Street Fighter IV Remix/Akuma

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Introduction

Akuma woke up one day and decided to be cheaper than he has ever been before.


Master of the Satsui no Hado, the demonic power of killing intent, Akuma is quite different from the rest of his shoto confidants, playing moreso like a setplay character with oppressive okizeme under the right circumstances. Arguably, Akuma's most notable character trait isn't an offensive tool at all, but rather his teleport, Ashura Senku, with a simplified input done by pressing back or forward plus three punches or kicks. Akuma's teleport is as powerful as it's ever been, being fully invulnerable for the entire duration as well as freely cancellable into any of his special moves. In combination with his new 8-way airdash, Akuma is extremely mobile as he tosses fireballs across the stage.

His fireballs have received comfortable improvements - most notable is his new air red fireball, done by performing the Shakunetsu input in the air. Additionally, EX Shakunetsu has been overhauled, now moving far slower and allowing Akuma to act independently of it as it travels. EX Shakunetsu acts as a moving wall in neutral, allowing Akuma to shelter behind it and continue harassing the opponent with buttons, threatening to anti-air them if they try to jump over. Akuma's goal is to control the ground and air with his fireballs, then get an opening and force the opponent's defense to crack with reset pressure and his famous Demon Flip.

Strengths Weaknesses
  • Teleport: Akuma's teleport is so good, it's not even funny. Ashura Senku is a candidate for the best special move in the entire game, and it's not hard to see why - with full invulnerability for its entire duration, and the ability to cancel into special moves at any time, Akuma has a verifiable "get out of mixups free" card at quite literally any time, and it doesn't hurt that it travels half-screen, too. Akuma is practically impervious to dealing with offense as a result of this special move, and it should be used whenever you feel like you're about to be put in a desperate situation.
  • Great Zoning: While not a pure zoner, Akuma has access to amazing tools for keeping the opponent away, as well as forcing them to the corner from afar with EX Red Fireball. At a moment's notice, he can switch from aggressively pursuing the opponent to taking a life lead and playing from a distance.
  • Raging Demon: On top of great resource use in general, Akuma has access to one of the best supers in the game in his Raging Demon. Only costing two bars, and lacking a super flash, this super acts as a 290-damage command grab jumpscare if Akuma is ever directly on top of you, and he's extremely plus after the knockdown, to top it off.
  • Fragile: Alongside Seth, Akuma holds the lowest health pool in the game at 850. Although this weakness isn't quite as bad as Seth's due to the existence of Ashura Senku, Akuma is still exceptionally prone to dying for a mistake, especially against explosive characters like Boxer, Makoto and Yun.
  • Mediocre Damage: While definitely nowhere near terrible, Akuma's damage is generally lacking compared to his contemporaries, although not exceptionally so - this generally calculates out as requiring one extra confirm on average per round to secure the kill.
Akuma
[[File:|center|300px]]
Character Data
Health 850
Chains LK > MK > HK
P > HK
Walkspeed 2.2 (4th fastest)
Forward Dash Duration 14 frames
Forward Dash Distance 1.2 (Very Short)
Backdash Duration 23 frames
Backdash Invuln 9 frames
Unique Movement 8-Way Airdash
Teleport

Normals

Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

Command Normals

Command Normal 1

Command Normal 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 2

Command Normal 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 3

Command Normal 3
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X


Universal Mechanics

Forward Throw

Forward Throw
5LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw N/A X X X X X

Backward Throw

Backward Throw
4LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw X X X X X X

Alpha Counter

Alpha Counter
HP+HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid X X X X X X

Special Moves

Special Move 1

Special Move 1
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 2

Special Move 2
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 3

Special Move 3
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 4

Special Move 4
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Super Moves

Super Move 1

Super Move 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X

Super Move 2

Super Move 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X


Game Navigation

General
FAQ
Controls & Notation
Game Systems
Koryu Edition
Characters​
Decapre
Ryu
Ken
E. Honda
Ibuki
Makoto
Dudley
Seth
Gouken
Akuma
Gen
Dan
Sakura
Oni
Elena
Yun
Juri
Chun-Li
Dhalsim
Abel
C. Viper
M. Bison
Sagat
Cammy
Deejay
Cody
Guy
Hakan
Rolento
Poison
Evil Ryu
Guile
Blanka
Zangief
Rufus
El Fuerte
Vega
Balrog
Fei Long
T. Hawk
Adon
Rose
Yang
Hugo

Akuma, known in Japan as Gouki, is a video game character and recurring antagonist of the Street Fighter series, first appearing in Super Street Fighter II Turbo as a hidden boss. He is an emotionless and powerful warrior fixated on mastering the Satsui no Hado.

streetfighter wiki Akuma