

Akuma
Ideal Team Position:
Ideal Team Position: Point
The Master of the Fist enters Street Fighter x Tekken as the game’s final boss for the Namco side of the cast in Arcade Mode, and as a capable point character in competitive play. Like all who practice the art of Ansatsuken, he possesses projectiles, a DP, and a hurricane kick. His air fireball game continues to remain a potent tool on both offense and defense, either using it to cover his retreat or to mask his oncoming assault. If the opponent tries to jump over his volley, Akuma can use the unique invincibility properties of his DP to trade with the opponent, giving him access to juggles that he would have difficulty pulling off otherwise. His okizeme, while different from what it was in Street Fighter IV, is still very strong and still covers a multitude of wakeup options even when accounting for rolls. He does this by taking advantage of the v2013 nerf to rolling where they are vulnerable to throws which also nuke red health. This puts opponents in a very difficult situation on knockdown: should they roll forward and risk getting thrown, or should they stay put and endure Akuma’s next assault? That, combined with all of the privileges that come with having a true reversal, an array of projectiles that cover multiple purposes, and his Shun Goku Satsu Super Art that adds a terrifying advancing command throw to punish whiffing opponents, makes Akuma worthy of being placed on your team if you desire it.
TBW
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks










































































crossup




crossup








Unique Attacks






Throws









Special Moves



















































Super Combo











Frame Data
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- cr.MP, cr.HP xx qcb+LK, cl.LK, st.HK, cl.HP xx dp+HP (338)
(0bar, medium)
Hit Confirm Combos
- cr.LK, cl.LK, cr.MP/st.MP~HP+HK
(0bar, low, close, xrush, easy)
- cr.LP, cr.LP, cr.MP/st.MP~HP+HK
(0bar, xrush, easy)
- cr.LK, cl.LK, cr.MP/st.MP xx qcf+P (150)
(0bar, low, close, easy)
- cr.LP, cr.LP, cr.MP/st.MP xx qcb+LK, cl.LK, st.HK, cl.HP xx dp+HP (263)
(0bar, standing, medium)
- st.HK, cr.MK xx qcb+LK, cl.LK, st.HK, cl.HP xx dp+HP (338)
(0bar, medium)
Post-Launch combos
- cl.MP, st.HK, cl.HP xx dp+HP
(0bar, easy)
- cl.HK xx CADC, cl.HK xx hcb+HP
(0bar, medium)
- cl.MP, cl.HP xx hcb+HP, cl.MP, cl.HP xx dp+HP
(0bar, corner, medium)
Advanced Combos
- qcb+KK, st.HK, cl.HP xx hcb+HP, cl.MP, cr.HP xx dp+HP (474)
(1bar, corner, hard)
Combos Into Supers
- N/A