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{{AttackDataCargo-SF6/Query|akuma_jlp}} | {{AttackDataCargo-SF6/Query|akuma_jlp}} | ||
* | * Can be used as a fuzzy instant overhead | ||
<br> | <br> | ||
A quick air-to-air, useful against close range jumps if you're not ready for a cross-cut Gou Shoryuken. | |||
The instant overhead property allows Akuma to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round. | |||
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{{AttackDataCargo-SF6/Query|akuma_jmp}} | {{AttackDataCargo-SF6/Query|akuma_jmp}} | ||
* | * Puts airborne opponents into {{sf6-jug|limited juggle}} state (but no juggle potential on its own) | ||
* Lenient cancel window into j.236P / j.214K / {{clr|SA|Air SA1}} | |||
<br> | <br> | ||
Akuma's | Akuma's primary air-to-air button. Can get a grounded follow-up by canceling into {{clr|OD|j.214KK}}, j.236P, or corner {{clr|SA|Air SA1}}. | ||
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{{AttackDataCargo-SF6/Query|akuma_jhp}} | {{AttackDataCargo-SF6/Query|akuma_jhp}} | ||
* | * Spike knockdown on {{clr|PC|Counter-hit/Punish Counter}} vs. airborne opponents | ||
<br> | <br> | ||
A jump-in with a strong downward hitbox, making it good for close vertical approaches and throw baits. | |||
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{{AttackDataCargo-SF6/Query|akuma_jlk}} | {{AttackDataCargo-SF6/Query|akuma_jlk}} | ||
* | * Can hit cross-up | ||
<br> | <br> | ||
A relatively weak cross-up with more limited follow-ups than {{clr|M|j.MK}}. Can be used as an emergency air-to-air, taking advantage of the cross-up hitbox to hit an opponent that has already jumped behind Akuma. If the opponent is expecting a stronger air normal, you may be able to surprise them with {{clr|L|j.LK}} into an immediate tick throw upon landing. | |||
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{{AttackDataCargo-SF6/Query|akuma_jmk}} | {{AttackDataCargo-SF6/Query|akuma_jmk}} | ||
* | * Can hit cross-up | ||
* Shifts Akuma's hurtbox upward during startup | |||
<br> | <br> | ||
Akuma's primary cross-up. For maximum effectiveness, mix between this, {{clr|H|j.HP}}, and empty jump Throw to make it harder for the opponent to predict your air approaches. | |||
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{{AttackDataCargo-SF6/Query|akuma_jhk}} | {{AttackDataCargo-SF6/Query|akuma_jhk}} | ||
Has the longest horizontal range of Akuma's air normals, making it a good option when jumping over fireballs at long range. Also useful for midscreen safe jump setups after {{clr|L|LK Tatsu}}, {{clr|H|2HK}}. | |||
}} | }} | ||
<br> | <br> |
Revision as of 00:31, 12 July 2024
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Character breakdown in progress
Akuma is a new character! This page is currently under construction and information might be inaccurate, incomplete, or missing entirely. 🤝 Want to help us out? Join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource. |
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 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.
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 is a noticeable con, as Akuma can be two-touched by most of the cast. While opponents may fear his rewarding and dominating offense, Akuma carries much risk in basic play. Opponents who find an 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: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Akuma | |
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Vitals | |
Life Points | 9000 |
Ground Movement | |
Forward Walk Speed | 0.052 |
Backward Walk Speed | 0.035 |
Forward Dash Speed | 19 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.352 |
Backward Dash Distance | 0.923 |
Drive Rush Min. Distance (Throw) | 0.880 |
Drive Rush Min. Distance (Block) | 2.121 |
Drive Rush Max Distance | 3.425 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 7 | Chn Sp SA | 300 | LH | +4 | -1 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 13f
- Drive Rush cancel advantage: +4 oH / -1 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A fast jab used in hitconfirm chains. It has slightly more range than 2LP, and chains more quickly, making it better against Drive Impact. However, 5LP has slightly worse advantage on hit, so it can't link to Akuma's longer-ranged 5LK. It also can't link to 5MK on Counter-hit, making it a worse defensive option against fake blockstrings.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 4 | 11 | Sp SA TC | 600 | LH | +4 | +1 |
- Cancel Hitconfirm Window: 16f
- Drive Rush cancel advantage: +9 oH / +6 oB
Akuma's main starter for block pressure due to its frame advantage and high number of active frames. The range is a bit stubby for a medium button, so it has little utility at mid-range. Comes with a Target Combo to help extend combos.
5MP can be used to frame trap into light normals, while also linking to 5LP/2LP on hit. Scoring a Counter-hit grants a link to 5MP~MP at point blank or 2MP from a bit farther away. If you're unsure of the range, the Target Combo is a safer option (ending with LP Gou Hadoken for relative safety).
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 5 | 18 | Sp SA | 800 | LH | +3 | -3 |
- Cancel Hitconfirm Window: 19f
- Special/DR cancel is delayed until after 3rd active frame
- Drive Rush cancel advantage: +14 oH / +8 oB
A far-reaching cancelable poke similar to other shoto-style 5HPs. Combined with Akuma's fast walkspeed, this button can be used to relentlessly bully the opponent. The hitbox is great for stuffing the opponents neutral buttons, and the long hitconfirm window allows an immediate cancel without wasting meter on block.
The best cancel option for damage is HP Adamant Flame, but the combo will drop if you delay the cancel while hitconfirming. OD Adamant Flame can be confirmed into more easily, giving great corner carry and even higher juggle damage if near the corner. MK Tatsu is a decent mid-range option if you can react to the opponent standing, and of course there is always a Drive Rush cancel if you want to spend half your Drive gauge for a stronger confirm. Most other cancel routes are either weaker or unreliable due to range.
Punish Counter 5HP can link to 5MK at closer ranges, but this doesn't usually work at the ranges you would be whiff punishing from. This makes it far less useful than the common 5HP, 2MK punish route used by Ryu and Ken. However, the link will almost always work after Drive Rush due to its forward momentum.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 11 | Sp SA | 300 | LH | +2 | -4 |
- Cancel Hitconfirm Window: 13f
- DR cancel is delayed until after active frames
- Drive Rush cancel advantage: +4 oH / -2 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Akuma's farthest-reaching light normal, making it a very useful punish for moves that are slightly unsafe. The fast startup makes it decent as a whiff punish tool, particularly after a spacing trap; this lets it combo into LP/MP/OD Adamant Flame. Often used as the final hit of a 3-light confirm, as long as the second button is 2LP.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 5 | 15 | Sp SA TC | 700 | LH | +3 | -3 |
- Forces stand on hit
- Cancel Hitconfirm Window: 17f (only 15f to confirm TC without Counter-hit)
- Drive Rush cancel advantage: +13 oH / +7 oB
An important combo tool that forces the opponent to stand, allowing consistent combos into LK/MK Tatsu. Commonly linked after 2MK > DRC~5HP or after Counter-hit 2LP/2MP. The high damage on this button is a major factor in Akuma's above-average damage output.
