Ultra Street Fighter IV/Akuma: Difference between revisions

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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.
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{{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.  
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{{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.
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{{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.
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{{USFIVMoveListRow|Akuma|TatsumakiZankukyaku|
{{USFIVMoveListRow|Akuma|TatsumakiZankukyaku|
Tatsumaki Zankukyaku|Hurricane Kick|qcb + k ex||
Tatsumaki Zankukyaku|Hurricane Kick|qcb + k ex||
(No uses/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. <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.
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{{USFIVMoveListRow|Akuma|AirTatsumakiZankukyaku|
{{USFIVMoveListRow|Akuma|AirTatsumakiZankukyaku|
Air Tatsumaki Zankukyaku|Air Hurricane|Air Tatsumaki Zankukyaku||
Air Tatsumaki Zankukyaku|Air Hurricane|Air Tatsumaki Zankukyaku||
(No uses/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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{{USFIVMoveListRow|Akuma|Hyakkishu|
{{USFIVMoveListRow|Akuma|Hyakkishu|
Hyakkishu|Demon Flip|dp + k ex||
Hyakkishu|Demon Flip|dp + k ex||
(No uses/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. <br><br>
What you do after a Hyakki is determined by what you pressed after Akuma has reached the peak of the Hyakki.
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{{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||
(No uses/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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{{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|
(No uses/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. <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.
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{{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|
(No uses/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. <br><br>
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{{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|
(No uses/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.
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{{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|
(No uses/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. <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|
(No uses/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. <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

Ultra Street Fighter IVUSFIV-Header.png

Akuma

SSFIV-Akuma Face.jpg

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.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 2 6 +3 +6
Close MP Close Strong.gif 70 100 40 HL sp/su 3 2 13 -1 +4
Close HP Close Fierce.gif 100 200 60 HL sp/su 4 2 26 -10 -6
Close LK Close Short.gif 40 50 20 HL - 5 2 7 +2 +5
Close MK Close Forward.gif 70 100 40 HL su 4 2 14 -2 +1
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 6 2(4)4 17 -3 +2
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 3 2 5 +4 +7
Far MP Far Strong.gif 80 100 40 HL su 4 2 13 -1 +2
Far HP Far Fierce.gif 90 200 60 HL sp/su 6 3 16 -1 +3
Far LK Far Short.gif 40 50 20 HL - 3 2 8 +1 +4
Far MK Far Forward.gif 80 100 40 HL - 9 2 13 -1 +2
Far HK Far Roundhouse.gif 50*30 125*75 60*20 HL - 8 2(8)2 16 -2 +5
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 3 2 7 +2 +5
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 4 3 9 +2 +5
Crouch HP Crouch Fierce.gif 100 200 60 HL sp/su 6 4 23 -9 -4
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 2 9 0 +3
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 3 13 -2 +1
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 6 3 24 -9 -
Zugaihasatsu Right.gif+Strong.gif 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 Jab.gif 50 50 20 H - 4 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 3 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 3 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 6 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 4 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 5 3 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 4 7 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 40 H - 5 3 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 6 3 - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 4 6 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 6 3 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 7 3 - - -
Tenmakujinkyaku (air) Down.gif+Forward.gif 60 100 40 H - 12 Until ground - - -
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 - -
Goshoha Forward Throw 130 120 40 0.91 - 3 2 20 - -
Syuretto Back Throw 130 120 40 0.91 - 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 14 - 30 -4 0
EX GoHadoken GoHadoken EX.gif 60*60 100*100 -250/0 HL su 14 - 30 -1 -
Shakunetsu Hadoken Shakunetsu Hadoken Jab.gif 50 200 10/30 HL su 25 - 25 -4 -
Shakunetsu Hadoken Strong.gif 35*35 50*100 10/16*16 HL su 25 - 32 -3 -
Shakunetsu Hadoken Fierce.gif 33x3 35x3 10/16x3 HL su 25 - 38 -1 -
EX Shakunetsu Hadoken Shakunetsu Hadoken EX.gif 47x3 70x2*100 -250/0 HL su 19 - 25 +18 -
Zanku Hadoken Zanku Hadoken 40 50 5/20 HL - 14 - After landing 16[18] - -
EX Zanku Hadoken Zanku Hadoken EX.gif 40*40 50*50 -250/0 HL - 8 - After landing 9[11] - -
Goshoryuken Goshoryuken Jab.gif 100[70] 100 30/40 HL su 3 14 17+18 -28 -
Goshoryuken Strong.gif 70*60 80*50 30/30*16 HL su*- 3 2*12 25+18 -34 -
Goshoryuken Fierce.gif 70*50*30 70*50*30 30/30*10*10 HL su*-*- 3 2*2*12 28+18 -37 -
EX Goshoryuken Goshoryuken EX.gif 80*60*50 100*50*50 -250/0 HL su*su*su 3 2*2*12 28+18 -37 -
Tatsumaki Zankukyaku Tatsumaki Zankukyaku Short.gif 70 50 20/20 HL - 11 2(6)2 12+8 -9 -
Tatsumaki Zankukyaku Forward.gif 80*40*40 100*50*50 20/20*10*10 HL su*-*- 5 2(5)[2(5)2](5)1 16+12 -8 -
Tatsumaki Zankukyaku Roundhouse.gif 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 Tatsumaki Zankukyaku EX.gif 35x5 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18+3 -1 -
Air Tatsumaki Zankukyaku Air Tatsumaki Zankukyaku Short.gif 60 50 10/30 HL - 9 [2(6)2](6)2 After landing 10 - -
Air Tatsumaki Zankukyaku Forward.gif 70 50 10/30 HL - 9 [2(6)2](6)2 After landing 10 - -
Air Tatsumaki Zankukyaku Roundhouse.gif 80 50 10/30 HL - 9 [2(6)2](6)2 After landing 10 - -
EX Air Tatsumaki Zankukyaku Air Tatsumaki Zankukyaku EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 After landing 4 - -
Hyakkishu Hyakkishu - - 20/- - - - - - - -
EX Hyakkishu Hyakkishu EX.gif - - -250/0 - - - - - - -
Hyakki Gozan Hyakki Gozan 100 200 0/40 L - 39+7 15 14 -11 -
Hyakki Gosho Hyakki Gosho 110 200 0/30 HL - 27+8 2 After landing 4 - -
Hyakki Gojin Hyakki Gojin 70 100 0/30 HL - 27+11 Until ground After landing 4 - -
Hyakki Gosai Hyakki Gosai 150 150 0/60 0.9 - 27+3 2 After landing 17 - -
Ashura Senku (Far) Ashura Senku (Far) - - - - - - - Total 61 - -
Ashura Senku (Close) Ashura Senku (Close) - - - - - - - Total 53 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Raging Demon Raging Demon 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 Wrath of the Raging Demon 510 0 0/0 0.9 - 0+5 33 19 - -
Demon Armageddon Demon Armageddon 50*450[421] 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, 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 counter hit, letting you combo into cr. HK and a few other normal moves.

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

~~ 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.

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 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.

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 counter hit, it tends to push the opponent far away to land useful combos.

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 counter hit with this move while you were pressuring the opponent, you can link into cr. HK as well.
This move can also be used as an anti-air as well. There are times when the opponent will jump from a range where your Goshoryuken might whiff. In those instances, this is the anti-air move to go for. There are times when the opponent will jump from a range where your Goshoryuken might whiff. In those instances, this is the anti-air move to go for. Combined with the ability to special cancel, if you manage to successfully hit your opponent out of the air, you can cancel into a LK Gohadouken for safe chip; by the time you opponent lands from the move and the fireball connects, you will have already recovered before the opponent can attempt an anti-projectile move.

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.
While this move has many uses due to having two hits and lots of combo potential, this move should be used sparingly in high-level matches. Opponents may be looking for this move outside of its range and will neutral jump to counter you, so don't abuse this move too much. Also, the second kick will whiff against certain opponents when they are crouch blocking.

The second hit of far st. HK will whiff on the following characters when they crouch block: Blanka, C.Viper, Cammy, Chun-Li, Cody (will kick twice a bit up close), Decapre, Dee Jay, Dhalsim, Dudley (will kick twice a bit up close), El Fuerte (only at further ranges), Elena, Evil Ryu, Ibuki, Juri, Ken, M. Bison (at further ranges), Oni (at further ranges), Poison, Rose, Rufus, Ryu, Sakura, Yang, Yun.

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 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.
Even if you fail to land a counter hit cr. MP, you're not missing out entirely, since you can still combo into other normal moves such as another cr. MP, cr. MK, or close st. HP for big damage too.
This move is also safe on block, so when you're applying pressure up close, this is a godlike normal to go 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 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.

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.
There are many things you can answer to from a cr. MK. If the opponent focuses your poke, you can cancel into HK Tatsu to punish them for trying. If the move connects (hit or block) mix it up with doing just a simple cr. MK or cancel it into a Gohadouken to keep the opponent guessing. Note that a cr. MK cancelled into a Gohadouken is not a true block string from further ranges, which is why it is advised to mix it up. Lastly, if the opponent jumps, you can buffer the Wrath of the Raging Demon to convince your opponent that they are a fool for jumping at you while you have an Ultra stocked up.

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 counter the punish attempt.
That is no longer the case in Ultra Street Fighter IV. This move has lost the ability to cancel into Wrath of the Raging Demon, although it can be cancelled into the Super Raging Demon (which is pointless because the Super does not have any invincibility). Therefore, this move will lose to Focus Attacks now, and can also be countered with a jump attack if predicted. It still has great reach and somewhat difficult to punish on block. While it is -9 on block, it does quite a bit of pushback, so some characters may have trouble trying to punish it.
You can still use this somewhat in footsies, as long as you don't abuse it like you could've in the previous versions. However, rather than using this to stick out a poke, it's better to use this to whiff punish your opponent's pokes due to its range. Also, it gives you a hard knockdown, giving you the opportunity to mix your opponent up on his or her wake up.

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 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
File:No image.png

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.

File:No image.png

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.

File:No image.png

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.

File:No image.png

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.

File:No image.png

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.

File:No image.png

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
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.
What makes the overhead really scary is that it is one of his primary tools to kara-cancel into his Raging Demon.

File:No image.png

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.
At certain ranges, when you want to jump over an opponent's projectile, but he or she hasn't thrown a projectile, the dive kick might save you from an anti-air move... as long as you didn't press a button in the air beforehand. Just don't abuse this tactic because your opponent may catch on and just walk forward and anti-air you out if they start seeing a pattern.
This can be pretty useful on the opponent's wake up as well. Let's say you successfully knocked an opponent down, and you're at a range where a diagonal j. MK would cross the opponent up. Well, if they're expecting that cross up, use the dive kick to hit the opponent from the front instead. If this hits meaty, it provides enough frame advantage to combo into big damage.

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
File:No image.png

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.

File:No image.png

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
File:No image.png

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.

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.

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.

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.

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 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.

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.

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.

File:No image.png

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.

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.

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.
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.

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.

File:No image.png

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.

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.

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.

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.

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.

File:No image.png

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.

MK Tatsu doesn't have much utility. It acts similarly to HK Tatsu, but it does less damage and hits.

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.

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.

File:No image.png

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.

File:No image.png

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.

What you do after a Hyakki is determined by what you pressed after Akuma has reached the peak of the Hyakki.

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.

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.

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.

File:No image.png

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.

File:No image.png

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.

The PPP version will travel very far, but it has longer recovery time.

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.

The KKK version will have a shorter travelling distance, but it has shorter recovery time.

Super Combo

  Name Nickname Command Notes
File:No image.png

Raging Demon

Super Combo lp lp f lk hp

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

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

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 Jab.gif 30 50 20 HL ch/sp/su 4 2 6 11 +3 +6 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL sp/su 3 2 13 17 -1 +4 14 19 Reset Reset - - - - - - -
Close HP Close Fierce.gif 100 200 60 HL sp/su 4 2 26 31 -10 -6 18 22 Reset Reset - - - - - - -
Close LK Close Short.gif 40 50 20 HL - 5 2 7 13 +2 +5 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 70 100 40 HL su 4 2 14 19 -2 +1 14 17 Forces stand Forces stand Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 6 2(4)4 17 32 -3 +2 18 23 Only +1 on hit vs. crouching opponents Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 3 2 5 9 +4 +7 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 80 100 40 HL su 4 2 13 18 -1 +2 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 90 200 60 HL sp/su 6 3 16 24 -1 +3 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL - 3 2 8 12 +1 +4 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 80 100 40 HL - 9 2 13 23 -1 +2 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 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 Jab.gif 30 50 20 HL ch/sp/su 3 2 7 11 +2 +5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 4 3 9 15 +2 +5 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL sp/su 6 4 23 32 -9 -4 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 2 9 14 0 +3 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 3 13 20 -2 +1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 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 - - - - - - -
Zugaihasatsu Right.gif+Strong.gif 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 Jab.gif 50 50 20 H - 4 7 - 10 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 3 - 7 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 3 - 8 - - Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 6 - 10 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 4 - 9 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 5 3 - 7 - - Reset Reset - - - - - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 4 7 - 10 - - Reset Reset - - - - - - -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 40 H - 5 3 - 7 - - Reset Reset - - - - - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 6 3 - 8 - - Reset Reset - - - - - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 4 6 - 9 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 6 3 - 8 - - Reset Reset - - - - - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 7 3 - 9 - - Reset Reset - - - - - - -
Tenmakujinkyaku (air) Down.gif+Forward.gif 60 100 40 H - 12 Until ground - #VALUE! - - 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 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 40 106 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
- - - - - - -
Goshoha Forward Throw 130 120 40 0.91 - 3 2 20 24 - - X Hard Knockdown - - - - - - - - - -
Syuretto Back Throw 130 120 40 0.91 - 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 14 - 30 44 -4 0 Pursuit property, 17~18f cancellable X Soft Knockdown Soft Knockdown - - - - - - -
EX GoHadoken GoHadoken EX.gif 60*60 100*100 -250/0 HL su 14 - 30 44 -1 - Pursuit property, 17~18f cancellable X Soft Knockdown Soft Knockdown - - - - - - -
Shakunetsu Hadoken Shakunetsu Hadoken Jab.gif 50 200 10/30 HL su 25 - 25 50 -4 - 27f cancellable X Soft Knockdown Soft Knockdown - - - - - - JP: ?
Shakunetsu Hadoken Strong.gif 35*35 50*100 10/16*16 HL su 25 - 32 57 -3 - 28f cancellable X Soft Knockdown Soft Knockdown - - - - - - JP: ?
Shakunetsu Hadoken Fierce.gif 33x3 35x3 10/16x3 HL su 25 - 38 63 -1 - 28~29f cancellable X Soft Knockdown Soft Knockdown - - - - - - JP: ?
EX Shakunetsu Hadoken Shakunetsu Hadoken EX.gif 47x3 70x2*100 -250/0 HL su 19 - 25 50 +18 - 27f cancellable X Soft Knockdown Soft Knockdown - - - - - - JP: ?
Zanku Hadoken Zanku Hadoken 40 50 5/20 HL - 14 - After landing 16[18] 30 - - [] refers to when performed on a back jump X Soft Knockdown Soft Knockdown - - - - - - -
EX Zanku Hadoken Zanku Hadoken EX.gif 40*40 50*50 -250/0 HL - 8 - After landing 9[11] 17 - - X Soft Knockdown Soft Knockdown - - - - - - -
Goshoryuken Goshoryuken Jab.gif 100[70] 100 30/40 HL su 3 14 17+18 51 -28 - [] refers to active frames 3~14 Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - 1~2f Lower body: 3~16f Lower body: 3~16f 3~4f 6f~ -
Goshoryuken Strong.gif 70*60 80*50 30/30*16 HL su*- 3 2*12 25+18 59 -34 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - 1~5f Lower body: 6~16f Lower body: 6~16f - 6f~ 2nd Hit JP: ?
Goshoryuken Fierce.gif 70*50*30 70*50*30 30/30*10*10 HL su*-*- 3 2*2*12 28+18 64 -37 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - 1~5f Lower body: 7~18f (? Ultra change) Lower body: 7~18f (? Ultra change) - 8f~ 2nd Hit JP: ?, 3rd Hit JP: ?
EX Goshoryuken Goshoryuken EX.gif 80*60*50 100*50*50 -250/0 HL su*su*su 3 2*2*12 28+18 64 -37 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - 1~18f - - - 8f~ 2nd Hit JP: ?, 3rd Hit JP: ?
Tatsumaki Zankukyaku Tatsumaki Zankukyaku Short.gif 70 50 20/20 HL - 11 2(6)2 12+8 40 -9 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~20f - 7f~ JP: ?
Tatsumaki Zankukyaku Forward.gif 80*40*40 100*50*50 20/20*10*10 HL su*-*- 5 2(5)[2(5)2](5)1 16+12 54 -8 - 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~ JP: ?
Tatsumaki Zankukyaku Roundhouse.gif 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 - 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: ?
EX Tatsumaki Zankukyaku Tatsumaki Zankukyaku EX.gif 35x5 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18+3 48 -1 - 1st-4th Hits: Forces stand, 5th Hit: Soft Knockdown 1st-4th Hits: Forces stand, 5th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - Loewr body: 6~27f - 6f~ JP: ?
Air Tatsumaki Zankukyaku Air Tatsumaki Zankukyaku Short.gif 60 50 10/30 HL - 9 [2(6)2](6)2 After landing 10 36 - - Floats opponent, [] hits once at most Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: ?
Air Tatsumaki Zankukyaku Forward.gif 70 50 10/30 HL - 9 [2(6)2](6)2 After landing 10 36 - - Floats opponent, [] hits once at most Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: ?
Air Tatsumaki Zankukyaku Roundhouse.gif 80 50 10/30 HL - 9 [2(6)2](6)2 After landing 10 36 - - Floats opponent, [] hits once at most Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: ?
EX Air Tatsumaki Zankukyaku Air Tatsumaki Zankukyaku EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 After landing 4 27 - - Pursuit property Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: ?
Hyakkishu Hyakkishu - - 20/- - - - - - 39 - - 27~37f cancellable into followup, 40f lands and starts Hyakki Gozan (slide) - - - - - - - - - 5~39f -
EX Hyakkishu Hyakkishu EX.gif - - -250/0 - - - - - 39 - - 5~39f airborne, 27~37f cancellable into followup, 40f lands and starts Hyakki Gozan (slide), tracks opponent, can cancel into Hadouken EX (air) - - - - - - - - - 5~39f -
Hyakki Gozan Hyakki Gozan 100 200 0/40 L - 39+7 15 14 74 -11 - Hard knockdown Hard knockdown Hard knockdown Hard knockdown - - - - - - -
Hyakki Gosho Hyakki Gosho 110 200 0/30 HL - 27+8 2 After landing 4 40 - - X Hard knockdown Hard knockdown Hard knockdown Hard knockdown - - - - - - -
Hyakki Gojin Hyakki Gojin 70 100 0/30 HL - 27+11 Until ground After landing 4 - - - Forces stand Forces stand Reset Reset - - - - - - -
Hyakki Gosai Hyakki Gosai 150 150 0/60 0.9 - 27+3 2 After landing 17 48 - - X Hard knockdown Hard knockdown - - - - - - - - -
Ashura Senku (Far) Ashura Senku (Far) - - - - - - - Total 61 61 - - Passes through opponent, can cancel into Ultra 2 until 44f - All: 1~49f - - - - -
Ashura Senku (Close) Ashura Senku (Close) - - - - - - - Total 53 53 - - Passes through opponent, can cancel into Ultra 2 until 36f - 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 Raging Demon 330 0 -1000/0 0.9 - 1+0 36 13 49 - - 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 Wrath of the Raging Demon 510 0 0/0 0.9 - 0+5 33 19 56 - - X Hard Knockdown - - - - All: 1~6f - - - - -
Demon Armageddon Demon Armageddon 50*450[50*371] 0 0/0 HL - 0+14 2 46 61 -27 - [] refers to damage when canceled from teleport 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


Notes: