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{{USFIVMoveListRow|Akuma|GoHadoken| | {{USFIVMoveListRow|Akuma|GoHadoken| | ||
GoHadoken|Fireball|qcf + p ex|| | GoHadoken|Fireball|qcf + p ex|| | ||
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. <br> | 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. <br><br> | ||
LP Gohadoken can be used for a few different reasons. Akuma will recover fast enough that he can somewhat follow the fireball and use it as a shield. It's nothing like a Guile Sonic Boom or Poison Aelous Edge, but it can be used to serve that purpose. HP Gohadoken can be used as a poke in footsies, since at closer ranges, it can be hard to react to the fireball. You can use MP Gohadoken at that range as well, or just for general zoning from far or mid range. <br> | LP Gohadoken can be used for a few different reasons. Akuma will recover fast enough that he can somewhat follow the fireball and use it as a shield. It's nothing like a Guile Sonic Boom or Poison Aelous Edge, but it can be used to serve that purpose. HP Gohadoken can be used as a poke in footsies, since at closer ranges, it can be hard to react to the fireball. You can use MP Gohadoken at that range as well, or just for general zoning from far or mid range. <br><br> | ||
Gohadoken is also useful for FADC combos. If you cancel a Gohadoken into an FADC forward, you'll be at enough frame advantage to combo into many of his other normal attacks too. | Gohadoken is also useful for FADC combos. If you cancel a Gohadoken into an FADC forward, you'll be at enough frame advantage to combo into many of his other normal attacks too. <br><br> | ||
EX Gohadoken hits twice, and the second hit will always knock the opponent down on hit. If you hit the opponent in the corner with an EX Gohadoken at close range, you can juggle into a HP Goshoryuken for bigger damage. | EX Gohadoken hits twice, and the second hit will always knock the opponent down on hit. If you hit the opponent in the corner with an EX Gohadoken at close range, you can juggle into a HP Goshoryuken for bigger damage. | ||
}} | }} | ||
{{USFIVMoveListRow|Akuma|ShakunetsuHadoken| | {{USFIVMoveListRow|Akuma|ShakunetsuHadoken| | ||
Shakunetsu Hadoken|Red Fireball|hcb + p|| | Shakunetsu Hadoken|Red Fireball|hcb + p|| | ||
You should definitely consider having a meterless Shakunetsu as a privilege, since not every character has a meterless multi-hitting projectile. Akuma will charge up a little bit and throw a red fireball, and this will knock the opponent down on hit. The LP Shakunetsu hits once but recovers the fastest, MP Shakunetsu hits twice but recovers slower, and HP Shakunetsu hits three times but recovers the slowest. <br> | You should definitely consider having a meterless Shakunetsu as a privilege, since not every character has a meterless multi-hitting projectile. Akuma will charge up a little bit and throw a red fireball, and this will knock the opponent down on hit. The LP Shakunetsu hits once but recovers the fastest, MP Shakunetsu hits twice but recovers slower, and HP Shakunetsu hits three times but recovers the slowest. <br><br> | ||
The Shakunetsu can be very useful in a projectile war. When Akuma and his opponent are exchanging projectiles full screen, throwing a Shakunetsu will help you gain more advantage. The opponent sees Akuma charge up, thinking he's about to throw a multi hitting projectile. Whether you threw the LP Shakunetsu or the MP Shakunetsu, your opponent will likely either jump or block the fireball, and you'll have time to throw another fireball to help you gain the advantage. HP Shakunetsu can be used occassionally in fireball wars, but the slow recovery can become a hindrance, so use it wisely. | The Shakunetsu can be very useful in a projectile war. When Akuma and his opponent are exchanging projectiles full screen, throwing a Shakunetsu will help you gain more advantage. The opponent sees Akuma charge up, thinking he's about to throw a multi hitting projectile. Whether you threw the LP Shakunetsu or the MP Shakunetsu, your opponent will likely either jump or block the fireball, and you'll have time to throw another fireball to help you gain the advantage. HP Shakunetsu can be used occassionally in fireball wars, but the slow recovery can become a hindrance, so use it wisely.<br><br> | ||
EX Shakunetsu has been changed in Ultra Street Fighter IV to make it a much more viable tool. The startup on the move has been reduced, so you can now combo from a far st. HP cancelled into an EX Shakunetsu. It does decent chip damage and you'll recover just as fast the LP Shakunetsu. | EX Shakunetsu has been changed in Ultra Street Fighter IV to make it a much more viable tool. The startup on the move has been reduced, so you can now combo from a far st. HP cancelled into an EX Shakunetsu. It does decent chip damage and you'll recover just as fast the LP Shakunetsu. | ||
}} | }} | ||
{{USFIVMoveListRow|Akuma|ZankuHadoken| | {{USFIVMoveListRow|Akuma|ZankuHadoken| | ||
Zanku Hadoken|Air Fireball|(in air) qcf + p ex|| | Zanku Hadoken|Air Fireball|(in air) qcf + p ex|| | ||
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. <br> | 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. <br><br> | ||
LP Zanku Hadoken travels at a steep angle that will land close to you, the HP Zanku Hadoken will land at a 45 degree angle, and the MP Zanku Hadoken will land somewhere in between. You want to use each different versions for different uses. You want to use the LP Zanku Hadoken to try to discourage your opponent from trying to close in on you, and the other versions should be used to irritate your opponents from further ranges. Note that all versions of the EX Zanku Hadoken have recovery on landing, so certain moves will be able to punish you on landing (such as a projectile timed to hit you as you land, or any well timed anti-projectile moves). So even if you have a fantastic zoning tool at your disposal, don't get too cocky with it because you could risk getting punished heavily if you're not careful. <br> | LP Zanku Hadoken travels at a steep angle that will land close to you, the HP Zanku Hadoken will land at a 45 degree angle, and the MP Zanku Hadoken will land somewhere in between. You want to use each different versions for different uses. You want to use the LP Zanku Hadoken to try to discourage your opponent from trying to close in on you, and the other versions should be used to irritate your opponents from further ranges. Note that all versions of the EX Zanku Hadoken have recovery on landing, so certain moves will be able to punish you on landing (such as a projectile timed to hit you as you land, or any well timed anti-projectile moves). So even if you have a fantastic zoning tool at your disposal, don't get too cocky with it because you could risk getting punished heavily if you're not careful. <br><br> | ||
There are certain setups on the opponent's knockdown where you can do a tiger-knee air fireball to mix the opponent up; sometimes you will cross the opponent up and sometimes you will just hit in front. <br> | There are certain setups on the opponent's knockdown where you can do a tiger-knee air fireball to mix the opponent up; sometimes you will cross the opponent up and sometimes you will just hit in front. <br> | ||
EX Zanku Hadoken can be used both as a keep-away tool and a get-in tool. If you feel your opponent is starting to close in more, throw an EX Zanku Hadoken to further push the opponent away from you. You can also use EX Zanku Hadoken as you jump forward so that they will feel restricted to try to anti-air you. Of course, don't overuse this tactic because eventually they can just walk right under and punish you. EX Zanku Hadoken can also be very nasty in the corner because it will keep them locked down. If timed so that you throw it lower to the ground (ie just before you land), it will give you enough block stun for you to continue applying pressure. If both fireballs hit, it will give you so much frame advantage to hit your opponent with a big combo. <br> | EX Zanku Hadoken can be used both as a keep-away tool and a get-in tool. If you feel your opponent is starting to close in more, throw an EX Zanku Hadoken to further push the opponent away from you. You can also use EX Zanku Hadoken as you jump forward so that they will feel restricted to try to anti-air you. Of course, don't overuse this tactic because eventually they can just walk right under and punish you. EX Zanku Hadoken can also be very nasty in the corner because it will keep them locked down. If timed so that you throw it lower to the ground (ie just before you land), it will give you enough block stun for you to continue applying pressure. If both fireballs hit, it will give you so much frame advantage to hit your opponent with a big combo. <br><br> | ||
Akuma can also cancel any of his Demon Flips into an altered version of his EX Zanku Hadoken. You can trick your opponent into thinking that you're going to take a risk doing a full screen Demon Flip, then trick them and do an EX Zanku Hadouken for trying to counter. Even if the opponent doesn't do anything, you will still gain space at the cost of one bar. | Akuma can also cancel any of his Demon Flips into an altered version of his EX Zanku Hadoken. You can trick your opponent into thinking that you're going to take a risk doing a full screen Demon Flip, then trick them and do an EX Zanku Hadouken for trying to counter. Even if the opponent doesn't do anything, you will still gain space at the cost of one bar. | ||
}} | }} | ||
{{USFIVMoveListRow|Akuma|Goshoryuken| | {{USFIVMoveListRow|Akuma|Goshoryuken| | ||
Goshoryuken|Uppercut|dp + p ex|| | Goshoryuken|Uppercut|dp + p ex|| | ||
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. <br> | 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. <br><br> | ||
LP Goshoryuken has limited uses. It isn't that great of an anti-air, since it has very little invincibility and bad angle. You're most likely to trade if you use this as an anti-air, and most trades will not be in your favour. If you do land a successful LP Goshoryuken, consider FADC'ing forward and follow it up with a HP Shakunetsu for additional damage. <br> | LP Goshoryuken has limited uses. It isn't that great of an anti-air, since it has very little invincibility and bad angle. You're most likely to trade if you use this as an anti-air, and most trades will not be in your favour. If you do land a successful LP Goshoryuken, consider FADC'ing forward and follow it up with a HP Shakunetsu for additional damage. <br><br> | ||
