Super Street Fighter IV AE/Akuma

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Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Akuma

SSFIV-Akuma Face.jpg

The art known as Ansatsuken (the Assassin's Fist) was created by Goutetsu, and he passed the skills onto two brothers: Gouki and Gouken. However, the dark nature of the art consumed Gouki, and he reveled in its ability to end the life of those who came against it and, thus, came to be known as Akuma. Determined to become the most powerful warrior on the planet, he not only murdered Goutetsu himself, but also turned the Satsui no Hado, "the killing intent," on his own brother Gouken. Now on a hellbent mission to fight against the most worthy opponents, Akuma has set his eyes on Gouken's student Ryu. Although Gouken had removed the Satsui no Hado from his teachings, Akuma intends to being that out in Ryu so the two can engage in the ultimate battle to the death.


In a nutshell

Akuma has always been the "balance" between Ryu's excessive defense and Ken's excessive offense. His playstyle is very technical and he requires a lot of practice, but the payoff is well worth it. Akuma players live by one simple motto: "The best defense is a good offense." Akuma has the second worst health and stun in the game, but his extremely high speed and massive damage output more than make up for it. His vortex game is absolutely unparalleled, and is practically the defining point of his playstyle. He has so many options at his disposal that the very prospect itself can be downright frightening. If you like playing mind games with your opponents, or if you feel that Ryu and Ken aren't challenging enough, Akuma may be for you.

Players to Watch

-6, Infiltration, Tokido, Eita

Moves

Unique Attacks

Name
Command
Notes
Zugaihasatsu
F.png + Mp.png
High.png
Tenmakujinkyaku
(at top of jump arc) D.png + Mk.png
High.png

Throws

Name
Command
Notes
Goshoha
F.png or N.png + Lp.png + Lk.png
Throw.png
Syuretto
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Gahadoken
Qcf.png + P.png
Ex.png
Shakunetsu Hadoken
Hcb.png + P.png
Ex.png
Zanku Hadoken
(in air) Qcf.png + P.png
Ex.png
Goshoryuken
Dp.png + P.png
Ex.png
Tatsumaki Zankukyaku
Qcb.png + K.png
Ex.png
Airborne Tatsumaki Zankukyaku
(in air) Qcb.png + K.png
Ex.png
Hyakkishu
Dp.png + K.png
Ex.png
   Hyakki Gozan
No input after performing Hyakkishu
Low.png
   Hyakki Gosho
P.png
Perform after Hyakkishu; High.png Armorbreak.png
   Hyakki Gojin
K.png
Perform after Hyakkishu
   Hyakki Gosai
Lp.png + Lk.png
Perform after Hyakkishu; Throw.png
Ashura Senku
Dp.png or Rdp.png + 3p.png or 3k.png
Dp.png moves Akuma forward; Rdp.png moves Akuma backwards; 3p.png travels farther than 3k.png

Super Combo

Name
Command
Notes
Raging Demon
Lp.png Lp.png F.png Lk.png Hp.png
Throw.png

Ultra Combos

Name
Command
Notes
Wrath of the Raging Demon
Lp.png Lp.png B.png Lk.png Hp.png
Throw.png
Demon Armageddon
U.png U.png + 3k.png
Can be used to Cancel.png Ashura Senku; Armorbreak.png


AE ver. 2012 Changes

Forward Throw

Increased Akuma’s total frame count on a hit by 2F.


Demon Armageddon

Changed hit damage when canceling out of Ashura Senku from 400 to 421.


Hyakki Gosho

Changed from an overhead attack to a mid attack.


Far Standing Heavy Kick

Changed damage from 60 + 40 (100 total) to 50 + 30 (80 total). Shortened block stun by 2F on second block, giving the attacker a -2F (dis)advantage when blocked.


EX Hyakkishu

Made EX Zanku Hadoken cancelable from immediately after start of move.


AE Changes

  • Medium Punch Shoryuken's invincibility was lengthened, now he is completely invincible for the first 5 frames.
  • Air Hurricane Kick's jump arc was changed, so running away with it is impossible.
  • EX Hurricane Kick damage and stun were reduced.
  • His Ultra 2, when canceled during teleport only, has bigger hitbox downwards. Standing Hard Punch, Teleport into Ultra 2, is always possible now.
  • During back dash, airborne frame comes immediately after invincibility frames ends.

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 ch/sp/su 4 2 6 +3 +6
Close Strong.gif HL 70 100 40 sp/su 3 2 13 -1 +4
Close Fierce.gif HL 100 200 60 sp/su 4 2 26 -10 -6
Close Short.gif HL 40 50 20 - 5 2 7 +2 +5
Close Forward.gif HL 70 100 40 su 5 2 14 -2 +1
Close Roundhouse.gif HL 40*70 125*75 60*20 su*- 6 2(4)4 17 -3 +2 Only +1 on hit vs. crouching opponents
Far Jab.gif HL 30 50 20 ch/sp/su 3 2 5 +4 +7
Far Strong.gif HL 80 100 40 su 4 2 13 -1 +2
Far Fierce.gif HL 120 200 60 - 6 3 16 -1 +3
Far Short.gif HL 40 50 20 - 3 2 8 +1 +4
Far Forward.gif HL 80 100 40 - 9 2 13 -1 +2
Far Roundhouse.gif HL 50*30 125*75 60*20 - 8 2(8)2 16 -2 +5 Forces stand
crouch Jab.gif HL 30 50 20 ch/sp/su 3 2 7 +2 +5
crouch Strong.gif HL 60 100 40 sp/su 4 3 9 +2 +5
crouch Fierce.gif HL 100 200 60 sp/su 6 4 23 -9 -4 Forces stand
crouch Short.gif L 20 50 20 ch/sp/su 4 2 9 0 +3
crouch Forward.gif L 60 100 40 sp/su 5 3 13 -2 +1
crouch Roundhouse.gif L 90 100 60 - 6 3 24 -9 - Hard knockdown
Jump up Jab.gif H 50 50 20 - 4 7 - - -
Jump up Strong.gif H 80 100 40 - 5 3 - - -
Jump up Fierce.gif H 100 200 60 - 6 3 - - -
Jump up Short.gif H 40 50 20 - 5 6 - - -
Jump up Forward.gif H 80 100 40 - 6 4 - - -
Jump up Roundhouse.gif H 100 200 60 - 5 3 - - -
Jump forward Jab.gif H 50 50 20 - 4 7 - - -
Jump forward Strong.gif H 80 100 40 - 5 3 - - -
Jump forward Fierce.gif H 100 200 60 - 6 3 - - -
Jump forward Short.gif H 40 50 20 - 4 6 - - -
Jump forward Forward.gif H 70 100 40 - 6 3 - - -
Jump forward Roundhouse.gif H 100 200 60 - 7 3 - - -
Right.gif+Strong.gif overhead H 30*50 50*50 40*20 - 17 2*2 17 -5 0 Forces stand
Down.gif+Forward.gif (air) H 60 100 40 - 12 Until ground - - -
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 140 200 60 - 65 2 40 - -
Forward Throw 0.91 130 120 40 - 3 2 20 - - Hard knockdown
Back Throw 0.91 130 120 40 - 3 2 20 - - Hard knockdown
Hadoken HL 60 100 10/20 su 14 - Total 44 -4 0 Pursuit property, 17~18f cancellable
Hadoken EX.gif HL 60*60 100*100 -250/0 su 14 - Total 44 -1 - Pursuit property, 17~18f cancellable
Shakunetsu Hadoken Jab.gif HL 50 200 10/30 su 25 - Total 50 -4 - Pursuit Property, 27f cancellable
Shakunetsu Hadoken Strong.gif HL 35*35 50*100 10/16*16 su 25 - Total 57 -3 - Pursuit Property, 28f cancellable
Shakunetsu Hadoken Fierce.gif HL 33x3 35x3 10/16x3 su 25 - Total 63 -1 - Pursuit Property, 28~29f cancellable
Shakunetsu Hadoken EX.gif HL 47x3 70x2*100 -250/0 su 25 - Total 50 +12 - Pursuit Property, 27f cancellable
Hadoken (air) HL 40 50 5/20 - 14 - After landing 16 - -
Hadoken EX.gif (air) HL 40*40 50*50 -250/0 - 8 - After landing 9 - -
Shoryuken Jab.gif HL 100[70] 100 30/40 su 3 14 17+18 -28 - 1~2f Invincible, 3~4f unthrowable, 3~16f lower body strike and projectile invincible, 6f~ airborne, [] refers to active frames 3~14
Shoryuken Strong.gif HL 70*60 80*50 30/30*16 su*su 3 2*12 25+18 -34 - 1~5f Invincible, 6~16f lower body strike and projectile invincible, 6f~ airborne, 2nd hit pursuit property
Shoryuken Fierce.gif HL 70*50*30 70*50*30 30/30*10*10 su*su*su 3 2*2*12 28+18 -37 - 1~6f Invincible, 7~18f lower body strike and projectile invincible, 8f~ airborne, 2nd & 3rd hit pursuit property
Shoryuken EX.gif HL 80*60*50 100*50*50 -250/0 su*su*su 3 2*2*12 28+18 -37 - 1~18f Invincible, 8f~ airborne, 2nd & 3rd hit pursuit property
Hurricane Kick Short.gif HL 70 50 20/20 - 11 2(6)2 12+8 -9 - 7~20f lower body projectile invincible, 7f~ airborne, floats opponent
Hurricane Kick Forward.gif HL 80*40*40 100*50*50 20/20*10*10 su*-*- 5 2(5)[2(5)2](5)1 16+12 -8 - 7~26f lower body projectile invincible, 7f~ airborne, 1st hit forces stand
Hurricane Kick Roundhouse.gif HL 80*40x3 100*50x3 20/20*10x3 su*-(x3) 5 2(5)[1(5)1](5)[1(5)1](5)1 13+8 -1 - 7~36f lower body projectile invincible, 7f~ airborne, 1st hit forces stand
Hurricane Kick EX.gif HL 35x5 40x5 -250/0 - 11 1(3)1(3)1(3)1(3)1 18+3 -1 - 6~27f lower body projectile invincible, 6f~ airborne, 1st-4th hit forces stand, pursuit property
Hurricane Kick Short.gif (air) HL 60 50 10/30 - 9 [2(6)2](6)2 After landing 10 - - Floats opponent, [] hits once at most
Hurricane Kick Forward.gif (air) HL 70 50 10/30 - 9 [2(6)2](6)2 After landing 10 - - Floats opponent, [] hits once at most
Hurricane Kick Roundhouse.gif (air) HL 80 50 10/30 - 9 [2(6)2](6)2 After landing 10 - - Floats opponent, [] hits once at most
Hurricane Kick EX.gif (air) HL 40x5 50x5 -250/0 - 7 1(3)1(3)1(3)1(3)1 After landing 4 - - Pursuit property
Demon Flip - - - 20/- - - - - - - 5~39f airborne, 27~37f cancellable into followup, 40f starts Hyakki Gouzan (slide)
Demon Flip EX.gif - - - -250/0 - - - - - - 5~39f airborne, 27~37f cancellable into followup, 40f starts Hyakki Gouzan (slide), tracks opponent, can cancel into Hadouken EX (air)
Hyakki Gouzan L 100 200 0/40 - 39+7 15 14 -11 - Hard knockdown
Hyakki Gousho HL 110 200 0/30 - 27+8 2 After landing 4 - - Hard knockdown, armor break
Hyakki Goujin HL 70 100 0/30 - 27+11 Until ground After landing 4 - - Forces stand
Hyakki Gousai 0.90 150 150 0/60 - 27+3 2 After landing 17 - - Hard knockdown
Teleport Punch.gifPunch.gifPunch.gif - - - - - - - Total 61 - - 1~49f Invincible, passes through opponent, can cancel into Ultra 2 until 44f
Teleport Kick.gifKick.gifKick.gif - - - - - - - Total 53 - - 1~44f Invincible, passes through opponent, can cancel into Ultra 2 until 36f
Super Combo 0.90 330 0 -1000/0 - 1+0 36 13 - - 1f Invincible, hard knockdown
Ultra Combo 1 0.90 510 0 0/0 - 0+5 33 19 - - 1~6f Invincible, hard knockdown
Ultra Combo 2 HL 50*450[50*371] 0 0/0 - 0+14 2 46 -27 - 1~15f Invincible, hard knockdown, armor break, [] refers to damage when canceled from teleport
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: