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[[Category:Akuma]] | |||
[[Category:Ultra Street Fighter IV]] | [[Category:Ultra Street Fighter IV]] | ||
Revision as of 06:52, 28 June 2025

Akuma
The art known as Ansatsuken (the Assassin's Fist) was created by Goutetsu, and he passed the skills onto two brothers: Gouki and Gouken. However, the dark nature of the art consumed Gouki, and he reveled in its ability to end the life of those who came against it and, thus, came to be known as Akuma. Determined to become the most powerful warrior on the planet, he not only murdered Goutetsu himself, but also turned the Satsui no Hado, "the killing intent," on his own brother Gouken. Now on a hellbent mission to fight against the most worthy opponents, Akuma has set his eyes on Gouken's student Ryu. Although Gouken had removed the Satsui no Hado from his teachings, Akuma intends to being that out in Ryu so the two can engage in the ultimate battle to the death.
In a nutshell
Akuma has always been the "balance" between Ryu's excessive defense and Ken's excessive offense. His playstyle is very technical and he requires a lot of practice, but the payoff is well worth it. Akuma players live by one simple motto: "The best defense is a good offense." Akuma has the second worst health and the worst stun in the game, but his extremely high speed and massive damage output more than make up for it. His vortex game is absolutely unparalleled, and is practically the defining point of his playstyle. He has so many options at his disposal that the very prospect itself can be downright frightening. If you like playing mind games with your opponents, or if you feel that Ryu and Ken aren't challenging enough, Akuma may be for you.
Players to Watch
Infiltration (KR), Tokido (JP), Eita (JP)
Ultra SFIV Changes
Character Specific Data
Akuma
VITALS | |||||
---|---|---|---|---|---|
Health: | 850 | Stun: | 850 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.055 | Forward Dash Distance: | 1.00 | ||
Back Walk Speed: | 0.04 | Forward Dash Total Frames: | 18 | ||
JUMPING | Back Dash Distance: | 0.90 | |||
Jump Height Apex: | 1.76 | Back Dash Total Frames: | 25 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.925 | Back Dash Airborne: | 10 | ||
Back Jump Distance | 1.925 | Back Dash Recovery: | 7 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.91 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.91 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Zugaihasatsu, Tenmakujinkyaku | Hard Knockdowns: | Crouch HK, Hyakki Gozan, Hyakki Gosho, Hyakki Gosai | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK, Hyakki Gozan | Armor Breakers: | Hyakki Gosho, Demon Armageddon | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close MP, Close HP, Far HP, Crouch HP, GoHadoken (Corner Only), MP/HP Goshoryuken (1st Hit), MK/HK Tatsumaki Zankukyaku (1st Hit) | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 65 | ||||
L1 Focus Attack Forward Dash: | -2 | L2 FA Forward Dash (On Block): | +4 | ||
L1 Focus Attack Back Dash: | -9 | L2 FA Back Dash (On Block): | -3 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 6 | 3 | 6 |
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 3 | 2 | 13 | -1 | 4 |
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 4 | 2 | 26 | -10 | -6 |
Close LK | Close ![]() |
40 | 50 | 20 | HL | - | 5 | 2 | 7 | 2 | 5 |
Close MK | Close ![]() |
70 | 100 | 40 | HL | su | 4 | 2 | 14 | -2 | 1[2] |
Close HK | Close ![]() |
40*70 | 125*75 | 60*20 | HL | su*- | 6 | 2(4)4 | 17 | -3 | 2[1] |
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 5 | 4 | 7 |
Far MP | Far ![]() |
80 | 100 | 40 | HL | su | 4 | 2 | 13 | -1 | 2 |
Far HP | Far ![]() |
90 | 200 | 60 | HL | sp/su | 6 | 3 | 16 | -1 | 3 |
Far LK | Far ![]() |
40 | 50 | 20 | HL | - | 3 | 2 | 8 | 1 | 4 |
Far MK | Far ![]() |
80 | 100 | 40 | HL | - | 9 | 2 | 13 | -1 | 2 |
Far HK | Far ![]() |
50*30 | 125*75 | 60*20 | HL | - | 8 | 2(8)2 | 16 | -2 | 5 |
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 7 | 2 | 5 |
Crouch MP | Crouch ![]() |
60 | 100 | 40 | HL | sp/su | 4 | 3 | 9 | 2 | 5 |
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | sp/su | 6 | 4 | 23 | -9 | -4 |
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | ch/sp/su | 4 | 2 | 9 | 0 | 3 |
Crouch MK | Crouch ![]() |
60 | 100 | 40 | L | sp/su | 5 | 3 | 13 | -2 | 1 |
Crouch HK | Crouch ![]() |
90 | 100 | 60 | L | - | 6 | 3 | 24 | -9 | - |
Zagaihasatsu | Overhead![]() ![]() |
30*50 | 50*50 | 40*20 | H | - | 17 | 2*2 | 17 | -5 | 0 |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 4 | 7 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 5 | 3 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 6 | 3 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 5 | 6 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 4 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 5 | 3 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 7 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
80 | 100 | 40 | H | - | 5 | 3 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 6 | 3 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | - | 4 | 6 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 6 | 3 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
100 | 200 | 60 | H | - | 7 | 3 | - | - | - |
