Akuma (SFA)

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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

Stand LP

Crouch LP

Jump LP


Stand MP

Crouch MP

Jump MP


Stand HP

Crouch HP

Jump HP


Stand LK

Crouch LK

Jump LK


Stand MK

Crouch MK

Jump MK


Stand HK

Crouch HK

Jump HK

Throws

Seoi Nage
b/f+[MP/HP]

Tomoe Nage
b/f+[MK/HK]

Command Moves

Zugai Hassatsu
f+MP

Senpuu Kyaku
f+MK

Tenma Kuujin Kyaku
jump forward,d+MK

Alpha Counter

Crouch Strong Kick
block b,db,d+K

Special Moves

Gou Hadou Ken
qcf+P

Zankuu Hadou Ken
air qcf+P

Shakunetsu Hadou Ken
hcf+P

Gou Shouryuu Ken
f,d,df+P

Tatsumaki Zankuu Kyaku
(air)qcb+K

Hyakki Shuu
qcf,uf+P
^!Hyakki Gou Zan _N
^!Hyakki Gou Shou P
^!Hyakki Gou Sen K
^!Hyakki Gou Sai close b/f+P
^!Hyakki Gou Tsui close foe in air b/f+K

Zenpou Tenshin
qcb+P

Ashura Senkuu-right
f,d,df+[3P/3K]

Ashura Senkuu-left
b,d,db+[3P/3K]

Super Combos

Messatsu Gou Shouryuu
qcf,qcf+P

Messatsu Gou Hadou
hcb,hcb+P

Tenma Gou Zankuu
air qcf,qcf+P

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

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

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