Neutral
TO-DO
Offense
Frame Traps
String. | Frame Gap | CH Advantage oH | Notes |
---|---|---|---|
5LP>5LP | 1f | +6 | While 5LP has more active frames making it an easier meaty on CH, in a frame trap only reason to use it over 2LP is less pushback. Only 2MP is a reliable combo follow-up |
2LP>2LP 2LK>2LP |
1f 3f |
+7 | Can combo into 5MK to force standing. Combo into 2MP for easier timing but need to be closer to the opponent. |
5MP>5LP>5LP/2LP | 3f | +6 (+7) | At point blank can go into 5LP>5LP for bigger confirm window or 2LP for more advantage. Can autopilot into 5MP,2LP>236HP to be -8 but safe. |
5/2MP>236LP 2MK>236LP |
1f-3f 3f |
+2 | Not much reward, but useful to discourage people taking back their turns. |
5HK,2MP | 3f | +8 | Can combo into 2nd 2MP as long as you were in range for first hit of 5HK |
5/2MP>214MP 5MK>214MP |
4f 3f |
+4 | A frame trap that beats anything slower than 4f and trades into +9 with 4f jabs allowing for 5HP follow-up. Can be risky and punished with 4f. If spaced extremely well can be safe, but not reliable. |
5HP>214MP | 2f | +4 | Smaller gap variation. |
DR 6MP,2MP | 3f | +8 | Great frame trap after a blocked overhead |
DR 2MP,2MP | 3f | +8 | Very common frame trap from Drive Rush pressure |
DR 5/2MP>214HP | 4f | +5 (+9) | Trades with 4f lights into 5HP trade combos or beats slower buttons into +5 |
DR 5HP/6HP,2LP | 3f | +8 | Can convert into 2MP on CH |
DR 5HP>214HP DR 5MK>214HP |
2f 3f |
+5 | Can convert into 2LP,2LP>623HP on CH |
Spacing Traps
String | Frame Data | Beats | Loses to | Notes |
---|---|---|---|---|
6MK | -4 | 4f jabs | Even at point blank range, this is a space trap for 4f jabs. Go to punish is 2MP | |
5MP, 5LP, 5LK | -4 | 4f jabs, 2MK | Good for fishing for crouching medium kicks. |
Okizeme and Mixups
Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | KD +28 | Corner: Dash (+9) or just walk for a manually timed throw loop.
Midscreen: DR~Delay 6HP beats 4f normals (+1 oB) |
Back Throw | KD +14 | Corner: DR~5MP for auto-timed pressure (but opponent can reversal on reaction to green flash)
Midscreen: too far for any oki/pressure |
Drive Reversal | KD +23 | Corner: +4 after Dash for auto-timed strike/throw/shimmy
|
2HK | HKD +32 | +13 after Dash (manually timed strike/throw/shimmy)
|
HKD +47 (CH/PC) | Sets up a strong Demon Raid mixup; 236LK~[2] stays same-side, 236MK~[2] switches sides
| |
KD +42 (Juggle) | Safe jump setup in the corner (or midscreen with j.HK if close enough). Can also Dash x2 to be +4 for a perfect strike/throw/shimmy mixup.