Tenmakujinkyaku | Dive Kick | 60 | 100 | 40 | H | - | 12 | Until ground | - | 6 | 9 |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Focus Attack (Level 1) | Level 1 Focus | 60 | 100 | 20 | HL | - | 10+11 | 2 | 35 | -21 | -21 |
Focus Attack (Level 2) | Level 2 Focus | 80 | 150 | 40 | HL | - | 18+11 | 2 | 35 | -15 | - |
Focus Attack (Level 3) | Level 3 Focus | 140 | 200 | 60 | - | - | 65 | 2 | 40 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | -500/0 | HL | - | 10+11 | 2 | 35 | -21 | -21 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | -500/0 | HL | - | 18+11 | 2 | 35 | -15 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 210 | 200 | -500/0 | - | - | 65 | 2 | 40 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | -750/0 | HL | - | 10+11 | 2 | 35 | -15 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Goshoha | Forward Throw | 130 | 120 | 40 | 0.911 | - | 3 | 2 | 20 | - | - |
Syuretto | Back Throw | 130 | 120 | 40 | 0.911 | - | 3 | 2 | 20 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
GoHadoken | GoHadoken | 60 | 100 | 10/20 | HL | su | 13 | - | 31 | -4 | 0 |
EX GoHadoken | GoHadoken ![]() |
60*60 | 100*100 | -250/0 | HL | su | 14 | - | 31 | -1 | - |
Shakunetsu Hadoken | Shakunetsu Hadoken ![]() |
50 | 200 | 10/30 | HL | su | 25 | - | 26 | -4 | - |
Shakunetsu Hadoken ![]() |
35*35 | 50*100 | 10/16*16 | HL | su | 25 | - | 33 | -3 | - | |
Shakunetsu Hadoken ![]() |
33x3 | 35x3 | 10/16x3 | HL | su | 25 | - | 39 | -1 | - | |
EX Shakunetsu Hadoken | Shakunetsu Hadoken ![]() |
47x3 | 70x2*100 | -250/0 | HL | su | 19 | - | 27 | 12 | - |
Zanku Hadoken | Air Hadoken | 40 | 50 | 5/20 | HL | - | 14 | - | After landing 16[18] | - | - |
EX Zanko Hadoken | Air Hadoken ![]() |
40*40 | 50*50 | -250/0 | HL | - | 8 | - | After landing 9[11] | - | - |
Goshoryuken | Goshoryuken ![]() |
100[70] | 100 | 30/40 | HL | su | 3 | 14 | 17+18 | -32 | - |
Goshoryuken ![]() |
70*60 | 80*50 | 30/30*16 | HL | su*[su] | 3 | 2*12 | 25+18 | -34 | - | |
Goshoryuken ![]() |
70*50*30 | 70*50*30 | 30/30*10*10 | HL | su*[su]*[su] | 3 | 2*2*12 | 28+18 | -37 | - | |
EX Goshoryuken | Goshoryuken ![]() |
80*60*50 | 100*50*50 | -250/0 | HL | su*su*su | 3 | 2*2*12 | 28+18 | -37 | - |
Tatsumaki Zankukyaku | Hurricane Kick ![]() |
70 | 50 | 20/20 | HL | - | 11 | 2(6)2 | 12+8 | -9 | - |
Hurricane Kick ![]() |
80*40*40 | 100*50*50 | 20/20*10*10 | HL | su*-*- | 5 | 2(5)2(5) 2(5)1 |
16+12 | -8 | - | |
Hurricane Kick ![]() |
80*40x3 | 100*50x3 | 20/20*10x3 | HL | su*-(x3) | 5 | 2(5)1(5)1(5) 1(5)1(5)1 |
13+8 | -1 | - | |
EX Tatsumaki Zankukyaku | Hurricane Kick ![]() |
35x5 | 40x5 | -250/0 | HL | - | 11 | 1(3)1(3) 1(3)1(3)1 |
18+3 | -1 | - |
Air Tatsumaki Zankukyaku | Air Hurricane ![]() |
60 | 50 | 10/30 | HL | - | 9 | 2(6)2(6)2 | After landing 10 | - | - |
Air Hurricane ![]() |
70 | 50 | 10/30 | HL | - | 9 | 2(6)2(6)2 | After landing 10 | - | - | |
Air Hurricane ![]() |
80 | 50 | 10/30 | HL | - | 9 | 2(6)2(6)2 | After landing 10 | - | - | |
EX Air Tatsumaki Zankukyaku | Air Hurricane ![]() |
40x5 | 50x5 | -250/0 | HL | - | 7 | 1(3)1(3) 1(3)1(3)1 |
After landing 4 | - | - |
Hyakkishu | Demon Flip | - | - | 20/- | - | - | - | - | - | - | - |
EX Hyakkishu | Demon Flip ![]() |
- | - | -250/- | - | - | - | - | - | - | - |
Hyakki Gozan | Demon Flip Slide | 100 | 200 | 0/40 | L | - | 39+7 | 15 | 14 | -11 | - |
Hyakki Gosho | Demon Flip Palm | 110 | 200 | 0/30 | HL | - | 27+8 | 2 | After landing 4 | - | - |
Hyakki Gojin | Demon Flip Dive Kick | 70 | 100 | 0/30 | HL | - | 27+11 | Until ground | After landing 4 | - | - |
Hyakki Gosai | Demon Flip Throw | 150 | 150 | 0/60 | 0.9 | - | 27+3 | 2 | After landing 17 | - | - |
Ashura Senku (Far) | Punch Teleport (far) | - | - | - | - | - | - | - | Total 61 | - | - |
Ashura Senku (Close) | Kick Teleport (close) | - | - | - | - | - | - | - | Total 53 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Raging Demon | Super Combo | 330 | 0 | -1000/0 | 0.9 | - | 1+0 | 36 | 13 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Wrath of the Raging Demon | Ultra Combo 1 | 15x26*120 | 0 | 0/0 | 0.9 | - | 0+5 | 33 | 19 | - | - |
Demon Armageddon | Ultra Combo 2 | 50*450 [50*371] |
0 | 0/0 | HL | - | 0+14 | 2 | 46 | -27 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | speccancel supercancel |
~~ Uses and Strategies ~~ Aside from being able to combo into Akuma's cr. HK or st. HP, you won't find too many uses for this move. | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | speccancel supercancel |
~~ Uses and Strategies ~~ You could potentially use this as a frame trap and fish for a | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | speccancel supercancel |
~~ Uses and Strategies ~~ This is the go-to normal if you want to start any bread and butter or punish combo. You can link into this normal off of cr. LP and cr. MP, letting you dish out more damage than usual. | ||||
File:No image.png |
Close LK |
Close Short | Close lk | supercancel |
~~ Uses and Strategies ~~ It leaves you at a frame advantage on block, and also leaves you at enough frame advantage to link into cr. MP. You can sometimes start a block string with cr. LK, then follow it with a chain cancelled close st. LK and can either continue block string pressure, fish for | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | speccancel supercancel |
~~ Uses and Strategies ~~ The release of Ultra Street Fighter IV made this move shine. In the previous versions, Akuma had limited combo opportunities (outside of | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ There's practically no use for this move. Even if you land a |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | speccancel supercancel |
~~ Uses and Strategies ~~ This is a great move to use if you need to punish something that requires tight timing, such as Balrog's LP Dash Straight. You can combo into cr. HK or far st. HP off of this move as well. | ||||
File:No image.png |
Far MP |
Far Strong | mp | supercancel |
~~ Uses and Strategies ~~ A mostly useless normal. | ||||
File:No image.png |
Far HP |
Far Fierce | hp | speccancel supercancel |
~~ Uses and Strategies ~~ Akuma's far st. HP has many uses. The change made in Ultra Street Fighter IV is that this move is now special cancellable, meaning you can cancel a far st. HP into a special move. This is a great buff because against most characters, you cancel into LK Tatsu and it will still connect, even from the tip of the st. HP. It can also be used for pressure because fireballs can be tighter block strings than they were before. Even better is that if you happen to land a | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ You might occasionally be able to hit your opponent out of the air with a far st. LK, but it's not that reliable for the purpose of anti-air. It's mostly used to feint a fireball after you do a quarter-circle forward motion. | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ This is nothing compared to Evil Ryu's far st. MK, but using this once in a while as a poke can have its advantages. Otherwise, its uses are limited. | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ A pretty nasty move, this move can frustrate opponents while playing footsies. Akuma will do a series of two roundhouse kicks, and if the second hit connects, it gives you enough frame advantage to link into most of his other normal moves. You can also use this to pester opponents who likes to focus a lot, since this move hits two times. You can still be hit by the focus in between the kicks, but it requires some timing from the opponent to be able to hit you out of this. The second hit of far st. HK may whiff on the following characters when they crouch block the first hit at farther ranges: Adon (at max range), Akuma, Balrog, Cody (slightly past minimum distance), Dan, Dudley (slightly past minimum distance), E. Honda, El Fuerte, Fei Long (at max range), Gen (at max range), Gouken, Guile, Guy (at max range), M. Bison, Makoto (at max range), Oni, Sagat (at max range), Seth, T. Hawk, Vega. The second hit of far st. HK will always land on the following characters when they crouch block the first hit: Abel, Hakan, Hugo, Rolento, Zangief. Rolento cannot, however, be hit by the second hit if the first hit whiffs. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | speccancel supercancel |
~~ Uses and Strategies ~~ A fairly common combo starter, but it can also be used to punish certain moves as well. You will most likely use this move to start hit confirming, as it is both advantageous on both block and on hit. You can apply safe block string pressure, or you can link into most other normal moves. | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | speccancel supercancel |
~~ Uses and Strategies ~~ Another nasty move in Akuma's arsenal. You want to use his cr. MP to fish for | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | speccancel supercancel |
~~ Uses and Strategies ~~ Akuma raises his fist upwards, and this is actually a solid anti-air normal. It's nothing like an uppercut where it would knock your opponent down, but this is the anti-air to go for if your opponent is directly above. Things like a cross up tatsu attempt, Honda's Sumo Splash, or Vega's wall dive will get hit by cr. HP. If you're also not prepared to do a Goshoryuken, cr. HP will also do a decent job hitting opponents that jump towards you from up close. | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | speccancel supercancel |
~~ Uses and Strategies ~~ This move is a solid normal to use to apply pressure on opponent's wake up. However, don't just input a meaty cr. LK. It's best to press both cr. LP and cr. LK so that if the opponent tries to | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | speccancel supercancel |
~~ Uses and Strategies ~~ This is one of Akuma's primary pokes. It's not as good of a cr. MK in comparison to Ryu's since it has less active frames, but it can still get the job done in a poking war. I would argue that with the release of Ultra Street Fighter IV, this should be the poke that Akuma should go for more often rather than the cr. HK. It may have shorter range, but the fact that you can cancel into special moves and Ultra more than makes up for it. | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | supercancel |
~~ Uses and Strategies ~~ In the previous versions, one of the reasons why Akuma was hated on so much was because of his cr. HK. It seemed completely safe to use without much thought, as it had great range, was difficult to punish, and even if a character could punish a blocked cr. HK, Akuma would have usually been able to just easily cancel into Wrath of the Raging Demon to |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ Akuma uses his elbow to hit a jumping opponent. It's the fastest neutral jumping attack that Akuma has, so it can sometimes be used in air-to-air situations. The only problem is that the range isn't that great, but you can use this in a pinch if you need to quickly hit an opponent in the air. | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ If you have the opponent in the corner, this normal move may have its uses. If you opponent tries to jump his or her way out of the corner, you can peg him with a nj. MP. It's not as fast as nj. LP, but it has better range. | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ Like nj. MP, this can also be used to trap a jumping opponent to keep him or her stay in the corner. | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ This move is pretty much useless. It has almost no range, and you have better neutral jumping normals for air-to-air situations, so avoid using this. | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ This move can be used in most air-to-air situations. It has pretty decent range, and it can be used to hit an opponent trying to jump in on you. It is on the slow side of things unfortunately, but it will work every now and then at the right ranges. | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ This move has a higher angle than nj. MK, so it's not good when you're right on top of your opponent, but it has slightly better range otherwise for air-to-air situations. |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / ![]() |
|
~~ Uses and Strategies ~~ This is the fastest normal Akuma has in the air, so it can be used in a pinch for air-to-air counters if your opponent's health is | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / ![]() |
|
~~ Uses and Strategies ~~ A useless jump attack. Other than being slightly faster than diagonal j. HP, there is almost no situation which that move doesn't already cover. | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / ![]() |
|
~~ Uses and Strategies ~~ This move can have its uses. You can use it as a jump-in, for air-to-air counters, or to fake out a Zanku Hadoken. | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / ![]() |
|
~~ Uses and Strategies ~~ This is a sneaky jump attack to use on the opponent's wake up. You can setup an ambiguous cross up, but it does not provide as much frame advantage on hit as j. MK or HK.. It can become difficult for the opponent to guess whether this move will hit from the | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / ![]() |
|
~~ Uses and Strategies ~~ Akuma's diagonal j. MK is his primary cross up move. You can also use this move to hit the opponent from the | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / ![]() |
|
~~ Uses and Strategies ~~ This is one Akuma's primary jump-in attacks, since it hits more downwards than the diagonal j. HP. If you predict a fireball or a poke with lots of recovery, you can use the occassional jump-in HK to hit your opponent. It leaves you at tremendous block and hit stun, so you can apply pressure or perform combos if the opponent fails to anti-air you. |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Zugaihasatsu |
Overhead | f + mp | supercancel |
~~ Uses and Strategies ~~ Akuma's overhead can be used once you condition your opponent to block low. It can catch your opponents by surprise sometimes when they are not expecting it. Be aware that you're at -5 on block, so it can be punished if the opponent guesses correctly. | ||||
File:No image.png |
Tenmakujinkyaku |
Dive Kick | (in air) ![]() |
|
~~ Uses and Strategies ~~ Holding down and pressing medium kick at the peak of Akuma's forward jump will give you his dive kick. At first, this move may seem useless, but it can actually be pretty dangerous if used correctly. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ Akuma's Focus Attack can be useful because Akuma steps back a before he unleashes his his attack. | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ Akuma's Focus Attack can be useful because Akuma steps back a before he unleashes his his attack. | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ You're most likely going to land this only when your opponent is dizzy, or if your opponent just doesn't realize what you're planning in time. |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Goshoha |
Forward Throw | f or ![]() ![]() |
|
~~ Uses and Strategies ~~ Akuma will hit the opponent hard in the chest and send him or her flying. Landing a forward | ||||
File:No image.png |
Syuretto |
Back Throw | b + ![]() |
|
~~ Uses and Strategies ~~ The back |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
GoHadoken |
Fireball | qcf + ![]() |
|
~~ Uses and Strategies ~~ Akuma's fireball is projectile thrown on the ground. It's main use is for zoning and FADC combos. The punch button pressed determines the speed the fireball will travel at. LP Gohadoken will travel the slowest, HP Gohadoken will travel the fastest, and MP Gohadoken is somewhere in between. | ||||
File:No image.png |
Shakunetsu Hadoken |
Red Fireball | hcb + p | |
~~ Uses and Strategies ~~ You should definitely consider having a meterless Shakunetsu as a privilege, since no other character has a meterless multi-hitting projectile. Akuma will charge up a little bit and | ||||
File:No image.png |
Zanku Hadoken |
Air Fireball | (in air) ![]() ![]() |
|
~~ Uses and Strategies ~~ This move is one of the reasons why Akuma is hated on by many. It outclasses so many other tools in the entire game in terms of utility, and it makes his zoning very difficult to deal with for most characters. Having a projectile that covers both the air and the ground is a godsend, so use it well. | ||||
File:No image.png |
Goshoryuken |
Uppercut | dp + ![]() |
|
~~ Uses and Strategies ~~ Akuma's Goshoryuken is his primary anti-air option, but it can also be used as combo enders and frame traps. It has more recovery than most other uppercut special moves in the game, so be careful when using this. | ||||
File:No image.png |
Tatsumaki Zankukyaku |
Hurricane Kick | qcb + ![]() |
|
~~ Uses and Strategies ~~ LP Tatsu is probably one of Akuma's most used special moves. It is used primarily for combos, as it sets you up for a free juggle into most normal or special moves. You will most likely follow any LK Tatsu juggle into HP Goshoryuken, as it gives the most amount of damage without using meter. On certain characters, you can land a cr. HK off of a LK Tatsu juggle, but this is entirely character specific. Also be aware that this is unsafe on block, so make sure you hit confirm successfully before committing to LK Tatsu. | ||||
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Air Tatsumaki Zankukyaku |
Air Hurricane | Air Tatsumaki Zankukyaku | |
~~ Uses and Strategies ~~ There's very little utility for this move outside of mixups since its | ||||
File:No image.png |
Hyakkishu |
Demon Flip | dp + ![]() |
|
~~ Uses and Strategies ~~ Hyakki, AKA the Demon Flip, is Akuma's primary mix up tool. Akuma will do a big leap forward, and the kick button pressed will determine how far he will travel across the screen. LK Hyakki won't move him much forward, HK Hyakki will fly him across almost 3/4 of the screen, and MK Hyakki is somewhere in between. EX Hyakki will travel a lot faster and home in on the opponent. | ||||
File:No image.png |
Hyakki Gozan |
Demon Flip Slide | No input after performing Kyakkishu | |
~~ Uses and Strategies ~~ There is absolutely no reason to ever use this. If you press nothing after performing a Hyakki, you will do a slide that will knock the opponent down. It is ridiculously unsafe on block, and all variants of Hyakki can be blocked by defensive crouch, so this is essentially next to useless. | ||||
File:No image.png |
Hyakki Gosho |
Demon Flip Palm | p armorbreak | Perform during Hyakkishu |
~~ Uses and Strategies ~~ Hyakki Gosho, aka the Demon Flip Palm, has many uses such as safe jumping, armor break, and plays a part in Akuma's side-to-side mixups. | ||||
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Hyakki Gojin |
Demon Flip Dive Kick | k | Perform during Hyakkishu |
~~ Uses and Strategies ~~ An awesome move, this is another way of safe jumping the opponent. Most reversals will either whiff or even get stuffed if timed right. Akuma is given a lot of advantage on block, so the opponent is in your world while you go for pressure. If the opponent guesses wrong and gets hit, have fun doing your big damage combos. This move will hit up | ||||
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Hyakki Gosai |
Demon Flip Throw | lp + lk | Perform during Hyakkishu |
~~ Uses and Strategies ~~ This is a beautiful move, both aesthetically and technically speaking. Akuma will grab the opponent's head and hurl him or her some distance away. Be careful that if this move is whiffed, you are very much punishable due to its long recovery, so use it with caution. Once you land the throw, you're given a few setup opportunities. See strategies. | ||||
File:No image.png | Ashura Senku (Far) | Punch Teleport (far) | dp or ![]() |
dp moves Akuma forward; ![]() |
~~ Uses and Strategies ~~ If Akuma isn't hated enough due to air fireballs and insane mixups, this is probably the other reason why Akuma is hated. Akuma will teleport to safety, and depending on whether you did a forward dragon punch motion or a backward dragon punch motion, you will teleport in different directions. You are completely invincible while the teleport is active, but there is quite a bit of recovery once the move finishes, so you can risk eating a big punish if the opponent successfully chases you down. You can cancel the teleport from some of its active frames with Demon Armageddon. What's even better is that the teleport gives Akuma the ability to combo from a normal move cancelled into a teleport into the Ultra. | ||||
File:No image.png | Ashura Senku (Close) | Kick Teleport (close) | dp or ![]() |
dp moves Akuma forward; ![]() |
