![]() |
Character breakdown in progress
Akuma is a new character! This page is currently under construction and information might be inaccurate, incomplete, or missing entirely. 🤝 Want to help us out? Join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource. |
Introduction
A demon of combat that has welcomed the Satsui no Hado into his being in his quest to become the ultimate master of the fist.
Akuma has an incredibly versatile toolkit, with strong, far-reaching normals and a high walkspeed to control space, multiple projectiles to force or shield an approach, and incredible corner carry to force his foes into the most dangerous of situations. He's especially good at maintaining his advantageous positions, with certain knockdowns leading to a potentially rewarding vortex that can loop back into itself. All this is counterbalanced by his lower health, a massive drawback that makes each mistake that much more costly and forces him to use each tool in his arsenal wisely to avoid inviting his own destruction.
While Akuma has the traditional shoto toolkit (fireball, DP, tatsu, shoto normals), he puts his own dark spin on them, encouraging peerless aggression. His Gou Hadoken has three vastly different speeds it can be fired at, and can be charged for additional hits. His fireball also has a unique air version called Zanku Hadoken, which can be used to counter DP attempts or set up for continued pressure. His Gou Shoryuken acts as a great combo ender and anti-air, with an OD version that leaves opponents close on hit. His Tatsumaki Zanku-kyaku goes through fireballs like Ryu's, but the heavy version goes into the air, allowing him to cruelly punish bad jumpins. What really sets Akuma apart from the other shotos is his signature Demon Raid. Upon pressing this special, Akuma leaps into the air and can perform a series of followups. He has an overhead, a low, and a divekick, and each option can leave Akuma plus. If opponents try to parry through the followups, Akuma can always call this out by landing and throwing them for a Punish Counter Throw. Demon Raid is an incredible special for allowing Akuma to get his gameplan started, and the OD version even allows Akuma to throw a fireball and counter attempts to stuff his approach. While Demon Raid is strong, it can be easily anti-aired on reaction, requiring Akuma to be very considerate with where he unleashes it.
In the neutral, Akuma leverages his shoto normals of 2MK, 5HP and 5LP/5LK to control space. His fast walkspeed and strong pokes give him a dominating neutral presence. He also has some strong command normals for counterpoking, including the powerful 6MK snap kick and 6HP lunging punch. Once he's gotten you in the corner, Akuma excels at a diverse and threatening offense. He has many ways to be plus, including his 5MP and 5HK, though the latter can be ducked and punished. Akuma can use his new Adamant Flame special to set up shimmys and crush your opponent's Drive Gauge. Successful hits can be brutally effective, as Akuma's combo game is very strong with excellent juggle points OD special extensions. His devastating Empyrean's End Level 2 super leads to combo extensions, and his Level 3 is easy to combo into, allowing him to pile on the damage. On top of all of this, Akuma also has an alternate CA called Shun Goku Satsu, a 0f comboable command grab that deals incredible damage when it connects. Truly, Akuma is the master of violence.
Akuma's low vitality is a genuine concern in this game, as he has 9000 health compared to the standard 10,000. This might not seem like a lot, but it is a noticeable con, as Akuma can be two-touched by most of the cast. While opponents may fear his rewarding and dominating offense, Akuma carries much risk in basic play. Opponents who find an opening or make a specific read can punish Akuma harder than anyone else in the cast, especially if they have a Level 3 charged up. Akuma lives and dies by the mastery of the person playing him. If you can pilot him well, he will reward your efforts tenfold. If you like offense-oriented characters and can stay calm on the razor's edge, then embrace the demon with Akuma.
Pick if you like: | Avoid if you dislike: |
---|---|
|
|
Classic & Modern Versions Comparison
Missing Normals |
|
---|---|
Missing Command Normals |
|
Shortcut-Only Specials |
|
Assist Combos |
|
Miscellaneous Changes |
|
Akuma | |
---|---|
Vitals | |
Life Points | 9000 |
Ground Movement | |
Forward Walk Speed | 0.052 |
Backward Walk Speed | 0.035 |
Forward Dash Speed | 19 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.352 |
Backward Dash Distance | 0.923 |
Drive Rush Min. Distance (Throw) | 0.880 |
Drive Rush Min. Distance (Block) | 2.121 |
Drive Rush Max Distance | 3.425 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Frame Data Glossary - SF6 | |
---|---|
Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
|
Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
|
Cancel |
Available options for canceling one move into another move.
|
Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
|
Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
|
Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
|
Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
|
Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
|
Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
|
Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
|
On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
|
Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
|
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
|
IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
|
Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 7 | Chn Sp SA | 300 | LH | +4 | -1 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 13f
- Drive Rush cancel advantage: +4 oH / -1 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A fast jab used in hitconfirm chains. It has slightly more range than 2LP, and chains more quickly, making it better against Drive Impact. However, 5LP has slightly worse advantage on hit, so it can't link to Akuma's longer-ranged 5LK. It also can't link to 5MK on Counter-hit, making it a worse defensive option against fake blockstrings.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 11 | Sp SA TC | 600 | LH | +4 | +1 |
- Cancel Hitconfirm Window: 16f
- 5MP~MP TC follow-up is always a true blockstring
- Drive Rush cancel advantage: +9 oH / +6 oB
Akuma's main starter for block pressure due to its frame advantage and high number of active frames. The range is a bit stubby for a medium button, so it has little utility at mid-range. Comes with a Target Combo to help extend combos.
5MP can be used to frame trap into light normals, while also linking to 5LP/2LP on hit. Scoring a Counter-hit grants a link to 5MP~MP at point blank or 2MP from a bit farther away. If you're unsure of the range, the Target Combo is a safer option (ending with LP Gou Hadoken for relative safety).
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 5 | 18 | Sp SA | 800 | LH | +3 | -3 |
- Cancel Hitconfirm Window: 19f
- Special/DR cancel is delayed until after 3rd active frame
- Drive Rush cancel advantage: +14 oH / +8 oB
A far-reaching cancelable poke similar to other shoto-style 5HPs. Combined with Akuma's fast walkspeed, this button can be used to relentlessly bully the opponent. The hitbox is great for stuffing the opponents neutral buttons, and the long hitconfirm window allows an immediate cancel without wasting meter on block.
The best cancel option for damage is HP Adamant Flame, but the combo will drop if you delay the cancel while hitconfirming. OD Adamant Flame can be confirmed into more easily, giving great corner carry and even higher juggle damage if near the corner. MK Tatsu is a decent mid-range option if you can react to the opponent standing, and of course there is always a Drive Rush cancel if you want to spend half your Drive gauge for a stronger confirm. Most other cancel routes are either weaker or unreliable due to range.
Punish Counter 5HP can link to 5MK at closer ranges, but this doesn't usually work at the ranges you would be whiff punishing from. This makes it far less useful than the common 5HP, 2MK punish route used by Ryu and Ken. However, the link will almost always work after Drive Rush due to its forward momentum.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 11 | Sp SA | 300 | LH | +2 | -4 |
- Cancel Hitconfirm Window: 13f
- DR cancel is delayed until after active frames
- Drive Rush cancel advantage: +4 oH / -2 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Akuma's farthest-reaching light normal, making it a very useful punish for moves that are slightly unsafe. The fast startup makes it decent as a whiff punish tool, particularly after a spacing trap; this lets it combo into LP/MP/OD Adamant Flame. Often used as the final hit of a 3-light confirm, as long as the second button is 2LP.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 5 | 15 | Sp SA TC | 700 | LH | +3 | -3 |
- Forces stand on hit
- Cancel Hitconfirm Window: 17f (only 15f to confirm TC without Counter-hit)
- 5MK~HK TC follow-up has an interruptible 5f gap on block (up to 8f at max delay)
- Drive Rush cancel advantage: +13 oH / +7 oB
An important combo tool that forces the opponent to stand, allowing consistent combos into LK/MK Tatsu. Commonly linked after 2MK > DRC~5HP or after Counter-hit 2LP/2MP. The high damage on this button is a major factor in Akuma's above-average damage output.
The hitbox is a bit disjointed with 5 active frames, making it a useful counterpoke in neutral. Canceling into MK Tatsu or HP Adamant Flame works consistently even against extended hurtboxes. The active frames also make it a useful meaty if timed properly; it can be up to +7/+1 on the last active frame.
Has a Target Combo extension into an overhead HK, which can be used for mixups, grounded combos, or ground bounce juggles (usually after DR~5MK). This extension is generally not hitconfirmable unless starting with extra advantage from Counter-hit/Punish Counter/Drive Rush.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13(24) | 3(8)4 | 15(16) | - | 400x2 | LH | +7 | +3(-13) |
- 2 hits; 1st hit forces stand on hit
- 2nd hit whiffs on crouch blocking opponents (-13 oB)
- Stand blocking the 1st hit forces opponent to block 2nd hit as well
- Both hits put airborne opponents into limited juggle state
- 1f extra recovery on whiff (2nd hit)
- Counter-hit/Punish Counter bonus advantage carries through both hits
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Akuma steps forward with two advancing kicks. Very rewarding to land on hit or block; it can link to 5MK or 5MP~MP, and has enough advantage on block for a strike/throw mixup. However, Akuma is severely punishable if the opponent crouch blocks the first hit. If you're going to use it in neutral, it's important to make sure the opponent has a tendency to stand or Parry frequently. Even making them block the first hit standing is enough to keep Akuma safe, as the opponent can not switch to a crouch block between hits.
The forward movement and frame advantage, along with a lack of starter scaling, make 5HK a great combo starter. However, the extra damage scaling mid-combo usually makes it inferior to 6HP for Drive Rush extensions. Consider these two combo routes as an example:
- 5HP > DRC~6HP, 2HP > 214LK, 623HP (3076 Dmg)
- 5HP > DRC~5HK, 2HP > 214LK, 623HP (2827 Dmg)
5HK has a somewhat disjointed foot hitbox that can allow it to anti-air, though it's not very consistent. If it does hit an airborne opponent, Akuma can easily juggle afterward with moves like 623HP, 214MK, or any Super.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 2 | 9 | Chn Sp SA | 300 | LH | +5 | -1 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 13f
- DR cancel is delayed until after active frames
- Drive Rush cancel advantage: +5 oH / -1 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air
An important tool for hitconfirms and defense. Has more advantage than Akuma's other light normals, allowing a link to his far-reaching 5LK.
Counter-hit 2LP links to 5MK, making it a more rewarding button to mash on defense if the opponent's strings are not airtight. If you happen to score a Punish Counter, it can link to 5HP; this makes it the best option for punishing -4 attacks when the range allows it. In Drive Rush combos, both jabs are interchangeable with a link to 2HP, but you might as well use 2LP to make the combo easier by 1 frame.
The range is marginally less than 5LP, and the chain timing is a bit slower, making it marginally weaker against Drive Impact if not canceled.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 3 | 14 | Sp SA | 600 | LH | +6 | -1 |
- Cancel Hitconfirm Window: 16f
- Drive Rush cancel advantage: +13 oH / +6 oB
- Topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air
An excellent disjointed neutral buffer and combo tool with range similar to Luke's 2MP. It lacks the block advantage of 5MP, but gets much more reward on hit, and can link into itself.
Scoring a Counter-hit allows Akuma to link 5MK to force stand and secure a high damage ender; from farther ranges, use 2MK for the extra reach. As a Punish Counter, it links to 5HP, making it a great shimmy tool that can convert from far ranges. Drive Rush makes 2MP a great pressure starter (+3 oB) and gives the same link into 5HP; the forward momentum also allows a link to 2HP to force stand consistently.
The most consistent cancel option is MP Adamant Flame, but when used as a counterpoke or whiff punish you can combo the HP version instead for extra damage and corner carry - just make sure the opponent isn't walking forward, as it could make 2MP connect without extra frame advantage. In the corner, you can spend some meter on OD Adamant Flame for a high damage wallsplat extension. To create some space to reset neutral, a simple LP Gou Hadoken is your safest cancel ender.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 8 | 19 | Sp SA | 900 | LH | 0 | -8 |
- Head/Arm hurtbox is Anti-Air Invuln on frames 8-15 (cannot hit cross-up)
- Anti-air disjointed hitbox starts on frame 11
- Forces stand on hit
- Cancel Hitconfirm Window: 17f; only the first 3 active frames are cancelable
- Drive Rush cancel advantage: +17 oH / +9 oB
A solid anti-air and important combo tool. The hitbox is great for close jumps, reaching high into the air. It takes a few frames for the main vertical hitbox to come out, making it a little slower than the startup suggests when trying to anti-air. It also has a tendency to whiff on farther range empty jumps, so it's best to stick with Gou Shoryuken whenever possible. Because the later frame are not cancelable, Akuma cannot force an airborne opponent to land into a meaty fireball or into a Demon Raid mixup.
In combos, 2HP essentially fills the same role as 5MK but with 200 extra damage. By forcing the opponent to stand, LK/MK Tatsu can be used as combo enders. The downside to 2HP is that it's much less link-friendly, having much shorter range and 1f more startup than 5MK. For the most part, you will only use this after Drive Rush, taking advantage of the extra frame advantage and forward momentum.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 10 | Chn | 200 | L | +3 | -3 |
- Chains into 5LP/2LP/2LK (4f blockstring gap when chained into itself)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Akuma's fastest low combo starter. Can work in any 3-hit light chain, including 2LK, 2LK, 2LP for two potential openings if the opponent stands. Works well as a mixup option after a Demon Swoop feint, since the opponent is likely to expect the overhead ender. After a Drive Rush starter, 2LK can link directly to 5MK for a hitconfirm, but this string is interruptible on block.
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 19 | Sp SA | 500 | L | +1 | -6 |
- Cancel Hitconfirm Window: 13f
- Special/DR cancel is delayed until after active frames
- Drive Rush cancel advantage: +11 oH / +4 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Extends a wide hurtbox 3f before startup and during recovery
A cancelable Shoto-style low poke. For comparison, the range is slightly less than Ryu's with the same startup. Can be canceled into Gou Hadoken for a relatively safe neutral option, though this can lose against a predictive Drive Impact. Combos into MP/OD Adamant Flame at any range, or the HP version when whiff punishing the opponent's limbs.
Like all similar buttons in SF6, the cancel to Drive Rush is one of 2MK's most important properties. On block, you can cancel to 5MP for block pressure, or 5LP/2LP to ensure the opponent has no gap to reversal through. On hit, the most consistent ender is 5HP, 5MK to force stand, allowing a LK Tatsu juggle. If you are using 2MK as a counterpoke or whiff punish for the extra advantage, you can instead link 6HP, 2HP for extra damage with the same ender.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 23(29) | - | 900 | L | HKD +32 | -12 |
- Counter-hit/Punish Counter: HKD +47
- Has juggle potential; not a Hard Knockdown when juggled into
- Juggle knockdown sets up auto-timed safe jump
- On block, plays out a fixed 29f recovery (cannot be made safer with meaty timing)
A sweep with solid range and hitbox priority. It's a bit worse on block than many sweeps, but the pushback can keep it safe at max range in specific matchups. Due to Akuma's strong neutral game and excellent 2MK starter, it's not usually worth the risk of throwing this out in neutral. The forward movement does make it a better whiff punish, however.
2HK is most commonly used as a juggle ender after LK Tatsu. Midscreen, this juggle is much more consistent than HP Gou Shoryuken, working at any range with no risk even when mistimed. This juggle also sets up an auto-timed safe jump, providing an easy way to approach safely without worrying about wakeup reversals. This safe jump even works midscreen with j.HK, though the jump-in can whiff when the juggle starts from farther out. It also doesn't let Akuma get close enough for a throw despite being +11 on block.
After a Counter-hit/Punish Counter knockdown, the extra advantage is perfect for setting up a Demon Raid mixup. The LK version will stay on the same side while MK will cross over the opponent. Empty jumping with a Demon Swoop feint leaves Akuma +2; in addition to the strike/throw mixup, there is an inherent high/low mixup as the opponent may expect a Demon Guillotine overhead. Ending with a Demon Low Slash (slide) has a high likelihood of success for the same reason, but can lose to fast wakeup normals. At closer ranges, Akuma can instead whiff LK Tatsu for a side switch, leaving him +7; while this isn't as useful at whiff punish range, it can be ambiguous which side he will land on, so you can potentially fake the cross-up even when out of range.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 10 | 3 land | - | 300 | H | +4(+9) | 0(+5) |
- Can be used as a fuzzy instant overhead
A quick air-to-air, useful against close range jumps if you're not ready for a cross-cut Gou Shoryuken.
The instant overhead property allows Akuma to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round.
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 3 land | Sp SA1 | 700 | H | +9(+11) | +5(+7) |
- Puts airborne opponents into limited juggle state (but no juggle potential on its own)
- Lenient cancel window into j.236P / j.214K / Air SA1
Akuma's primary air-to-air button. Can get a grounded follow-up by canceling into j.214KK, j.236P, or corner Air SA1.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
- Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents
A jump-in with a strong downward hitbox, making it good for close vertical approaches and throw baits.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 10 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
- Can hit cross-up
A relatively weak cross-up with more limited follow-ups than j.MK. Can be used as an emergency air-to-air, taking advantage of the cross-up hitbox to hit an opponent that has already jumped behind Akuma. If the opponent is expecting a stronger air normal, you may be able to surprise them with j.LK into an immediate tick throw upon landing.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 6 | 3 land | - | 500 | H | +8(+13) | +4(+9) |
- Can hit cross-up
- Shifts Akuma's hurtbox upward during startup
Akuma's primary cross-up. For maximum effectiveness, mix between this, j.HP, and empty jump Throw to make it harder for the opponent to predict your air approaches.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 6 | 3 land | - | 800 | H | +9(+15) | +5(+11) |
Has the longest horizontal range of Akuma's air normals, making it a good option when jumping over fireballs at long range. Also useful for midscreen safe jump setups after LK Tatsu, 2HK.
Command Normals
6MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 1(1)3 | 18 | - | 200,400 | H,H | +3 | -1 |
- 2 hits; if 1st hit is blocked, 2nd hit is no longer an overhead
- Counter-hit/Punish Counter bonus advantage applies to both hits
A fast overhead with solid range used to open up the opponent's defense. With perfect meaty timing, it can be up to +5/+1 for a combo or block pressure.
When used out of Drive Rush, Akuma is +3 on block. This sets up strong frame traps, but he is left too far away to safely threaten with a strike/throw mixup. On hit, he gains a link to 5MK, forcing the opponent to stand for a combo into LK Tatsu. If the overhead connects midscreen near its max range, you will need to end this juggle route with 2HK due to the pushback; this pushback also causes the midscreen safe jump setup to whiff in most cases.
6MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 15(18/19) | - | 700 | LH | +5 | -4 |
- 3f extra recovery on whiff/block
- High pushback (safe against all 4f normals from point blank except Zangief 2LK)
A long-range poke with a great disjointed hitbox for safely harassing the opponent at mid range. On Punish Counter, it can link to 2HK or SA2 from around Akuma's 2MK range, but these tend to whiff in most real whiff punish scenarios. If the opponent is crouching, the likelihood of a whiff punish conversion is higher due to their wider hurtbox.
6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 4 | 20 | TC | 800 | LH | +4 | -3 |
- Cancel Hitconfirm Window: 20f (TC)
- 6HP~HP TC follow-up is always a true blockstring
Akuma punches while stepping forward, making this his farthest reaching poke. Can be reliably hitconfirmed into his 6HP~HP Target Combo follow-up.
Makes an excellent approach tool out of Drive Rush, allowing Akuma to threaten from well over half screen. This also allows Akuma to get oki by delaying the DR~6HP after a midscreen forward throw.
In most DR cancel routes, 6HP is the preferred option over 5HK since it doesn't introduce additional damage scaling. In these combo routes, link to 2HP > LK Tatsu (or 5MK if you connect from farther out).
4HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 5 | 27 | Sp SA | 800 | LH | KD +47 | -15 |
- Upper body and leg is Anti-Air Invuln on frames 12-16
- Extends a large vertical hurtbox before active
- Puts airborne opponents into limited juggle state (free juggle after Drive Rush starter)
- Cancel Hitconfirm Window: 19f
- Drive Rush cancel advantage: KD +69 oH / +7 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A cancelable kick that launches opponents into the air. As an anti-air it is quite slow, and the hurtbox extends upward making it susceptible to jump-ins much earlier. Despite this, it can be worth attempting due to its high reward. Some examples of strong midscreen AA conversions are:
- 4HK > Lv.2 Gou Hadoken, DR~5HK, MK Tatsu (2348 Dmg, oki + corner carry)
- 4HK > OD Remon Raid~j.214KK, HP Gou Shoryuken (2740 Dmg)
As a combo extension, 4HK is primarily used in the corner after a wallsplat (214PP~6P or SA2). After the opponent hits the wall, juggle 4HK > Lv.2 Gou Hadoken, HK Tatsu for a strong meterless ender. Akuma has the freedom to use other routes (like Demon Raid cancels), but they are generally weaker.
j.2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | until land | 7(13) land | - | 800 | LH | +1(+11) | -4(+6) |
- Forward jump only; cannot hit cross-up
- 6f extra landing recovery on whiff; Akuma is in a crouching state on final landing frame
- Akuma has a crouch-sized hurtbox after the first 2 landing frames even when considered standing
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
A divekick that pauses mid-air, allowing Akuma to mix up his forward jump-in timing. The hitbox is much better than most other divekicks in the game, and the steep angle makes it difficult to anti-air without a dedicated air-invuln special. If poorly spaced it can be punished with a 4f normal on block or lead to no combo on hit. If the opponent whiffs a button and Akuma scores a Punish Counter, a follow-up combo is guaranteed. The follow-up combo/pressure is much stronger when the divekick is aimed at the opponent's feet.
Tenmaku Blade Kick is similar in both animation and usage to LK Demon Blade Kick (236K~LK). Due to differences in hitstun, blockstun, and landing recovery, Akuma's frame advantage will always be 1f better on j.2MK, though he has much more freedom to control the spacing and approach angle out of Demon Raid.
Target Combos
5MP~MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 21 | Sp SA | 700 | LH | -1 | -6 |
- Always a true blockstring from 5MP
- Cancel Hitconfirm Window: 38f
- Drive Rush cancel advantage: +13 oH / +8 oB
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
A simple TC extension that makes 5MP a little more combo-friendly, since it normally only links into light punches. The extra damage scaling means that this TC is generally not the optimal route when 2MP or 5MK are possible. A common situation where you might want to use this TC is when using a string like DR~2LP, 5MP. This would normally be intended as a frame trap into CH 5MP, but upon reacting to the 2 normals connecting you can finish with this TC.
The two hits give plenty of time to hitconfirm. On block, a cancel to LP Gou Hadoken is safe (except against Zangief 2LK at point blank). If you think the opponent will mash a reversal light normal, you can slightly delay this fireball to score a Counter-hit or possibly even a trade combo. On hit, you will have to confirm the opponent is standing if you want to use LK Tatsu juggles; otherwise, use HK Tatsu for meterless damage or MP Adamant Flame for damaging SA3 cancels.
5MK~HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 20 | - | 600 | H | +1 | -3 |
- Puts airborne opponents into limited juggle OTG bounce state
- Interruptible 5f gap between hits on block (up to 8f at max delay)
- Canceling on the final 2 frames of 5MK will not combo without CH/PC/DR
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
An overhead extension from 5MK that is safe on block while draining almost a bar of Drive gauge. Because 5MK is minus on block, the opponent can always stick out their light normal afterwards to interrupt this follow-up (unless starting from Drive Rush or in Burnout). They can also react to the overhead startup with Perfect Parry, increasing the punish risk. Despite the somewhat lenient cancel window on 5MK, this TC is difficult to hitconfirm because the HK is too slow to combo naturally on a delayed cancel.
In any situation where 5MK is juggled into (e.g. after a wallsplat or a juggle into DR~5MK), the opponent will ground bounce. This can be followed up with whatever you'd like, most notably HK Tatsu for good meterless damage and corner carry.
6HP~6HP~HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 21(24) | TC | 600 | LH | KD +39 | -10 |
- 3f extra recovery on block
- Always a true blockstring from 6HP
- Puts opponent into limited juggle state
- Cancel Hitconfirm Window: 41-42f (TC)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 24 | - | 875(700) | LH | KD +35 | -13 |
- () refers to scaled damage when starting combo with 6HP~HP
- Always a true blockstring from 6HP~HP
- Puts opponent into limited juggle state
A useful Target Combo that can be hitconfirmed directly from 6HP. After 6HP~HP, Akuma can juggle the final HK midscreen or end with a stronger MP Gou Shoryuken in the corner; to cash out some extra damage, juggle LP Gou Shoryuken > SA3 instead. If the TC juggle starts on an airborne opponent (like after a wallsplat), Akuma's juggle options are improved. Most notably, he can end with HK Tatsu for damage or 2HK for a safe jump.
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD + 28 | - |
- Punish Counter: HKD +28
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
After a corner throw, Akuma can walk (or dash + walk) for a manually timed throw loop. He can also bait many reversals with an immediate tiger knee OD Air Fireball (j.2369+PP); this leads to plus frames on block and a free juggle when hitting them out of their DP.
Midscreen, Akuma's oki is mediocre. He can chase the opponent with a delayed DR~6HP, stuffing 4f normals and leaving him +1 on block outside the opponent's throw range.
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD + 14 | - |
- Side switches
- Punish Counter: HKD +14
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
After throwing the opponent back into the corner, Akuma can walk for a pseudo-throw loop; this loses to reversal 4f normals, but the threat of meaty buttons makes the opponent less likely to mash on wakeup. For more guaranteed oki, you can use DR~5MP, but the opponent can react to the green flash with an invincible reversal. Using an immediate meaty 6HP leaves Akuma +6/-1, setting up a link to 2MP on hit or 2HP on Counter-hit.
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
- Armor (2-hit): 1-27f; Range: 2.561 (1.511 movement + 1.05 hitbox)
- On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
- On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
- Combos when canceled from 2HP / Punish Counter 5HP/2MP (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
- A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
- This happens because a blocked DI is not considered a "hit" for combo purposes
- Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 2HP: 8[4]
- 5HP, 5MP~MP: 9[5]
- 4HK, 5MK: 10[6]
- 5MP, 2MP: 11[7]
- 2MK 13[9]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Against the following characters in Burnout:
- JP (22K), frame 3 counter
- Marisa (214K), frame 3 armor
- Zangief (5[HP]), frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.
* Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.
- DR~5HP* > DI: 1f blockstring gap prevents opponent from absorbing the hit
- DR~2HP* > delay DI: 1f blockstring gap prevents opponent from absorbing the hit
- DR~5MK* > DI: 2f blockstring gap prevents opponent from absorbing the hit
- DR~4HK* > DI: 2f blockstring gap prevents opponent from absorbing the hit (juggles into DI on hit)
- DR~2MP* > DI: 3f blockstring gap prevents Zangief 5[HP] from absorbing the hit
- DR~5MP > DI: 3f blockstring gap prevents Zangief 5[HP] from absorbing the hit
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-22f; Armor Break
- 5f extra recovery on hit; 4f screen freeze during startup
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-20f; Armor Break
- 5f extra recovery on hit; no screen freeze
See Drive Reversal on the Gauges page for more details.
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry on the Gauges page for more details.
- Perfect Parry:
- Applies a 50% damage scaling multiplier to any punish afterwards
- vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
- vs. projectiles, puts you into a fixed 11f recovery
Drive Rush (MPMK~66)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
3+8 | - | 15(37) | - | - | - | - | - |
- 1-bar version performed out of Parry
- Startup is 1+8 immediately after successful Parry
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | - | 15(37) | - | - | - | - | - |
- 3-bar version performed on hit/block from a cancelable normal
- Can also be performed from whiffed cancelable light normals
See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes
- Startup refers to minimum time before an attack can cancel the Drive Rush animation
- The first 15 recovery frames are cancelable into any attack
- The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry)
- Only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
- Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
- Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo
Distance:
- 0.880 (min, cancel into immediate Throw)
- 2.121 (min, earliest blocking/movement frame)
- 3.425 (max, final DR frame)
Special Moves
Gou Hadoken (236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16~32 | - | 30 | SA3 | 700 | LH | 0 | -4 |
- Slow 1-hit projectile; Projectile Speed: 0.055
- Puts airborne opponents into limited juggle state
- No extended arm hurtbox; slight leg hurtbox extension on frame 16~
- Cancel Hitconfirm Window: 4f (Super); also cancels on projectile clash of equal priority
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14~30 | - | 32 | SA3 | 700 | LH | -2 | -6 |
- Medium-speed 1-hit projectile; Projectile Speed: 0.075
- Puts airborne opponents into limited juggle state
- No extended arm hurtbox; slight leg hurtbox extension on frame 14~
- Cancel Hitconfirm Window: 4f (Super); also cancels on projectile clash of equal priority
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12~28 | - | 34 | SA3 | 700 | LH | -4 | -8 |
- Fast 1-hit projectile; Projectile Speed: 0.095
- Puts airborne opponents into limited juggle state
- No extended arm hurtbox; slight leg hurtbox extension on frame 12~
- Cancel Hitconfirm Window: 4f (Super); also cancels on projectile clash of equal priority
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12~27 | - | 29 | SA2 SA3 | 400,600 | LH | KD +55 | +2 |
- Fast 2-hit OD projectile; Projectile Speed: 0.095
- Has juggle potential; puts opponent into limited juggle state on hit
- No extended arm hurtbox; slight leg hurtbox extension on frame 12~
- Cancel Hitconfirm Window: 12f (Super); also cancels on projectile clash of equal or lower priority
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
Akuma's fireball is very similar to Ryu's. It can be fired at three different speeds, and functions as a strong zoning and keepaway tool. When mixed with his fast walkspeed and movement-based specials, Akuma is one of the best characters at controlling screen space. 236LP is the safest version but has the slowest startup, while 236HP is the fastest but most unsafe if not well-spaced.
At Lv.1, Gou Hadoken is most useful as a low-risk harassment tool. Unlike most characters, Akuma does not extend a hurtbox on his arms when throwing a projectile; this makes it very difficult to counterpoke him in neutral and forces many characters to risk a jump-in to punish his zoning. He does slightly extend a hurtbox near his feet when the fireball is active, but this will at best lead to a trade.
What makes Akuma's zoning game so threatening (in addition to his different fireball speeds) is the ability to charge them up to a stronger version. Holding the button for less than 25f (or less than 24f for the OD version) will result in a regular Gou Hadoken with worse startup; this can still be valuable to throw off the opponent's timing, but does not improve the attack properties. When the button is released, the projectile hitbox will start up in 6 frames (4 for OD).
In fireball wars, it's possible to cancel a projectile clash into SA3, or more notably Raging Demon, as long as the opponent's projectile is of equal or lower priority. The cancel window is too short to reliably do this on reaction, but you can buffer it as an option select if you think the opponent may throw a fireball. This is much easier to do after LP Gou Hadoken since the first LP input is already taken care of. Be careful when doing this from OD Gou Hadoken, as the Raging Demon will whiff if the opponent is in a knockdown state.
Charged Gou Hadoken (236{P}/236[P])
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
(25~48)+6 | - | 29 | SA3 | 400,600 | LH | KD +55 | +2 |
- 2-hit projectile; button must be held 25f (up to 48f)
- Button strength determines speed; Projectile Speed: LP 0.07 / MP 0.085 / HP 0.105
- Projectile hitbox comes out 6f after button release; total startup 31-54f
- No extended arm hurtbox; slight leg hurtbox extension on frame 13~
- Has juggle potential; puts opponent into limited juggle state
- Cancel Hitconfirm Window: 15f (Super)
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
When Lv.2 fireball is ready, Akuma will pose with his arms outstretched, and his projectile changes to a reddish-purple color. Releasing the button too early will result in a regular Gou Hadoken, and holding it too long gives the opponent more time to react and may cause specific combos to drop (e.g. corner 4HK > 236{P} > 623HP), so it's important to learn this timing.
When zoning at mid-range, charging to a Lv.2 fireball can punish opponents who try to neutral jump on reaction, causing them to land directly on top of the projectile. However, it does leave Akuma wide open for a jump-in if used too predictably. If the opponent blocks at range, he has plenty of advantage to approach with Drive Rush for extended pressure, or he can hang back and continue zoning.
In the corner, Akuma has many combo enders (e.g. 214HK or 214LK > 2HK) that allow him to set up a meaty Lv.2 fireball on the opponent's wakeup. This stuffs any SA1 on startup while giving him advantage on block or a juggle (214HK, 623HP > SA3, or Drive Rush normals) on hit.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
56 | - | 28 | SA3 | 300x2,600 (1200) | LH | KD +57 | +5 |
- 3-hit projectile (must be held 49f for full charge); Projectile Speed: LP 0.09 / MP 0.115 / HP 0.145
- Has juggle potential; puts opponent into limited juggle state
- No extended arm hurtbox; slight leg hurtbox extension on frame 13~
- Cancel Hitconfirm Window: 12f (Super)
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
31 | - | 28 | SA2 SA3 | 300x2,600 (1200) | LH | KD +57 | +5 |
- Fast 3-hit OD projectile (must be held 24f for full charge); Projectile Speed: 0.145
- Has juggle potential; puts opponent into limited juggle state
- No extended arm hurtbox; slight leg hurtbox extension on frame 10~
- Cancel Hitconfirm Window: 12f (Super)
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
An even stronger version of the charged fireball; each version travels much faster, but you can still vary the speed depending on which button is pressed. All versions are otherwise identical. Once the button is held for 49f, he automatically fires the Lv.3 fireball, so the timing can't be varied like the Lv.1 and Lv.2 versions. This version is very hard to use for zoning, as the opponent has plenty of time to react to the charge animation; it works best at long range when the opponent expects you to release a fast Lv.2 version, and only if they don't have good anti-zoning specials.
On block, Akuma will always have advantage, but the exact amount depends on the distance and projectile speed used. He even has advantage if the hits are all Perfect Parried. After a ranged knockdown, Akuma can time an immediate Lv.2 236{HP} to lock the opponent down on wakeup and continue zoning. He can also advance forward with 236KK~236P, which can stuff or avoid immediate wakeup reversals. Opponents can counter this by delaying their reversal, but Akuma can also mix in 236KK~P, and it's hard to consistently distinguish between these two setups.
OD Gou Hadoken skips directly to a fully charged version; there is no intermediate version like 236{P}. Besides the faster startup and faster travel speed, it functions almost identically to the meterless Lv.3 fireball. The higher priority makes it more useful in projectile wars, since it will go through all 2-hit OD fireballs while retaining a hit.
Zanku Hadoken (j.236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | - | 9(2) land | - | 600 | LH | varies | varies |
- 1-hit projectile; can be input on Forward jump only
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
- Button strength determines angle and speed
- LP: ~35°, Projectile Speed 0.04
- MP: ~45°, Projectile Speed 0.055
- HP: ~50°, Projectile Speed 0.075
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6(21) | - | 9(2) land | - | 300x3 | LH | KD~ | varies |
- 3-hit OD projectile; can be input on Forward/Neutral jump
- Stationary projectile on frames 6-20 before firing (only 2 more hits if this collides with something)
- Travels downward at ~50° angle; Projectile Speed 0.075
- Puts grounded opponents into limited juggle state
All versions:
- Can be input on airborne frames 9-33 (not counting 4f pre-jump); Forced Knockdown state until landing
- On HIT only, landing recovery after 2f~ can be canceled into anything except walk/jump (guaranteed combo)
- Puts airborne opponents into free juggle state (or maintains existing juggle state)
- Hitbox is considered both a Projectile and an Airborne attack (loses to both types of invuln)
- Projectile immediately dissipates if Akuma is hit
- Foot hurtbox is Projectile Invuln 1f~land; upper half of hitbox only connects on opponents mid-combo
Akuma's essential tool for safely approaching while controlling space. No other member of the cast has a move like this, allowing Akuma unique neutral opportunities. Just like the ground version, Akuma can vary his projectile speeds, making it harder to know when to attempt a counterattack. LP is good for creating a projectile wall to keep himself safe, while MP and HP are better at stuffing anti-air attempts and scoring frame advantage from long range.
Akuma's advantage on hit or block varies tremendously depending on how it connects. On hit, the ability to cancel his landing recovery guarantees a follow-up of some sort even at point blank against a tall character. On block, a minimum-height Zanku can be approximately -5 vs. tall characters or -3 vs. standard characters (or -3/-1 for OD); outside of this unlikely scenario, you should always assume that Akuma is extremely plus on hit or block. Interestingly, an opponent that Perfect Parries all hits of the OD version is actually left at a disadvantage even in the best case scenario.
By stalling in the air, Akuma can cause many anti-air attacks to whiff; it can be very difficult to time an anti-air that beats both Zanku and his strong j.HP. However, any move with anti-air invincibility (like most DP specials) can blow right throw the projectile and punish either option. If the opponent predicts the Zanku, they can even anti-air with a projectile invuln attack instead. In either case, once Akuma is hit, the threat of the projectile is eliminated.
When spaced properly against a grounded opponent, Akuma can usually Drive Rush for additional pressure on block or a combo extension on hit. If you're unsure of the advantage, the safest option is DR~5LP > 214MK, but it's often possible to get DR~5HP.
Zanku Hadoken can be useful for air-to-air purposes. If it hits an opponent trying to jump out of the way, they are left in a free juggle state that Akuma may be able to capitalize on. After an air-to-air j.MP > j.236P, Akuma can usually pick up a Drive Rush juggle; at most spacings, this works best with HP Zanku due to the knockback, but in the corner LP Zanku usually works better.
OD Zanku has 3 hits and travels very fast, though Akuma can't vary the speed or trajectory. He pauses in the air for much longer and can perform it from a neutral jump, making it easier to space safely against the opponent's anti-airs while still allowing follow-up pressure. Against opponents in the corner, this is especially deadly, as a neutral jump OD Zanku can also stuff jump-out attempts, leading to a 4HK extension.
Gou Shoryuken (623P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 10 | 21+12 land | SA3 | 1100(800) | LH | KD +38 | -23 |
- Anti-Air Invuln: 1-14f; Airborne 7-35f (Forced Knockdown state); cannot hit cross-up
- 300 less damage on active frames 4-10 (high anti-air connect)
- Puts opponent into limited juggle state (follow-up juggles possible after high connect)
- Cancel Hitconfirm Window: 17f (Super, 1st active frame only)
- Applies 20% damage scaling to next hit when beginning a combo (623P > SA3 starter: 30% total scaling)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 2,8 | 30+12 land | SA3 | 700,600 (1300) | LH | KD +32 | -30 |
- Anti-Air Invuln: 1-9f; Airborne 8-42f (Forced Knockdown state); cannot hit cross-up
- Puts opponent into limited juggle state
- Cancel Hitconfirm Window: 17f (Super, 1st active frame only)
- Applies 20% damage scaling to next hit when beginning a combo (623P > SA3 starter: 30% total scaling)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 2,3,6 | 35+15 land | SA3 | 600,500,400 (1500) | LH | KD +30 | -36(-39) |
- Anti-Air Invuln: 1-8f; Airborne 9-52f (Forced Knockdown state); cannot hit cross-up
- vs. crouch block, loses 3f advantage, 100 chip, and 2000 Drive damage
- Puts opponent into limited juggle state
- Cancel Hitconfirm Window: 17f (Super, 1st active frame only)
- Applies 20% damage scaling to next hit when beginning a combo (623P > SA3 starter: 30% total scaling)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 2,2,7 | 37+15 land | - | 300x3,700 (1700) | LH | KD +14 | -39(-41) |
- Full Invuln: 1-8f; Airborne 8-53f (Forced Knockdown state); cannot hit cross-up
- vs. crouch block, loses 2f advantage, 75 chip, and 1250 Drive damage
- Transitions to cinematic slam on first 2 hits (active frames 1-4)
- If these hits whiff, 3rd hit connects for only 300 damage and no cinematic
Akuma's most reliable anti-air, reversal, and juggle ender. Functions most similarly to Ken's DP, gaining additional hits on higher strength versions. Anti-airing too early can cause later hits to whiff for a significant damage reduction, so try to time it as late as possible.
LP Gou Shoryuken is the most consistent anti-air due to its speed and invincibility, especially at close range. It's also the strongest version when canceling into SA3 since all the damage is on one hit. However, the short range causes it to whiff in many midscreen juggle routes. On a very high juggle connect, it's possible to recover fast enough for another follow-up juggle.
MP Gou Shoryuken is a middle ground option, with startup, range, and damage in between the LP and HP versions. There's not usually much reason to use this strength except after OD Tatsu/Air Tatsu or a corner 6HP~HP Target Combo, where it's the best meterless juggle ender.
HP Gou Shoryuken does the most meterless damage of all versions, and has the most range for juggle consistency (particularly after LK Tatsu). It still has a tendency to whiff in max range juggles, but is more reliable than HK Tatsu. It is the weakest version for canceling into SA3, but Akuma frequently has no other option.
OD Gou Shoryuken is Akuma's main reversal with full invincibility. It has 3 hits before transitioning to a cinematic hit for most of its damage; if the opponent is too high or too far away, this hit will not occur, making the attack extremely weak. Can also be used as a juggle ender if you need a little extra damage for the kill; otherwise, it's not usually worth the extra meter cost.
Tatsumaki Zanku-Kyaku (214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2 | 14+7(13) land | - | 600 | LH | KD +50 | -13 |
- Airborne 5-27f (Forced Knockdown state)
- Puts opponents into limited juggle state
- Whiffs on crouching opponents; cannot hit cross-up
- 6f extra recovery on whiff/block
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2(13)2 | 11+20 land | - | 500x2 (1000) | LH | KD +41(38) | -13(-28) |
- Lower Body Projectile Invuln: 8-38f; Airborne 5-38f (Forced Knockdown state)
- 2 hits; 3f worse KD advantage on 2nd hit; puts opponents into limited juggle state
- Whiffs on crouching opponents; cannot hit cross-up
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3(6)3(9)3(18)3 | 21+14(20) land | - | 400,300x2,600 (1600) | LH | KD +34 | -59 |
- Airborne 8-72f (Forced Knockdown state)
- Can hit crouching opponents; cannot hit cross-up
- 6f extra recovery on whiff/block
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 2(4)2(4)2(3)2(4)2 | 7+19 land | - | 200x3,100,300 (1000) | LH | KD +47 | -17(-35) |
- Airborne 5-44f (Forced Knockdown state)
- Puts opponents into limited juggle state
- Whiffs on crouching opponents; cannot hit cross-up
- If 1st hit is stand blocked, opponent can crouch block after 2nd hit
Akuma's Tatsu is primarily used as a combo/juggle ender, with each strength being useful in its own way. Only the HK version can hit crouching opponents; for all other strengths, it's important to force stand with 5MK/2HP/5HK or juggle into it.
LK Tatsu is Akuma's main juggle starter, especially midscreen. It is fast enough be easily canceled into, and leads to HP Gou Shoryuken for close-range damage, 2HK for a safe jump, or any Super Art.
MK Tatsu is a double-hitting special can be used as an anti-projectile tool, though the slower travel speed makes it difficult without a hard read. It's good for corner carry when juggled into, and in certain high-connect juggles Akuma can get a follow-up juggle like LP Gou Shoryuken. Note that the listed -28 oB only applies in fuzzy guard situations where the opponent is forced to stand block while holding crouch; in all other cases, the attack will simply whiff on crouchers.
HK Tatsu is a high damage juggle ender with short range. With its upward angle, it's usually the optimal meterless ender for damage and oki; unfortunately, many of Akuma's juggle routes (LK Tatsu, corner 6HP~HP) won't combo into it properly.
OD Tatsu pulls the opponent in, performing its final downward kick on hit only. This launches the opponent up into the air, allowing a follow-up LP, MP, or OD Gou Shoryuken. If the OD Tatsu is juggled into (like after a wallsplat or landing from air-to-air j.MP), the launch is a bit higher, allowing stronger followups like HK Tatsu. When compared to LK Tatsu, this move only offers a bit more damage and slightly better comboability from a ranged whiff punish; Akuma generally has better ways to spend his Drive meter.
Aerial Tatsumaki Zanku-Kyaku (j.214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2(5)2(5)2 | 16 land | - | 900 | LH | KD +46(+52) | -2(+3) Front -6(-1) Back |
- Forward jump only; Forced Knockdown state until landing
- Can hit cross-up; 4f less blockstun on cross-up version
- Puts opponents into limited juggle state
- Akuma is in a crouching state on frames 4-16 of landing recovery
- Lower foot/leg hurtbox is Projectile Invuln on frame 1 until landing
- Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2(1)3(1)3(1)3(2)2 | 16 land | - | 200x4,500 (1300) | - | KD +40(+53) | - |
- Forward jump only; Forced Knockdown state until landing
- Can only hit airborne opponents; cannot hit cross-up
- Slams opponent down into limited juggle OTG bounce state
- Akuma is in a crouching state on frames 4-16 of landing recovery
- Lower foot/leg hurtbox is Projectile Invuln on frame 1 until landing
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Air Tatsu can be used for extra air-to-air damage or as an approach tool that slightly alters Akuma's jump trajectory. When used from a close enough range, the meterless version can cross-up, though this makes it less safe if blocked (and possibly even punishable). The advantage on block or knockdown depends on how high it connects before landing.
Due to the knockback animation, follow-up juggles are usually only possible after the cross-up version when used midscreen. The most consistent ender is 2HK, but Super Arts also have enough range to juggle. Try to time the Air Tatsu to hit as late as possible to ensure your follow-up juggle will work.
OD Air Tatsu stops Akuma's forward air momentum and does not descend like the meterless version. After an air-to-air j.MP > j.214KK, the OTG bounce can always combo into LP/MP/OD Gou Shoryuken. Depending on how high the opponent was juggled, HP Gou Shoryuken or a Super Art may also be juggled (with SA1 being the hardest to juggle into).
Demon Gou Rasen, the version performed out of OD Demon Raid, is essentially the same attack with only minor frame data differences.
Adamant Flame (214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 3 | 23 | SA3 | 700 | LH | +1 | -8 |
- Foot hurtbox retracts on frames 6-12 (can avoid low attacks)
- Cancel Hitconfirm Window: 15f (Super) / 20f (Follow-up)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 3 | 20(23) | SA3 | 800 | LH | +2 | -4 |
- Punish Counter: +10 (useful shimmy tool)
- 3f extra recovery on whiff
- Foot hurtbox retracts on frames 6-15 (can avoid low attacks)
- Cancel Hitconfirm Window: 15f (Super) / 20f (Follow-up)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
23 | 3 | 19(21) | SA3 | 900 | LH | +3 | -2 |
- Punish Counter: +12 (useful shimmy tool)
- 2f extra recovery on whiff
- Foot hurtbox retracts on frames 6-18 (can avoid low attacks)
- Cancel Hitconfirm Window: 15f (Super) / 20f (Follow-up)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 3 | 23 | SA2 SA3 | 700 | LH | +1 | -3 |
- Punish Counter: KD +78 Crumple (+16 before opponent becomes airborne)
- Foot hurtbox retracts on frames 6-14 (can avoid low attacks)
- Cancel Hitconfirm Window: 17f (Super) / 20f (Follow-up)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Akuma leans back, then steps forward for a powerful chest strike. Stronger versions have slower startup and more limited combo routes, but become safer on block. Useful as a combo ender that doesn't require the opponent to be standing, allowing Akuma to conserve meter instead of using a Drive Rush cancel into 5MK/2HP. Inputting 6P after the first attack on hit or block performs a follow-up attack with different properties depending on which strength of 214P was used. This follow-up is very unsafe on block and always forms a true blockstring, so it can't be used as a gimmicky frame trap.
The backwards movement shifts Akuma's hurtbox, allowing him to dodge throws or some low attacks if slightly spaced out. It also acts as a good bait tool from Drive Rush to stop Akuma's forward momentum. If spaced perfectly, all strengths can gain an additional frame of hit/block advantage (or 2 frames for the OD version). Scoring a Punish Counter can lead to a follow-up combo for all versions, most notably on the MP/HP versions which gain extra frame advantage. This makes it a useful punish for extremely unsafe moves like DPs and Supers. See the Strategy page for a list of specific cases where 214MP should be used as the punish starter over the HP version.
LP Adamant Flame can combo from 5LK and 2LP, making it a solid ender for light hitconfirms. It is the most punishable version at -8 oB and is very hard or impossible to space safely in most matchups.
MP Adamant Flame is mostly used as a meterless combo ender from Akuma's medium buttons (except 5MP), leading to a knockdown on the follow-up. It also combos from Punish Counter 5LK and 2LP. At -4 oB, it's pretty easy to space safely against most characters, even when canceled from a max range 5HP.
HP Adamant Flame combos from heavies, as well as Punish Counter 5MK/2MP/2MK. On a grounded hit, its follow-up leads to a corner juggle, most notably HK Tatsu or LP Gou Shoryuken > SA3. It is safe on block and has the most back-and-forth movement during startup, but is somewhat susceptible to Perfect Parry with its 23f startup. Against opponents in Burnout, Akuma can frame trap into 214HP when canceled from 5MK/5HP/2HP, leading to a Counter-hit light combo. On block this leaves him +2, but the immense pushback ends his pressure there.
OD Adamant Flame combines the speed of 214MP with the safety of 214HP. It can even combo from Punish Counter 5LK and 2LP in addition to medium normals. Use this version and its follow-up to send the opponent fullscreen, enabling a juggle if close enough to the corner. While it can crumple the opponent as a Punish Counter starter, the extra damage scaling usually makes this not worthwhile; use a strong punish starter like 5HK, 2HP > 214PP~6P instead. If the opponent is in Burnout, OD Adamant Flame becomes +1 oB at close range, letting Akuma stay close for extended block pressure.
Adamant Flame Follow-Up (214P~6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 4 | 18(22) | SA3 | 500 | LH | +3 | -10 |
- Keeps opponents standing on hit
- 4f extra recovery on block
- Cancel Hitconfirm Window: 45-48f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 4 | 32 | SA3 | 600 | LH | KD +32 | -18 |
- Puts opponents into limited juggle state (can only combo into canceled SA3)
- Cancel Hitconfirm Window: 45-48f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 4 | 28 | SA3 | 600 | LH | KD +47 | -14 |
- Puts opponents into limited juggle state (follow-ups possible in the corner)
- Lower juggle height when 214HP is juggled into (no follow-ups except SA3 cancel)
- Cancel Hitconfirm Window: 47-50f (Super)
- Counts as 3 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 4(4)3 | 25(31) | SA2 SA3 | 300,400 (240,320) | LH | HKD +45(+63) | -18 |
- () refers to scaled damage from 214PP combo starter
- Causes wallsplat (free juggle state vs. grounded, limited juggle state when juggled into)
- No wallsplat if the combo has already included SA2 wallsplat, HKD +26~33
- 6f extra recovery on block
- Cancel Hitconfirm Window: 54-57f (Super)
The follow-up strike from Adamant Flame on hit, block, or armor (but not on whiff). It always forms a true blockstring from 214P, so it can't be used to frame trap the opponent on block. All versions are very unsafe and leave Akuma close to the opponent, so it's important to hitconfirm this move. The properties depend on the strength of the initial Adamant Flame, not on the button strength of 6P itself. Like most special move follow-ups, these count as separate moves for damage scaling purposes (in addition to any other applicable damage scaling rules).
The LP Ender leaves the opponent standing, allowing Akuma to push a strike/throw mixup. Midscreen, this requires a slight microwalk, making it slightly more risky. It also allows Akuma to combo into Raging Demon, providing plenty of time to input the command during the opponent's hitstun.
The MP Ender grants Akuma a meterless knockdown or a cancel route into SA3 from farther away than his other specials, without the need to confirm the opponent is standing. It is the most general-purpose version but also fairly unrewarding.
The HP Ender also grants a knockdown with even better advantage, allowing Akuma to empty jump with a Demon Raid~Demon Swoop feint while remaining +2 for oki. In the corner, the opponent is launched high enough to juggle HK Tatsu or LP Gou Shoryuken > SA3. However, if the initial HP Adamant Flame was juggled into (like after a wallsplat), the juggle height is much lower and can no longer pick up a juggle. Note that any follow-up juggle will be heavily scaled, but in most cases the extra damage from 214HP~6P still makes it stronger than a LK Tatsu juggle.
The OD Ender sends the opponent flying fullscreen for a wallsplat. This can lead to powerful corner juggles like 4HK > Lv.2 Gou Hadoken, HK Tatsu. If the opponent was hit within about 1/3 screen of their own corner, Akuma will be close enough to juggle SA1. A little closer to the corner, you can get a free juggle into DR~5HP > MK Tatsu, LP Gou Shoryuken (or other less optimal juggles after DR~5HK). If you're unsure about this range, simply chase the opponent with Teleport (6KKK) for point blank oki.
Demon Raid (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18~40 | - | - | - | - | - | - | - |
- Airborne 7-45f (Forced Knockdown state); Counter-hit state for entire duration
- Button strength determines trajectory (LK short / MK mid / HK far)
- Counter-hit state for entire duration; cancelable into follow-ups on frames 18-40
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16~40 | - | - | - | - | - | - | - |
- Airborne 7-45f (Forced Knockdown state); Counter-hit state for entire duration
- Tracks opponent's location regardless of distance
- Counter-hit state for entire duration; cancelable into follow-ups on frames 16-40
- Cancelable only until frame 38 for j.236P/j.214K only
Akuma's signature approach tool, commonly referred to as "Demon Flip", is a command jump with multiple trajectories and follow-up options: an overhead, divekick, slide, and feint. These follow-ups are identical regardless of whether he uses the meterless or OD versions, but OD Demon Raid also gives access to a unique Air Fireball and Air Tatsu ender.
Demon Raid follow-ups allow Akuma to hit the opponent faster than he could from a regular jump, but the opponent can still anti-air on reaction (especially with invincibility). To use this move effectively, it's important to mix up your approach angles and follow-ups. 236LK moves approximately 1 character length forward, 236MK travels about halfscreen, and 236HK travels nearly fullscreen. The OD version's auto-tracking can actually be a disadvantage for mixup purposes, as it makes Akuma more predictable; it is primarily useful as a counter to fullscreen zoning. By carefully choosing your approach angles and follow-up timings, you can make it difficult for the opponent to anti-air or even punish their whiffed attempt.
If the opponent doesn't counter the startup of Demon Raid, they are put into an unfavorable mixup. They can try to hold Parry or use a predictive Drive Impact, but the threat of a feint makes these more risky than just trying to block normally. Akuma is usually plus on block on his follow-ups, skewing every interaction in his favor. Because he can cancel his normals into Demon Raid, it's easy for Akuma to turn any scramble situation into a rock-paper-scissors style mixup at a moment's notice.
Demon Low Slash (236K~No Input)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
53 | 4 | 15(19) | - | 1000 | L | HKD +39(+42) | +2(+5) |
- Counter-hit/Punish Counter: HKD +54~57
- 4f extra recovery on whiff
- Akuma is in a crouching state until the final recovery frame (final 5f on whiff)
- Causes Akuma to auto-correct if Demon Raid crosses up
- Can be spaced for better frame advantage
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
53 | 4 | 15(19) | - | 1000 | L | HKD +39 | +2 |
- Counter-hit/Punish Counter: HKD +54
- 4f extra recovery on whiff
- Akuma is in a crouching state until the final recovery frame (final 5f on whiff)
- Causes Akuma to auto-correct if Demon Raid crosses up
A low hitting follow-up that occurs automatically on frame 41 of Demon Raid if nothing else is input. Notably it's the only follow-up that can change direction after crossing over the opponent, making it useful for maintaining pressure after escaping the corner.
While somewhat slow, Demon Low Slash works as a mixup tool because the opponent is also looking for the overhead or the feint into Throw. Since they can't defend against all 3 options with the same answer, they may get hit standing or let Akuma enforce his block pressure.
One useful tactic to make this harder to counter is to feint with LK Demon Raid~Swoop at longer ranges, while occasionally mixing it up with a max range slide. A slide at this range can be even more advantageous than usual, and the opponent may be baited into trying to counter one of these options, potentially leaving themselves open to a punish if you guess right.
Demon Guillotine (236K~P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18+16 | until land | 9 land | - | 1300 | H | KD +37(+41) | +3(+7) |
- Forced Knockdown state until landing; cannot hit cross-up
- Akuma has a crouch-sized hurtbox on frames 4-8 of landing (but still considered standing)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16+16 | until land | 9 land | - | 1300 | H | KD +37(+41) | +3(+7) |
- Forced Knockdown state until landing; cannot hit cross-up
- Akuma has a crouch-sized hurtbox on frames 4-8 of landing (but still considered standing)
An overhead chop with a solid hitbox and mid-air pause, making it difficult to anti-air without invincibility. The hitbox is also good for air-to-air purposes, preventing the opponent from jumping out of the mixup. Grants a knockdown on hit or plus frames on block, with the advantage depending on the opponent's height and whether they were standing or crouching. The high number of active frames also makes it a good meaty option, which can increase its advantage even further.
In the corner, a well-timed 236HK~P can dodge many reversals while allowing Akuma to chip at the opponent's Drive gauge and maintain his pressure. Midscreen, it's more useful as a way to reset his pressure, though it becomes much easier to anti-air when canceled into predictably.
While slightly more risky than Demon Swoop, Akuma can halt his forward air momentum with an immediate Demon Guillotine, allowing him to bait reversals. This is especially useful on the HK and OD versions, which carry a lot more momentum into the Demon Swoop feint.
Demon Blade Kick (236K~K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18+13 | until land | 9(14) land | - | 700 | LH | 0(+10) | -5(+5) |
- Button strength determines kick angle (LK short / MK mid / HK far); 5f extra recovery on whiff
- Puts airborne opponents into limited juggle state (or maintains existing juggle state)
- Forced Knockdown state until landing; extends large Projectile Invuln hurtbox on frame 11 until landing
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16+13 | until land | 9(14) land | - | 700 | LH | 0(+10) | -5(+5) |
- Button strength determines kick angle (LK short / MK mid / HK far); 5f extra recovery on whiff
- Puts airborne opponents into limited juggle state (or maintains existing juggle state)
- Forced Knockdown state until landing; extends large Projectile Invuln hurtbox on frame 11 until landing
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
A divekick follow-up with variable frame advantage depending on how high it connects. While it lacks the overhead property of Demon Guillotine, the ability to score a grounded combo makes it more rewarding if the opponent whiffs an attack. The variable trajectory of Demon Raid combined with the 3 divekick angles gives Akuma more freedom to control his approach.
The extended lower hurtbox makes it vulnerable to normal and special anti-airs, but allows Akuma to sail right over fireballs for a Punish Counter. This requires a bit of prediction with the initial Demon Raid, but threatening with this and Demon Swoop feints can cause opponents to throw fewer projectiles. Generally, you would want to use 236MK~MK from around jump-in range, and 236HK~HK against fullscreen zoning. When landing a successful Punish Counter with proper spacing, Akuma will often be able to combo into 5HP for big damage; if you're unsure, 5MK is consistent unless you're hitting near point blank.
Akuma can cancel his 4HK into a Demon Raid + Divekick to extend a juggle. This is weaker than his usual Lv.2 Gou Hadoken juggle routes (largely due to damage scaling), but it makes it much easier to convert midscreen.
Divekicks are not quite as useful for corner pressure as Demon Guillotine despite being able to make some reversals whiff; this is because Akuma cannot freely control his spacing in the corner, leading to divekicks that are minus on block.
Demon Swoop (236K~[2])
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
40 | - | 2+3(8) land | - | - | - | - | - |
- Input by holding any Down direction on frame 41 of Demon Raid
- Forced Knockdown state until landing; Akuma is in a crouching state on the final recovery frame
- Counter-hit state for entire duration; cannot block during landing recovery
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
40 | - | 2+3(8) land | - | - | - | - | - |
- Input by holding any Down direction on frame 41 of Demon Raid
- Forced Knockdown state until landing; Akuma is in a crouching state on the final recovery frame
- Counter-hit state for entire duration; cannot block during landing recovery
A feint that essentially turns Demon Raid into an empty jump, with the same 45f total duration. Useful in oki scenarios like midscreen HP Adamant Flame, allowing Akuma to get point blank without spending meter. Demon Swoop is also good for countering Parry or Drive Impact, allowing Akuma to land and punish either option. Meterless versions are also good at baiting anti-airs, particularly from longer-range LK Demon Raid.
As a mixup tool, Demon Swoop into 2LK provides another way to open up a stand blocking opponent; unlike the Slide ender, this can lead to a full grounded combo. Unlike with empty jumps, Akuma cannot block during landing recovery, so the opponent can call this out by making him land onto a low poke like 2MK.
Demon Gou Zanku (236KK~j.236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16+6(21) | - | 9(2) land | - | 300x3 (900) | LH | KD~ (varies) | -3~ (varies) |
- Forced Knockdown state until landing
- Projectile Speed: 0.075
Demon Gou Rasen (236KK~j.214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16+5 | 2(2)3(2)3(1)3(1)2 | 10 land | - | 200x4,500 (1300) | - | KD +46(+53) | - |
- Forced Knockdown state until landing
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Ashura Senku (6KKK or 4KKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
(23~) | - | 51 | Sp* | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
- | - | 49 total | - | - | - | - | - |
Akuma's classic "teleport" returns, but with no invincibility. Akuma quickly travels forwards or backwards and will pass through opponents during traversal.
Can be used as a situational movement option, such as after a midscreen 214PP~6P to quickly reach the corner. The pass through can sometimes cause an opponent's attack to whiff on the side Akuma was traveling from, possibly creating a punish opportunity.
Oboro Throw (6KKK~LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
(23~37)+8 | 3 | 50 | - | 2200 (2900) | T | HKD +20 | - |
A tricky but slow and short ranged command grab from Ashura Senku.
Can sometimes be effective at calling out opponents using Drive Parry after conditioning with fireball spam. Or as a tricky meaty option from high frame advantage knockdowns such as 623HP or 214HK in the corner, where the animation for Ashura Senku is not as obvious.
Super Arts
Level 1 Super (236236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | - | 96 | - | 400x4,600 (2200) | LH | KD +9 | -41 |
- Strike/Throw Invuln: 1-14f; Armor Break
- 5-hit Super-priority projectile; Projectile speed: 0.12
- Can be used while OD projectile are on-screen
- Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
- 30% minimum damage scaling
Akuma's classic fireball super returns as his level 1. Very similar to Ryu's Level 1: Shinku Hadoken, trading slightly higher base damage for slower startup. Like other projectile supers, the priority system allows this super to destroy all other non-super projectiles. Can be performed while OD Gou Hadoken is also on-screen, which combined with Akuma's ability to charge his non-super fireball, can create punish opportunities against jumping opponents, or those attempting to force a fireball war.
The best confirms into this super are from any combo ending with 214LK, or from a raw 236PP hit at most ranges (though the timing seems to get stricter closer to midscreen).
Unlike Gou Hadoken, this super does not have varying projectile speeds and cannot be charged. When attempting to chip out a burned out opponent, be aware that all characters except Dhalsim, Lily, and Zangief can jump to avoid a raw SA1 fireball after the Super freeze. Additionally, Dhalsim can avoid it with Teleport while Zangief can react with a meterless Lariat, so only Lily can be chipped out this way without canceling from a normal first. Her only hope of escape is her SA2, but even this doesn't always work since Akuma doesn't extend a hurtbox on startup.
Level 1 Super (j.236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | - | 23(33) land | - | 400x5 (2000) | LH | KD +49~ | -28~ |
- Forced Knockdown state until landing; leg hurtbox is Projectile Invuln 1f~land
- 5-hit Super-priority projectile; can be input during Forward/Neutral jump
- Travels downward at ~45° angle; Projectile Speed: 0.075
- Can be used while OD projectile are on-screen
- 10f extra landing recovery on block/whiff (crouching state during final recovery frame)
- KD advantage varies depending on angle and distance from opponent; puts airborne opponents into free juggle state
- Hitbox is considered both a Projectile and an Airborne attack (loses to both types of invuln)
- Projectile immediately dissipates if Akuma is hit
- Applies 10% damage scaling to next hit when beginning a combo; applies an extra 5% damage scaling to next attack when comboed into
- 30% minimum damage scaling
Level 2 Super (214214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 52 | - | 2800 | LH | HKD +29 (HKD +97 Wallsplat) | -35 |
- Full Invuln: 1-11f; Armor Break
- 2f startup when canceled from 214PP/214PP~6P
- Wallsplat if opponent reaches corner (unless 214PP~6P wallsplat occurred earlier in combo)
- This wallsplat resets the opponent's juggle counter and allows unique juggle starters similar to Drive Impact
- Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
- Applies 40% damage scaling to next hit when beginning a combo; counts as 4 hits for damage scaling when comboed into (applies to next hit)
- 40% minimum damage scaling
Akuma attacks with an explosive flaming palm strike, sending the opponent tumbling nearly a full screen away. Only performs a single strike on whiff or block, but enters a cinematic on hit that can lead to a wallsplat combo near the corner. Works well as a reversal, and with good reactions it can be used as an anti-projectile tool from inside half screen.
The extension of choice is 4HK > 236K~K, 214HK. Due to the heavy post-super damage scaling, it is usually not worth spending further resources, unless the extension is sure to kill. See here for more info.
When attempting to chip out a burned out opponent with a raw SA2, they will not be able to jump away. Without an invincible Super, only Dhalsim (Teleport) and JP (Amnesia) can avoid the chip.
Level 3 Super (236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8(2) | 4 | 58 | - | 4000 | LH | HKD +18 | -41 |
- Full Invuln: 1-11f; Armor Break
- 2f startup when canceled from 623P/214P/214P~6P
- Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
- Cinematic time regenerates ~1.9 Drive bars for Akuma
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8(2) | 4 | 58 | - | 4500 | LH | HKD +18 | -41 |
- Full Invuln: 1-11f; Armor Break
- Available at 25% HP or below
- 2f startup when canceled from 623P/214P/214P~6P
- Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
- Cinematic time regenerates ~2.3 Drive bars for Akuma
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Akuma unleashes a powerful palm strike, leading to a cinematic on hit. Overall a fairly standard Level 3 Super, with limited use outside of a high damage combo ender. Like SA2 it can work as an expensive reversal, though the shorter range makes it a bit less effective against projectiles. The vertical hitbox reaches high enough to anti-air most jumps outside of cross-up range, though it can whiff under some attacks that alter air trajectory.
The cancel option of choice is LP Gou Shoryuken, which front-loads all its damage into a single hit. The MP and HP versions distribute their damage among multiple hits, which weakens the cancel. Unfortunately, Akuma is not always in range for 623LP to connect during midscreen juggles. In some low-scaling combos (like a single button into LK Tatsu), it can actually be better to skip the cancel and juggle directly to SA3. 214P~6P is also a good starter to cancel from, especially on a midscreen grounded combo.
On hit, the opponent is left close enough for Akuma to pressure with Drive Rush into pressure or a throw; the timing on a throw is a bit strict to beat wakeup 4f normals, though it's slightly easier after a CA knockdown. For a cheaper option, microwalk 6HP is safe, beats 4f normals, and can be hitconfirmed into its Target Combo follow-ups. Going for a gimmicky Teleport into Oboro Throw can easily lose to wakeup buttons, but can work against opponents looking out for Akuma's many approach options.
When attempting to chip out a burned out opponent with a raw SA3, they will not be able to jump away. Without an invincible Super, only Dhalsim (Teleport) and JP (Amnesia) can avoid the chip.
Shun Goku Satsu (LP~LP~6LK~HP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6+0 | 21 | 57 | - | 4700 | T | HKD + 18 | - |
- Full Invuln: 1f; Projectile Invuln: 6-27f
- Can be hit out of startup after meter is already spent
- Available at 25% HP or below
- Drive Gauge Depletion: 2 bars (hit)
- Cinematic time regenerates ~2.3 Drive bars for Akuma
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Akuma's secret weapon, the iconic Raging Demon. A 0f after the superflash at minimum range, comboable, travelling, high damage command grab. Does a preposterous 4700 damage on raw hit. If it will KO, Akuma will recite a poem during the attack: "Usurp the heavens, embrace the sorrow, become the demon!"
Shun Goku Satsu can only be used when Akuma is in CA state, making it a last resort. It immediately makes him threatening even if he's on the back foot, but the move cannot be used as a reversal thanks to the odd input. As well, opponents can jump the super upon seeing the cinematic animation that signals it, making in unwise to use in the midrange. Instead, canceling into it from a Drive Rush or on hit is key to using it.
The move is also projectile invincible, allowing Akuma to zoot through projectiles and punish their use. Again, this is unwise outside of being a direct callout.
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
433 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
570(514) (total) | - | - | - | - | - | - | - |
- Triggers proximity guard on frames 107-570 (prevents opponent from walking back)
- Special dialogue if opponent jumps over Akuma
- "Hmph... you are a disgrace."
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
765 (total) | - | - | - | - | - | - | - |
- Inputting 2PPPKKK (Down Taunt) on frames 592-628 (when Akuma turns his head) triggers am extended taunt
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1604 | - | 186 | - | - | - | - | - |
- 1790f total
- Akuma gains Super Art gauge while eating:
- 1/2 bar on frame 931 and 1129
- 1 bar on frame 1353
- 1 bar on frame 1604 (becomes Shin Akuma)
- Remains in Shin Akuma state even if hit during recovery after frame 1604
- Shin Akuma gains access to a new special move and 2 new Level 2 Super Arts:
Down Taunt (2PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
123 (total) | - | - | - | - | - | - | - |
Hidden Arts
Double Zanku Hadoken (j.214PP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8(21) | - | 9(2) land | - | 600x2 | LH | varies | varies |
- Only accessible as Shin Akuma after Secret Taunt
- Two consecutive 1-hit projectiles that travel downward at ~45° angle; Projectile Speed 0.04 (1st) / 0.055 (2nd)
- Projectiles immediately dissipate if Akuma is hit
- Hitbox is considered both a Projectile and an Airborne attack (loses to both types of invuln)
- Can be performed during Forward Jump on airborne frames 9-33 (not counting 4f pre-jump); Forced Knockdown state until landing
- On HIT only, landing recovery after 2f~ can be canceled into anything except walk/jump (guaranteed combo)
- Puts airborne opponents into free juggle state (or maintains existing juggle state)
- Foot hurtbox is Projectile Invuln 1f~land; upper half of hitbox only connects on opponents mid-combo
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
Powered up version of Zanku Hadoken (see move entry for a more general overview of how the attack is used).
Akuma's advantage on hit or block varies tremendously depending on how it connects, but he always has advantage unless the opponent Perfect Parries, and a guaranteed combo on hit. On block, a minimum-height Double Zanku can be approximately +5 vs. tall characters or +7 vs. standard characters; in more realistic scenarios, his frame advantage is significantly higher.
Level 2 Super (214214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5(9~10) | 7 | 88(85) | - | 2900 | LH | KD +25(26) | -58(-57) |
- 2-bar Super Art; only accessible as Shin Akuma after Secret Taunt
- Full Invuln: 1-11f; Armor Break
- Cannot be canceled into from OD Specials
- Startup is functionally 9f on grounded opponents (10f vs. standard-height crouchers)
- 3f less recovery on whiff or vs. Perfect Parry; 2f more recovery vs. airborne opponents
- Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
- 40% minimum damage scaling
Shin Akuma teleports above the opponent's location and slams down with an incredibly fast attack. Easily the best anti-projectile move in the game, as well as a strong anti-air and reversal. The opponent crumples forward on hit; this is mostly cosmetic, since Akuma's recovery is far too slow to allow a juggle. He can forward dash to chase down a midscreen Back Rise for oki, though the timing to land a throw against a reversal 4f normal is quite strict.
Jumps are out of the question once Shin Akuma has this Super stocked; an opponent neutral jumping from full-screen can be anti-aired just as easily as if they were right in front of him. If Shin Akuma does hit an opponent out of the air, he gets much less knockdown advantage and will not get oki outside the corner.
Due to the speed and hitbox, this move is usually unavoidable as a chip-out tool against opponents in Burnout unless they have a Super with significant invincibility. Dhalsim's grounded teleport and JP's Amnesia are the only meterless moves that can avoid it. Despite the animation, this is not considered an airborne attack, so moves with anti-air invincibility cannot be used as a counter.
Level 2 Super (22PPP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 30 | 41 | - | 330x8,360 (3000) | LH | KD +38 | -39 |
- 2-bar Super Art; only accessible as Shin Akuma after Secret Taunt
- Full Invuln: 1-11f; Armor Break
- 9-hit Super projectile that extends up beyond the top of the screen
- Cannot be canceled into from OD Specials
- Puts opponents into limited juggle state
- Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
- 40% minimum damage scaling
Shin Akuma summons an enormous projectile pillar that hits in front, behind, and above him. An incredible reversal, anti-air, and juggle ender. It's technically possible (but impractical) to get a follow-up juggle on a very high opponent.