MP Goshoryuken should be your go to anti-air. It has the most invincibility out of all the other non-EX Goshoryukens, so you won't be trading that often if you use this as an anti-air. Try to hit deep because a single hit MP Goshoryuken does very little damage; you want both hits to connect. <br> | MP Goshoryuken should be your go to anti-air. It has the most invincibility out of all the other non-EX Goshoryukens, so you won't be trading that often if you use this as an anti-air. Try to hit deep because a single hit MP Goshoryuken does very little damage; you want both hits to connect. <br><br> | ||
HP Goshoryuken should be used mostly as a combo ender. You can use it as an anti-air, but the problem is you need to make sure the first hit of the HP Goshoryuken hits to dish out full damage. It's very difficult to time the HP Goshoryuken to have all hits connect on an airborne opponent, and a two-hit HP Goshoryuken does less damage than a two-hit MP Goshoryuken. However, most juggle moves will let you hit a full HP Goshoryuken afterwards. These include LK Tatsu and a cross up air Tatsu. If you're feeling brave, you can use HP Goshoryuken as a frame trap, but be aware that you can only FADC out of the first hit, and you're also at a disadvantage if your opponent blocks. If you're feeling even braver and feel like spending 3 meters, try to frame trap with a HP Goshoryuken and cancel that into EX Red Focus. If that hits, pat yourself on the back for a good read; you earned that combo. <br> | HP Goshoryuken should be used mostly as a combo ender. You can use it as an anti-air, but the problem is you need to make sure the first hit of the HP Goshoryuken hits to dish out full damage. It's very difficult to time the HP Goshoryuken to have all hits connect on an airborne opponent, and a two-hit HP Goshoryuken does less damage than a two-hit MP Goshoryuken. However, most juggle moves will let you hit a full HP Goshoryuken afterwards. These include LK Tatsu and a cross up air Tatsu. If you're feeling brave, you can use HP Goshoryuken as a frame trap, but be aware that you can only FADC out of the first hit, and you're also at a disadvantage if your opponent blocks. If you're feeling even braver and feel like spending 3 meters, try to frame trap with a HP Goshoryuken and cancel that into EX Red Focus. If that hits, pat yourself on the back for a good read; you earned that combo. <br><br> | ||
EX Goshoryuken has uses for both anti air, combo enders, and amazing ability to kill opponents by chip. EX Goshoryuken has ridiculous amount of invincibility, and what's even better is that it is fully invincible, even while it's active. That means if Zangief jumps up and he does the Siberian Blizzard Ultra, if you do a regular Goshoryuken then he will catch you. If you use EX Goshoryuken to anti-air, you will be completely safe from the Ultra and even hit Zangief out of the air. If you also manage to land a bread and butter combo that normally ends with HP Goshoryuken, and your opponent is very low on health, consider using the EX Goshoryuken to finish the combo instead. You will either leave your opponent close to a KO, or you might even do enough damage to get the win. EX Goshoryuken also does quite a bit of chip, so if your opponent is in his or her last few pixels of health, EX Goshoryuken will usually deliver the kill. | EX Goshoryuken has uses for both anti air, combo enders, and amazing ability to kill opponents by chip. EX Goshoryuken has ridiculous amount of invincibility, and what's even better is that it is fully invincible, even while it's active. That means if Zangief jumps up and he does the Siberian Blizzard Ultra, if you do a regular Goshoryuken then he will catch you. If you use EX Goshoryuken to anti-air, you will be completely safe from the Ultra and even hit Zangief out of the air. If you also manage to land a bread and butter combo that normally ends with HP Goshoryuken, and your opponent is very low on health, consider using the EX Goshoryuken to finish the combo instead. You will either leave your opponent close to a KO, or you might even do enough damage to get the win. EX Goshoryuken also does quite a bit of chip, so if your opponent is in his or her last few pixels of health, EX Goshoryuken will usually deliver the kill. | ||
}} | }} | ||
{{USFIVMoveListRow|Akuma|TatsumakiZankukyaku| | {{USFIVMoveListRow|Akuma|TatsumakiZankukyaku| | ||
Tatsumaki Zankukyaku|Hurricane Kick|qcb + k ex|| | Tatsumaki Zankukyaku|Hurricane Kick|qcb + k ex|| | ||
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. <br><br> | |||
MK Tatsu doesn't have much utility. It acts similarly to HK Tatsu, but it does less damage and hits. <br><br> | |||
HK Tatsu is a multi-hitting hurricane kick that hits up to three times. There will be times where some hit confirms will leave you too far away for the LK Tatsu to connect, in which you'll have to resort to using HK Tatsu to finish the combo instead. Another use for HK Tatsu is if your opponent likes to focus you at footsie range, cancelling a cr. MK cancelled into HK Tatsu will punish him. <br><br> | |||
EX Tatsu keeps Akuma in one place instead of having him moving forward. It is usually used for combos when opponents are crouching, since regular Tatsu's don't hit on crouching opponents.. This isn't as big of an issue due to Akuma's close st. MK buff, but it's still a combo to use against crouching opponents if you have trouble linking into a close stand MK. It is also very useful if you manage to hit the opponent when he or she is cornered, as it lets you juggle into HP Goshoryuken for more damage. It can also be used as a frame trap if you time it right. | |||
