goes through fireballs like Ryu's, but the heavy version goes into the air, allowing him to cruelly punish bad jumpins. What really sets Akuma apart from the other shotos is his signature Demon Raid. Upon pressing this special, Akuma leaps into the air and can perform a series of followups. He has an overhead, a low, and a divekick, and each option can leave Akuma plus. If opponents try to parry through the followups, Akuma can always call this out by landing and throwing them for a Punish Counter Throw. Demon Raid is an incredible special for allowing Akuma to get his gameplan started, and the OD version even allows Akuma to throw a fireball and counter attempts to stuff his approach. While Demon Raid is strong, it can be easily anti-aired on reaction, requiring Akuma to be very considerate with where he unleashes it.

In the neutral, Akuma leverages his shoto normals of 2MK, 5HP and 5LP/5LK to control space. His fast walkspeed and strong pokes give him a dominating neutral presence. He also has some strong command normals for counterpoking, including the powerful 6MK snap kick and 6HP lunging punch. Once he's gotten you in the corner, Akuma excels at a diverse and threatening offense. He has many ways to be plus, including his 5MP and 5HK, though the latter can be ducked and punished. Akuma can use his new Adamant Flame special to set up shimmys and crush your opponent's Drive Gauge. Successful hits can be brutally effective, as Akuma's combo game is very strong with excellent juggle points OD special extensions. His devastating Empyrean's End Level 2 super leads to combo extensions, and his Level 3 is easy to combo into, allowing him to really pile on the damage. On top of all of this, Akuma also has an alternate CA called Shun Goku Satsu, a 0f comboable command grab that deals incredible damage when it connects. Truly, Akuma is the master of violence.

He's also the master of dying. Akuma's low vitality is a genuine concern in this game, as he has 9000 health compared to the standard 10,000. This might not seem like a lot, but it really is, as Akuma can be two-touched by most of the cast. While opponents may fear his rewarding and dominating offense, Akuma carries a ton of risk in basic play. Opponents who find a opening or make a specific read can punish Akuma harder than anyone else in the cast, especially if they have a Level 3 charged up. Akuma lives and dies by the mastery of the person playing him. If you can pilot him well, he will reward your efforts tenfold. If you like offense-oriented characters and can stay calm on the razor's edge, then embrace the demon with Akuma.

Pick if you like: Avoid if you dislike:
  • Strong pressure options, with many ways to be plus
  • Controlling neutral with long-reaching strikes and fast walkspeed
  • Being able to both zone and quickly approach
  • A diverse but still accessible kit, with good options for every situation
  • Being much more fragile than other characters
  • Needing to make risky and confident plays, with the threat of devastating punishment if you mess up


Classic & Modern Versions Comparison

List of differences with Modern Akuma
Missing Normals
  • Crouching Medium Punch (2MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • Skull Splitter (6MP)
Shortcut-Only Specials
  • Adamant Flame (4S)
    • Medium/OD Only
    • Adamant Flame Follow-Up is (4S~6S or 6X)
  • Demon Raid (2S)
    • Medium/OD Only
    • Demon Low Slash is (2S~No Input)
    • Demon Guillotine is (2S~S)
    • Demon Blade Kick is (2S~X)
    • Demon Swoop is (2S~[2])
    • Demon Gou Zanku is (2A[S]~A[S])
    • Demon Gou Rasen is (2A[S]~A[X])
Assist Combos
  • A[L~L]: 5LK ~ HP Gou Hadoken
  • A[M~M~M~M~M]: Viscera Piercer (5MP~MP) ~ OD Adamant Flame ~ Level 2 Super
    • On burnout it will use Viscera Piercer (5MP~MP) ~ M Adamant Flame
  • A[H~H~H~H~H]: 5HK ~ 5MK ~ OD Tatsumaki Zanku-kyaku ~ M Gou Shoryuken ~ Level 3 Super
    • On burnout it will use 5HK ~ 5MK ~ H Gou Shoryuken ~ Level 3 Super
Miscellaneous Changes
  • 2L is 2LK but switches to 2LP if chained into
    • 2LP is unavailable outside of chains

SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu