Shoryuken Wiki

Street Fighter Alpha/Akuma

From Shoryuken Wiki

Sfaakuma.png


Introduction

US Name: Akuma (アクマ)
JPN Name: Gouki (豪鬼; "Great Demon")
Height: 178cm (5'10")
Weight: 80kg (176lbs.)
Blood type: Unknown
Birthplace: Unknown (Presumed to be Japan)
Special Skill: Unknown
Likes: Unknown
Dislikes: Unknown
Fighting Style: Goutetsu-ryuu Ansatsuken

Akuma is the brother of Gouken (who taught Ryu, Ken, and Dan) and learned Ansatsuken along with his brother under Goutetsu. While Gouken adopted a non-lethal form of the art, Akuma felt its lethal nature held the true potential for victory. Feeling he had mastered Ansatsuken, Akuma challenged and killed both Goutetsu and Gouken. Akuma now seeks powerful challengers worthy of his time.
-Krendall

How to Unlock

Moves List

Normal Moves

st.Lp.png
A1 Shoto S.LP.png
Damage Stun Startup Active Frame Adv Block Properties
7 3 2 - +4 Mid.png Rpdfire.png
Specialcancel.pngSupercancel.png

Good Rapid fire jab Overall

cr.Lp.png
A1 Shoto CR.LP.png
Damage Stun Startup Active Frame Adv Block Properties
7 1 2 - +4 Low.png Rpdfire.png
Specialcancel.png
Supercancel.png
dj.Lp.png
A1 Shoto J.LP.png
Damage Stun Startup Active Frame Adv Block Properties
8 3 2 - - High.png -
Nj.Lp.png
A1 Shoto Nj.Lp.png
Damage Stun Startup Active Frame Adv Block Properties
8 3 - - - High.png -
st.Mp.png
A1 Shoto S.MP.png
A1 Shoto S.MP 2.png
Damage Stun Startup Active Frame Adv Block Properties
12-14 8 2 - -2 Mid.png Specialcancel.png

Does 6 stun with Ryu/ken

cr.Mp.png
A1 Shoto CR.MP.png
Damage Stun Startup Active Frame Adv Block Properties
12-14 6 3 - +7 Low.png Specialcancel.png
Supercancel.png

Abnormally high advantage,Combos into itself and blockstrings into itself at very close range.

dj.Mp.png
A1 Shoto J.MP.png
Damage Stun Startup Active Frame Adv Block Properties
12-14 6 6 - - High.png -
Nj.Mp.png
A1 Shoto NJ.MP.png
Damage Stun Startup Active Frame Adv Block Properties
13-14 6 3 - - High.png -
st.Hp.png
A1 Shoto S.HP.png
Damage Stun Startup Active Frame Adv Block Properties
16-19 8 5 - -2 Mid.png Specialcancel.png

Because of the massive stun This is a great Chain ender especially off Crouch lk.

cr.Hp.png
A1 Shoto CR.HP.png
A1 Shoto CR.HP 2.png
Damage Stun Startup Active Frame Adv Block Properties
16-19 10 2 - -2 Low.png Specialcancel.png
Supercancel.png

Quite Possibly the best Normal in the Game And akumas version does 2 extra stun.

dj.Hp.png
A1 Shoto J.HP.png
Damage Stun Startup Active Frame Adv Block Properties
13-16 6 4 - - High.png -
Nj.Hp.png
A1 Shoto NJ.HP.png
Damage Stun Startup Active Frame Adv Block Properties
15-19 8 6 - - High.png -
st.Lk.png
A1 Shoto S.LK.png
Damage Stun Startup Active Frame Adv Block Properties
7 3 5 - -3 Mid.png Specialcancel.png
Supercancel.png
cr.Lk.png
A1 Shoto CR.LK.png
Damage Stun Startup Active Frame Adv Block Properties
7 3 2 - +3 Low.png Rpdfire.png
Specialcancel.png
Supercancel.png

Another one of the best moves in the game A rapid fire Short that Leads into great confirms and chains.

dj.Lk.png
A1 Shoto J.LK.png
Damage Stun Startup Active Frame Adv Block Properties
10 3 5 - - High.png -
Nj.Lk.png
A1 Shoto NJ.LK.png
Damage Stun Startup Active Frame Adv Block Properties
8 3 3 - - High.png -
st.Mk.png
A1 Shoto S.MK.png
A1 Shoto S.MK 2.png
Damage Stun Startup Active Frame Adv Block Properties
13,11-13 8,6 4 - +1,+2 Mid.png Specialcancel.png

Only the first hit is cancelable and only From close range,Also Akumas version of this move does more stun and damage.

cr.Mk.png
A1 Shoto Cr.MK.png
Damage Stun Startup Active Frame Adv Block Properties
12-14 1 3 - +4 Low.png Specialcancel.png
Supercancel.png

Very good chain Ender against crouching characters But does almost no stun.

dj.Mk.png
A1 Shoto J.MK.PNg
Damage Stun Startup Active Frame Adv Block Properties
11-13 6 5 - - High.png -
Nj.Mk.png
A1 Shoto NJ.MK.PNG
Damage Stun Startup Active Frame Adv Block Properties
13-14 6 2 - - High.png -
st.Hk.png
A1 Akuma and ryu HK.png
A1 Akuma and Ryu HK 2.png
Damage Stun Startup Active Frame Adv Block Properties
17-20 8 3 - +1 Mid.png Specialcancel.png

Only cancelable from up close just like MK.

cr.Hk.png
A1 Shoto Cr.HK.png
A1 Shoto Cr.HK second hurtbox.png
Damage Stun Startup Active Frame Adv Block Properties
14-18 8 2 - -8(block) Low.png Specialcancel.png
Supercancel.png

Sweep juggles are actually quite good with akuma since sweep>hurricane recovers fast enough to punish the roll every time Just be wary of the recovery hurtbox.

dj.Hk.png
A1 Shoto J.HK.png
Damage Stun Startup Active Frame Adv Block Properties
14-17 6 4 - - High.png -
Nj.Hk.png
A1 Shoto NJ.HK.png
Damage Stun Startup Active Frame Adv Block Properties
16-19 8 9 - - High.png -

Throws

Seoi Nage
b/f+[MP/HP]

Tomoe Nage
b/f+[MK/HK]

Command Moves

F.png + Mp.png
A1 Akuma F+MP.png
A1 Akuma F+MP 2.png
Damage Stun Startup Active Frame Adv Block Properties
17-19,6-8 4,4 13 - +8,+13 High.png -

Second best overhead in the game with virtually no recovery,Great hitboxes And massive Advantage on hit or block. It is possible to combo after meaty overhead usually with a sweep.

F.png + Mk.png
A1 Ryu and akuma F+MK.png
Damage Stun Startup Active Frame Adv Block Properties
12-14 6 14 - +8 Mid.png -

Can low crush Due to the Hop but comes out a little slow,mix it up into your poke strings once in awhile.

D.png + Mk.png in air
A1 akuma divekick 1.png
A1 akuma divekick 2.png
Damage Stun Startup Active Frame Adv Block Properties
14-15 8 2 - -2 to +11 depending on height High.png -

when you land it at atleast a +2 height you can slow cancel into demon. With a really deep connect you can get crouch mp>fireball or sweep>hurricane Or obviously With any decently Deep connect you can link a super.

Alpha Counter

Crouch Strong Kick
block b,db,d+K

Special Moves

Gou hadoken
A1 Akuma Go hadoken.png
Version Damage Stun Startup Active Frame Adv Block Properties
Qcf.png+ Lp.png 11-15 8 6 - -8 to +22 depending on how long it travels,-9 to +18 on block depending on how long it travels Mid.png Proj.png

Its worth noting Akumas fireball is 1 frame faster startup for fireball wars compared to Ryu. its also worth nothing all versions of akumas Hadou knock down up close instead of just his Hp even though thats the main version used for stun/damage anyway

Qcf.png + Mp.png 11-18 10 6 - -9 to +22 depending on how long it travels,-10 to +18 on block depending on how long it travels Mid.png Proj.png
Qcf.png + Hp.png 11-19 12 6 - -10 to +23 depending on how long it travels,-11 to +18 on block depending on how long it travels Mid.png Proj.png


Zankuu hadoken
A1 Akuma Zanku Hadoken.png
Version Damage Stun Startup Active Frame Adv Block Properties
Qcf.png+ Lp.png in air - 8 5 - - Mid.png Proj.png
Qcf.png + Mp.png in air - 10 5 - - Mid.png Proj.png
Qcf.png + Hp.png in air - 12 5 - - Mid.png Proj.png


Tatsumaki Zankuu Kyaku
A1 Shoto MK tatsu.png
Mk and Hk have a unique Starting hitbox then the rest of the hits are the Last two hitboxes for each tatsu,lk just starts with the third hitbox.
A1 Shoto Hk Tatsu.png
A1 Shoto Lk tatsu.png
A1 Shoto LK tatsu 2.png
Version Damage Stun Startup Active Frame Adv Block Properties
Qcb.png+ Lk.png (air ok) - - - - +2(block) Mid.png -

Starts a rollable Juggle,+ on block But can be crouched under

Qcb.png + Mk.png (air ok) - - - - -10(block) Mid.png -

Hits do not jail on block therefore the enemy can crouch after blocking the first one

Qcb.png + Hk.png (air ok) - - - - -23(block) Mid.png -

Works the same as above on Block


Shakunetsu Hadou Ken
A1 Akuma Red fireball.png
Version Damage Stun Startup Active Frame Adv Block Properties
Hcf.png + Lp.png - - 17 - - Mid.png Proj.png

Red fireball is kinda slow and worthless In alot of situations,think of it like a Zero 2 alpha red fireball IE very bad and not worth using.

Hcf.png + Mp.png - - 17 - - Mid.png Proj.png
Hcf.png + Hp.png - - 17 - - Mid.png Proj.png


gou shoryuken
A1 shoryu (First hit).png
All versions Use the first three hitboxes Aside from HP
A1 Akuma Go shoryu(Second hit).png
A1 Akuma Go Shoryu(Third hit).png
A1 Akuma Go shoryu HP Hitbox.png
Version Damage Stun Startup Active Frame Adv Block Properties
Dp.png + Lp.png 22-24 - 2 - -16 Mid.png Startupinv.png
Upperbodyinv.pngLowerbodyinv.png

Only hits once

Dp.png + Mp.png 19-29 - 2 - -21 Mid.png Startupinv.png
Upperbodyinv.pngLowerbodyinv.png

First Hit Does not knock down so the other hitboxes can combo

Dp.png + Hp.png 27-41 - 2 - -30 Mid.png Startupinv.png
Upperbodyinv.pngLowerbodyinv.png

Uses the Fourth hitbox as the starting hit and then the second hitbox and finally the Third for 3 hits.


Demon flip
A1 Akuma Demon Slide.png
A1 Akuma Demon Flop.png
A1 Akuma Demon Palm.png
Version Damage Stun Startup Active Frame Adv Block Properties
Qcf.png + Uf.png + P.png,N.png - - - - - Low.png -
Qcf.png + Uf.png + P.png,K.png - - - - - Mid.png -
Qcf.png + Uf.png + P.png,P.png - - - - - Mid.png -

^!Hyakki Gou Sai close b/f+P
^!Hyakki Gou Tsui close foe in air b/f+K

Zenpou Tenshin
qcb+P

Akumas Roll is nothing like kens and Always goes a huge distance with pretty terrible recovery,This and red fireball should be avoided at all costs.


Dp.png + 3p.png Or 3k.png
A1 Akuma forward Teleport.png
A1 Akuma Forward Teleport 2.png
A1 Akuma forward teleport 3.png
Damage Stun Startup Active Frame Adv Block Properties
- - 1? - - - -

makes Your hurtbox disappear entirely the frame you do the move but is vulnerable at the very end,punches Makes you go a far distance and kicks a small distance.


Rdp.png + 3p.png Or 3k.png
Damage Stun Startup Active Frame Adv Block Properties
- - 1? - - - -

makes Your hurtbox disappear entirely the frame you do the move but is vulnerable at the very end. punches Makes you go a far distance and kicks a small distance. Since this one goes backwards you can use it for cheeky meter gain stuff in the corner

Super Combos

Messatsu Gou Shouryuu
qcf,qcf+P

Kind of like a slightly weaker Shoryu reppa Which means its a great confirm tool sometimes but be wary of rolling.

Messatsu Gou Hadou
hcb,hcb+P

Just Like Sagat and Ryu akuma can Punish the quick dizzy mashout the game Has due to this super.


Tenma Gou Zankuu
air qcf,qcf+P

This can be useful Sometimes but your meter is usually Saved for Sgs


Shun Goku Satsu
(Lv3)LP,LP,f,LK

SGS is the Second best super in the game For multiple reasons


1.The only Hard knockdown in the game and its VERY long so akuma can setup whatever mixup he wants


2.Multiple Slow cancel setups aside from just Duck mk and Hopkick These are: Divekick,J.Lp(Buffers the input),J.Mk,J.Hk,J.Hp,Cr.mp,S.lp(Must be done very quickly and only works vs birdie and sodom)

Combos

-j.HK,c.LK,c.MK,c.HK
-j.HK,c.LP,c.LK,c.MP,HP GHDK
-j.HP,s.HK,HP GSRK
-TKK,c.LK,c.MK,c.HK,HK TSK
-c.HK,LK TSK,MGSR Lvl1
-cross up j.HK,c.HP,MHDK Lvl3
-C.lkx3.,St.hp.,Hp GHDK
-C.lkx3,C.mk,hp GHDK

The Basics

Akuma has many combos.... Akuma has many rollable combos.....But Akuma baits and punishes rolls very strongly. A quick example to demonstrate this fact would be... If you akuma sweeps you, and you rolled....


You lost the match. Any knock down akuma lands besides throw, if the opponent rolls akuma can punish with a duck lk, stand mp, duck hp, fireball for a instant dizzy. Then for a combo to finish off the opponent. You can also use a stand hp if you are not confident in the duck hp timing. Akuma has many of ryus high dizzying fireball combos, but with the added fact to note that akumas stand mp does 8 stun instead of 6, his duck hp does 10 stun instead of 8. And the chain into each other unlike other shotos. In general because of this its very dangerous to roll vs akuma almost ever. Although sweep hurricane kick is rollable, you recover with plenty of time to punish with his dizzy combo basically ending the match right there. If you must roll vs akuma its better to throw it in where the dp comes.


Note that akuma can throw loop with his 2369+hp, hp vs guy, chun li, adon, and sodom(if you dont include his back roll). They must take damage in some form or waste a super to escape, which in many cases akuma can still punish them. Note that akumas throw loop is much more specific then guys as his range is not as forgiving. But the basic is knock down, meaty demon flip hp throw. Land walk foward wiff duck lk(if they rolled combo), then hp demon flip hp throw as a meaty again. The before mentioned characters cannot escape this regularly as it ethier grabs there normal reversals or there reversal will miss.

Advanced Strategy

Akuma's Standing/Crouching WP,WK,MP, and Crouching MK can all chain into stronger attacks. His Standing/Crouching WP and Crouching WK can chain into another WP or WK.

If you attempt to sweep or knock down the opponent and do the Shun Goku Satsu as they get up, the opponent CAN jump to avoid it.


  • Birdie and Sodom can NOT jump after being knocked down to avoid raging demon.

A hop kick, and a duck mk slow cancel are also not jumpable by EVERY character in the game hit or block. However you can still reversal.

Match-ups

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Guy
Ken
M. Bison
Rose
Ryu
Sagat
Sodom