| |
6HP~HP~HK (Kikoku Combination) |
KD +35 | Corner: Dash (+16) for delayed strike/throw/shimmy
Midscreen: DR into delayed strike/throw, or meaty HP Gou Hadoken
|
623P (Gou Shoryuken) |
LP: KD +38 | Dash + DR normal or Throw is most consistent
|
MP: KD +32 | Midscreen: Dash + 6HP (confirm on hit)
Corner: Dash leaves Akuma +13 for manually timed oki, or use midscreen DR oki
| |
HP: KD +30 | DR into 6MP or Delay 2MK/5HP; can also block reversal out of DR
Corner: Dash leaves Akuma +11; can manually time oki or use meaty 5HP (+6/0, links to 2MP)
| |
OD: KD +14 | Midscreen: DR oki is weak unless you need 1 button to put opponent in Burnout
Corner: point blank manually timed oki; can DR~5MP for better advantage but cannot block reversals
| |
214MK (MK Tatsu) |
KD +41 (Both hits) KD +38 (2nd hit) |
Dash x2 for +3 strike/throw mixup
|
KD +41~46 (Juggle) | Dash x2, but advantage will be slightly variable (manually time strike/throw mixup)
| |
214HK (HK Tatsu) |
KD +34 (Ground) KD +31~34 (Juggle) |
Midscreen: DR into 6MP or Delay 2MK
Corner: manually time Lv.2 236{P}, leaving Akuma +2 oB or giving a juggle into HK Tatsu on hit (good vs. reversal SA1)
|
214MP~6P (MP Adamant Flame) |
KD +32 (Ground) KD +28~34 (Juggle) |
Midscreen: DR~Delay 6HP beats 4f normals (+1 oB)
Corner: Dash leaves Akuma +13 for manually timed strike/throw/shimmy (slightly different timing when juggling into 214MP)
|
214HP~6P (HP Adamant Flame) |
KD +47 (Ground) | Dash x2, then meaty 5HP or Walk + Throw
Corner: allows a follow-up juggle into HK Tatsu |
KD +39~43 (Juggle) | If 214HP is juggled into (e.g. after Crumple), KD Advantage is worse (no follow-up juggle in the corner)
| |
236K/KK~No Input (Demon Low Slash) |
HKD +39 | Dash x2 leaves Akuma +4 for strike/throw/shimmy
|
HKD +54 (CH/PC) | Dash, whiff 5MK into meaty 5HP: +1 oB, +7 oH for a link to 5MK
| |
236K/KK~P (Demon Guillotine) |
KD +37~41 | Dash + walk for manually timed strike/throw oki, or meaty Lv.2 236{P} (good vs. reversal SA1)
|
6KKK~LPLK | HKD +20 | Immediate Gou Hadoken lets Akuma recover in time to anti-air if opponent jumps
|
SA1 (Ground) |
KD +9 | If fully cornered, can microwalk for a strike/throw mixup |
SA1 (Air) |
KD +49~ | KD Advantage varies based on juggle height and screen position
|
SA2 | HKD +29 | Midscreen non-cinematic: DR~Delay 6HP/5HP beats 4f normals
|
SA3/CA Raging Demon |
HKD +18 | Drive Rush for strike/throw mixup
|
Adamant Flame Punishes
Akuma can punish many unsafe reversals and Supers with HP Adamant Flame (23f startup), leaving him +12. A handful of moves are just barely safe enough to avoid this punish (-19~22), in which case Akuma can start with MP Adamant Flame instead for a +10 punish starter. The following table lists moves where this is relevant (ignoring moves that are usually canceled into something safer):
Character | Move Punishable with 214MP |
---|---|
A.K.I. | HP Serpent Lash (236HP) |
Blanka | Wild Lift (2PP~P) |
Chun-Li | SA1 |
Dee Jay | Machine Gun Uppercut (214P) - all versions |
Ed | MP/HP Psycho Uppercut (623MP/623HP) |
E. Honda | OD Sumo Headbutt ([4]6PP) Taiho Cannon Lift (236K~2P/236KK~2P) |
Jamie | 4HP~HP~HK (DL3+) |
Ken | SA2 |
Luke | OD Flash Knuckle (214PP) |
Manon | OD Rond-point (236KK) MP/OD Renversé (236MP/236PP) |
Marisa | Tonitrus 2 (214K~P~P) |
Ryu | SA2 (Lv.1/Lv.2 only) |
Zangief | 2HP |
vs. Burnout
TO-DO
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP/2LP | 5LK/2LK | 5MP/2MP | 5MK | 2MK/2HP | 5HP/2HK | 6MK | 4HK | 5HK/6HP | 6MP | |
---|---|---|---|---|---|---|---|---|---|---|
5LP~DRC | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 13 | 14 | 21 |
5MP~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 6 | 7 | 14 |
5HP~DRC | 0 | 0 | 0 | 0 | 0 | 1 | 2 | 4 | 5 | 12 |
5LK~DRC | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 14 | 15 | 22 |
5MK~DRC | 0 | 0 | 0 | 0 | 1 | 2 | 3 | 5 | 6 | 13 |
2LP~DRC | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 13 | 14 | 21 |
2MP~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 6 | 7 | 14 |
2HP~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 3 | 4 | 11 |
2MK~DRC | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 9 | 16 |
5MP~MP~DRC | 0 | 0 | 0 | 0 | 0 | 1 | 2 | 4 | 5 | 12 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DRC | +4 | 2LP, 2HP ...
|
5LK~DRC | ||
2LP~DRC | +5 | |
5MP~DRC | +9 | 5HP, 5MK > 214LK ... 2MP, 2HP > 214HP~6P ...
|
2MK~DRC | +11 | |
5MK~DRC | +13 | 6HP, 2HP ...
|
2MP~DRC | ||
5MP~MP~DRC | ||
5HP~DRC | +14 | |
2HP~DRC | +17 |
Defense
Reversals
- OD Gou Shoryuken (623PP) - Fully invincible with fast startup and good range.
- SA1 (236236P) - Strike/throw invincible, but slow enough that the opponent can meaty with a light normal. Important tool when cornered during Burnout.
- SA2 (214214P) - Fully invincible with good range.
- SA3/CA (236236K) - Fully invincible and fast enough to beat nearly all meaty light normals. An expensive risk on defense, but may be worthwhile if the extra damage will secure the win.
- NOTE: Raging Demon is not an invincible reversal
Anti-Airs
- Gou Shoryuken (623P) - Fast, consistent, and lots of air invincibility. Allows a cancel into SA3 if it connects low to the ground. Your ideal anti-air of choice in most circumstances. The LP version has the most invincibility, and is ideal for close jumps and cross-cuts. HP has significantly more range, making it useful against characters that can stop their jump momentum early. The OD version also works, but if done too early it skips the cinematic and only deals 300 damage.
- 2HP - Has a decent vertical hitbox for close range jumps. A bit slower than the frame data suggests, since the disjointed hitbox starts on frame 11.
- 5HK - Slow and inconsistent, but has a good hitbox and allows juggle follow-ups. Mainly useful out of Drive Rush to catch a midscreen back/neutral jump.
- 4HK - Risky and slow, with a large vulnerable hurtbox before the active frames. Can be very rewarding if it connects, allowing Lv.2 Gou Hadoken or OD Demon Raid juggles afterward.
- j.MP - Air-to-air that causes a knockdown. Cancelable into Air Tatsu, Zanku Hadoken, or Air SA1 for extra damage.
Anti-Projectile
- Gou Hadoken (236P) - Controlling the screen with your own fireball is the best way to avoid the opponent's projectile game. OD Hadoken will blow through any meterless fireball for a knockdown, letting Akuma establish a more advantageous fireball timing. Charging the fireball to Lv.2 or Lv.3 can also blow through other meterless projectiles if done preemptively.
- MK Tatsumaki Senpu-kyaku (214K) - Can fly over fireballs, but the delayed invincibility and slower travel speed makes it fairly unreliable as a reaction counter.
- Demon Blade Kick (236K~K) - The HK Divekick out of Demon Raid travels forward at a great angle for punishing fireballs if you're already in the air. Mix it up with Demon Swoop feints or Demon Guillotine to stop your forward momentum, allowing you to approach more unpredictably with Demon Raid.
- SA2 (214214P) - Can be used from about half screen on reaction, though it can be difficult against characters that don't extend a wide hurtbox (like Akuma).
- Raging Demon (5LP~LP~6LK~HP) - After the freeze, Akuma is projectile invincible. In practice, this is difficult to use on reaction due to the slow movement speed and the move's input.
Fighting vs. Akuma
TO-DO