Ultra Street Fighter IV/Akuma

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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 the worst 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

Infiltration (Korea)
Tokido (Japan)
Eita (Japan)


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Close MK: Now forces stand on hit; startup reduced to 4 frames from 5 frames; Hitbox expanded downward
  • Crouch HK: Can no longer be cancelled into Wrath of the Raging Demon (UC1)
  • Zanku Hadoken: All versions done during back jump have recovery increased by 2F, to 18 frames from 16 frames for Light, Medium, and Hard versions and to 11 frames from 9 frames for EX version
  • EX Zanku Hadoken: Can now be performed during the start of Light, Medium, and Hard Hyakkishu (Demon Flip) as well
  • Goshoryuken: 2nd hit of Medium version can no longer be EX Focus cancelled on block
  • Goshoryuken: 2nd and 3rd hit of Hard version can no longer be EX Focus cancelled on block
  • Goshoryuken: Hard version startup invincibility reduced to 5 frames from 6 frames
  • L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best

(New to Ultra SFIV Console Digital Release)

  • Close MK: Attack range recognition increased
  • Stand HP: Damage reduced to 90 from 120
  • Stand HP: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • EX Shakunetsu Hadoken: Startup reduced to 19 frames from 25 frames
  • Tatsumaki Zankukyaku: Light version Hitbox expanded downward

(New to 1.04 Update)

  • Gohadoken: All versions' startup reduced to 13 frames from 14 frames

Character Specific Data

Akuma

VITALS
Health: 850 Stun: 850 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.055 Forward Dash Distance: 1.00
Back Walk Speed: 0.04 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 0.90
Jump Height Apex: 1.76 Back Dash Total Frames: 25
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.925 Back Dash Airborne: 10
Back Jump Distance 1.925 Back Dash Recovery: 7
THROWS WAKE-UP TIMING
Forward Throw Range: 0.91 Face Up Total Frames: 31
Back Throw Range: 0.91 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Zugaihasatsu, Tenmakujinkyaku Hard Knockdowns: Crouch HK, Hyakki Gozan, Hyakki Gosho, Hyakki Gosai
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Hyakki Gozan Armor Breakers: Hyakki Gosho, Demon Armageddon
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close MP, Close HP, Far HP, Crouch HP, GoHadoken (Corner Only), MP/HP Goshoryuken (1st Hit), MK/HK Tatsumaki Zankukyaku (1st Hit)
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -9 L2 FA Back Dash (On Block): -3

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 2 6 3 6
Close MP Close Strong.gif 70 100 40 HL sp/su 3 2 13 -1 4
Close HP Close Fierce.gif 100 200 60 HL sp/su 4 2 26 -10 -6
Close LK Close Short.gif 40 50 20 HL - 5 2 7 2 5
Close MK Close Forward.gif 70 100 40 HL su 4 2 14 -2 1[2]
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 6 2(4)4 17 -3 2[1]
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 3 2 5 4 7
Far MP Far Strong.gif 80 100 40 HL su 4 2 13 -1 2
Far HP Far Fierce.gif 90 200 60 HL sp/su 6 3 16 -1 3
Far LK Far Short.gif 40 50 20 HL - 3 2 8 1 4
Far MK Far Forward.gif 80 100 40 HL - 9 2 13 -1 2
Far HK Far Roundhouse.gif 50*30 125*75 60*20 HL - 8 2(8)2 16 -2 5
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 3 2 7 2 5
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 4 3 9 2 5
Crouch HP Crouch Fierce.gif 100 200 60 HL sp/su 6 4 23 -9 -4
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 2 9 0 3
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 3 13 -2 1
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 6 3 24 -9 -
Zagaihasatsu Right.gif+Strong.gif 30*50 50*50 40*20 H - 17 2*2 17 -5 0
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 4 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 3 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 3 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 6 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 4 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 5 3 - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 7 - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 5 3 - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 6 3 - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 6 - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 3 - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 7 3 - - -
Tenmakujinkyaku Dive Kick 60 100 40 H - 12 Until ground - 6 9
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 40 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 65 2 40 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Goshoha Forward Throw 130 120 40 0.911 - 3 2 20 - -
Syuretto Back Throw 130 120 40 0.911 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
GoHadoken GoHadoken 60 100 10/20 HL su 13 - 31 -4 0
EX GoHadoken GoHadoken EX.gif 60*60 100*100 -250/0 HL su 14 - 31 -1 -
Shakunetsu Hadoken Shakunetsu Hadoken Jab.gif 50 200 10/30 HL su 25 - 26 -4 -
Shakunetsu Hadoken Strong.gif 35*35 50*100 10/16*16 HL su 25 - 33 -3 -
Shakunetsu Hadoken Fierce.gif 33x3 35x3 10/16x3 HL su 25 - 39 -1 -
EX Shakunetsu Hadoken Shakunetsu Hadoken EX.gif 47x3 70x2*100 -250/0 HL su 19 - 27 12 -
Zanku Hadoken Air Hadoken 40 50 5/20 HL - 14 - After landing 16[18] - -
EX Zanko Hadoken Air Hadoken EX.gif 40*40 50*50 -250/0 HL - 8 - After landing 9[11] - -
Goshoryuken Goshoryuken Jab.gif 100[70] 100 30/40 HL su 3 14 17+18 -32 -
Goshoryuken Strong.gif 70*60 80*50 30/30*16 HL su*[su] 3 2*12 25+18 -34 -
Goshoryuken Fierce.gif 70*50*30 70*50*30 30/30*10*10 HL su*[su]*[su] 3 2*2*12 28+18 -37 -
EX Goshoryuken Goshoryuken EX.gif 80*60*50 100*50*50 -250/0 HL su*su*su 3 2*2*12 28+18 -37 -
Tatsumaki Zankukyaku Hurricane Kick Short.gif 70 50 20/20 HL - 11 2(6)2 12+8 -9 -
Hurricane Kick Forward.gif 80*40*40 100*50*50 20/20*10*10 HL su*-*- 5 2(5)2(5)2(5)1 16+12 -8 -
Hurricane Kick Roundhouse.gif 80*40x3 100*50x3 20/20*10x3 HL su*-(x3) 5 2(5)1(5)1(5)1(5)1(5)1 13+8 -1 -
EX Tatsumaki Zankukyaku Hurricane Kick EX.gif 35x5 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18+3 -1 -
Air Tatsumaki Zankukyaku Air Hurricane Short.gif 60 50 10/30 HL - 9 2(6)2(6)2 After landing 10 - -
Air Hurricane Forward.gif 70 50 10/30 HL - 9 2(6)2(6)2 After landing 10 - -
Air Hurricane Roundhouse.gif 80 50 10/30 HL - 9 2(6)2(6)2 After landing 10 - -
EX Air Tatsumaki Zankukyaku Air Hurricane EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 After landing 4 - -
Hyakkishu Demon Flip - - 20/- - - - - - - -
EX Hyakkishu Demon Flip EX.gif - - -250/- - - - - - - -
Hyakki Gozan Demon Flip Slide 100 200 0/40 L - 39+7 15 14 -11 -
Hyakki Gosho Demon Flip Palm 110 200 0/30 HL - 27+8 2 After landing 4 - -
Hyakki Gojin Demon Flip Dive Kick 70 100 0/30 HL - 27+11 Until ground After landing 4 - -
Hyakki Gosai Demon Flip Throw 150 150 0/60 0.9 - 27+3 2 After landing 17 - -
Ashura Senku (Far) Punch Teleport (far) - - - - - - - Total 61 - -
Ashura Senku (Close) Kick Teleport (close) - - - - - - - Total 53 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Raging Demon Super Combo 330 0 -1000/0 0.9 - 1+0 36 13 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Wrath of the Raging Demon Ultra Combo 1 15x26*120 0 0/0 0.9 - 0+5 33 19 - -
Demon Armageddon Ultra Combo 2 50*450[50*371] 0 0/0 HL - 0+14 2 46 -27 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit

Moves

Standing Close Normals

  Name Nickname Command Notes
File:Example.png

Close LP

Close Jab Close Lp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

Aside from being able to combo into Akuma's cr. HK or st. HP, you won't find too many uses for this move.

File:Example.png

Close MP

Close Strong Close Mp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

You could potentially use this as a frame trap and fish for a counter hit, letting you combo into cr. HK and a few other normal moves.

File:Example.png

Close HP

Close Fierce Close Hp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

This is the go-to normal if you want to start any bread and butter or punish combo. You can link into this normal off of cr. LP and cr. MP, letting you dish out more damage than usual.

File:Example.png

Close LK

Close Short Close Lk.png Supercancel.png

~~ Uses and Strategies ~~

It leaves you at a frame advantage on block, and also leaves you at enough frame advantage to link into cr. MP. You can sometimes start a block string with cr. LK, then follow it with a chain cancelled close st. LK and can either continue block string pressure, fish for counter hits, or go for a throw.

File:Example.png

Close MK

Close Forward Close Mk.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

The release of Ultra Street Fighter IV made this move shine. In the previous versions, Akuma had limited combo opportunities (outside of counter hits) if his opponent was crouching. This move now forces opponent to stand, so you can do way more damaging combos to crouching opponents than you could have done before. What's also nice is that you can hit your opponent with two cr. LP's or one cr. MP, and you'll still be in range for Akuma's close st. MK to connect.

File:Example.png

Close HK

Close Roundhouse Close Hk.png

~~ Uses and Strategies ~~

There's practically no use for this move. Even if you land a counter hit, it tends to push the opponent far away to land useful combos.

Standing Far Normals

  Name Nickname Command Notes
File:Example.png

Far LP

Far Jab Lp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

This is a great move to use if you need to punish something that requires tight timing, such as Balrog's LP Dash Straight. You can combo into cr. HK or far st. HP off of this move as well.

File:Example.png

Far MP

Far Strong Mp.png Supercancel.png

~~ Uses and Strategies ~~

A mostly useless normal.

File:Example.png

Far HP

Far Fierce Hp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

Akuma's far st. HP has many uses. The change made in Ultra Street Fighter IV is that this move is now special cancellable, meaning you can cancel a far st. HP into a special move. This is a great buff because against most characters, you cancel into LK Tatsu and it will still connect, even from the tip of the st. HP. It can also be used for pressure because fireballs can be tighter block strings than they were before. Even better is that if you happen to land a counter hit with this move while you were pressuring the opponent, you can link into cr. HK as well.
This move can also be used as an anti-air as well. There are times when the opponent will jump from a range where your Goshoryuken might whiff. In those instances, this is the anti-air move to go for. There are times when the opponent will jump from a range where your Goshoryuken might whiff. In those instances, this is the anti-air move to go for. Combined with the ability to special cancel, if you manage to successfully hit your opponent out of the air, you can cancel into a LP Gohadouken for safe chip; by the time you opponent lands from the move and the fireball connects, you will have already recovered before the opponent can attempt an anti-projectile move.

File:Example.png

Far LK

Far Short Lk.png

~~ Uses and Strategies ~~

You might occasionally be able to hit your opponent out of the air with a far st. LK, but it's not that reliable for the purpose of anti-air. It's mostly used to feint a fireball after you do a quarter-circle forward motion.

File:Example.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

This is nothing compared to Evil Ryu's far st. MK, but using this once in a while as a poke can have its advantages. Otherwise, its uses are limited.

File:Example.png

Far HK

Far Roundhouse Hk.png

~~ Uses and Strategies ~~

A pretty nasty move, this move can frustrate opponents while playing footsies. Akuma will do a series of two roundhouse kicks, and if the second hit connects, it gives you enough frame advantage to link into most of his other normal moves. You can also use this to pester opponents who likes to focus a lot, since this move hits two times. You can still be hit by the focus in between the kicks, but it requires some timing from the opponent to be able to hit you out of this.
While this move has many uses due to having two hits and lots of combo potential, this move should be used sparingly in high-level matches. Opponents may be looking for this move outside of its range and will neutral jump to counter you, so don't abuse this move too much. Also, the second kick will whiff against certain opponents when they are crouch blocking.

The second hit of far st. HK will always whiff on the following characters when they crouch block the first hit: Blanka, C. Viper, Cammy, Chun-Li, Decapre, Dee Jay, Dhalsim, Elena, Evil Ryu, Ibuki, Juri, Ken, Poison, Rose, Rufus, Ryu, Sakura, Yang, Yun. Note that C. Viper, Cammy, Decapre, Dee Jay, Evil Ryu, Juri, Ken, Poison, Rose, Ryu, Sakura, Yang, and Yun can still get hit by the second hit if the first hit whiffs.

The second hit of far st. HK may whiff on the following characters when they crouch block the first hit at farther ranges: Adon (at max range), Akuma, Balrog, Cody (slightly past minimum distance), Dan, Dudley (slightly past minimum distance), E. Honda, El Fuerte, Fei Long (at max range), Gen (at max range), Gouken, Guile, Guy (at max range), M. Bison, Makoto (at max range), Oni, Sagat (at max range), Seth, T. Hawk, Vega.

The second hit of far st. HK will always land on the following characters when they crouch block the first hit: Abel, Hakan, Hugo, Rolento, Zangief. Rolento cannot, however, be hit by the second hit if the first hit whiffs.

Crouching Normals

  Name Nickname Command Notes
File:Example.png

Crouch LP

Crouch Jab D.png + Lp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

A fairly common combo starter, but it can also be used to punish certain moves as well. You will most likely use this move to start hit confirming, as it is both advantageous on both block and on hit. You can apply safe block string pressure, or you can link into most other normal moves.

File:Example.png

Crouch MP

Crouch Strong D.png + Mp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

Another nasty move in Akuma's arsenal. You want to use his cr. MP to fish for counter hits, because the amount of things you can do off of landing a counter hit cr. MP is insane. You can link into cr. HK for a hard knockdown, giving you a mix-up opportunity. At closer ranges, you can even link into far st. HK, letting you do combos with ridiculous damage and stun.
Even if you fail to land a counter hit cr. MP, you're not missing out entirely, since you can still combo into other normal moves such as another cr. MP, cr. MK, or close st. HP for big damage too.
This move is also safe on block, so when you're applying pressure up close, this is a godlike normal to go for.

File:Example.png

Crouch HP

Crouch Fierce D.png + Hp.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

Akuma raises his fist upwards, and this is actually a solid anti-air normal. It's nothing like an uppercut where it would knock your opponent down, but this is the anti-air to go for if your opponent is directly above. Things like a cross up tatsu attempt, Honda's Sumo Splash, or Vega's wall dive will get hit by cr. HP. If you're also not prepared to do a Goshoryuken, cr. HP will also do a decent job hitting opponents that jump towards you from up close.

File:Example.png

Crouch LK

Crouch Short D.png + Lk.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

This move is a solid normal to use to apply pressure on opponent's wake up. However, don't just input a meaty cr. LK. It's best to press both cr. LP and cr. LK so that if the opponent tries to throw you on their wake up, you can also tech their throw. If the opponent blocks the meaty cr. LK, a common frame trap setup is to follow it up with a close st. LK afterwards, then mix the opponent up with either a throw or a cr. MP to fish for a counter hit.

File:Example.png

Crouch MK

Crouch Forward D.png + Mk.png Speccancel.png Supercancel.png

~~ Uses and Strategies ~~

This is one of Akuma's primary pokes. It's not as good of a cr. MK in comparison to Ryu's since it has less active frames, but it can still get the job done in a poking war. I would argue that with the release of Ultra Street Fighter IV, this should be the poke that Akuma should go for more often rather than the cr. HK. It may have shorter range, but the fact that you can cancel into special moves and Ultra more than makes up for it.
There are many things you can answer to from a cr. MK. If the opponent focuses your poke, you can cancel into HK Tatsu to punish them for trying. If the move connects (hit or block) mix it up with doing just a simple cr. MK or cancel it into a Gohadouken to keep the opponent guessing. Note that a cr. MK cancelled into a Gohadouken is not a true block string from further ranges, which is why it is advised to mix it up. Lastly, if the opponent jumps, you can buffer the Wrath of the Raging Demon to convince your opponent that they are a fool for jumping at you while you have an Ultra stocked up.

File:Example.png

Crouch HK

Crouch Roundhouse D.png + Hk.png Supercancel.png

~~ Uses and Strategies ~~

In the previous versions, one of the reasons why Akuma was hated on so much was because of his cr. HK. It seemed completely safe to use without much thought, as it had great range, was difficult to punish, and even if a character could punish a blocked cr. HK, Akuma would have usually been able to just easily cancel into Wrath of the Raging Demon to counter the punish attempt.
That is no longer the case in Ultra Street Fighter IV. This move has lost the ability to cancel into Wrath of the Raging Demon, although it can be cancelled into the Super Raging Demon (which is pointless because the Super does not have any invincibility). Therefore, this move will lose to Focus Attacks now, and can also be countered with a jump attack if predicted. It still has great reach and somewhat difficult to punish on block. While it is -9 on block, it does quite a bit of pushback, so some characters may have trouble trying to punish it.
You can still use this somewhat in footsies, as long as you don't abuse it like you could've in the previous versions. However, rather than using this to stick out a poke, it's better to use this to whiff punish your opponent's pokes due to its range. Also, it gives you a hard knockdown, giving you the opportunity to mix your opponent up on his or her wake up.

Neutral Jumping Normals

  Name Nickname Command Notes
File:Example.png

Neutral Jump LP

Neutral Jump Jab U.png + Lp.png

~~ Uses and Strategies ~~

Akuma uses his elbow to hit a jumping opponent. It's the fastest neutral jumping attack that Akuma has, so it can sometimes be used in air-to-air situations. The only problem is that the range isn't that great, but you can use this in a pinch if you need to quickly hit an opponent in the air.

File:Example.png

Neutral Jump MP

Neutral Jump Strong U.png + Mp.png

~~ Uses and Strategies ~~

If you have the opponent in the corner, this normal move may have its uses. If you opponent tries to jump his or her way out of the corner, you can peg him with a nj. MP. It's not as fast as nj. LP, but it has better range.

File:Example.png

Neutral Jump HP

Neutral Jump Fierce U.png + Hp.png

~~ Uses and Strategies ~~

Like nj. MP, this can also be used to trap a jumping opponent to keep him or her stay in the corner.

File:Example.png

Neutral Jump LK

Neutral Jump Short U.png + Lk.png

~~ Uses and Strategies ~~

This move is pretty much useless. It has almost no range, and you have better neutral jumping normals for air-to-air situations, so avoid using this.

File:Example.png

Neutral Jump MK

Neutral Jump Forward U.png + Mk.png

~~ Uses and Strategies ~~

This move can be used in most air-to-air situations. It has pretty decent range, and it can be used to hit an opponent trying to jump in on you. It is on the slow side of things unfortunately, but it will work every now and then at the right ranges.

File:Example.png

Neutral Jump HK

Neutral Jump Roundhouse U.png + Hk.png

~~ Uses and Strategies ~~

This move has a higher angle than nj. MK, so it's not good when you're right on top of your opponent, but it has slightly better range otherwise for air-to-air situations.

Diagonal Jumping Normals

  Name Nickname Command Notes
File:Example.png

Diagonal Jump LP

Diagonal Jump Jab Ub.png / Uf.png + Lp.png

~~ Uses and Strategies ~~

This is the fastest normal Akuma has in the air, so it can be used in a pinch for air-to-air counters if your opponent's health is low enough. You can also use it for sneaky tick throw setups off of safe jumps.

File:Example.png

Diagonal Jump MP

Diagonal Jump Strong Ub.png / Uf.png + Mp.png

~~ Uses and Strategies ~~

A useless jump attack. Other than being slightly faster than diagonal j. HP, there is almost no situation which that move doesn't already cover.

File:Example.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

This move can have its uses. You can use it as a jump-in, for air-to-air counters, or to fake out a Zanku Hadoken.

File:Example.png

Diagonal Jump LK

Diagonal Jump Short Ub.png / Uf.png + Lk.png

~~ Uses and Strategies ~~

This is a sneaky jump attack to use on the opponent's wake up. You can setup an ambiguous cross up, but it does not provide as much frame advantage on hit as j. MK or HK.. It can become difficult for the opponent to guess whether this move will hit from the front or the back, since it is not as obvious as a cross up j. MK. This can also be used for tick setups as well, due to the little amount of block and hit stun this move does.

File:Example.png

Diagonal Jump MK

Diagonal Jump Forward Ub.png / Uf.png + Mk.png

~~ Uses and Strategies ~~

Akuma's diagonal j. MK is his primary cross up move. You can also use this move to hit the opponent from the front as well, depending on how you spaced your jump attack.

File:Example.png

Diagonal Jump HK

Diagonal Jump Roundhouse Ub.png / Uf.png + Hk.png

~~ Uses and Strategies ~~

This is one Akuma's primary jump-in attacks, since it hits more downwards than the diagonal j. HP. If you predict a fireball or a poke with lots of recovery, you can use the occassional jump-in HK to hit your opponent. It leaves you at tremendous block and hit stun, so you can apply pressure or perform combos if the opponent fails to anti-air you.

Unique Attacks

  Name Nickname Command Notes
File:Example.png

Zugaihasatsu

Overhead F.png + Mp.png Supercancel.png

~~ Uses and Strategies ~~

Akuma's overhead can be used once you condition your opponent to block low. It can catch your opponents by surprise sometimes when they are not expecting it. Be aware that you're at -5 on block, so it can be punished if the opponent guesses correctly.
What makes the overhead really scary is that it is one of his primary tools to kara-cancel into his Raging Demon.

File:Example.png

Tenmakujinkyaku

Dive Kick (in air) D.png + Mk.png

~~ Uses and Strategies ~~

Holding down and pressing medium kick at the peak of Akuma's forward jump will give you his dive kick. At first, this move may seem useless, but it can actually be pretty dangerous if used correctly.
At certain ranges, when you want to jump over an opponent's projectile, but he or she hasn't thrown a projectile, the dive kick might save you from an anti-air move... as long as you didn't press a button in the air beforehand. Just don't abuse this tactic because your opponent may catch on and just walk forward and anti-air you out if they start seeing a pattern.
This can be pretty useful on the opponent's wake up as well. Let's say you successfully knocked an opponent down, and you're at a range where a diagonal j. MK would cross the opponent up. Well, if they're expecting that cross up, use the dive kick to hit the opponent from the front instead. If this hits meaty, it provides enough frame advantage to combo into big damage.

Focus Attacks

  Name Nickname Command Notes
File:Example.png Focus Attack (Level 1) Level 1 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

Akuma's Focus Attack can be useful because Akuma steps back a before he unleashes his his attack.

After a Level 1 Focus Attack forward dash, Akuma is at -2 on block and on hit.

File:Example.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

Akuma's Focus Attack can be useful because Akuma steps back a before he unleashes his his attack.

After a Level 2 Focus Attack forward dash, Akuma is at +4 on block, which makes this a great pressure tool if the opponent blocks. Akuma's Focus Attack isn't exactly the fastest in the game though, so use it with care.

File:Example.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

You're most likely going to land this only when your opponent is dizzy, or if your opponent just doesn't realize what you're planning in time.

Throws

  Name Nickname Command Notes
File:Example.png

Goshoha

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

Akuma will hit the opponent hard in the chest and send him or her flying. Landing a forward throw sets your opponent up for your deadly mixups.

File:Example.png

Syuretto

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

The back throw has much less utility than his forward throw. If you do land a back throw, you can apply meaty pressure on your opponent's wake up.

Special Moves

  Name Nickname Command Notes
File:Example.png

GoHadoken

Fireball Qcf.png + P.png Ex.png

~~ Uses and Strategies ~~

Akuma's fireball is projectile thrown on the ground. It's main use is for zoning and FADC combos. The punch button pressed determines the speed the fireball will travel at. LP Gohadoken will travel the slowest, HP Gohadoken will travel the fastest, and MP Gohadoken is somewhere in between.

LP Gohadoken can be used for a few different reasons. Akuma will recover fast enough that he can somewhat follow the fireball and use it as a shield. It's nothing like a Guile Sonic Boom or Poison Aelous Edge, but it can be used to serve that purpose. HP Gohadoken can be used as a poke in footsies, since at closer ranges, it can be hard to react to the fireball. You can use MP Gohadoken at that range as well, or just for general zoning from far or mid range.

Gohadoken is also useful for FADC combos. If you cancel a Gohadoken into an FADC forward, you'll be at enough frame advantage to combo into many of his other normal attacks too.

EX Gohadoken hits twice, and the second hit will always knock the opponent down on hit. If you hit the opponent in the corner with an EX Gohadoken at close range, you can juggle into a HP Goshoryuken for bigger damage.

File:Example.png

Shakunetsu Hadoken

Red Fireball Hcb.png + P.png

~~ Uses and Strategies ~~

You should definitely consider having a meterless Shakunetsu as a privilege, since no other character has a meterless multi-hitting projectile. Akuma will charge up a little bit and throw a red fireball, and this will knock the opponent down on hit. The LP Shakunetsu hits once but recovers the fastest, MP Shakunetsu hits twice but recovers slower, and HP Shakunetsu hits three times but recovers the slowest.

The Shakunetsu can be very useful in a projectile war. When Akuma and his opponent are exchanging projectiles full screen, throwing a Shakunetsu will help you gain more advantage. The opponent sees Akuma charge up, thinking he's about to throw a multi hitting projectile. Whether you threw the LP Shakunetsu or the MP Shakunetsu, your opponent will likely either jump or block the fireball, and you'll have time to throw another fireball to help you gain the advantage. HP Shakunetsu can be used occassionally in fireball wars, but the slow recovery can become a hindrance, so use it wisely.

EX Shakunetsu has been changed in Ultra Street Fighter IV to make it a much more viable tool. The startup on the move has been reduced, so you can now combo from a far st. HP cancelled into an EX Shakunetsu. It does decent chip damage and you'll recover just as fast the LP Shakunetsu.

File:Example.png

Zanku Hadoken

Air Fireball (in air) Qcf.png + P.png Ex.png

~~ Uses and Strategies ~~

This move is one of the reasons why Akuma is hated on by many. It outclasses so many other tools in the entire game in terms of utility, and it makes his zoning very difficult to deal with for most characters. Having a projectile that covers both the air and the ground is a godsend, so use it well.

LP Zanku Hadoken travels at a steep angle that will land close to you, the HP Zanku Hadoken will land at a 45 degree angle, and the MP Zanku Hadoken will land somewhere in between. You want to use each different versions for different uses. You want to use the LP Zanku Hadoken to try to discourage your opponent from trying to close in on you, and the other versions should be used to irritate your opponents from further ranges. Note that all versions of the Zanku Hadoken have recovery on landing (and in Ultra Street Fighter IV, Capcom decided to give the back jump version 2 more frames of recovery), so certain moves will be able to punish you on landing (such as a projectile timed to hit you as you land, or any well timed anti-projectile moves). So even if you have a fantastic zoning tool at your disposal, don't get too cocky with it because you could risk getting punished heavily if you're not careful.

There are certain setups on the opponent's knockdown where you can do a tiger-knee air fireball to mix the opponent up; sometimes you will cross the opponent up and sometimes you will just hit in front.
EX Zanku Hadoken can be used both as a keep-away tool and a get-in tool. If you feel your opponent is starting to close in more, throw an EX Zanku Hadoken to further push the opponent away from you. You can also use EX Zanku Hadoken as you jump forward so that they will feel restricted to try to anti-air you. Of course, don't overuse this tactic because eventually they can just walk right under and punish you. EX Zanku Hadoken can also be very nasty in the corner because it will keep them locked down. If timed so that you throw it lower to the ground (ie just before you land), it will give you enough block stun for you to continue applying pressure. If both fireballs hit, it will give you so much frame advantage to hit your opponent with a big combo.

Akuma can also cancel any of his Demon Flips into an altered version of his EX Zanku Hadoken. You can trick your opponent into thinking that you're going to take a risk doing a full screen Demon Flip, then trick them and do an EX Zanku Hadouken for trying to counter. Even if the opponent doesn't do anything, you will still gain space at the cost of one bar.

File:Example.png

Goshoryuken

Uppercut Dp.png + P.png Ex.png

~~ Uses and Strategies ~~

Akuma's Goshoryuken is his primary anti-air option, but it can also be used as combo enders and frame traps. It has more recovery than most other uppercut special moves in the game, so be careful when using this.

LP Goshoryuken has limited uses. It isn't that great of an anti-air, since it has very little invincibility and bad angle. You're most likely to trade if you use this as an anti-air, and most trades will not be in your favour. If you do land a successful LP Goshoryuken, consider FADC'ing forward and follow it up with a HP Shakunetsu for additional damage.

MP Goshoryuken should be your go to anti-air. It has the most invincibility out of all the other non-EX Goshoryukens, so you won't be trading that often if you use this as an anti-air. Try to hit deep because a single hit MP Goshoryuken does very little damage; you want both hits to connect.

HP Goshoryuken should be used mostly as a combo ender. You can use it as an anti-air, but the problem is you need to make sure the first hit of the HP Goshoryuken hits to dish out full damage. It's very difficult to time the HP Goshoryuken to have all hits connect on an airborne opponent, and a two-hit HP Goshoryuken does less damage than a two-hit MP Goshoryuken. However, HP Goshoryuken is the best version to use for juggling; a LK Tatsu or Air Tatsu will let you hit a full HP Goshoryuken afterwards, EX Gohadoken or EX Tatsu allow for two hits of the HP Goshoryuken in the corner, and the last hit is the only possible followup after a HP and EX Shakunetsu in the corner without meter. If you're feeling brave, you can use HP Goshoryuken as a frame trap, but be aware that you can only FADC out of the first hit, and you're also at a disadvantage if your opponent blocks. If you're feeling even braver and feel like spending 3 meters, try to frame trap with a HP Goshoryuken and cancel that into EX Red Focus. If that hits, pat yourself on the back for a good read; you earned that combo.

EX Goshoryuken has uses for both anti air, combo enders, and amazing ability to kill opponents by chip. EX Goshoryuken has the same juggle potential as the HP version, as well as a ridiculous amount of invincibility, and what's even better is that it is fully invincible, even while it's active. That means if Zangief jumps in with the Siberian Blizzard Ultra and you get baited into doing a regular Goshoryuken to anti-air him, he will catch you in the air. If you use EX Goshoryuken instead, you will be completely safe from the Ultra and even hit Zangief out of the air. If you also manage to land a bread and butter combo that normally ends with HP Goshoryuken, and your opponent is very low on health, consider using the EX Goshoryuken to finish the combo instead. You will either leave your opponent close to a KO, or you might even do enough damage to get the win. EX Goshoryuken also does quite a bit of chip, so if your opponent is in his or her last few pixels of health, EX Goshoryuken will usually deliver the kill.

File:Example.png

Tatsumaki Zankukyaku

Hurricane Kick Qcb.png + K.png Ex.png

~~ Uses and Strategies ~~

LP Tatsu is probably one of Akuma's most used special moves. It is used primarily for combos, as it sets you up for a free juggle into most normal or special moves. You will most likely follow any LK Tatsu juggle into HP Goshoryuken, as it gives the most amount of damage without using meter. On certain characters, you can land a cr. HK off of a LK Tatsu juggle, but this is entirely character specific. Also be aware that this is unsafe on block, so make sure you hit confirm successfully before committing to LK Tatsu.

MK Tatsu doesn't have much utility. It acts similarly to HK Tatsu, but it does less damage and hits.

HK Tatsu is a multi-hitting hurricane kick that hits up to three times. There will be times where some hit confirms will leave you too far away for the LK Tatsu to connect, in which you'll have to resort to using HK Tatsu to finish the combo instead. Another use for HK Tatsu is if your opponent likes to focus you at footsie range, cancelling a cr. MK cancelled into HK Tatsu will punish him.

EX Tatsu keeps Akuma in one place instead of having him moving forward. It is usually used for combos when opponents are crouching, since regular Tatsu's don't hit on crouching opponents.. This isn't as big of an issue due to Akuma's close st. MK buff, but it's still a combo to use against crouching opponents if you have trouble linking into a close stand MK. It is also very useful if you manage to hit the opponent when he or she is cornered, as it lets you juggle into HP Goshoryuken for more damage. It can also be used as a frame trap if you time it right.

File:Example.png

Air Tatsumaki Zankukyaku

Air Hurricane Air Tatsumaki Zankukyaku

~~ Uses and Strategies ~~

There's very little utility for this move outside of mixups since its front hitbox isn't particularly good (making it unviable for going over fireballs), but it can be deadly if you do successfully knock your opponent down. In neutral, one of the few uses can be to build bits of meter, but you have better options for that. The most likely use of an air Tatsu is to cross the opponent up on his or her wake up. From there, you're given a free juggle between any normal move. You can either go for a reset by hitting the opponent with a normal cancelled into a Demon Flip for another mixup. You can also just end the juggle with a cr. HK to set up for another mixup. If you want to go for damage, juggle with HP or EX Goshoryuken.

Another less common use is air-to-air. Although it's not particularly fast, it'll often be done earlier in the jump and Air Tatsu changes Akuma's jump arc, so you might see yourself counter hit your opponent or trade with them more often than not. The EX version can do quite a bit of damage if you have the right read.

One last thing you might want to do with the Air Tatsu, or in particular, the EX Air Tatsu, is to completely halt your jump arc for a brief moment. This might be essential in cases where your opponent believes to have caught you in the air with their Ultra; EX Air Tatsu will keep Akuma suspended in the air for longer, and, depending on the Ultra, will likely help you avoid it altogether or otherwise take less damage than if you had kept the same jump arc.

File:Example.png

Hyakkishu

Demon Flip Dp.png + K.png Ex.png

~~ Uses and Strategies ~~

Hyakki, AKA the Demon Flip, is Akuma's primary mix up tool. Akuma will do a big leap forward, and the kick button pressed will determine how far he will travel across the screen. LK Hyakki won't move him much forward, HK Hyakki will fly him across almost 3/4 of the screen, and MK Hyakki is somewhere in between. EX Hyakki will travel a lot faster and home in on the opponent.

What you do after a Hyakki is determined by what you pressed after Akuma has reached the peak of the Hyakki.

File:Example.png

Hyakki Gozan

Demon Flip Slide No input after performing Kyakkishu

~~ Uses and Strategies ~~

There is absolutely no reason to ever use this. If you press nothing after performing a Hyakki, you will do a slide that will knock the opponent down. It is ridiculously unsafe on block, and all variants of Hyakki can be blocked by defensive crouch, so this is essentially next to useless.

File:Example.png

Hyakki Gosho

Demon Flip Palm P.png Armorbreak.png Perform during Hyakkishu

~~ Uses and Strategies ~~

Hyakki Gosho, aka the Demon Flip Palm, has many uses such as safe jumping, armor break, and plays a part in Akuma's side-to-side mixups.

In neutral, if you want to build meter from full screen, the Demon Flip Palm is good to use along with his projectiles. Akuma will land almost instantly if he does the palm, and you can go back to mixing up with different fireballs and Demon Flip Palm to build meter quickly.

This is also a terrific option to use on the opponent's wake up. Depending on the distance, you can use MK Demon Flip Palm to safe jump and bait the enemy's reversal, or you can use the HK version to go behind the opponent as he or she gets up. Speaking of safe jumping, if your opponent has a reversal that has armor properties, this will instantly break armor and knock the opponent down. You can set up for a tiger knee fireball and make the opponent guess whether you will hit up front or cross up.

File:Example.png

Hyakki Gojin

Demon Flip Dive Kick K.png Perform during Hyakkishu

~~ Uses and Strategies ~~

An awesome move, this is another way of safe jumping the opponent. Most reversals will either whiff or even get stuffed if timed right. Akuma is given a lot of advantage on block, so the opponent is in your world while you go for pressure. If the opponent guesses wrong and gets hit, have fun doing your big damage combos. This move will hit up front about 90% of the time, but on rare occasions it will cross up. This is very strict on timing, distance, and the match up, so this where you just have to study whether you have a cross up Demon Flip Kick setup or not.

File:Example.png

Hyakki Gosai

Demon Flip Throw Lp.png + Lk.png Perform during Hyakkishu

~~ Uses and Strategies ~~

This is a beautiful move, both aesthetically and technically speaking. Akuma will grab the opponent's head and hurl him or her some distance away. Be careful that if this move is whiffed, you are very much punishable due to its long recovery, so use it with caution. Once you land the throw, you're given a few setup opportunities. See strategies.

File:Example.png Ashura Senku (Far) Punch Teleport (far) Dp.png or Rdp.png + 3p.png Dp.png moves Akuma forward; Rdp.png moves Akuma backwards

~~ Uses and Strategies ~~

If Akuma isn't hated enough due to air fireballs and insane mixups, this is probably the other reason why Akuma is hated. Akuma will teleport to safety, and depending on whether you did a forward dragon punch motion or a backward dragon punch motion, you will teleport in different directions. You are completely invincible while the teleport is active, but there is quite a bit of recovery once the move finishes, so you can risk eating a big punish if the opponent successfully chases you down. You can cancel the teleport from some of its active frames with Demon Armageddon. What's even better is that the teleport gives Akuma the ability to combo from a normal move cancelled into a teleport into the Ultra.

The PPP version will travel very far, but it has longer recovery time.

File:Example.png Ashura Senku (Close) Kick Teleport (close) Dp.png or Rdp.png + 3k.png Dp.png moves Akuma forward; Rdp.png moves Akuma backwards

~~ Uses and Strategies ~~

If Akuma isn't hated enough due to air fireballs and insane mixups, this is probably the other reason why Akuma is hated. Akuma will teleport to safety, and depending on whether you did a forward dragon punch motion or a backward dragon punch motion, you will teleport in different directions. You are completely invincible while the teleport is active, but there is quite a bit of recovery once the move finishes, so you can risk eating a big punish if the opponent successfully chases you down. You can cancel the teleport from some of its active frames with Demon Armageddon. What's even better is that the teleport gives Akuma the ability to combo from a normal move cancelled into a teleport into the Ultra.

The KKK version will have a shorter travelling distance, but it has shorter recovery time.

Super Combo

  Name Nickname Command Notes
File:Example.png

Raging Demon

Super Combo Lp.png Lp.png F.png Lk.png Hp.png

~~ Uses and Strategies ~~

Akuma's Super is a 0 frame grab. This means that if the opponent is in range to get grabbed by the Raging Demon, he or she cannot escape from the Super. The opponent must also be in a throwable state for the Super to land, meaning that any opponent in block stun or hit stun will not be grabbed by the Raging Demon. See the strategies section to find various setups to land the Raging Demon.

Ultra Combos

  Name Nickname Command Notes
File:Example.png

Wrath of the Raging Demon

Ultra Combo I Lp.png Lp.png B.png Lk.png Hp.png

~~ Uses and Strategies ~~

Wrath of the Raging Demon is probably one of the scariest Ultra Combos in the game. It can be used to punish certain moves on block, and it can also serve as a fantastic anti-air and anti-focus tool. Unlike the Super, Ultra is not a 0 frame grab, so even if the opponent is in point blank range, he or she can still jump away from the Ultra. It does 510 points of damage with maximized Ultra meter, so you can expect to do brick tons of damage if the opponent makes a crucial mistake. See strategies for more detailed methods on how to land the Ultra.

File:Example.png

Demon Armageddon

Ultra Combo II U.png U.png + 3k.png Armorbreak.png Can be used in the middle of Ashura Senku

~~ Uses and Strategies ~~

Akuma's Ultra II also comes with a lot of uses. One of them is to punish anybody that tries to punish your teleport with an Ultra or a special move if you can react fast enough. Unfortunately, if you cancel the teleport into Demon Armageddon, the damage to the Ultra will scale down, but it's more than worth it if you need to escape safely from the opponent. The hitbox of Demon Armageddon will also expand if you cancel the teleport into it. Speaking of cancelling from a teleport, you can combo into Ultra II off of a normal. To elaborate, if you manage to hit the opponent with any normal with enough hit stun, cancel that into the teleport and then quickly cancel into Ultra II, you will be rewarded with tons of damage.

Against characters with large hitboxes (such as Sagat, Balrog, Abel, Rufus etc), you can juggle into Ultra II with a cross up Tatsu. Timing is tighter than juggling into other normals or special moves however.

The Basics

Akuma is a very versatile character. He has everything you need for every situation. He has the fastest walk speed alongside Chun-Li, M. Bison, and Vega, so his ground game is already very strong. He also has amazing zoning tools, thanks to his arsenal of great normals, three different types of projectiles, and a variety of anti-air options. If that's not enough, he also has an amazing teleport that can be pretty difficult to punish, since there's no indication of which way he'll be going. Not only can he annoy you with amazing keepaway zoning tools, but if he manages to land one hard knockdown, his opponent is in his world. Even with delayed wake up, Akuma's mixup potential still stands strong. He has many options that he can do as you get up, only to knock you down again and even looping you into his vortex until his opponent dies.