~~ Uses and Strategies ~~ If Akuma isn't hated enough due to air fireballs and insane mixups, this is probably the other reason why Akuma is hated. Akuma will teleport to safety, and depending on whether you did a forward dragon punch motion or a backward dragon punch motion, you will teleport in different directions. You are completely invincible while the teleport is active, but there is quite a bit of recovery once the move finishes, so you can risk eating a big punish if the opponent successfully chases you down. You can cancel the teleport from some of its active frames with Demon Armageddon. What's even better is that the teleport gives Akuma the ability to combo from a normal move cancelled into a teleport into the Ultra. |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Raging Demon |
Super Combo | lp ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Akuma's Super is a 0 frame grab. This means that if the opponent is in range to get grabbed by the Raging Demon, he or she cannot escape from the Super. The opponent must also be in a throwable state for the Super to land, meaning that any opponent in block stun or hit stun will not be grabbed by the Raging Demon. See the strategies section to find various setups to land the Raging Demon. |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Wrath of the Raging Demon |
Ultra Combo I | lp ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Wrath of the Raging Demon is probably one of the scariest Ultra Combos in the game. It can be used to punish certain moves on block, and it can also serve as a fantastic anti-air and anti-focus tool. Unlike the Super, Ultra is not a 0 frame grab, so even if the opponent is in point blank range, he or she can still jump away from the Ultra. It does 510 points of damage with maximized Ultra meter, so you can expect to do brick tons of damage if the opponent makes a crucial mistake. See strategies for more detailed methods on how to land the Ultra. | ||||
File:No image.png |
Demon Armageddon |
Ultra Combo II | u ![]() ![]() |
Can be used in the middle of Ashura Senku |
~~ Uses and Strategies ~~ Akuma's Ultra II also comes with a lot of uses. One of them is to punish anybody that tries to punish your teleport with an Ultra or a special move if you can react fast enough. Unfortunately, if you cancel the teleport into Demon Armageddon, the damage to the Ultra will scale down, but it's more than worth it if you need to escape safely from the opponent. The hitbox of Demon Armageddon will also expand if you cancel the teleport into it. Speaking of cancelling from a teleport, you can combo into Ultra II off of a normal. To elaborate, if you manage to hit the opponent with any normal with enough hit stun, cancel that into the teleport and then quickly cancel into Ultra II, you will be rewarded with tons of damage. |
Frame Data
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 6 | 11 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 3 | 2 | 13 | 17 | -1 | 4 | 14 | 19 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 4 | 2 | 26 | 31 | -10 | -6 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close LK | Close ![]() |
40 | 50 | 20 | HL | - | 5 | 2 | 7 | 13 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MK | Close ![]() |
70 | 100 | 40 | HL | su | 4 | 2 | 14 | 19 | -2 | 1[2] | 14 | 17[18] | [] refers to vs crouching, distance restriction: 1.4 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | |||
Close HK | Close ![]() |
40*70 | 125*75 | 60*20 | HL | su*- | 6 | 2(4)4 | 17 | 32 | -3 | 2[1] | 18 | 23[22] | [] refers to vs crouching | Reset | Reset | - | - | - | - | - | - | - | |||||
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 5 | 9 | 4 | 7 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
80 | 100 | 40 | HL | su | 4 | 2 | 13 | 18 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HP | Far ![]() |
90 | 200 | 60 | HL | sp/su | 6 | 3 | 16 | 24 | -1 | 3 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
40 | 50 | 20 | HL | - | 3 | 2 | 8 | 12 | 1 | 4 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
80 | 100 | 40 | HL | - | 9 | 2 | 13 | 23 | -1 | 2 | 14 | 17 | Distance restriction: 1.4 | Reset | Reset | - | - | - | - | - | - | - | |||||
Far HK | Far ![]() |
50*30 | 125*75 | 60*20 | HL | - | 8 | 2(8)2 | 16 | 35 | -2 | 5 | 16 | 23 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 7 | 11 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
60 | 100 | 40 | HL | sp/su | 4 | 3 | 9 | 15 | 2 | 5 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | sp/su | 6 | 4 | 23 | 32 | -9 | -4 | 18 | 23 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | ch/sp/su | 4 | 2 | 9 | 14 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
60 | 100 | 40 | L | sp/su | 5 | 3 | 13 | 20 | -2 | 1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
90 | 100 | 60 | L | - | 6 | 3 | 24 | 32 | -9 | - | 18 | - | Cannot be canceled into Wrath of the Raging Demon | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | |||
Zagaihasatsu | Overhead![]() ![]() |
30*50 | 50*50 | 40*20 | H | - | 17 | 2*2 | 17 | 37 | -5 | 0 | 14 | 19 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 4 | 7 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body 1~10F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 5 | 3 | - | 7 | - | - | Reset | Reset | - | - | - | Lower body 1~7F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 6 | 3 | - | 8 | - | - | Reset | Reset | - | - | - | Lower body 1~8F | - | - | - | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 5 | 6 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body 1~10F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 4 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body 1~5F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 5 | 3 | - | 7 | - | - | Reset | Reset | - | - | - | Lower body 1~7F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 7 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body 1~10F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
80 | 100 | 40 | H | - | 5 | 3 | - | 7 | - | - | Reset | Reset | - | - | - | Lower body 1~7F | - | - | - | ||||||||
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 6 | 3 | - | 8 | - | - | Reset | Reset | - | - | - | Lower body 1~8F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | - | 4 | 6 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body 1~9F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 6 | 3 | - | 8 | - | - | Reset | Reset | - | - | - | Lower body 1~5F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
100 | 200 | 60 | H | - | 7 | 3 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body 1~9F | - | - | - | ||||||||
Tenmakujinkyaku | Dive Kick | 60 | 100 | 40 | H | - | 12 | Until ground | - | 6 | 9 | Frame advantage listed as max possible, height restriction: 1.6 | Reset | Reset | - | - | - | - | - | - | - | ||||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Focus Attack (Level 1) | Level 1 Focus | 60 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -21 | -21 | 16 | 16 | Range: 1.667 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 80 | 150 | 40 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 1.667 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 140 | 200 | 60 | - | - | 65 | 2 | 40 | 106 | - | - | - | - | Range: 1.667, Cannot hit prejump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~64F | - | - | - | - | - | - | ||
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | -500/0 | HL | - | 10+11 | 2 | 35 | 57 | -21 | -21 | 16 | 16 | Range: 1.667, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | -500/0 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 1.667, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 210 | 200 | -500/0 | - | - | 65 | 2 | 40 | 106 | - | - | - | - | Range: 1.667, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~65F (99 hits) | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | -750/0 | HL | - | 10+11 | 2 | 35 | 57 | -15 | - | 22 | - | Range: 1.667, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Goshoha | Forward Throw | 130 | 120 | 40 | 0.911 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Syuretto | Back Throw | 130 | 120 | 40 | 0.911 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
GoHadoken | GoHadoken | 60 | 100 | 10/20 | HL | su | 13 | - | 31 | 43 | -4 | 0 | - | - | Pursuit property, 16~17F cancellable, LP Flight Speed: 0.06, MP Flight Speed: 0.07, HP Flight Speed: 0.08 | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
EX GoHadoken | GoHadoken ![]() |
60*60 | 100*100 | -250/0 | HL | su | 14 | - | 31 | 44 | -1 | - | - | - | Pursuit property, 16~17F cancellable, Flight Speed: 0.08, Opponent gains 10x2 meter on hit | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 0*1 | ||||
Shakunetsu Hadoken | Shakunetsu Hadoken ![]() |
50 | 200 | 10/30 | HL | su | 25 | - | 26 | 50 | -4 | - | - | - | 27F cancellable, Flight Speed: 0.09 | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 2*2 | ||||
Shakunetsu Hadoken ![]() |
35*35 | 50*100 | 10/16*16 | HL | su | 25 | - | 33 | 57 | -3 | - | - | - | 28F cancellable, Flight Speed: 0.09 | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 2*2 | |||||
Shakunetsu Hadoken ![]() |
33x3 | 35x3 | 10/16x3 | HL | su | 25 | - | 39 | 63 | -1 | - | - | - | 28~29F cancellable, Flight Speed: 0.09 | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 2*2 | |||||
EX Shakunetsu Hadoken | Shakunetsu Hadoken ![]() |
47x3 | 70x2*100 | -250/0 | HL | su | 19 | - | 27 | 45 | 12 | - | - | - | 21F cancellable, Flight Speed: 0.09, opponent gains 8x3 meter on hit | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 2*2 | ||||
Zanku Hadoken | Air Hadoken | 40 | 50 | 5/20 | HL | - | 14 | - | After landing 16[18] | 30 | - | - | - | - | [] refers to when performed on a back jump, height restriction: 0.2 | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
EX Zanko Hadoken | Air Hadoken ![]() |
40*40 | 50*50 | -250/0 | HL | - | 8 | - | After landing 9[11] | 17 | - | - | - | - | 2nd fireball active on 19F, opponent gains 10x2 meter on hit, height restriction 0.2 | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Goshoryuken | Goshoryuken ![]() |
100[70] | 100 | 30/40 | HL | su | 3 | 14 | 17+18 | 51 | -32 | - | 17 | - | [] refers to active frames 3~14F | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~2F | Lower body: 3~16F | Lower body: 3~16F | 3~4F | 6F~ | - | |||
Goshoryuken ![]() |
70*60 | 80*50 | 30/30*16 | HL | su*[su] | 3 | 2*12 | 25+18 | 59 | -34 | - | 21 | - | [] refers to on hit only, builds 20*16 on block | [2nd hit]: Soft Knockdown | [2nd hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~5F | Lower body: 6~16F | Lower body: 6~16F | - | 6F~ | JP: 0*1 | ||||
Goshoryuken ![]() |
70*50*30 | 70*50*30 | 30/30*10*10 | HL | su*[su]*[su] | 3 | 2*2*12 | 28+18 | 64 | -37 | - | 21 | - | [] refers to on hit only, builds 20*10x2 meter on block | [2nd~3rd hit]: Soft Knockdown | [2nd~3rd hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~5F | Lower body: 6~18F | Lower body: 6~18F | - | 8F~ | JP: 0*1*2 | ||||
EX Goshoryuken | Goshoryuken ![]() |
80*60*50 | 100*50*50 | -250/0 | HL | su*su*su | 3 | 2*2*12 | 28+18 | 64 | -37 | - | 21 | - | Opponent gains 15*5x2 meter on hit, 10*5x2 on block | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~18F | - | - | - | 8F~ | JP: 0*1*2 | |||
Tatsumaki Zankukyaku | Hurricane Kick ![]() |
70 | 50 | 20/20 | HL | - | 11 | 2(6)2 | 12+8 | 40 | -9 | - | 13 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | Lower body: 7~20F | - | 7F~ | - | ||||
Hurricane Kick ![]() |
80*40*40 | 100*50*50 | 20/20*10*10 | HL | su*-*- | 5 | 2(5)2(5) 2(5)1 |
16+12 | 54 | -8 | - | 21 | - | [1st Hit]: Forces stand, All others: Soft Knockdown | [1st Hit]: Forces stand, All others: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | Lower body: 7~26F | - | 7F~ | - | |||||
Hurricane Kick ![]() |
80*40x3 | 100*50x3 | 20/20*10x3 | HL | su*-(x3) | 5 | 2(5)1(5)1(5) 1(5)1(5)1 |
13+8 | 57 | -1 | - | 21 | - | [1st Hit]: Forces stand, All others: Soft Knockdown | [1st Hit]: Forces stand, All others: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | Lower Body: 7~36F | - | 7F~ | JP: 0*1*[1]*1*[1]*1 ([] Refers to backwards facing hits) | |||||
EX Tatsumaki Zankukyaku | Hurricane Kick ![]() |
35x5 | 40x5 | -250/0 | HL | - | 11 | 1(3)1(3) 1(3)1(3)1 |
18+3 | 48 | -1 | - | 21 | - | [1st~4th Hits]: Forces stand, [5th Hit]: Soft Knockdown | [1st~4th Hits]: Forces stand, [5th Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | Lower body: 6~27F | - | 6F~ | JP: 5x5 | ||||
Air Tatsumaki Zankukyaku | Air Hurricane ![]() |
60 | 50 | 10/30 | HL | - | 9 | 2(6)2(6)2 | After landing 10 | 36 | - | - | - | - | 20 meter gained on block, height restriction 0.5 | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |||
Air Hurricane ![]() |
70 | 50 | 10/30 | HL | - | 9 | 2(6)2(6)2 | After landing 10 | 36 | - | - | - | - | 20 meter gained on block, height restriction 0.5 | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Air Hurricane ![]() |
80 | 50 | 10/30 | HL | - | 9 | 2(6)2(6)2 | After landing 10 | 36 | - | - | - | - | 20 meter gained on block, height restriction 0.5 | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
EX Air Tatsumaki Zankukyaku | Air Hurricane ![]() |
40x5 | 50x5 | -250/0 | HL | - | 7 | 1(3)1(3) 1(3)1(3)1 |
After landing 4 | 27 | - | - | - | - | Opponent gains 10x5 meter on hit, height restriction 0.5 | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 0*1*2*3*4 | |||
Hyakkishu | Demon Flip | - | - | 20/- | - | - | - | - | - | 39 | - | - | - | - | 27~37f cancellable into followup, 1~37F cancellable into EX Zanku Hadoken, 40F lands and starts Hyakki Gozan (slide) | - | - | - | - | - | - | - | - | - | 5~39F | - | |||
EX Hyakkishu | Demon Flip ![]() |
- | - | -250/- | - | - | - | - | - | 39 | - | - | - | - | 5~39F airborne, 27~37F cancellable into followup, 1~37F cancellable into EX Zanku Hadoken, 40F lands and starts Hyakki Gozan (slide), tracks opponent | - | - | - | - | - | - | - | - | - | 5~39F | - | |||
Hyakki Gozan | Demon Flip Slide | 100 | 200 | 0/40 | L | - | 39+7 | 15 | 14 | 74 | -11 | - | 18 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Hyakki Gosho | Demon Flip Palm | 110 | 200 | 0/30 | HL | - | 27+8 | 2 | After landing 4 | 40 | - | - | - | - | Builds 20 meter on block | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||
Hyakki Gojin | Demon Flip Dive Kick | 70 | 100 | 0/30 | HL | - | 27+11 | Until ground | After landing 4 | - | - | - | - | - | Builds 20 meter on block | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | |||
Hyakki Gosai | Demon Flip Throw | 150 | 150 | 0/60 | 0.9 | - | 27+3 | 2 | After landing 17 | 48 | - | - | - | - | X | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | - | - | |||
Ashura Senku (Far) | Punch Teleport (far) | - | - | - | - | - | - | - | Total 61 | 61 | - | - | - | - | Passes through opponent, can cancel into Ultra 2 until 44F, Distance Traveled: 3.96 | - | All: 1~49F | - | - | - | - | - | |||||||
Ashura Senku (Close) | Kick Teleport (close) | - | - | - | - | - | - | - | Total 53 | 53 | - | - | - | - | Passes through opponent, can cancel into Ultra 2 until 36F, Distance Traveled: 3.0 | - | All: 1~44F | - | - | - | - | - | |||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Raging Demon | Super Combo | 330 | 0 | -1000/0 | 0.9 | - | 1+0 | 36 | 13 | 49 | - | - | - | - | Can be cancelled into when performing any normal, Opponent gains 20x15 meter on hit | X | Hard Knockdown | - | - | - | - | All: 1F | - | - | - | - | - | ||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Wrath of the Raging Demon | Ultra Combo 1 | 15x26*120 | 0 | 0/0 | 0.9 | - | 0+5 | 33 | 19 | 56 | - | - | - | - | Can be cancelled into when performing any normal other than crouching HK, Opponent gains 20x27 meter on hit | X | Hard Knockdown | - | - | - | - | All: 1~6F | - | - | - | - | - | ||
Demon Armageddon | Ultra Combo 2 | 50*450 [50*371] |
0 | 0/0 | HL | - | 0+14 | 2 | 46 | 61 | -27 | - | - | - | [] refers to damage when canceled from teleport, opponent gains 20*30 meter on hit | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~15F | - | - | - | - | - | ||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |