Introduction
Akuma (known as Gouki in Japan) is an extremely powerful warrior obsessed with mastery of the Satsui no Hado, a dark energy-based force, the antithesis of the Kyosui no Hado (Power of Nothingness) that Ryu employs. He believes only another practitioner of the Satsui no Hado will ever be able to contest his power. His first appearance was in Super Street Fighter II Turbo as a secret boss.
When playing Akuma, the basic goal is either to use his zoning ability to control your opponent’s options, minimizing the risk of getting hit yourself, or to simply go on total offense and decimate the opponent as quickly as possible, as they can take him out just about as quickly. It is very important to note that Akuma has the absolute worst defense rating of all the characters in the game, and is tied with Remy for having the smallest stun bar. One should also note that Akuma's supers are all the same length, and that he has no EX moves. All this was done to counter balance his incredible offense and mixups.
Super Arts
SA1: Messatsu Gouhadou
Akuma's fireball super, and by far the most practical choice. SA1 offers Akuma the most opportunities to land a super. It's the safest of the three, and is hard to punish unless it's blocked at close range. Because it's a projectile, Akuma can move freely if the opponent chooses to parry it, giving him time to mix up the opponent with high/low sequences or Demon Flip. Its long parry time also makes it an excellent anti-air. SA1 can be confirmed from a variety of moves, including cr.LK x 2, cr.MK, or any of his uppercuts. It also does good chip damage, especially when preceded by a fireball or red fireball. The main downside is its fairly low damage, but it's still respectable, especially against the lower health characters.
SA2: Messatsu Goushoryu
Akuma's uppercut super, similar to Ken's SA1. Does better damage than SA1, and has many of the same confirms and cancels. On the other hand, this super is much more unsafe if missed, and basically gives the opponent a free combo. Also has less chip potential, since the last 3 hits are easily parried. Not a bad super, but SA1 is preferable.
SA3: Messatsu Gourasen
Akuma's Hurricane Kick super, goes straight up. Does the most damage out of all of his supers, but has the worst recovery and chip damage by far. Also lacks range and confirm routes, making it hard to easily integrate into his ground pressure/offense. Almost certainly his worst super.
Shun Goku Satsu/Raging Demon (any SA)
Akuma's signature special art, requires 2 full meters regardless of which super is selected. An unblockable throw super that does tons of damage. It is ordinarily hard to connect since the range is very short if not done from a kara, allowing the opponent to jump away after the super flash. Techniques such as f.MP kara-Demon or hiding the jabs with a forward dash make it a much more useful. It can also combo from far HK (which causes a back turned state). While the high damage is tempting, the difficulty of successfully landing it means that it is often better to land any of his other supers twice instead.
Kongou Kokuretsu Zan (Any SA)
Akuma channels his energy into a shockwave, requiring 2 full meters. Even more damaging than the Raging Demon (and is the most damaging Super Art in the game, provided all of the hits connect). Good for countering early jump-ins and cross-ups, but is somewhat slow to come out and does severely reduced damage if the first hit misses. His most common combo with this super involves a jab reset into KKZ after a LK Tatsumaki Zankuukyaku. This is also the ultimate chip out super - if you get a knockdown with 2 full meters and your opponent has only a few pixels of life, this super guarantees the win with proper timing. This is because the first hit is unparryable and does great chip damage. If, by some ridiculous chance, your opponent survives the first hit and starts red parrying the rest, you have many opportunities to continue a high/low mixup during the parries (similar his SA1).
Strengths | Weaknesses |
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Character Colors
Akuma #3S_AK | |
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Vitals | |
Life Points | 985 |
Stun Points | 56 |
Super Art Stock/Size | |
SA1 | 2/112 |
SA2 | 2/112 |
SA3 | 2/112 |
Ground Movement | |
Forward Dash duration/distance | 13 (95px) |
Back Dash duration/distance | 15 (47px) |
Jumping | |
Back Jump duration | 43(4+36+3) |
Neutral Jump duration | 41(4+34+3) |
Forward Jump duration | 42(4+35+3) |
Back Super Jump duration | 48(6+39+3) |
Neutral Super Jump duration | 47(6+38+3) |
Forward Super Jump duration | 47(6+38+3) |
Wake up | |
Wake up duration | 77 |
Quick rise duration | 50 |
3S Frame Data Glossary | |
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2) |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
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Damage |
Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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. D refers to knockdown on hit. "Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching. |
Kara Range |
Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel. |
Link |
A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super. |
Parry |
This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Throw range |
Range in pixels from the center of the character to the center of the opponent which allows a grab to connect. |
Frame Data
Standing Normals
5LP (cl)
5LP (far)
5MP (cl)
5MP (far)
5HP (cl)
5HP (far)
5LK
5MK (cl)
5MK (far)
5HK (cl)
5HK (far)
Command Normals
6MP
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
8HP
j.HP
j.LK
8MK
j.MK
8HK
j.HK
2MK (air)
Target Combos
5MP > 5HP
Throws
5LPLK
4LPLK
Universal Overheads
5MPHK
Taunt
5HPHK
Special Moves
236P
236P (air)
63214P
623P
214K
214K
623K
623K-P
623K-K
623K-LP+K
623PP
623KK