

Akuma
Ideal Team Position: Point
The Master of the Fist enters Street Fighter x Tekken as the game’s final boss for the Namco side of the cast in Arcade Mode, and as a capable point character in competitive play. Like all who practice the art of Ansatsuken, he possesses projectiles, a DP, and a hurricane kick. His air fireball game continues to remain a potent tool on both offense and defense, either using it to cover his retreat or to mask his oncoming assault. If the opponent tries to jump over his volley, Akuma can use the unique invincibility properties of his DP to trade with the opponent, giving him access to juggles that he would have difficulty pulling off otherwise. His okizeme, while different from what it was in Street Fighter IV, is still very strong and still covers a multitude of wakeup options even when accounting for rolls. He does this by taking advantage of the v2013 nerf to rolling where they are vulnerable to throws which also nuke red health. This puts opponents in a very difficult situation on knockdown: should they roll forward and risk getting thrown, or should they stay put and endure Akuma’s next assault? That, combined with all of the privileges that come with having a true reversal, an array of projectiles that cover multiple purposes, and his Shun Goku Satsu Super Art that adds a terrifying advancing command throw to punish whiffing opponents, makes Akuma worthy of being placed on your team if you desire it.
Strengths | Weaknesses |
---|---|
+Extremely strong on hard knockdown, especially off of throws. He is able to maintain pressure in a variety of positions and situations thanks to Demon Flip and Air Fireballs to control positioning during an opponent's wakeup +Has a true DP to help him call out opponents +DP can trade and lead to full combos thanks to the juggle system +Overhead can be tag canceled into a combo +Can set up counter hit charges on okizeme for solo overhead combos +Can be played offensively or defensively +Strong corner carry +Possesses a 0-frame throw with the Shun Goku Satsu Super Art |
-Very low health total at 850 -Limited combo ability outside of the corner and trade situations -Teleport is somewhat easy to chase down |
Moves
Normal Attacks










































































crossup




crossup








Unique Attacks






Throws









Special Moves



















































Super Combo











Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far LP | H | 30 | 3 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal attacks | |
Far MP | H | 60 | 5 | 2 | 16 | +3 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Far HP | H | 90 | 7 | 3 | 20 | +2 | -3 | SM,EX,SA,CA | 3 | 1 | 1 | - | |
Far LK | H | 30 | 4 | 2 | 13 | +2 | -2 | - | 1 | 1 | 1 | - | |
Far MK | H | 60 | 9 | 2 | 18 | +1 | -3 | - | 2 | 1 | 1 | - | |
Far HK | H | 50,40 | 8 | 2(8)2 | 18 | +6 | -2 | - | 3,3 | 0,1 | 1,1 | 1st hit: Forces standing, 2nd hit: Whiffs on crouching opponent | |
Close LP | H | 30 | 4 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal attacks | |
Close MP | H | 60 | 3 | 2 | 14 | +5 | +1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HP | H | 90 | 4 | 2 | 30 | -7 | -12 | SM,EX,SA,CA | 3 | 1 | 1 | - | |
Close LK | H | 30 | 5 | 2 | 9 | +6 | +2 | - | 1 | 1 | 1 | - | |
Close MK | H | 60 | 5 | 2 | 19 | 0 | -4 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HK | H | 50,40 | 6 | 2(3)4 | 21 | +1 | -4 | SM,EX,SA,CA | 3,3 | 0,2 | 1,1 | 2nd hit: Ground bounce on airborne opponent | |
Crouch LP | H | 30 | 3 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancel into light normal attacks | |
Crouch MP | H | 60 | 4 | 3 | 12 | +6 | +2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HP | H | 90(60) | 6 | 4 | 26 | -4 | -10 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing | |
Crouch LK | L | 30 | 5 | 2 | 11 | +4 | 0 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancel into light normal attacks | |
Crouch MK | L | 60 | 6 | 3 | 16 | +2 | -2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch HK **LC | L | 90 | 5 | 3 | 29 | hard knockdown | -12 | - | 1 | 1 | - | - | |
Jump Up LP | M | 40 | 4 | 7 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MP | M | 70 | 5 | 3 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HP | M | 100 | 6 | 3 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Up LK | M | 40 | 5 | 6 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MK | M | 70 | 6 | 4 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HK | M | 100 | 6 | 3 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LP | M | 40 | 4 | 7 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MP | M | 70 | 5 | 3 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HP | M | 100 | 6 | 3 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LK | M | 40 | 4 | 6 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MK | M | 70 | 6 | 3 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HK | M | 100 | 7 | 3 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 40x3 | 5 | 14 | 46 | hard knockdown | -38 | - | - | - | - | Invulnerability frames 1-18, Airborne from frame 9, Resembles EX Goshoryuken |
Goshoha | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Syuretto | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Zugaihasatsu | f+MP | M | 40,30 | 17 | 4 | 17 | +4 | -2 | - | 2,2 | 1,1 | 1,1 | 1st hit: Hard knockdown on crouching counter hit, On Hit: +2 on crouching opponent |
Tenmakujinkyaku | d+MK during 17-22F of forward jump | M | 70 | 13 | until ground | 4 | +16 | +5 | - | 2 | 1 | 1 | Knockdown on airborne opponent |
Gohadoken | qcf+P | H | 60 | 15 | - | 30 | 0 | -5 | - | 3 | 4 | 0 | - |
Gohadoken EX | qcf+PP | H | 60x2 | 15 | - | 30 | knockdown | +3 | - | 3,3 | 0,0 | 0 | - |
Shakunetsu Hadoken LP | hcb+LP | H | 50 | 26 | - | 25 | knockdown | 0 | - | 3 | 3 | 0 | - |
Shakunetsu Hadoken MP | hcb+MP | H | 35x2 | 26 | - | 32 | knockdown | +1 | - | 4,4 | 0,0 | 0 | - |
Shakunetsu Hadoken HP | hcb+HP | H | 33x3 | 26 | - | 38 | knockdown | +3 | - | 4,4,4 | 0,0,0 | 0 | - |
Shakunetsu Hadoken EX | hcb+EX | H | 47x3 | 26 | - | 25 | knockdown | +16 | - | 4,4,4 | 0,0,0 | 0 | - |
Zanku Hadoken | qcf+P (air) | H | 40 | 15 | - | until ground+16 | +12 | +7 | - | 3 | 4 | 0 | Button strength determines angle, Momentum halted during start up, Knockdown on airborne opponent, +5f Recovery during backjump |
Zanku Hadoken EX | qcf+PP (air) (Can be done during Hyakkishu) | H | 40 | 9 | - | until ground+9 | +20 | +14 | - | 3,3 | 4,4 | 0 | 10 frames between projectiles, Momentum halted during start up, Knockdown on airborne opponent, +5f Recovery during backjump |
Goshoryuken LP | f,d,df+LP | H | 100 | 3 | 14 | 35 | knockdown | -27 | - | 1 | 1 | 0 | Invulnerability frames 1-2, Airborne from frame 6 |
Goshoryuken MP | f,d,df+MP | H | 90,50 | 3 | 14 | 43 | knockdown | -33 | - | 1,2 | 1,2 | 0 | Invulnerability frames 1-4, Airborne from frame 6, 2nd hit: Whiffs on crouching opponent |
Goshoryuken HP | f,d,df+HP | H | 60,40,30 | 3 | 16 | 36 | knockdown | -36 | - | 2,3,4 | 1,1,4 | 0 | Invulnerability frames 1-6, Airborne from frame 8, 2nd hit: Whiffs on crouching opponent |
Goshoryuken EX | f,d,df+PP | H | 90,50,40 | 3 | 16 | 46 | knockdown | -36 | - | 4,5,6 | 1,1,6 | 0 | Invulnerability frames 1-18, Airborne from frame 8 |
Tatsumaki Zankukyaku LK | qcb+LK | H | 50 | 12 | 2(6)2 | 20 | float | -8 | - | 3 | 1 | 0 | Airborne from frame 7, Lower body projectile invulnerability frames 7-33 |
Tatsumaki Zankukyaku MK | qcb+MK | H | 40x3 | 6 | 2(5)2(5)2(5)1 | 28 | float | -7 | - | 3,3,3 | 1,1,1 | 0 | Airborne from frame 8, Lower body projectile invulnerability frames 8-43 |
Tatsumaki Zankukyaku HK | qcb+HK | H | 40,20x3 | 6 | 2(5)1(5)1(5)1(5)1(5)1 | 24 | float | -3 | - | 3,3,3,3 | 1,1,1,1 | 0 | Airborne from frame 8, Lower body projectile invulnerability frames 8-50 |
Tatsumaki Zankukyaku EX | qcb+KK | H | 30x5 | 12 | 1(3)1(3)1(3)1(3)1 | 21 | float | -8 | - | 3,3,3,3,3 | 1,1,1,1,1 | 0 | Airborne from frame 7, Lower body projectile invulnerability frames 7-46 |
Tatsumaki Zankukyaku (air) **LC | qcb+K (air) | H | 50 | 10 | 2(6)2(6)2 | until ground+10 | float | +6 | - | 3 | 1 | 0 | - |
Tatsumaki Zankukyaku EX (air) | qcb+KK (air) | H | 40x5 | 8 | 1(3)1(3)1(3)1(3)1 | until ground+4 | float | -16 | - | 5,5,5,5,5 | 1,1,1,1,1 | 0 | - |
Hyakkishu | f,d,df+K | - | - | - | - | 40 | - | - | - | - | - | - | Chargeable: 51F for EX Version and 100F for Super Art, Button strength determines distance, Airborne from frame 6 |
Hyakkishu EX | f,d,df+KK | - | - | - | - | 40 | - | - | - | - | - | - | Chargeable: 51F for Super Art, Tracks opponent, Airborne from frame 6 |
Hyakkishu > Hyakki Gozan | no input during Hyakkishu | L | 80 | 10 | 15 | 15 | hard knockdown | -13 | - | 3 | 3 | - | - |
Hyakkishu EX > Hyakki Gozan | no input during EX Hyakkishu | L | 80 | 10 | 15 | 15 | hard knockdown | -13 | - | 3 | 3 | - | - |
Hyakkishu > Hyakki Gosho | P during Hyakkishu | M | 100 | 9 | 2 | until ground+4 | hard knockdown | +12 | - | 3 | 3 | - | Ground bounce on counter hit or on airborne opponent |
Hyakkishu EX > Hyakki Gosho | P during EX Hyakkishu | M | 100 | 9 | 2 | until ground+4 | ground bounce | +12 | - | 3 | 3 | - | Ground bounce on counter hit or on airborne opponent |
Hyakkishu > Hyakki Gojin | K during Hyakkishu | H | 70 | 12 | until ground | 4 | +16 | +12 | - | 3 | 3 | 0 | Knockdown on airborne opponent |
Hyakkishu EX > Hyakki Gojin | K during EX Hyakkishu | H | 70 | 12 | until ground | 4 | +11 | +4 | - | 3 | 3 | 0 | Knockdown on airborne opponent |
Hyakkishu > Hyakki Gosai **LC | LP+LK during Hyakkishu | throw | 150 | 4 | 2 | until ground+17 | hard knockdown | - | - | - | - | - | - |
Ashura Senku P | f,d,df or b,d,db+PPP | - | - | - | - | 62 | - | - | - | - | - | - | Invulnerability frames 1-32 |
Ashura Senku K | f,d,df or b,d,db+KKK | - | - | - | - | 56 | - | - | - | - | - | - | Invulnerability frames 1-26 |
Raging Demon | LP,LP,f,LK,HP | throw | 300 | 0 | 35 | 14 | hard knockdown | - | - | - | - | - | 68 frames cinematic freeze before attack begins |
Misogi | d,d,d+KKK | M,H | 300/200 | 22 | 36(12)35 | 49 | hard knockdown | -43 | - | 3 | 4 | - | 88 frames cinematic freeze before attack begins, Tracks opponent, Invulnerability frames 1-85, If 1st hit whiffs Akuma creates two columns |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2 | 45 | switch | -25 | - | 3 | - | - | 63 frames cinematic freeze before attack begins, Invulnerability frames 1-10 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far LP | H | 30 | 3 | 2 | 9 | +6 | +2 | - | Rapid fire cancelable into light normal attacks |
Far MP | H | 42 | 5 | 2 | 21 | -2 | -6 | EX,SA,CA | - |
Far HP | H | 63 | 7 | 3 | 30 | -8 | -13 | EX,SA,CA | - |
Far LK | H | 30 | 4 | 2 | 13 | +2 | -2 | - | - |
Far MK | H | 42 | 9 | 2 | 23 | -4 | -8 | - | - |
Far HK | H | 35,28 | 8 | 2(8)2 | 27 | -3 | -11 | - | 1st hit: Forces standing, 2nd hit: Whiffs on crouching opponent |
Close LP | H | 30 | 4 | 2 | 10 | +5 | +1 | - | Rapid fire cancelable into light normal attacks |
Close MP | H | 42 | 3 | 2 | 18 | +1 | -3 | EX,SA,CA | - |
Close HP | H | 63 | 4 | 2 | 39 | -16 | -21 | EX,SA,CA | - |
Close LK | H | 30 | 5 | 2 | 9 | +6 | +2 | - | - |
Close MK | H | 42 | 5 | 2 | 24 | -5 | -9 | EX,SA,CA | - |
Close HK | H | 35,28 | 6 | 2(3)4 | 32 | -10 | -15 | EX,SA,CA | 2nd hit: Ground bounce on airborne opponent |
Crouch LP | H | 30 | 3 | 2 | 10 | +5 | +1 | - | Rapid fire cancel into light normal attacks |
Crouch MP | H | 42 | 4 | 3 | 17 | +1 | -3 | EX,SA,CA | - |
Crouch HP | H | 63(42) | 6 | 4 | 35 | -13 | -19 | EX,SA,CA | Forces standing |
Crouch LK | L | 30 | 5 | 2 | 11 | +4 | 0 | - | Rapid fire cancel into light normal attacks |
Crouch MK | L | 42 | 6 | 3 | 21 | -3 | -7 | EX,SA,CA | - |
Crouch HK **LC | L | 63 | 5 | 3 | 38 | hard knockdown | -21 | - | - |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- cr.MP, cr.HP xx qcb+LK, cl.LK, st.HK, cl.HP xx dp+HP (338)
(0bar, medium)
Hit Confirm Combos
- cr.LK, cl.LK, cr.MP/st.MP~HP+HK
(0bar, low, close, xrush, easy)
- cr.LP, cr.LP, cr.MP/st.MP~HP+HK
(0bar, xrush, easy)
- cr.LK, cl.LK, cr.MP/st.MP xx qcf+P (150)
(0bar, low, close, easy)
- cr.LP, cr.LP, cr.MP/st.MP xx qcb+LK, cl.LK, st.HK, cl.HP xx dp+HP (263)
(0bar, standing, medium)
- st.HK, cr.MK xx qcb+LK, cl.LK, st.HK, cl.HP xx dp+HP (338)
(0bar, medium)
Post-Launch combos
- cl.MP, st.HK, cl.HP xx dp+HP
(0bar, easy)
- cl.HK xx CADC, cl.HK xx hcb+HP
(0bar, medium)
- cl.MP, cl.HP xx hcb+HP, cl.MP, cl.HP xx dp+HP
(0bar, corner, medium)
Advanced Combos
- qcb+KK, st.HK, cl.HP xx hcb+HP, cl.MP, cr.HP xx dp+HP (474)
(1bar, corner, hard)
Combos Into Supers
- N/A