}} | }} | ||
{{USFIVMoveListRow|Akuma|AirTatsumakiZankukyaku| | {{USFIVMoveListRow|Akuma|AirTatsumakiZankukyaku| | ||
Air Tatsumaki Zankukyaku|Air Hurricane|Air Tatsumaki Zankukyaku|| | Air Tatsumaki Zankukyaku|Air Hurricane|Air Tatsumaki Zankukyaku|| | ||
There's very little utility for this move outside of mixups, but it can be deadly if you do successfully knock your opponent down. In neutral, one of the few uses can be to build bits of meter, but you have better options for that. The most likely use of an air Tatsu is to cross the opponent up on his or her wake up. From there, you're given a free juggle between any normal move. You can either go for a reset by hitting the opponent with a normal cancelled into a Demon Flip for another mixup. You can also just end the juggle with a cr. HK to set up for another mixup. If you want to go for damage, juggle with HP or EX Goshoryuken. | |||
}} | }} | ||
{{USFIVMoveListRow|Akuma|Hyakkishu| | {{USFIVMoveListRow|Akuma|Hyakkishu| | ||
Hyakkishu|Demon Flip|dp + k ex|| | Hyakkishu|Demon Flip|dp + k ex|| | ||
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. <br><br> | |||
What you do after a Hyakki is determined by what you pressed after Akuma has reached the peak of the Hyakki. | |||
}} | }} | ||
{{USFIVMoveListRow|Akuma|HyakkiGozan| | {{USFIVMoveListRow|Akuma|HyakkiGozan| | ||
Hyakki Gozan|Demon Flip Slide|No input after performing Kyakkishu|| | Hyakki Gozan|Demon Flip Slide|No input after performing Kyakkishu|| | ||
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. | |||
}} | }} | ||
{{USFIVMoveListRow|Akuma|HyakkiGosho| | {{USFIVMoveListRow|Akuma|HyakkiGosho| | ||
Hyakki Gosho|Demon Flip Palm|p armorbreak|Perform during Hyakkishu| | Hyakki Gosho|Demon Flip Palm|p armorbreak|Perform during Hyakkishu| | ||
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. <br><br> | |||
In neutral, if you want to build meter from full screen, the Demon Flip Palm is good to use along with his projectiles. Akuma will land almost instantly if he does the palm, and you can go back to mixing up with different fireballs and Demon Flip Palm to build meter quickly. <br><br> | |||
This is also a terrific option to use on the opponent's wake up. Depending on the distance, you can use MK Demon Flip Palm to safe jump and bait the enemy's reversal, or you can use the HK version to go behind the opponent as he or she gets up. Speaking of safe jumping, if your opponent has a reversal that has armor properties, this will instantly break armor and knock the opponent down. You can set up for a tiger knee fireball and make the opponent guess whether you will hit up front or cross up. | |||
}} | }} | ||
{{USFIVMoveListRow|Akuma|HyakkiGojin| | {{USFIVMoveListRow|Akuma|HyakkiGojin| | ||
Hyakki Gojin|Demon Flip Dive Kick|k|Perform during Hyakkishu| | Hyakki Gojin|Demon Flip Dive Kick|k|Perform during Hyakkishu| | ||
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 front about 90% of the time, but on rare occasions it will cross up. This is very strict on timing, distance, and the match up, so this where you just have to study whether you have a cross up Demon Flip Kick setup or not. <br><br> | |||
}} | }} | ||
{{USFIVMoveListRow|Akuma|HyakkiGosai| | {{USFIVMoveListRow|Akuma|HyakkiGosai| | ||
Hyakki Gosai|Demon Flip Throw|lp + lk|Perform during Hyakkishu| | Hyakki Gosai|Demon Flip Throw|lp + lk|Perform during Hyakkishu| | ||
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. | |||
}} | }} | ||
{{USFIVMoveListRow|Akuma|AshuraSenku( | {{USFIVMoveListRow|Akuma|AshuraSenku( | ||
Far)|Ashura Senku (Far)|Punch Teleport (far)|dp or rdp + 3p|dp moves Akuma forward; rdp moves Akuma backwards| | Far)|Ashura Senku (Far)|Punch Teleport (far)|dp or rdp + 3p|dp moves Akuma forward; rdp moves Akuma backwards| | ||
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. <br><br> | |||
The PPP version will travel very far, but it has longer recovery time. | |||
}} | }} | ||
{{USFIVMoveListRow|Akuma|AshuraSenku( | {{USFIVMoveListRow|Akuma|AshuraSenku( | ||
Close)|Ashura Senku (Close)|Kick Teleport (close)|dp or rdp + 3k|dp moves Akuma forward; rdp moves Akuma backwards| | Close)|Ashura Senku (Close)|Kick Teleport (close)|dp or rdp + 3k|dp moves Akuma forward; rdp moves Akuma backwards| | ||
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. <br><br> | |||
The KKK version will have a shorter travelling distance, but it has shorter recovery time. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} |
Revision as of 04:56, 5 January 2015

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.
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Close MK: Now forces stand on hit; startup reduced to 4 frames from 5 frames; Hitbox expanded downward
- Crouch HK: Can no longer be cancelled into Wrath of the Raging Demon (UC1)
- Zanku Hadoken: All versions done during back jump have recovery increased by 2F, to 18 frames from 16 frames for Light, Medium, and Hard versions and to 11 frames from 9 frames for EX version
- EX Zanku Hadoken: Can now be performed during the start of Light, Medium, and Hard Hyakkishu (Demon Flip) as well
- Goshoryuken: 2nd hit of Medium version can no longer be EX Focus cancelled on block
- Goshoryuken: 2nd and 3rd hit of Hard version can no longer be EX Focus cancelled on block
- Goshoryuken: Hard version startup invincibility reduced to 5 frames from 6 frames
- L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best
(New to Ultra SFIV Console Digital Release)
- Close MK: Attack range recognition increased
- Stand HP: Damage reduced to 90 from 120
- Stand HP: Can now be canceled into Special Moves, Super, or EX Focus Attack
- EX Shakunetsu Hadoken: Startup reduced to 19 frames from 25 frames
- Tatsumaki Zankukyaku: Light version Hitbox expanded downward
(New to 1.04 Update)
- Gohadoken: All versions' startup reduced to 13 frames from 14 frames
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: | 1.92 | Back Dash Airborne: | 10 | ||
Back Jump Distance | 1.92 | 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.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
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Close LP |
Close Jab | Close lp | speccancel supercancel |
~~ Uses and Strategies ~~ Aside from being able to combo into Akuma's cr. HK, you won't find too many uses for this move. | ||||
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Close MP |
Close Strong | Close mp | speccancel supercancel |
~~ Uses and Strategies ~~ You could potentially use this as a frame trap and fish for a counter hit, letting you combo into cr. HK and a few other normal moves. | ||||
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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. | ||||
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Close LK |
Close Short | Close lk | |
~~ 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 counter hits, or go for a throw. | ||||
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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 counter hits) if his opponent was crouching. This move now forces opponent to stand, so you can do way more damaging combos to crouching opponents than you could have done before. What's also nice is that you can hit your opponent with two cr. LP's or one cr. MP, and you'll still be in range for Akuma's close st. MK to connect. | ||||
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Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ There's practically no use for this move. Even if you land a counter hit, it tends to push the opponent far away to land useful combos. |
Standing Far Normals
Name | Nickname | Command | Notes | |
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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. | ||||
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Far MP |
Far Strong | mp | supercancel |
~~ Uses and Strategies ~~ A mostly useless normal. | ||||
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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 counter hit with this move while you were pressuring the opponent, you can link into cr. HK as well. | ||||
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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. | ||||
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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. | ||||
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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. |
Crouching Normals
Name | Nickname | Command | Notes | |
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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. | ||||
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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 counter hits, because the amount of things you can do off of landing a counter hit cr. MP is insane. You can link into cr. HK for a hard knockdown, giving you a mix-up opportunity. At closer ranges, you can even link into far st. HK, letting you do combos with ridiculous damage and stun. | ||||
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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. | ||||
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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 throw you on their wake up, you can also tech their throw. If the opponent blocks the meaty cr. LK, a common frame trap setup is to follow it up with a close st. LK afterwards, then mix the opponent up with either a throw or a cr. MP to fish for a counter hit. | ||||
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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. | ||||
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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 counter the punish attempt. |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
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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. | ||||
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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. | ||||
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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. | ||||
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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. | ||||
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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. | ||||
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Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ This is a worse version of the nj. MK. It is slower, but it also has decent range for air-to-air situations. |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
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Diagonal Jump LP |
Diagonal Jump Jab | ub / uf + lp | |
~~ Uses and Strategies ~~ Although uses for j. LP is limited, you can use it for sneaky tick throw setups off of safe jumps. | ||||
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Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ A useless jump attack. There is almost no utility behind a diagonal j. MP. | ||||
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Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ This move can have its uses. You can use it as a jump-in, for air-to-air counters, or to bait out a Zanku Hadoken. | ||||
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Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ 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 front or the back, since it is not as obvious as a cross up j. MK. This can also be used for tick setups as well, due to the little amount of block and hit stun this move does. | ||||
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Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ 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 front as well, depending on how you spaced your jump attack. | ||||
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Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ 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 | |
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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. | ||||
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Tenmakujinkyaku |
Dive Kick | (in air) d + mk | |
~~ 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 ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
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Goshoha |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ Akuma will hit the opponent hard in the chest and send him or her flying. Landing a forward throw sets your opponent up for your deadly mixups. | ||||
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Syuretto |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ The back throw has much less utility than his forward throw. If you do land a back throw, you can apply meaty pressure on your opponent's wake up. |
Special Moves
Name | Nickname | Command | Notes | |
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GoHadoken |
Fireball | qcf + p ex | |
~~ 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. | ||||
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Shakunetsu Hadoken |
Red Fireball | hcb + p | |
~~ Uses and Strategies ~~ You should definitely consider having a meterless Shakunetsu as a privilege, since not every character has a meterless multi-hitting projectile. Akuma will charge up a little bit and throw a red fireball, and this will knock the opponent down on hit. The LP Shakunetsu hits once but recovers the fastest, MP Shakunetsu hits twice but recovers slower, and HP Shakunetsu hits three times but recovers the slowest. | ||||
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Zanku Hadoken |
Air Fireball | (in air) qcf + p ex | |
~~ 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. | ||||
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Goshoryuken |
Uppercut | dp + p ex | |
~~ 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. | ||||
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Tatsumaki Zankukyaku |
Hurricane Kick | qcb + k ex | |
~~ 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, but it can be deadly if you do successfully knock your opponent down. In neutral, one of the few uses can be to build bits of meter, but you have better options for that. The most likely use of an air Tatsu is to cross the opponent up on his or her wake up. From there, you're given a free juggle between any normal move. You can either go for a reset by hitting the opponent with a normal cancelled into a Demon Flip for another mixup. You can also just end the juggle with a cr. HK to set up for another mixup. If you want to go for damage, juggle with HP or EX Goshoryuken. | ||||
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Hyakkishu |
Demon Flip | dp + k ex | |
~~ 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. | ||||
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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. | ||||
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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 front about 90% of the time, but on rare occasions it will cross up. This is very strict on timing, distance, and the match up, so this where you just have to study whether you have a cross up Demon Flip Kick setup or not. | ||||
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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 rdp + 3p | dp moves Akuma forward; rdp moves Akuma backwards |
~~ 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 rdp + 3k | dp moves Akuma forward; rdp moves Akuma backwards |
~~ 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 | |
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Raging Demon |
Super Combo | lp lp f lk hp | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
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Wrath of the Raging Demon |
Ultra Combo I | lp lp b lk hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Demon Armageddon |
Ultra Combo II | u u + 3k armorbreak | Can be used in the middle of Ashura Senku |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
Frame Data