This hitbox is a bit disjointed with 5 active frames, making it a useful counterpoke. Canceling into MK Tatsu or HP Adamant Flame works consistently even against extended hurtboxes. The active frames also make it a useful meaty if timed properly; it can be up to +7/+1 on the last active frame.
Has a Target Combo extension into an overhead HK, which can be used for mixups, grounded combos, or ground bounce juggles (usually after DR~5MK). This extension is generally not hitconfirmable unless starting with extra advantage from Counter-hit/Punish Counter/Drive Rush.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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13(24) | 3(8)4 | 15(16) | - | 400x2 | LH | +7 | +3(-13) |
- 2 hits; 1st hit forces stand on hit
- 2nd hit whiffs on crouch blocking opponents (-13 oB)
- Stand blocking the 1st hit forces opponent to block 2nd hit as well
- Both hits put airborne opponents into limited juggle state
- 1f extra recovery on whiff (2nd hit)
- Counter-hit/Punish Counter bonus advantage carries through both hits
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Akuma steps forward with two advancing kicks. Very rewarding to land on hit or block; it can link to 5MK or 5MP~MP, and has enough advantage on block for a strike/throw mixup. However, Akuma is severely punishable if the opponent crouch blocks the first hit. If you're going to use it in neutral, it's important to make sure the opponent has a tendency to stand or Parry frequently. Even making them block the first hit standing is enough to keep Akuma safe, as the opponent can not switch to a crouch block between hits.
The forward movement and frame advantage, along with a lack of starter scaling, make 5HK a great combo starter. However, the extra damage scaling mid-combo usually makes it inferior to 6HP for Drive Rush extensions. Consider these two combo routes as an example:
- 5HP > DRC~6HP, 2HP > 214LK, 623HP (3076 Dmg)
- 5HP > DRC~5HK, 2HP > 214LK, 623HP (2827 Dmg)
5HK has a somewhat disjointed foot hitbox that can allow it to anti-air, though it's not very consistent. If it does hit an airborne opponent, Akuma can easily juggle afterward with moves like 623HP, 214MK, or any Super.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 2 | 9 | Chn Sp SA | 300 | LH | +5 | -1 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 13f
- DR cancel is delayed until after active frames
- Drive Rush cancel advantage: +5 oH / -1 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air
An important tool for hitconfirms and defense. Has more advantage than Akuma's other light normals, allowing a link to his far-reaching 5LK.
Counter-hit 2LP links to 5MK, making it a more rewarding button to mash on defense if the opponent's strings are not airtight. If you happen to score a Punish Counter, it can link to 5HP; this makes it the best option for punishing -4 attacks when the range allows it. In Drive Rush combos, both jabs are interchangeable with a link to 2HP, but you might as well use 2LP to make the combo easier by 1 frame.
The range is marginally less than 5LP, and the chain timing is a bit slower, making it marginally weaker against Drive Impact if not canceled.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 3 | 14 | Sp SA | 600 | LH | +6 | -1 |
- Cancel Hitconfirm Window: 16f
- Drive Rush cancel advantage: +13 oH / +6 oB
- Topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air
An excellent disjointed neutral buffer and combo tool with range similar to Luke's 2MP. It lacks the block advantage of 5MP, but gets much more reward on hit, and can link into itself.
Scoring a Counter-hit allows Akuma to link 5MK to force stand and secure a high damage ender; from farther ranges, use 2MK for the extra reach. As a Punish Counter, it links to 5HP, making it a great shimmy tool that can convert from far ranges. Drive Rush makes 2MP a great pressure starter (+3 oB) and gives the same link into 5HP; the forward momentum also allows a link to 2HP to force stand consistently.
The most consistent cancel option is MP Adamant Flame, but when used as a counterpoke or whiff punish you can combo the HP version instead for extra damage and corner carry - just make sure the opponent isn't walking forward, as it could make 2MP connect without extra frame advantage. In the corner, you can spend some meter on OD Adamant Flame for a high damage wallsplat extension. To create some space to reset neutral, a simple LP Gou Hadoken is your safest cancel ender.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 8 | 19 | Sp SA | 900 | LH | 0 | -8 |
- Head/Arm hurtbox is Anti-Air Invuln on frames 8-15 (cannot hit cross-up)
- Anti-air disjointed hitbox starts on frame 11
- Forces stand on hit
- Cancel Hitconfirm Window: 17f; only the first 3 active frames are cancelable
- Drive Rush cancel advantage: +17 oH / +9 oB
A solid anti-air and important combo tool. The hitbox is great for close jumps, reaching high into the air. It takes a few frames for the main vertical hitbox to come out, making it a little slower than the startup suggests when trying to anti-air. It also has a tendency to whiff on farther range empty jumps, so it's best to stick with Gou Shoryuken whenever possible. Because the later frame are not cancelable, Akuma cannot force an airborne opponent to land into a meaty fireball or into a Demon Raid mixup.
In combos, 2HP essentially fills the same role as 5MK but with 200 extra damage. By forcing the opponent to stand, LK/MK Tatsu can be used as combo enders. The downside to 2HP is that it's much less link-friendly, having much shorter range and 1f more startup than 5MK. For the most part, you will only use this after Drive Rush, taking advantage of the extra frame advantage and forward momentum.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 2 | 10 | Chn | 200 | L | +3 | -3 |
- Chains into 5LP/2LP/2LK (4f blockstring gap when chained into itself)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Akuma's fastest low combo starter. Can work in any 3-hit light chain, including 2LK, 2LK, 2LP for two potential openings if the opponent stands. Works well as a mixup option after a Demon Swoop feint, since the opponent is likely to expect the overhead ender. After a Drive Rush starter, 2LK can link directly to 5MK for a hitconfirm, but this string is interruptible on block.
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 19 | Sp SA | 500 | L | +1 | -6 |
- Cancel Hitconfirm Window: 13f
- Special/DR cancel is delayed until after active frames
- Drive Rush cancel advantage: +11 oH / +4 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Extends a wide hurtbox 3f before startup and during recovery
A cancelable Shoto-style low poke. For comparison, the range is slightly less than Ryu's with the same startup. Can be canceled into Gou Hadoken for a relatively safe neutral option, though this can lose against a predictive Drive Impact. Combos into MP/OD Adamant Flame at any range, or the HP version when whiff punishing the opponent's limbs.
Like all similar buttons in SF6, the cancel to Drive Rush is one of 2MK's most important properties. On block, you can cancel to 5MP for block pressure, or 5LP/2LP to ensure the opponent has no gap to reversal through. On hit, the most consistent ender is 5HP, 5MK to force stand, allowing a LK Tatsu juggle. If you are using 2MK as a counterpoke or whiff punish for the extra advantage, you can instead link 6HP, 2HP for extra damage with the same ender.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 3 | 23(29) | - | 900 | L | HKD +32 | -12 |
- Counter-hit/Punish Counter: HKD +47
- Has juggle potential; not a Hard Knockdown when juggled into
- Juggle knockdown sets up auto-timed safe jump
- On block, plays out a fixed 29f recovery (cannot be made safer with meaty timing)
A sweep with solid range and hitbox priority. It's a bit worse on block than many sweeps, but the pushback can keep it safe at max range in specific matchups. Due to Akuma's strong neutral game and excellent 2MK starter, it's not usually worth the risk of throwing this out in neutral. The forward movement does make it a better whiff punish, however.
2HK is most commonly used as a juggle ender after LK Tatsu. Midscreen, this juggle is much more consistent than HP Gou Shoryuken, working at any range with no risk even when mistimed. This juggle also sets up an auto-timed safe jump, providing an easy way to approach safely without worrying about wakeup reversals. This safe jump even works midscreen with j.HK, but despite being +11 on block, Akuma can't get close enough to safely throw afterwards.
After a Counter-hit/Punish Counter knockdown, the extra advantage is perfect for setting up a Demon Raid mixup. The LK version will stay on the same side while MK will cross over the opponent. Empty jumping with a Demon Swoop feint leaves Akuma +2; in addition to the strike/throw mixup, there is an inherent high/low mixup as the opponent may expect a Demon Guillotine overhead. Ending with a Demon Low Slash (slide) has a high likelihood of success for the same reason, but can lose to fast wakeup normals. At closer ranges, Akuma can instead whiff LK Tatsu for a side switch, leaving him +7; while this isn't as useful at whiff punish range, it can be ambiguous which side he will land on, so you can potentially fake the cross-up even when out of range.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 10 | 3 land | - | 300 | H | +4(+9) | 0(+5) |
- Can be used as a fuzzy instant overhead
A quick air-to-air, useful against close range jumps if you're not ready for a cross-cut Gou Shoryuken.
The instant overhead property allows Akuma to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round.
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 4 | 3 land | Sp SA1 | 700 | H | +9(+11) | +5(+7) |
- Puts airborne opponents into limited juggle state (but no juggle potential on its own)
- Lenient cancel window into j.236P / j.214K / Air SA1
Akuma's primary air-to-air button. Can get a grounded follow-up by canceling into j.214KK, j.236P, or corner Air SA1.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 6 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
- Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents
A jump-in with a strong downward hitbox, making it good for close vertical approaches and throw baits.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 10 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
- Can hit cross-up
A relatively weak cross-up with more limited follow-ups than j.MK. Can be used as an emergency air-to-air, taking advantage of the cross-up hitbox to hit an opponent that has already jumped behind Akuma. If the opponent is expecting a stronger air normal, you may be able to surprise them with j.LK into an immediate tick throw upon landing.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 6 | 3 land | - | 500 | H | +8(+13) | +4(+9) |
- Can hit cross-up
- Shifts Akuma's hurtbox upward during startup
Akuma's primary cross-up. For maximum effectiveness, mix between this, j.HP, and empty jump Throw to make it harder for the opponent to predict your air approaches.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 6 | 3 land | - | 800 | H | +9(+15) | +5(+11) |
Has the longest horizontal range of Akuma's air normals, making it a good option when jumping over fireballs at long range. Also useful for midscreen safe jump setups after LK Tatsu, 2HK.
Command Normals
6MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 1(1)3 | 18 | - | 200,400 | H,H | +3 | -1 |
Akuma's overhead to start his offense. Has good range.
DR 6MP links into 2MP or 5MK, the latter link being very important becauses it forces stand as this move is very likely to hit them crouching, allowing Akuma to combo into 214LK.
6MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 15(18/19) | - | 700 | LH | +5 | -4 |
A solid poking normal with great range, but little reward on hit. On Punish Counter notably links into 2HK for a knockdown, or Level 2 Super for a potential combo near the corner, however these have a tendency to whiff near the kick's max range.
6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 4 | 20 | TC | 800 | LH | +4 | -3 |
- Cancel Hitconfirm Window: 20f (TC)
Akuma steps forward while punching, making this button one of his farthest reaching pokes. Hitconfirms into 6HP~6HK target combo.
Due to scaling, 6HP is the preferred link in DRC over 5HK.
4HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 5 | 27 | Sp SA | 800 | LH | KD +47 | -15 |
- Puts airborne opponents into limited juggle state
- Cancel Hitconfirm Window: 19f
- Drive Rush cancel advantage: KD +69 oH / +7 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A very rewarding anti-air and combo filler button. Forces limited juggle on hit, allowing Akuma to combo further. In the corner, the usual extension is 4HK > Level 2 fireball > H Shoryu or Tatsu, but you can also do 4HK > 236K~K > H Shoryu or Tatsu for slightly less damage.
When used as an anti-air, 4HK is very slow but highly rewarding. Since it can be special canceled, Akuma can get strong midscreen conversions. An example is 4HK > Level 2 fireball > Parry Drive Rush > 5HK > M Tatsu.
j.2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | until land | 7(13) land | - | 800 | LH | +1(+11) | -4(+6) |
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
A situational divekick that can only be performed during a forward jump. Has a very steep angle, similar to 236K~LK. Like other divekicks, the closer the attack lands to the opponent's feet, the more advantage Akuma will have. Oddly enough, has exactly one more frame of advantage than 236K~K, on both block and hit at all spacings.
Target Combos
5MP~MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 21 | Sp SA | 700 | LH | -1 | -6 |
- Cancel Hitconfirm Window: 38f
- Drive Rush cancel advantage: +13 oH / +8 oB
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
5MK~HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 20 | - | 600 | H | +1 | -3 |
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Somewhat sneaky, safe on block overhead. Has situational use during combos; causes a ground bounce on hit if opponent is in a juggleable state.
6HP~6HP~HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 21(24) | TC | 600 | LH | KD +39 | -10 |
- Cancel Hitconfirm Window: 41-42f (TC)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 24 | - | 875(700) | LH | KD +35 | -13 |
Key hit-confirmable TC for Akuma. 6HP~6HP can be finished into 623MP for more damage in the corner.
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD + 28 | - |
- Punish Counter: HKD +28
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD + 14 | - |
- Side switches
- Punish Counter: HKD +14
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
- Armor (2-hit): 1-27f; Range: 2.561 (1.511 movement + 1.05 hitbox)
- On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
- On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
- Combos when canceled from 2HP / Punish Counter 5HP/2MP (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
- A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
- This happens because a blocked DI is not considered a "hit" for combo purposes
- Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 2HP: 8[4]
- 5HP, 5MP~MP: 9[5]
- 4HK, 5MK: 10[6]
- 5MP, 2MP: 11[7]
- 2MK 13[9]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Against the following characters in Burnout:
- JP (22K), frame 3 counter
- Marisa (214K), frame 3 armor
- Zangief (5[HP]), frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.
* Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.
- DR~5HP* > DI: 1f blockstring gap prevents opponent from absorbing the hit
- DR~2HP* > delay DI: 1f blockstring gap prevents opponent from absorbing the hit
- DR~5MK* > DI: 2f blockstring gap prevents opponent from absorbing the hit
- DR~4HK* > DI: 2f blockstring gap prevents opponent from absorbing the hit (juggles into DI on hit)
- DR~2MP* > DI: 3f blockstring gap prevents Zangief 5[HP] from absorbing the hit
- DR~5MP > DI: 3f blockstring gap prevents Zangief 5[HP] from absorbing the hit
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-22f; Armor Break
- 5f extra recovery on hit; 4f screen freeze during startup
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-20f; Armor Break
- 5f extra recovery on hit; no screen freeze
See Drive Reversal on the Gauges page for more details.
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry on the Gauges page for more details.
- Perfect Parry:
- Applies a 50% damage scaling multiplier to any punish afterwards
- vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
- vs. projectiles, puts you into a fixed 11f recovery
Drive Rush (MPMK~66)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
3+8 | - | 15(37) | - | - | - | - | - |
- 1-bar version performed out of Parry
- Startup is 1+8 immediately after successful Parry
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | - | 15(37) | - | - | - | - | - |
- 3-bar version performed on hit/block from a cancelable normal
- Can also be performed from whiffed cancelable light normals
See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes
- Startup refers to minimum time before an attack can cancel the Drive Rush animation
- The first 15 recovery frames are cancelable into any attack
- The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry)
- Only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
- Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
- Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo
Distance:
- 0.880 (min, cancel into immediate Throw)
- 2.121 (min, earliest blocking/movement frame)
- 3.425 (max, final DR frame)
Special Moves
Gou Hadoken (236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16~32 | - | 30 | SA3 | 700 | LH | 0 | -4 |
- Slow 1-hit projectile; Projectile Speed: 0.055
- No extended arm hurtbox; slight leg hurtbox extension on frame 16~
- Cancel Hitconfirm Window: 4f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14~30 | - | 32 | SA3 | 700 | LH | -2 | -6 |
- Medium-speed 1-hit projectile; Projectile Speed: 0.075
- No extended arm hurtbox; slight leg hurtbox extension on frame 14~
- Cancel Hitconfirm Window: 4f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12~28 | - | 34 | SA3 | 700 | LH | -4 | -8 |
- Fast 1-hit projectile; Projectile Speed: 0.095
- No extended arm hurtbox; slight leg hurtbox extension on frame 12~
- Cancel Hitconfirm Window: 4f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12~27 | - | 29 | SA2 SA3 | 400,600 | LH | KD +55 | +2 |
- Fast 2-hit OD projectile; Projectile Speed: 0.095
- Has juggle potential; puts opponent into limited juggle state on hit
- No extended arm hurtbox; slight leg hurtbox extension on frame 12~
- Cancel Hitconfirm Window: 12f (Super)
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
Akuma's fireball is very similar to Ryu's. It can be fired at three different speeds, and functions as a strong zoning and keepaway tool. When mixed with his fast walkspeed and movement-based specials, Akuma is one of the best characters at controlling screen space. 236LP is the safest version but has the slowest startup, while 236HP is the fastest but most unsafe if not well-spaced.
At Lv.1, Gou Hadoken is most useful as a low-risk harassment tool. Unlike most characters, Akuma does not extend a hurtbox on his arms when throwing a projectile; this makes it very difficult to counterpoke him in neutral and forces many characters to risk a jump-in to punish his zoning. He does slightly extend a hurtbox near his feet when the fireball is active, but this will at best lead to a trade.
What makes Akuma's zoning game so threatening (in addition to his different fireball speeds) is the ability to charge them up to a stronger version. Holding the button for less than 25f (or less than 24f for the OD version) will result in a regular Gou Hadoken with worse startup; this can still be valuable to throw off the opponent's timing, but does not improve the attack properties. When the button is released, the projectile hitbox will start up in 6 frames (4 for OD).
Charged Gou Hadoken (236{P}/236[P])
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
(25~48)+6 | - | 29 | SA3 | 400,600 | LH | KD +55 | +2 |
- 2-hit projectile; button must be held 25f (up to 48f)
- Button strength determines speed; Projectile Speed: LP 0.07 / MP 0.085 / HP 0.105
- Projectile hitbox comes out 6f after button release; total startup 31-54f
- No extended arm hurtbox; slight leg hurtbox extension on frame 13~
- Has juggle potential; puts opponent into limited juggle state
- Cancel Hitconfirm Window: 15f (Super)
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
When Lv.2 fireball is ready, Akuma will pose with his arms outstretched, and his projectile changes to a reddish-purple color. Releasing the button too early will result in a regular Gou Hadoken, and holding it too long gives the opponent more time to react and may cause specific combos to drop (e.g. corner 4HK > 236{P} > 623HP), so it's important to learn this timing.
When zoning at mid-range, charging to a Lv.2 fireball can punish opponents who try to neutral jump on reaction, causing them to land directly on top of the projectile. However, it does leave Akuma wide open for a jump-in if used too predictably. If the opponent blocks at range, he has plenty of advantage to approach with Drive Rush for extended pressure, or he can hang back and continue zoning.
In the corner, Akuma has many combo enders (e.g. 214HK or 214LK > 2HK) that allow him to set up a meaty Lv.2 fireball on the opponent's wakeup. This stuffs any SA1 on startup while giving him advantage on block or a juggle (214HK, 623HP > SA3, or Drive Rush normals) on hit.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
56 | - | 28 | SA3 | 300x2,600 (1200) | LH | KD +57 | +5 |
- 3-hit projectile (must be held 49f for full charge); Projectile Speed: LP 0.09 / MP 0.115 / HP 0.145
- Has juggle potential; puts opponent into limited juggle state
- No extended arm hurtbox; slight leg hurtbox extension on frame 13~
- Cancel Hitconfirm Window: 12f (Super)
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
31 | - | 28 | SA2 SA3 | 300x2,600 (1200) | LH | KD +57 | +5 |
- Fast 3-hit OD projectile (must be held 24f for full charge); Projectile Speed: 0.145
- Has juggle potential; puts opponent into limited juggle state
- No extended arm hurtbox; slight leg hurtbox extension on frame 10~
- Cancel Hitconfirm Window: 12f (Super)
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
An even stronger version of the charged fireball; each version travels much faster, but you can still vary the speed depending on which button is pressed. All versions are otherwise identical. Once the button is held for 49f, he automatically fires the Lv.3 fireball, so the timing can't be varied like the Lv.1 and Lv.2 versions. This version is very hard to use for zoning, as the opponent has plenty of time to react to the charge animation; it works best at long range when the opponent expects you to release a fast Lv.2 version, and only if they don't have good anti-zoning specials.
On block, Akuma will always have advantage, but the exact amount depends on the distance and projectile speed used. He even has advantage if the hits are all Perfect Parried. After a ranged knockdown, Akuma can time an immediate Lv.2 236{HP} to lock the opponent down on wakeup and continue zoning. He can also advance forward with 236KK~236P, which can stuff or avoid immediate wakeup reversals. Opponents can counter this by delaying their reversal, but Akuma can also mix in 236KK~P, and it's hard to consistently distinguish between these two setups.
OD Gou Hadoken skips directly to a fully charged version; there is no intermediate version like 236{P}. Besides the faster startup and faster travel speed, it functions almost identically to the meterless Lv.3 fireball. The higher priority makes it more useful in projectile wars, since it will go through all 2-hit OD fireballs while retaining a hit.
Zanku Hadoken (j.236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | - | 9(2) land | - | 600 | LH | varies | varies |
- 1-hit projectile; can be input on Forward jump only
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
- Button strength determines angle and speed
- LP: ~35°, Projectile Speed 0.04
- MP: ~45°, Projectile Speed 0.055
- HP: ~50°, Projectile Speed 0.075
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6(21) | - | 9(2) land | - | 300x3 | LH | KD~ | varies |
- 3-hit OD projectile; can be input on Forward/Neutral jump
- Stationary projectile on frames 6-20 before firing (only 2 more hits if this collides with something)
- Travels downward at ~50° angle; Projectile Speed 0.075
- Puts grounded opponents into limited juggle state
All versions:
- Can be input on airborne frames 9-33 (not counting 4f pre-jump); Forced Knockdown until landing
- On HIT only, landing recovery after 2f~ can be canceled into anything except walk/jump (guaranteed combo)
- Puts airborne opponents into free juggle state (or maintains existing juggle state)
- Hitbox is considered both a Projectile and an Airborne attack (loses to both types of invuln)
- Projectile immediately dissipates if Akuma is hit
- Foot hurtbox is Projectile Invuln 1f~land; upper half of hitbox only connects on opponents mid-combo
Akuma's essential tool for safely approaching while controlling space. No other member of the cast has a move like this, allowing Akuma unique neutral opportunities. Just like the ground version, Akuma can vary his projectile speeds, making it harder to know when to attempt a counterattack. LP is good for creating a projectile wall to keep himself safe, while MP and HP are better at stuffing anti-air attempts and scoring frame advantage from long range.
Akuma's advantage on hit or block varies tremendously depending on how it connects. On hit, the ability to cancel his landing recovery guarantees a follow-up of some sort even at point blank against a tall character. On block, a minimum-height Zanku can be approximately -5 vs. tall characters or -3 vs. standard characters (or -3/-1 for OD); outside of this unlikely scenario, you should always assume that Akuma is extremely plus on hit or block. Interestingly, an opponent that Perfect Parries all hits of the OD version is actually left at a disadvantage even in the best case scenario.
By stalling in the air, Akuma can cause many anti-air attacks to whiff; it can be very difficult to time an anti-air that beats both Zanku and his strong j.HP. However, any move with anti-air invincibility (like most DP specials) can blow right throw the projectile and punish either option. If the opponent predicts the Zanku, they can even anti-air with a projectile invuln attack instead. In either case, once Akuma is hit, the threat of the projectile is eliminated.
When spaced properly against a grounded opponent, Akuma can usually Drive Rush for additional pressure on block or a combo extension on hit. If you're unsure of the advantage, the safest option is DR~5LP > 214MK, but it's often possible to get DR~5HP.
Zanku Hadoken can be useful for air-to-air purposes. If it hits an opponent trying to jump out of the way, they are left in a free juggle state that Akuma may be able to capitalize on. After an air-to-air j.MP > j.236P, Akuma can usually pick up a Drive Rush juggle; at most spacings, this works best with HP Zanku due to the knockback, but in the corner LP Zanku usually works better.
OD Zanku has 3 hits and travels very fast, though Akuma can't vary the speed or trajectory. He pauses in the air for much longer and can perform it from a neutral jump, making it easier to space safely against the opponent's anti-airs while still allowing follow-up pressure. Against opponents in the corner, this is especially deadly, as a neutral jump OD Zanku can also stuff jump-out attempts, leading to a 4HK extension.
Gou Shoryuken (623P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 10 | 21+12 land | SA3 | 1100(800) | LH | KD +38 | -23 |
- Anti-Air Invuln: 1-14f; Airborne 7-35f (Forced Knockdown state); cannot hit cross-up
- 300 less damage on active frames 4-10 (high anti-air connect)
- Puts opponent into limited juggle state (follow-up juggles possible after high connect)
- Cancel Hitconfirm Window: 17f (Super, 1st active frame only)
- Applies 20% damage scaling to next hit when beginning a combo (623P > SA3 starter: 30% total scaling)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 2,8 | 30+12 land | SA3 | 700,600 (1300) | LH | KD +32 | -30 |
- Anti-Air Invuln: 1-9f; Airborne 8-42f (Forced Knockdown state); cannot hit cross-up
- Puts opponent into limited juggle state
- Cancel Hitconfirm Window: 17f (Super, 1st active frame only)
- Applies 20% damage scaling to next hit when beginning a combo (623P > SA3 starter: 30% total scaling)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 2,3,6 | 35+15 land | SA3 | 600,500,400 (1500) | LH | KD +30 | -36(-39) |
- Anti-Air Invuln: 1-8f; Airborne 9-52f (Forced Knockdown state); cannot hit cross-up
- vs. crouch block, loses 3f advantage, 100 chip, and 2000 Drive damage
- Puts opponent into limited juggle state
- Cancel Hitconfirm Window: 17f (Super, 1st active frame only)
- Applies 20% damage scaling to next hit when beginning a combo (623P > SA3 starter: 30% total scaling)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 2,2,7 | 37+15 land | - | 300x3,700 (1700) | LH | KD +14 | -39(-41) |
- Full Invuln: 1-8f; Airborne 8-53f (Forced Knockdown state); cannot hit cross-up
- vs. crouch block, loses 2f advantage, 75 chip, and 1250 Drive damage
- Transitions to cinematic slam on first 2 hits (active frames 1-4)
- If these hits whiff, 3rd hit connects for only 300 damage and no cinematic
Akuma's DP is not special in any particular way, being functionally identical to Ryu's in terms of stats. This makes it a good anti-air, combo ender, and defensive tool like other DP's.
623HP is notable in that it has a SA3 cancel point, allowing it to be used as a high-damage combo ender anywhere on the screen. Akuma can go into this from 214LK > 623HP, but this has a nasty habit of whiffing from far ranges.
OD Shoryu is unique in that it puts opponents into a hitgrab follow-up on clean hit that leaves Akuma +14. From here, he can layer in a sneaky Oboro Throw.
Tatsumaki Zanku-Kyaku (214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2 | 14+7(13) land | - | 600 | LH | KD +50 | -13 |
- Airborne 5-27f (Forced Knockdown state)
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2(13)2 | 11+20 land | - | 500x2 (1000) | LH | KD +41(38) | -13(-28) |
- Lower Body Projectile Invuln: 8-38f; Airborne 5-38f (Forced Knockdown state)
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3(6)3(9)3(18)3 | 21+14(20) land | - | 400,300x2,600 (1600) | LH | KD +34 | -59 |
- Airborne 8-72f (Forced Knockdown state)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 2(4)2(4)2(3)2(4)2 | 7+19 land | - | 200x3,100,300 (1000) | LH | KD +47 | -17(-35) |
- Airborne 5-44f (Forced Knockdown state)
Light and Medium versions will whiff on crouching opponents. Start combos with 5HK or use 5MK or 2HP to force stand.
214LK can combo into 623HP for damage or 2HK for a safejump.
Although more range specific, ending combos with 214HK does slightly more damage and has a few more frames of knockdown advantage than 623HP.
Both the grounded and air OD versions cause a ground bounce that can be followed up with Light, Medium, or OD Shoryuken.
Aerial Tatsumaki Zanku-Kyaku (j.214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2(5)2(5)2 | 16 land | - | 900 | LH | KD +46(+52) | -2(+3) Front -6(-1) Back |
- Forced Knockdown state until landing
- Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2(1)3(1)3(1)3(2)2 | 16 land | - | 200x4,500 (1300) | - | KD +40(+53) | - |
- Forced Knockdown state until landing
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Can cross-up if performed from a jump over close to the ground.
Adamant Flame (214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 3 | 23 | SA3 | 700 | LH | +1 | -8 |
- Cancel Hitconfirm Window: 15f (Super) / 20f (Follow-up)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 3 | 20(23) | SA3 | 800 | LH | +2 | -4 |
- Cancel Hitconfirm Window: 15f (Super) / 20f (Follow-up)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
23 | 3 | 19(21) | SA3 | 900 | LH | +3 | -2 |
- Cancel Hitconfirm Window: 15f (Super) / 20f (Follow-up)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 3 | 23 | SA2 SA3 | 700 | LH | +1 | -3 |
- Cancel Hitconfirm Window: 17f (Super) / 20f (Follow-up)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Akuma leans back before delivering a powerful chest strike. Use for crouching conversions if you forgot to make the opponent stand, or in the corner for additional damage.
Shifts Akuma backwards during startup. Can be used to shimmy, but can't be point blank as you will get grabbed in startup. On PC, Medium and Heavy versions put you +10/+12 on first hit respectively, allowing you to link to your best extensions.
When used as a DP punish starter, Akuma can link it into whatever follow-up he wants. H Adamant Flame is Akuma's best starter for punishing OD DP's, while M Adamant Flame is useful for punishing wakeup Level 1 supers like Ryu's Shinku Hadouken or Luke's Vulcan Blast.
OD Adamant Flame is Akuma's metered combo extender in the corner, giving him a wallsplat with the follow-up or a cancel point into his Level 2. Notably, while the move looks incredibly unsafe, it's actually only -3, allowing Akuma to bait a reversal if he messes up a confirm. In burnout, Adamant Flame becomes plus, allowing Akuma to consistently loop it and deal excellent chip.
Adamant Flame Follow-Up (214P~6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 4 | 18(22) | SA3 | 500 | LH | +3 | -10 |
- Cancel Hitconfirm Window: 45-48f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 4 | 32 | SA3 | 600 | LH | KD +32 | -18 |
- Cancel Hitconfirm Window: 45-48f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 4 | 28 | SA3 | 600 | LH | KD +47 | -14 |
- Cancel Hitconfirm Window: 47-50f (Super)
- Counts as 3 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 4(4)3 | 25(31) | SA2 SA3 | 300,400 (240,320) | LH | HKD +45(+63) | -18 |
- Cancel Hitconfirm Window: 54-57f (Super)
All version count as an additional hit for combo damage and scaling. So 5HPxx214P~6P is 100/100/80.
Light version leaves the opponent standing, useful for Raging Demon combos. Sets up a perfect strike/throw opportunity as well.
Medium version lets you knockdown when you can't force stand on an opponent.
Heavy version will lead to a 623HP or 214HK follow up in the corner. It count as 3 hit for scaling purposes (So 5HPxx214P~6P,623HP is 100/100/80/50). At midscreen, this version can lead into an okizeme situation with 236HK~2 chase that leaves Akuma +2 and in grab range.
OD version wallsplats and is an important combo tool to maximize corner damage. If used as a combo starter, it counts for two hit for scaling purposes (so the next hits will be at 80/70/60 scaling etc). If used mid-combo, it doesn't. OD follow-up also has incredible corner carry- if used before a launch, it can wallsplat from slightly further than midscreen. Akuma can follow this up with a Drive Rush 5HK or 5P to extend the combo further, both of which can lead into any tatsu or DP for an ender.
Demon Raid (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18~40 | - | - | - | - | - | - | - |
- Airborne 7-45f (Forced Knockdown state); Counter-hit state for entire duration
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16~40 | - | - | - | - | - | - | - |
- Airborne 7-45f (Forced Knockdown state); Counter-hit state for entire duration
Akuma's signature "demon flip". A command jump that leaves Akuma airborne and has four possible follow-ups: an overhead, a divekick, a sweep, and a feint.
Each button strength changes Akuma's approach angle. LK leaves him at one character length away, MK puts him about halfscreen, and HK sends him fullscreen. Akuma is airbone for at minimum 33f before he can commit to a follow-up, making this a much faster jump than the standard 45f. That said, Akuma can still be anti-aired on reaction, as any DP will cut through his follow-ups.
When Akuma uses Demon Raid, he puts the opponent in an RPS. Either they can hold Drive Parry to defuse the incoming three-way mixup, or Akuma can land and PC Throw them. Each follow-up can leave Akuma plus, making this a fairly skewed situation in his favor. As Akuma can cancel into this special from any special cancelable button, he can blitz his opponents quite quickly. At midscreen, Akuma can use the varied angles of Demon Raid to create fairly ambiguous cross-ups, potentially leading opponents to whiff their anti-air.
OD Demon Raid causes Akuma to track to the opponent's location at the same speed, making it an effective tool for calling out fullscreen zoning. As well, he gains two additional follow-ups: Demon Gou Zankou and Demon Gou Rasen, both of which can call out opponent's attempts to anti-air Demon Raid. The former even gives Akuma a combo on hit, making it very effective.
Demon Low Slash (236K~No Input)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
53 | 4 | 15(19) | - | 1000 | L | HKD +39(+42) | +2(+5) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
53 | 4 | 15(19) | - | 1000 | L | HKD +39 | +2 |
Akuma's low follow-up from Demon Raid. Not particularly useful as a mixup option, as it has by far the longest startup.
Best used as a fullscreen tool for getting in by Demon Raiding in front of the opponent and sweeping instead of on top of them. The sweep leaves Akuma plus and knocks down on hit, allowing Akuma to apply further pressure either way.
Demon Guillotine (236K~P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18+16 | until land | 9 land | - | 1300 | H | KD +37(+41) | +3(+7) |
- Forced Knockdown state until landing
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16+16 | until land | 9 land | - | 1300 | H | KD +37(+41) | +3(+7) |
- Forced Knockdown state until landing
Akuma's overhead follow-up from Demon Raid. A very valuable and powerful move with multiple functions.
Generally not useful as a mixup tool, but knocks down on hit and does sizeable damage anyways. Very valuable as a pressure tool as it leaves Akuma quite plus and right in front of the opponent. This means the move can be used as a meterless pressure reset anywhere on the screen. In the corner, 236HK~P can dodge over reversal attempts if delayed, while leaving Akuma plus if it lands.
Lastly, Demon Guillotine immediately cuts all of Akuma's forward momentum from Demon Raid, similar to Cammy's Silent Step or Kimberly's Elbow Drop. This can be used to bait DPs and land to punish them.
Demon Blade Kick (236K~K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18+13 | until land | 9(14) land | - | 700 | LH | 0(+10) | -5(+5) |
- Forced Knockdown state until landing
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16+13 | until land | 9(14) land | - | 700 | LH | 0(+10) | -5(+5) |
- Forced Knockdown state until landing
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
Akuma's divekick follow-up out of Demon Raid. Very useful for punishing fireballs, and depending on landing height, can leave Akuma either plus or safe. Like other divekicks, the closer the attack lands to the opponent's feet, the more advantage Akuma will have. The angle of the divekick can be changed depending on button strength- LK sends Akuma nearly straight down, while MK and HK send Akuma down and forward at more obtuse angles.
Generally, Demon Guillotine is better for corner pressure, mostly leaving this as a mobility and anti-fireball tool. It's important to synchronize Akuma's Demon Raid strength with the divekick strength to optimally punish fireballs. Generally, 236MK~MK is best for punishing fireballs if you're at jump-in range, while 236HK~HK is best for fullscreen zoning.
As the frame advantage changes on the divekick and angle selected, it can be tricky to know how to combo. Generally, Punish Counters will leave Akuma between +5 and +9, giving him a guaranteed 5LP follow-up.
Demon Swoop (236K~[2])
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
40 | - | 2+3(8) land | - | - | - | - | - |
- Forced Knockdown state until landing
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
40 | - | 2+3(8) land | - | - | - | - | - |
- Forced Knockdown state until landing
An option new to SF6; by simply holding down during Demon Raid, Akuma lands and does not perform a follow-up, recovering faster.
Useful as a tool to bait reactions from opponents trying to interrupt Demon Raid, to quickly land and throw opponents attempting to Drive Parry the Demon Raid follow-ups, or as a mixup by landing and attacking with a quick low such as 2LK.
Demon Gou Zanku (236KK~j.236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16+6(21) | - | 9(2) land | - | 300x3 (900) | LH | KD~ (varies) | -3~ (varies) |
- Forced Knockdown state until landing
- Projectile Speed: 0.075
Demon Gou Rasen (236KK~j.214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16+5 | 2(2)3(2)3(1)3(1)2 | 10 land | - | 200x4,500 (1300) | - | KD +46(+53) | - |
- Forced Knockdown state until landing
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Ashura Senku (6KKK or 4KKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
(23~) | - | 51 | Sp* | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
- | - | 49 total | - | - | - | - | - |
Akuma's classic "teleport" returns, but with no invincibility. Akuma quickly travels forwards or backwards and will pass through opponents during traversal.
Can be used as a situational movement option, such as after a midscreen 214PP~6P to quickly reach the corner. The pass through can sometimes cause an opponent's attack to whiff on the side Akuma was traveling from, possibly creating a punish opportunity.
Oboro Throw (6KKK~LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
(23~37)+8 | 3 | 50 | - | 2200 (2900) | T | HKD +20 | - |
A tricky but slow and short ranged command grab from Ashura Senku.
Can sometimes be effective at calling out opponents using Drive Parry after conditioning with fireball spam. Or as a tricky meaty option from high frame advantage knockdowns such as 623HP or 214HK in the corner, where the animation for Ashura Senku is not as obvious.
Super Arts
Level 1 Super (236236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 96 | - | 400x4,600 (2200) | LH | KD +9 | -41 |
- Strike/Throw Invuln: 1-14f; Armor Break
- 5-hit Super-priority projectile; Projectile speed: 0.12
- Can be used while OD projectile are on-screen
- Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
- 30% minimum damage scaling
Akuma's classic fireball super returns as his level 1. Very similar to Ryu's Level 1: Shinku Hadoken, trading slightly higher base damage for slower startup. Like other projectile supers, the priority system allows this super to destroy all other non-super projectiles. Can be performed while OD Gou Hadoken is also on-screen, which combined with Akuma's ability to charge his non-super fireball, can create punish opportunities against jumping opponents, or those attempting to force a fireball war.
The best confirms into this super are from any combo ending with 214LK, or from a raw 236PP hit at most ranges (though the timing seems to get stricter closer to midscreen).
Unlike Gou Hadoken, this super does not have varying projectile speeds and cannot be charged. When attempting to chip out a burned out opponent, be aware that all characters except Dhalsim, Lily, and Zangief can jump to avoid a raw SA1 fireball after the Super freeze. Additionally, Dhalsim can avoid it with Teleport while Zangief can react with a meterless Lariat, so only Lily can be chipped out this way without canceling from a normal first. Her only hope of escape is her SA2, but even this doesn't always work since Akuma doesn't extend a hurtbox on startup.
Level 1 Super (j.236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | - | 23(33) land | - | 400x5 (2000) | LH | KD +49~ | -28~ |
- Forced Knockdown state until landing; leg hurtbox is Projectile Invuln 1f~land
- 5-hit Super-priority projectile; can be input during Forward/Neutral jump
- Travels downward at ~45° angle; Projectile Speed: 0.075
- Can be used while OD projectile are on-screen
- 10f extra landing recovery on block/whiff (crouching state during final recovery frame)
- KD advantage varies depending on angle and distance from opponent; puts airborne opponents into free juggle state
- Hitbox is considered both a Projectile and an Airborne attack (loses to both types of invuln)
- Projectile immediately dissipates if Akuma is hit
- Applies 10% damage scaling to next hit when beginning a combo; applies an extra 5% damage scaling to next attack when comboed into
- 30% minimum damage scaling
Level 2 Super (214214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 52 | - | 2800 | LH | HKD +29 (HKD +97 Wallsplat) | -35 |
- Full Invuln: 1-11f; Armor Break
- 2f startup when canceled from 214PP/214PP~6P
- Wallsplat if opponent reaches corner (unless 214PP~6P wallsplat occurred earlier in combo)
- This wallsplat resets the opponent's juggle counter and allows unique juggle starters similar to Drive Impact
- Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
- Applies 40% damage scaling to next hit when beginning a combo; counts as 4 hits for damage scaling when comboed into (applies to next hit)
- 40% minimum damage scaling
Akuma attacks with an explosive flaming palm strike, sending the opponent tumbling nearly a full screen away. Only performs a single strike on whiff or block, but enters a cinematic on hit that can lead to a wallsplat combo near the corner. Works well as a reversal, and with good reactions it can be used as an anti-projectile tool from inside half screen.
The extension of choice is 4HK > 236K~K, 214HK. Due to the heavy post-super damage scaling, it is usually not worth spending further resources, unless the extension is sure to kill. See here for more info.
When attempting to chip out a burned out opponent with a raw SA2, they will not be able to jump away. Without an invincible Super, only Dhalsim (Teleport) and JP (Amnesia) can avoid the chip.
Level 3 Super (236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8(2) | 4 | 58 | - | 4000 | LH | HKD +18 | -41 |
- Full Invuln: 1-11f; Armor Break
- 2f startup when canceled from 623P/214P/214P~6P
- Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
- Cinematic time regenerates ~1.9 Drive bars for Akuma
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8(2) | 4 | 58 | - | 4500 | LH | HKD +18 | -41 |
- Full Invuln: 1-11f; Armor Break
- Available at 25% HP or below
- 2f startup when canceled from 623P/214P/214P~6P
- Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
- Cinematic time regenerates ~2.3 Drive bars for Akuma
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Akuma unleashes a powerful palm strike, leading to a cinematic on hit. Overall a fairly standard Level 3 Super, with limited use outside of a high damage combo ender. Like SA2 it can work as an expensive reversal, though the shorter range makes it a bit less effective against projectiles. The vertical hitbox reaches high enough to anti-air most jumps outside of cross-up range, though it can whiff under some attacks that alter air trajectory.
The cancel option of choice is LP Gou Shoryuken, which front-loads all its damage into a single hit. The MP and HP versions distribute their damage among multiple hits, which weakens the cancel. Unfortunately, Akuma is not always in range for 623LP to connect during midscreen juggles. In some low-scaling combos (like a single button into LK Tatsu), it can actually be better to skip the cancel and juggle directly to SA3. 214P~6P is also a good starter to cancel from, especially on a midscreen grounded combo.
On hit, the opponent is left close enough for Akuma to pressure with Drive Rush into pressure or a throw; the timing on a throw is a bit strict to beat wakeup 4f normals, though it's slightly easier after a CA knockdown. For a cheaper option, microwalk 6HP is safe, beats 4f normals, and can be hitconfirmed into its Target Combo follow-ups. Going for a gimmicky Teleport into Oboro Throw can easily lose to wakeup buttons, but can work against opponents looking out for Akuma's many approach options.
When attempting to chip out a burned out opponent with a raw SA3, they will not be able to jump away. Without an invincible Super, only Dhalsim (Teleport) and JP (Amnesia) can avoid the chip.
Shun Goku Satsu (LP~LP~6LK~HP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6+0 | 21 | 57 | - | 4700 | T | HKD + 18 | - |
- Full Invuln: 1f; Projectile Invuln: 6-27f
- Can be hit out of startup after meter is already spent
- Available at 25% HP or below
- Drive Gauge Depletion: 2 bars (hit)
- Cinematic time regenerates ~2.3 Drive bars for Akuma
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Akuma's secret weapon, the iconic Raging Demon. A 0f after the superflash at minimum range, comboable, travelling, high damage command grab. Does a preposterous 4700 damage on raw hit. If it will KO, Akuma will recite a poem during the attack: "Usurp the heavens, embrace the sorrow, become the demon!"
Shun Goku Satsu can only be used when Akuma is in CA state, making it a last resort. It immediately makes him threatening even if he's on the back foot, but the move cannot be used as a reversal thanks to the odd input. As well, opponents can jump the super upon seeing the cinematic animation that signals it, making in unwise to use in the midrange. Instead, canceling into it from a Drive Rush or on hit is key to using it.
The move is also projectile invincible, allowing Akuma to zoot through projectiles and punish their use. Again, this is unwise outside of being a direct callout.
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
433 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
570(514) (total) | - | - | - | - | - | - | - |
- Triggers proximity guard on frames 107-570 (prevents opponent from walking back)
- Special dialogue if opponent jumps over Akuma
- "Hmph... you are a disgrace."
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
765 (total) | - | - | - | - | - | - | - |
- Inputting 2PPPKKK (Down Taunt) on frames 592-628 (when Akuma turns his head) triggers am extended taunt
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1604 | - | 186 | - | - | - | - | - |
- 1790f total
- Akuma gains Super Art gauge while eating:
- 1/2 bar on frame 931 and 1129
- 1 bar on frame 1353
- 1 bar on frame 1604 (becomes Shin Akuma)
- Remains in Shin Akuma state even if hit during recovery after frame 1604
- Shin Akuma gains access to a new special move and 2 new Level 2 Super Arts:
Down Taunt (2PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
123 (total) | - | - | - | - | - | - | - |
Hidden Arts
Double Zanku Hadoken (j.214PP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8(21) | - | 9(2) land | - | 600x2 | LH | varies | varies |
- Only accessible as Shin Akuma after Secret Taunt
- Two consecutive 1-hit projectiles that travel downward at ~45° angle; Projectile Speed 0.04 (1st) / 0.055 (2nd)
- Projectiles immediately dissipates if Akuma is hit
- Hitbox is considered both a Projectile and an Airborne attack (loses to both types of invuln)
- Can be performed during Forward Jump on airborne frames 9-33 (not counting 4f pre-jump); Forced Knockdown until landing
- On HIT only, landing recovery after 2f~ can be canceled into anything except walk/jump (guaranteed combo)
- Puts airborne opponents into free juggle state (or maintains existing juggle state)
- Foot hurtbox is Projectile Invuln 1f~land; upper half of hitbox only connects on opponents mid-combo
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
Powered up version of Zanku Hadoken (see move entry for a more general overview of how the attack is used).
Akuma's advantage on hit or block varies tremendously depending on how it connects, but he always has advantage unless the opponent Perfect Parries, and a guaranteed combo on hit. On block, a minimum-height Double Zanku can be approximately +5 vs. tall characters or +7 vs. standard characters; in more realistic scenarios, his frame advantage is significantly higher.
Level 2 Super (214214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5(9~10) | 7 | 88(85) | - | 2900 | LH | KD +25(26) | -58(-57) |
- 2-bar Super Art; only accessible as Shin Akuma after Secret Taunt
- Full Invuln: 1-11f; Armor Break
- Cannot be canceled into from OD Specials
- Startup is functionally 9f on grounded opponents (10f vs. standard-height crouchers)
- 3f less recovery on whiff or vs. Perfect Parry; 2f more recovery vs. airborne opponents
- Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
- 40% minimum damage scaling
Shin Akuma teleports above the opponent's location and slams down with an incredibly fast attack. Easily the best anti-projectile move in the game, as well as a strong anti-air and reversal. The opponent crumples forward on hit; this is mostly cosmetic, since Akuma's recovery is far too slow to allow a juggle. He can forward dash to chase down a midscreen Back Rise for oki, though the timing to land a throw against a reversal 4f normal is quite strict.
Jumps are out of the question once Shin Akuma has this Super stocked; an opponent neutral jumping from full-screen can be anti-aired just as easily as if they were right in front of him. If Shin Akuma does hit an opponent out of the air, he gets much less knockdown advantage and will not get oki outside the corner.
Due to the speed and hitbox, this move is usually unavoidable as a chip-out tool against opponents in Burnout unless they have a Super with significant invincibility. Dhalsim's grounded teleport and JP's Amnesia are the only meterless moves that can avoid it. Despite the animation, this is not considered an airborne attack, so moves with anti-air invincibility cannot be used as a counter.
Level 2 Super (22PPP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 30 | 41 | - | 330x8,360 (3000) | LH | KD +38 | -39 |
- 2-bar Super Art; only accessible as Shin Akuma after Secret Taunt
- Full Invuln: 1-11f; Armor Break
- 9-hit Super projectile that extends up beyond the top of the screen
- Cannot be canceled into from OD Specials
- Puts opponents into limited juggle state
- Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
- 40% minimum damage scaling
Shin Akuma summons an enormous projectile pillar that hits in front, behind, and above him. An incredible reversal, anti-air, and juggle ender. It's technically possible (but impractical) to get a follow-up juggle on a very high opponent.