That said, even though Akuma may have amazing abilities at his disposal, being able to win consistently takes lots of practice. By no means is he an easy character, in fact some may even argue that he is one of the most technical characters in the game. Not only is he difficult to win with because of execution requirements and knowledge of how to properly use his tools, but he also has the lowest health and stun in the game. You can only get hit so much before falling dizzy and eventually falling dead, so you must strive for perfection before being able to win consistently with Akuma. Another factor that plays into the difficulty of using Akuma is that a lot of his setups vary from character to character, so matchup knowledge is a requirement as well.

Combos

Standard Combos

close st. HP XX LK Tatsu, HP Goshoryuken

cr. LP, close st. HP XX LK Tatsu, HP Goshoryuken

cr. MP, close st. HP XX LK Tatsu, HP Goshoryuken

cr. MP, cr. MK XX HK Tatsu

close st. HP XX Gohadoken FADC close st. HP XX LK Tatsu, HP Goshoryuken

far st. HK, cr. MP XX LK Tatsu, HP Goshoryuken

far st. HK, cr. MK XX HK Tatsu

cr. MP, cr. MP XX Gohadoken FADC far st. HK, cr. MK XX HK Tatsu

close st. HP XX Teleport XX Ultra 2

cr. MP, close st. HP XX Gohadoken FADC close st. HP XX Teleport XX Ultra 2


Corner Combos

EX Zanku Hadoken, far st. HK, cr. MP XX LK Tatsu, HP Goshoryuken

EX Zanku Hadoken, far st. HK, cr. MP XX EX Tatsu, HP Goshoryuken

EX Zanku Hadoken, far st. HK, cr. MK XX HK Tatsu


Counter Hit Combos

CH far st. HP, cr. HK

CH cr. MP, far st. HK, cr. MP XX LK Tatsu, HP Goshoryuken

CH cr. MP, far st. HK, cr. MP XX Gohadoken FADC cr. MP XX LK Tatsu, HP Goshoryuken

Strategy

Zoning

Akuma has one of the best, if not the best set of zoning tools out of the entire cast. Learning to use Akuma's fireballs well can frustrate his opponents to no end, and being able to zone is an art form itself.

At the beginning of the match, there are a few ways to start. Obviously, starting with a Demon Flip right away can be quite risky, so it's probably best to start out a little defensive at first. You want to analyze how your opponent plays. It's best to vary how you start a round every time so you can throw your opponent off as soon as the round starts. Here are some ways you can you can start a round:

1) Do a defensive crouch for a few seconds.
2) Take a few steps towards your opponent before stepping back a bit.
3) Neutral jump Zanku Hadoken.
4) Back jump Zanku Hadoken.
5) Any ground Gohadoken.
6) Step back a bit before throwing a neutral jump Zanku Hadoken.
7) Walk right up and throw a cr. MK.

You're not limited to these round starters, as you can start a round with whatever you see fit... so long as they're safe. You want to make sure you act according to how your opponent reacts. Playing defensive lets you get a feel for how your opponent likes to approach the Akuma matchup. If you're seeing an opponent that jumps a lot to try to hit you out of your fireball, you obviously have an impatient player in your hands. At that point, you should probably focus on getting your anti-airs out. Akuma has his cr. HP for opponents above him or pretty close up. He has his far st. HP for opponents that may be positioned further away. He can use his MP, HP, or EX Goshoryukens if the opponent is in ranges anywhere in between.

If you have an opponent that likes to focus dash your fireballs, you can implement different strategies depending on the player. Stop some of the fireball barrage and play a bit of footsies at mid range. Take note of any habits your opponent may have if he or she likes to focus a lot. Once you notice a pattern, you can punish with a cr. MK cancelled into HK Tatsu for both solid damage and positioning. Even if there's no pattern, you can sometimes just react to the focus as long as you buffer the cr. MK with a quarter circle back motion before pressing HK button.

Now, if the opponent seems to be focus dashing, you have a few options. Depending on the distance, you can just use cr. MK to hit him out of his dash, or even cr. HK if you're up for it. This is obviously distance dependent though; if you threw a fireball at closer ranges, where the opponent might be able to focus dash through and hit you before you recover, then you already know that you were standing at an unsafe range to throw fireballs. That's not to say you should never throw fireballs at that distance, since you don't want to give up throwing fireballs as a poke. Likewise, it's still important to know your opponent's dash distances in order to make sure you're ready to punish any badly positioned focus forward dashes.

If you notice the opponent is focus back dashing more, tell your opponent that he or she can't do that forever. Take note of this though; the opponent may not likely be focus back dashing all the time. Sometimes, he or she may just block a few before focus back dashing again. Once you confirm that your opponent seems to be playing defensive, that's your cue to push your opponent down to the corner while still applying fireball pressure. Even if the opponent catches on and begins to push forward, that's still fine. Unless if the opponent caught on earlier, by the time he or she noticed what you were planning, you already gained positional advantage to start zoning again.

Now any good opponent isn't going to do one of these things. They will always vary how they react to different fireballs, so that's when getting a feel for their habits can get a bit more difficult. That's why it's important to vary different types of fireballs. Against non-projectile characters, vary with back jump air fireballs, neutral jump air fireballs, and ground regular fireballs. Mix these up, constantly. Make sure you're not leaving any patterns for the opponent to catch on to. The more variety of plasma you chuck, the more frustrating it can get for your opponent.

Don't just pray and hope that your opponent will eventually get impatient and do something stupid though. Opponents who play patient can and will gradually push you to the corner if you keep playing a keep away zoning game. That is why sometimes you have to switch from defense to offense when the situation demands it. At some point, if you notice you're beginning to lose space, that probably means you tried to play keep away for too long. Playing defensive is fine, but playing too defensive can make you lose positioning. Once you're cornered, your options become much more limited, so when you play zoning game, pay attention to where you are on the screen while you do it.

So let's say your opponent is gradually closing you in to the corner. This is where you have to play footsies. If you've been playing keep away for a certain amount of time, then your opponent may start to catch on to your playstyle. Well, break that impression and start pressing forward (well, not 100% literally...). Don't get overly aggressive now, because chances are this is where your opponent will also play aggressive too. You can play more offensively, but make sure you play a cautious offense with your pokes. Starting using a mix of cr. MK and close range fireballs to play footsies; these do wonders in pushing your opponents away. It may not look like it, but telling your opponent that you won't run away forever and will fight up close sends a message. If you win this poking game, you can get some damage and also push the opponent further away. If you feel like you've successfully done this part, great, go back to the zoning game and start frustrating your opponent again.

In the case that you are cornered, don't give up just yet. You are still free to throw the occasional jump back fireball, but also try your best to fight back and gain positional advantage again. If you feel that you've gotten your opponent to concentrate on the ground game, you can suddenly do a HK Demon Flip Palm to escape, and now the tide has shifted because now your opponent's back is closer to the corner. Be careful doing this though, because opponents may be looking for you to go to the air to try to escape.


Mix-ups

Vortex plays a large part of Akuma's metagame. Knock your opponent down, then find several ways to knock them down again as they get up over and over again until they die.

Starting the vortex

You're going to have to find ways to knock the opponent down. A successful cr. HK or forward throw will help you start the mix-up party instantly.

You can land cr. HK in footsies, but you should probably use it mostly for whiff punishing. The move isn't as overpowered as it was before, since you can be punished with either a focus or a jump-in, so resist the urge to constantly use cr. HK to fish for that knockdown. Using cr. HK to whiff punish is safer because you're not randomly throwing out a poke and risk eating damage, but you're more likely anticipating a poke from the opponent and countering it. Poke the opponent with a few cr. MK first to make them feel the need to poke back at you, and look for opportunities to whiff punish with the sweep.

You can also get a hard knockdown with cr. HK by fishing for counter hits. Akuma's cr. MP is famous for this, because if you land a counter hit cr. MP, you can link into cr. HK pretty easily.
On some characters, you'll be able to combo into cr. HK from a LK Tatsu juggle. This requires a lot of practice at first because timing can be a little awkward. This is entirely character specific though, as there are some characters where the cr. HK will just whiff if you try to juggle.

Characters that can be knocked down from LK Tatsu -> cr. HK: Adon, Akuma, Balrog, C. Viper, Cammy, Chun-Li, Cody, Dan, Dee Jay, Dhalsim, E. Honda, Elena, Fei Long, Gouken, Guile, Guy, Hakan, Hugo, Oni, Poison, Rose, Sagat, Sakura, Seth, T. Hawk, Vega, Zangief.

Characters that cannot be knocked down from LK Tatsu -> cr. HK: Blanka, Decapre, Dudley, El Fuerte, Evil Ryu, Gen, Ibuki, Juri, Ken, M. Bison, Makoto, Rolento, Rufus, Ryu, Yang, Yun.

Against characters with wide hitboxes, you can usually link cr. HK from a st. LP. While in footsies, if you successfully land a far st. HK, you can link into a st. LP and follow up into cr. HK for an instant knockdown.


Akuma's forward throw sets him up for his mix-ups really well. In the previous versions, all he had to do was dash forward twice before starting his Demon Flip mixups. This changed after version AE 2012, because he received a change to his throw in that there was now 2 more frames of recovery after the throw animation has ended, and this change has stayed in Ultra Street Fighter IV as well. The classic setup will still work against some characters, but you will have to vary your forward throw setups against some other characters too.

Here are some forward throw setups that you can use against different characters.

Forward throw -> far st. HK -> HK Hyakki: Ryu, Ken, Guile, Evil Ryu, Akuma, Yun, Yang, C. Viper
Forward throw -> Dash -> Take one short step -> HK Hyakki: E. Honda, Dudley, Ibuki, Seth, Fei Long, Sagat, Adon, Rose, Poison, Elena, Juri, Gen, Dan, Vega, T. Hawk
Forward throw -> Dash -> Dash -> j. HK / cross up tatsu / MK Hyakki: Balrog, Cammy, Decapre, Dhalsim, Abel, Rufus, M. Bison, Makoto, Gouken, Cody, Rolento, Sakura


Regardless of how you landed that hard knockdown, you will always have to deal with delayed wake up one way or another. Learn to time your setups according to how your opponent tends to respond after getting knocked down. A good opponent will always mix-up regular wake up and delayed wake up to keep you guessing, and it takes some practice to react to the TECHNICAL message.



The Vortex

Once you land that hard knockdown, it's time to put your opponent in a world of pain. Akuma has so many options to mix up his opponent, you're definitely going to have fun. Let's go over the options he has, one by one.

1) Demon Flip Kick
When you get the first hard knockdown, this is the move you should go for. Against most characters, you don't need to time the kick button that much to safely pressure the opponent, but against some you will have to delay the kick just a little bit to successfully safe jump. Most reversals will whiff completely, so you are mostly safe. Once you block, you have the opportunity for free pressure. Take this time to analyze the opponent. Does he have great defense? Does he have good tech timings? Does he like to mash out reversals a lot? Use this as data.
On occasions, the dive kill will cross up, but it's very rare. On hit, it gives you enough frame advantage to do big damage combos, so take advantage of any hit that you can land on the opponent.
It's probably best to do the Demon Flip Kick on your first two or three hard knockdowns. It may be tempting to go for tricky side-to-side mix-ups, but it's good idea to condition your opponent to block on wake up first. What's also nice about this option is that when Akuma does the Demon Flip, he takes a slight pause before he descends. If your opponent does delayed wake up, you can delay the kick button just slightly and you can still safely pressure the opponent.

2) Demon Flip Palm
If you land a max range cr. HK, or do any forward throw setup, you can use HK Demon Flip Palm. You're not using the palm strike to hit the opponent, but you want to land behind him or her. Once you land, start your pressure with crouch tech cr. LP + cr. LK. You want to do this after you do the Demon Flip Kick because you want to cross over the opponent when he or she's probably thinking you're going to hit front. A well-timed auto correct reversal will hit you out of this, which is why it's best to go for Demon Flip Palm after you condition your opponent to block first.
Alternatively, you can use Demon Flip Palm for safe jump Option Select. After a knockdown, do a MK Demon Flip Palm, and press cr. HK at a time just slightly after the palm would connect to the opponent. What will happen is if the opponent either gets hit or blocks, you'll land safely and you can pressure your opponent, or you can go for another mix-up if he gets hit. The beauty of this option select is that if the opponent likes to backdash on his or her wake up, cr. HK will come out and grant you another hard knockdown. The reason why this works is if the Demon Flip Palm gets blocked, the opponent will be in block stun, which delays Akuma's landing time. If Akuma just does an empty Demon Flip Palm, he will land instantly, so if the opponent backdashes, the Demon Flip Palm will act like the opponent isn't there anymore. Since there's no block stun to delay Akuma's landing, the cr. HK will come out, thus thwarting the opponent's backdash attempt. You also have to delay the cr. HK just slightly because if the opponent wakes up with a reversal, if you input the cr. HK too quickly, your cr. HK will come out and you'll just get hit out of it. If you add a slight delay, your cr. HK won't come out, thus you'll be able to safely block the opponent's reversal.
To add some extra spice to the Demon Flip Palm, you can also OS with HK Tatsu or even any of his Ultra's. These can be a little more risky because your opponent might do delayed wake up, messing up your attempt at Option Selecting, and you may potentially waste your Ultra bar if you're not paying attention.

3) Demon Flip Throw
Once you condition your opponent to stay blocking on wake up, that is when you are given the green light to go for the Demon Flip Throw. You can attempt this much earlier on, but there are chances when your opponent might just backdash or do a reversal and punish you. This move is severely punishable on whiff, and is usually guaranteed to get hit by reversals since you have to be in front of your opponent to throw. When you land the throw, you are in perfection position to go for another setup. You have the following options:

Demon Flip Throw -> cr. MP -> Demon Flip Kick / Palm: Will safe jump most reversals except for Dee Jay, Yun, Yang, T. Hawk.
Demon Flip Throw -> Dash -> Tiger knee fireball: If you throw the fireball low to the ground, you will hit up front. If you throw the fireball higher up, it will likely cross up. Do not attempt this against Zangief; he can wake up with EX Atomic Suplex.
Demon Flip Throw -> Dash -> EX Demon Flip Kick / Palm: The EX Demon Flip Kick will cross up on some characters, but the palm will make you land in front to create a potential side-to-side mixup.

4) Cross up j. MK / Dive kick mixup
Demon Flip is a beautiful move due to its eclectic mixup options, but you can mix the opponent up without it. If you land a sweep, or even a back throw, you can cross the opponent up with a simple j. MK. Don't worry if it hits or not, the main part of this is to make your opponent think you'll cross him or her up at close range. Once they feel that you'll cross them up again at that range, then it's time to get tricky and do the jump down MK dive kick to hit them up front. This is best used for later because most opponents probably won't be thinking about that too much when they fight Akuma. He's mostly known for Demon Flip mixups after all, so you want to use the dive kick when the opponent least suspects it. More than likely this might get into your opponent's head and will start thinking about this setup through the rest of the game.

5) Cross up Tatsu
Throw this out here and there. You get a free juggle if you can land this, and if you want to continue the vortex, just go for cr. HK again after the juggle. Unlike the LK Tatsu combo into cr. HK, Air Tatsu will juggle into cr. HK against everyone. If you really want to mess with the opponent's head, knock the opponent down with cross up Tatsu twice, three times, four times, however many as you see fit. Just make sure your opponent doesn't catch on because you would be too predictable with your mixups.

6) Jump-in low
On rare occasions, you should jump-in with cr. LK to catch the opponent standing. After all, if you want to block a jump-in attack, you have to block that standing, but going for a low attack instead can catch your opponent off guard. While you're at it, don't just input a cr. LK, but input cr. LK + cr. LP. This is in case your opponent tries to throw you on his or her wake up, and we don't want that to happen and lose whatever momentum we had.

7) Corner mix-ups
If you get a forward throw with opponent in the corner, you can setup a deadly mixup. As soon as you recover from the throw, do a neutral jump and time a LP Zanku Hadoken so it will hit meaty. In most cases, this should cover both regular and delayed wake up. Your opponent will be forced into block stun because you'll recover in time; if they do an invincible reversal, you'll be recovered long before they can even attempt to hit you. There are a few things you can do in this situation. You can jump forward while the fireball is still doing down, and go for a high-low mixup by doing a j. LK or cr. LK. You want to do j. LK because it can be quite ambiguous as to whether you will land in front or behind, so it can be quite tricky for the opponent to guess which way you'll be going. You're already adding another mixup to the table by also going to a cr. LK instead, so this is already a tricky setup to avoid.
If you feel that your opponent is just a chip away from death, here's another thing you can do. While the LP Zanku Hadoken is still on the screen, hold the HP button but do not release. When you land, do the Shakunetsu motion and let go of the HP button. If the fireball is still on the screen, you will be able to safely block if the opponent tries to do something. After all, if the opponent does an invincible reversal, it will go past the fireball. Since you cannot have two of your projectiles on the screen, the Shakunetsu fireball won't come out. However, if the LP Zanku Hadoken does connect because the opponent woke up blocking, and you release the HP button, the Shakunetsu will come out for additional chip damage. This is what is called Negative Edge, where you hold the button for a special move, then you release it after you do the motion. It's very effective in this scenario because if you were to press the HP button after doing the Shakunetsu, and your opponent does an invincible reversal, there's a chance you will get hit out of a st. HP. By using Negative Edge, the Shakunetsu will only come out when the game allows it to. If you do this setup with EX Shakunetsu, you can do even more chip afterwards by walking forward a bit, hitting st. MK and cancelling into HP or EX Shoryuken. This guarantees that you land all three hits of the Shoryuken. You can also add multiple layers to this chip setup depending on the matchup; for example, Dudley can use Ducking to avoid the fireball, but after you let go of HP or all three buttons for EX, you can quickly input grab to grab him out of the Ducking if he attempts it (and you will be blocking if he does the EX Ducking into the straight or upper and be within range to punish). For Gouken, he can EX Demon Flip out, but since he's within chip range, you can simply air to air him without risk of him absorbing the blow with the air parry.

If you manage to land a combo into LK Tatsu with your opponent's back to the corner, consider juggling with LP Goshoryuken. Afterwards, jump forward and do a j. LK. If your opponent quick rises, what will happen is the j. LK will hit cross up, but you will actually land in front of your opponent. This can give you a free opportunity to go for another damaging combo, provided that your opponent doesn't know how to deal with the setup. Once the opponent begins to recognize how to block, you can go for a jump in cr. LK + cr. LP to get tricky.

Raging Demon Setups

The input required for the Raging Demon looks daunting at first, right? Well, there's a way to make the input easier. You can reduce the amount of button sequences needed from 5 to 3. To do this, you can press LP twice quickly, and then you can input LK, forward / back (depending on which Demon you want), and HP all at once a to get the Raging Demon. This shortcut is vital to perform all Raging Demon setups, since most of them require you to input the Raging Demon in a very short period of time.

Kara Super

One of the easiest ways to Kara cancel into the Super is off of Akuma's overhead. It takes quite a bit of practice to get the execution down at first, but this can end up being a really sneaky way to send your opponent the fatal blow. The Raging Demon input has a lot of leniency put into it; it turns out that you don't need to push the stick straight forward for the Raging Demon input to register, but diagonal forward motions will work too.

A common mistake for starters is doing the overhead and then pressing two LP's quickly. Instead, a better way is to input hold forward and press LP+MP twice. So long as the game registers two LP's in some manner, you're already half way through the Raging Demon input. Since the game has already registered the first two LP's, all that remains is LK, forward, and HP. At first glance, it may seem like you have to return your stick to neutral and input forward again. Well, this is where input leniency will save you some trouble. You can just lean your stick to down-forward position as you press LK and HP at the same time, and the Raging Demon will still come out!

Even with the input leniency, this is still easier said than done. Most people who try to do this in their first few attempts will either just an overhead, or the Super will come out after the overhead has already hit. So it's crucial that you get the inputs down as quickly as possible.


Other setups for Super

Some sneaky Raging Demon setups
More setups for the Super

There's a few other sneaky setups to land the Super outside of Kara cancel setups. You can also tick two cr. LP's into the Raging Demon, but there's a trick to doing this. What you want to do is that during the second cr. LP, you want to buffer two cr. LP's instead of just one. In other words, you input one cr. LP first, and then in the follow-up cr. LP, you need to press cr. LP twice very quickly. You need to be quick enough in the second cr. LP so that you don't come out with a third cr. LP. After that, you just finish the last three inputs to land the Super. There are a few reasons why you want to input 3 cr. LP's in total rather than just two.

1) In case you did two simple cr. LP's, where two cr. LP's come out, your input may not be fast enough for the Raging Demon to come out. It might put you at an awkward spot where you might accidentally cancel the cr. LP into the Super, which obviously won't work because you can't land the Raging Demon while the opponent is in block stun. The other scenario is that if you just press two cr. LP's and Akuma does actually punch his opponent twice, the game might not register the Raging Demon inputs properly. Therefore, when you finish the last remaining inputs, you might either get a st. LK or a st. HP (depending on whether you did in the shortcut or not).
2) If you only did one cr. LP and inputted two cr. LP's very correctly, you're not giving yourself enough time to react as to whether the opponent got hit or not. That's why you want to make sure two cr. LP's connect so you can have enough time to see whether your opponent blocked or not. This is important because hit stun tends to last longer than block stun, so in the case that the opponent does get hit by the cr. LP, you can slightly delay the last remaining Raging Demon inputs.


Another sneaky setup for the Super is after a diagonal jumping light attack. Input two LP's very correctly while a jumping LP or LK is still active, and make sure no LP comes out from the ground. Once you land, input the last remaining inputs for the Raging Demon. This doesn't give you enough time to hit confirm in case you actually managed to land a counter j. LP or j. LK, but in most cases it will land because neither moves have a lot of block stun or hit stun.


Landing Wrath of the Raging Demon

One of the nice things about Akuma is that with the exception of cr. HK, you can cancel any of your normal moves into Wrath of the Raging Demon. The most viable way to cancel into the Ultra is off of a cr. MK, and this is because you lower Akuma's hitbox significantly. This is useful against jumping opponents because by lowering your hitbox, you lessen the chances of getting by a jumping attack.

When you have the Ultra stocked, unless if you want to cancel a cr. MK into a Gohadoken for fireball pressure, make sure you always input two cr. LP's while the cr. MK is still active. In other words, you should buffer two LP's for every cr. MK you throw out in neutral. This helps you be ready for two things; a jump-in and a focus attack. Once you see either the jump-in or a focus, just finish the remaining inputs for the Ultra. It still requires a bit of reaction on your part to see if the opponent just blocked a cr. MK or if the opponent did something about it. With a bit of practice however, you will be able to react consistently to your opponent's actions and punish accordingly. When you counter a focus with the Ultra, make sure you're using this on an opponent whose character doesn't have a backdash that's fast and travels far (Chun-Li, Fei Long, Rose etc). If you cancel a max range cr. MK into focus, their back dashes will recover in time to punish you instead.

This is also a solid anti-air option, and when it hits, it feels euphoric. You want to make sure you space it so that if your opponent does do a jump attack, you want to be in the range where it would hit. The ideal range to anti air with the Ultra is where if the jump attack would hit so that they would be in range to still connect with light attacks. This is because you want to cover both a jump attack and an empty jump. If they jump at a range where only the jump attack would hit, but outside of ranges where light attacks wouldn't reach, they could be able to bait out your Ultra with an empty jump and punish you. At closer ranges, the opponent is taking a risk even if they empty jump. They might be able to do an invincible attack, or do something that keeps them in the air longer, but you're still likely to catch them in their landing frames if you time and space it properly.

A successful anti-air Ultra would look like the jump attack is touching Akuma while Wrath of the Raging Demon is starting up. So when he's saying "Prepare yourself!", it should look like the jumping attack should connect. With proper timing and spacing, you will catch your opponent and give them one thousand deaths for a delicious reward of 510 damage.


Demon Armageddon Execution

This can be pretty difficult to execute at first, but it's a must for any Akuma player to be able to pull this off in a real match.

Comboing into Demon Armageddon off of st. HP is fairly easy. What you can do is st. HP, then immediately go either diagonal up or vertical up (this is purely preference). Next, you must go vertical down, down-back, back, up back and press three kicks twice. So if we were to look at this in numerical direction code, it would look like this:


st. HP, 72147 KKK, KKK.


Although the game tells you that the motion is two up + 3 kicks, you don't have to do vertical up to pull it off. You can even do diagonal up and the Ultra will still work. Also, you'll notice that you press the 3 kicks twice at the end. The first is cancelling the normal into a teleport, then the second kick will activate the Ultra. The Ultra works because the game stores the directional inputs longer when activating Ultra Combos.

Another way you can try is like this:


st. HP, 7 + KKK, 2147 + KKK.


This method should work too, just try any of these or other methods that you find yourself comfortable with.

When practicing the combo, first try to hit this at least 10 times in a row without failing. Next, try to hit the combo while doing fireball FADC combos as well, since it's important to be able to do the motion after dashing as well. This can give you more avenue for damage, so practice many, many times. Also, when practicing, try to make sure you can pull off the combo without Akuma ever having the red aura from the teleport around him. You can still combo even if the red aura is out there, as long as you timed the Ultra correctly. Being able to combo into the Ultra without seeing the red aura will always guarantee that your Ultra will hit.


You can also combo into Demon Armageddon with other normals as well, such as close st. MP, cr. MP, close st. MK, cr. MK, far st. HP, and cr. HP. The latter two aren't that difficult to combo into, since you're given enough hit stun, but the others are not so easy. With any of the weaker normals, you must cancel the Ultra in the very frame that your teleport activates. You'll sometimes see that even if Akuma doesn't have the red aura surrounding him and he's perfectly coloured the way he is, sometimes you'll still miss the combo, simply because you were about a frame or two off. These aren't as practical as cancelling Ultra 2 off of st. HP, but it's fun to do if you can pull it off consistently.


Ultra Selection

Akuma's Demon Armageddon is generally the recommended choice of Ultra against most of the cast. It gives you a safe escape option, and it also gives you a comeback factor. It doesn't do as much damage as Wrath of the Raging Demon, but since you can combo into it off of most normal attacks, you're given more opportunities to land Ultra 2 than Ultra 1.

Think of it this way; you have Ultra 1 equipped. You need to run away, but if your opponent has a move that can punish your teleport, you're guaranteed to eat a punish. Also, if your opponent has the life lead, the only way you can come back is if they jump and you Ultra 1 them... So what if they don't jump at you, and just sit back? What if your opponent is just outclassing you in the ground game, to the point where they don't feel the need to jump at you? Now your ability to comeback is limited, right? Lastly, even if you knock your opponent, since you have to guess whether your opponent is going to delayed wake up or regular wake up, option selecting into an Ultra 1 can be quite troublesome.

At least when you have Ultra 2 equipped, if your opponent makes a mistake and you can punish it, you can combo into it for massive damage. That, and you also have a setup you can do right after. If your opponent remains defensive, and you manage to frame trap successfully into a combo, you're at least guaranteed to combo that can lead into a full Ultra. Sure you lose damage, but you still get decent amount (think about characters like Ryu's Metsu Hadouken or Chun Li's Kikosho, which does very little damage, before you complain about the damage scaling you get from teleporting into Demon Armageddon). You have an Ultra that you can combo off of from a normal, which not many characters have. As far as anti airs go, Wrath of the Raging Demon is definitely a scary anti air, but that's only if your opponent is going to jump at you. It's not like Akuma has no other anti airs anyway, so don't think you're losing a lot by not using Ultra 1.

The only matchups where I feel you should pick Ultra 1 are Blanka (punishing Blanka balls), T. Hawk (punish Condor Dive), Rolento, Zangief (anti air), Claw (punish full screen off the wall dives), and Hugo (anti air). Rose is somewhat debatable, but for everyone else, pick Demon Armageddon and have no regrets.


Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg


Akuma's gameplan: Maintain the life lead and turtle it out. Vortex Boxer to death after getting a hard knockdown.
Boxer's gameplan: Pressure Akuma with various rush and turn punches. Get in close.

LK Tatsu can be juggled into cr. HK.
Both hits of st. HK will connect on defensive crouch.


This match is definitely in Akuma's favour on paper. Just having the threat of the vortex and being able to zone him out gives you the advantage in this fight, but know that Boxer has one of the best set of normals in the game. His damage output will also make you bleed fast if you're not careful, so stay on your toes.

One thing to be aware of is that whenever Boxer is holding charge, stop playing footsies and begin zoning. Mix up well with air and ground fireballs, because you'll have to force him to lose charge and come at you. Make sure you feint every once in a while to make him stay alert as well. Boxer can punish air fireballs if you use it a bit high up in the air with Dash Straight, Dash Low Straight, or Dash Low Smash, so take caution of your jump height before you chuck plasma.

Playing the neutral game with Boxer is not the easiest task due to his outstanding normals. His cr. LP's are 3 frame moves with ridiculous reach, so walking in recklessly can get you combo'd. His far st. HK and cr. HK are also normals to watch out for, as they have decent reach and difficult to whiff punish. They tend to recover fast for hard normals, but you also have a nice sweep with a long reach too. Also, if Boxer does not have charge, he has very little answers to Focus Attack, so throw it out every now and then to make him hesitant to throw out normals. Also, don't hold focus if you see him whiff a hard punch or kick. He's probably charging up for Turnaround Punch, which breaks armour and even gives him counter hit, so the minute you see him whiff a hard normal, be ready to punish it. The last thing you need is to have him up close to you. You can punish Turnaround Punch with a walk up throw or cr. MK xx HK Tatsu. The same applies to EX Rush Punches as well, save for Dash Straight.

The only disadvantage in this fight is if you're cornered and being pressured. He has answer to pretty much every escape method you try, so you just need to control your impulses and defend for as long as possible. Push him away with anything you can when you find the opportunity, such as a cr. MK or a slight walk up cr. LP when you see a hole in his pressure.

If you manage to knock him down, there is absolutely nothing Boxer can do if you Option Select Demon Flip Palm ~~ cr. HK or Demon Armageddon. He tries to back dash and you'll catch him, his Buffalo Headbutt will go over your cr. HK or be countered with Demon Armageddon, and EX Rush Punches will just be shattered by the palm's armour breaking properties.

Overall, this is a match in your favour. Just avoid making mistakes and play as safely as you can.

vs. Blanka

SSFIV-Blanka Face.jpg


Akuma's gameplan: Stop Blanka's hop and ball shenanigans. Control space with lots of caution.
Blanka's gameplan: Get into the mix up range and pester Akuma with mixups and normals.

LK Tatsu cannot be juggled into cr. HK.
The second hit of st. HK will whiff against defensive crouch.

This match up can be quite frustrating and even overwhelming if you don't know how to approach this fight. One thing to keep in mind is that this match up doesn't boil down to mix ups, but it's whoever can whittle down the other's defenses.

Blanka has one of the scariest slides in the game. It has a really long reach and can shut down your projectile game from 3/4 of the screen away. That said, don't let this discourage you from throwing a few ground Gohadokens here and there. In fact, I do encourage you to throw fireballs, but at the right timings and / or spacing. If you're about 3/4 screen away, and Blanka is holding down, it's probably not a good idea to throw that fireball. At this range, it's really easy for Blanka to react to a fireball and either slide or EX Horizontal Ball (depending on whether he's holding down-forward or down-back).

The best range to throw fireballs is somewhere just outside of Blanka's cr. HP range. At this range, it's very difficult for him to react to your projectiles, whether he wants to slide or do an EX Horizontal Ball, or even Ultra 2. Use it wisely though; one good read from Blanka and he will jump in at you for big damage.

Be careful throwing out back jump air fireballs too. Blanka has a few answers to these, the main one being slide. If you're jumping back and he's walking towards you, you probably don't want to chuck plasma at him. Sometimes, if Blanka has a read on you, he can just hop into Vertical Ball for a knockdown, so be very careful if you choose to zone with air fireballs.

When it comes to footsies, Blanka's normals generally tend to outclass yours. They have longer reach and would sometimes outright beat yours if you both pressed buttons at the same time. You do have a faster walk speed however, so try to establish your gameplan more on whiff punishing than sticking pokes out and hoping you'll beat him.

For this match up, you will rely mostly on three things; cr. LP, cr. HP, and Ultra 1. Rather than trying to focus on what you want to do, shift your focus more on stopping Blanka from what he wants to do. There are 2 ranges where Blanka has the advantage, and the first one was already mentioned; it's 3/4 screen away, where Blanka can shut down some of your zoning tools. The other range where Blanka is at an advantage is somewhere within his cr. HP range. At this distance, the tip of his cr. HP should connect. His LP Horizontal Ball will also whiff too, and this is what he wants. It has enough recovery for him to throw you immediately if you're not paying attention. At this distance, rely on your cr. LP and cr. HP. You're having the cr. HP ready in case he decides to jump at you. If you have fast enough reactions, then go for the Goshoryuken too if you want.

At this distance, you're looking for three things; jump in, LP ball whiff, or hops. As mentioned before, you can counter the jump in with a cr. HP. You can counter the whiffed LP Horizontal Ball or hops with cr. LP. Players inexperienced with the Blanka match up may not know that you can actually hit Blanka out of his hop; it can be misleading because if you watch it visually, he goes through your character and switches sides, but you can hit him out of it completely. You're using cr. LP here because you want to hit him fast before he tries anything. You don't want to deal with more shenanigans when he gets a knockdown on you; he can and will get a knockdown if you let him do either of those two things. With the hop, the most common thing I'll see Blanka players do is hop right into EX Vertical Roll for a soft knockdown... Or he might even just do either of his Ultra's from here if he feels gutsy enough.

If you plan to advance forward, pause with a cr. LP every now and then. Use the cr. LP as a shield, so you can stop Blanka from randomly using Horizontal Balls or hops on you. Once you send Blanka the message that he can't do hops or balls liberally, that's your cue to advance and pressure him. Watch out though; sometimes they'll mash out electricity to hit you out of your pressure. You can beat whiffed electricity by waiting a little bit, and then pressing a cr. MK to hit him. The electricity will push you away a bit on block, so you want to give yourself some space before you hit him out of electricity. Otherwise, you'll be too close and you'll end up losing clean.

If you knock Blanka down, don't go for vortex mixups. Reversal EX Vertical Roll will shut down almost all of your air approaches, so don't even bother. Instead, go for a delayed crouch tech; Blanka doesn't have a lot of answers to this. If he tries to wake up EX Vertical Roll, your delayed tech won't come out and thus you'll safely block. If Blanka just blocks, you get pressure. However, pay very close attention to what he does on his wake up, because he can and will do EX Backstep Roll to get out. The ideal solution to this is to do a delayed tech Option Select on his wake up. The input is: cr. LK + cr. LP, cr. LK ~ cr. HP. You're covering all avenues of escape for Blanka; if he blocks on wake up, you get pressure. If he does EX Vertical Roll, and you timed the delayed tech correctly, you'll safely block and will be able to punish him. If he does EX Backstep Roll, your cr. HP will come out and you'll hit him out of it.

Lastly, pay attention to all Horizontal Balls he might try on you. You can punish HP Ball just by waking up and cr. HK, but other versions cannot be punished until you have Ultra 1 stocked. It is an unforgivable sin to let Blanka get away with a blocked Horizontal Ball, so make sure you're ready to punish at all times.

This match up can and will be frustrating at first, and the best Blanka players will be a pain in the nut to deal with. The key to this match up is to always pay attention. One slip up can cost you the whole match.

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg

Akuma's gameplan: Push Dhalsim to the corner, get one knockdown to mix him up.
Dhalsim's gameplan: Keep Akuma out with limbs and fireball zoning.

LK Tatsu can be juggled into cr. HK.
The second hit of st. HK will whiff against defensive crouch.

Patience is key in this matchup. The biggest mistake you can make against Dhalsim is to rush him down recklessly, because that's exactly what he wants you to do.

Start this matchup by just bulldogging your way through. When you're within Dhalsim's st. HP range, you're at a disadvantage. The only thing you should do at this range is to nullify Dhalsim's Yoga Fire the very moment you see him spit flames out. You suffer many consequences if you fail to do so; throw a fireball too late and Dhalsim can hit you out of your recovery frames with st. HP. Jumping in will either get you anti-aired or it just won't do much. Focusing a Yoga Fire at this range is free damage to Dhalsim, since any of his limbs will make you lose that grey life.

Your best bet in this match up is to mix up how you react to a Yoga Fire. Dhalsim has an answer for everything you try, but keeping him guessing will throw him off more. Don't be afraid to back off if you feel that you need to; always having the urge to get in can just make you feel more annoyed and irritated.

Once you get in, make sure you do your best to push him to the corner. If you're pressuring him in the middle of the screen, he might do a Yoga Teleport to give himself some room. By pushing him to the corner, you can effectively shut down all avenues of escape for Dhalsim, but make sure your offense is air tight. One small hole in your offense and Dhalsim can either push you away, or you might eat a throw. The latter is probably the worst case scenario, because you'd have to work your way in again.

Also, if you manage to get a combo in on Dhalsim, don't end any LK Tatsu combo into LP Goshoryuken. Just juggle into cr. HK, because you always want to make sure Dhalsim stays down on the ground as long as possible. Doing the LP Goshoryuken into j. LK setup can be avoided by Dhalsim slide, and now you just put yourself in the corner. (See setups for more details.)

This is a matchup in Akuma's favour, but you're going to have to put a lot of hard work and patience to overcome this annoying matchup.

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg


Akuma's gameplan: Zone Fei Long and fight for every of space possible.
Fei Long's gameplan: Push Akuma to the corner with the threat of Rekkas.

LK Tatsu can be juggled into cr. HK.
Both hits of st. HK will connect on defensive crouch.

This is a match up in Akuma's favour by a slight amount. Fei Long has problems dealing with air fireballs, and one hard knock down is never a good news for Fei Long. However, one successful Rekka combo is all Fei Long needs to get the momentum.

Playing footsies against Fei Long can be risky, but you will be forced to play if you want to keep your back away from the corner. You're forced to walk at a range where his Rekkas would connect if you want your poke to connect, but you don't want to whiff any pokes neither. His Rekka and his other plethora of normals are perfectly designed for footsies, be it for poking or whiff punishing. He is also equipped with arguably the best Focus Attack in the game due to its range and speed. It's fast enough that he can hit you out of the second hit of st. HK, and even crumple you for doing so. Also, when playing footsies, NEVER USE AKUMA'S CR. HK!! One blocked cr. HK is a free Rekka for Fei Long.

Rather than playing footsies, try to focus more on the fireball game. Fei Long has little answers to a good projectile throwing Akuma outside of EX Chicken Wing or a Focus. Throwing ground fireballs can be a little risky since he may be able to Focus you at max range of Akuma's fireball animation, but he can't really do much to contest air fireballs. He can try to Ultra, but he'd have to be closer up at a range where LP fireball would barely hit. If he jumps at you, know that your st. HP will successfully anti-air most of his jump-in normals at most ranges. You can even hit his nj. HK if you space it correctly. If he's closer up, just use Goshoryuken.

Fei Long's biggest nightmare in this match up is when he eats a hard knock down, be it from throws or a combo into cr. HK. If you have Ultra 2 equipped, you shut down all of his wake up options via Demon Flip Palm ~ Ultra 2 Option Select. Wake up back dash and EX Chicken Wing will lose to Ultra 2, safe jump reversal Flame Kick and Ultra 1, and obliterate his Ultra 2 completely. His Ultra 2 loses to any move that has armour breaking properties, so slap him in the face for even equipping himself with Ultra 2 in the first place. Even without the Option Select, vortexing Fei Long isn't that difficult. He can try to escape with EX Chicken Wing, but most of the time, you'll have time to walk up to him and hit him with cr. HK before he recovers.

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg

Akuma's gameplan: Take out Guile's Sonic Boom game and push him slowly to the corner.
Guile's gameplan: Pester Akuma with Sonic Booms and normals.

LK Tatsu can be juggled into cr. HK.
The second hit of st. HK will only whiff against defensive crouch at farther ranges.

Akuma is usually considered one of Guile's worst matchups for a number of reasons. Akuma shuts down Guile's gameplan effectively, and once Guile is knocked down, there is very little he can do to escape Akuma's vortex.

One of the biggest misconceptions when fighting against Guile is that you have to punish his Sonic Booms by jumping over them. This is actually what Guile wants; his anti-airs options beat out almost every single jump-in attack you can try. He recovers ridiculously fast from throwing a Sonic Boom too, so trying to get in recklessly is not a good idea.

What you want to do instead is take away Guile's Sonic Boom. At full screen, throw a bunch of Gohadokens and Shakunetsu to make Guile hesitant to chuck plasma. When you do this, you make it very difficult for Guile to keep up. You will eventually overwhelm him with your barrage of projectiles, and force Guile to throw Sonic Booms less. You'll force him to come at you. Also, you'll be able to build meter with this gameplan, and you might need as much meter as possible to win this fight at certain ranges.

The fight gets a little interesting when you're at mid range. The range Guile has the advantage is outside of Akuma's cr. HK range. At this range, your options become a lot more limited. This is a range where Guile can try to outpoke you, be it with his normals or his Sonic Booms. You do not want to be fighting Guile around this range, because this is the only range where Akuma can and will lose in. If Guile throws a Sonic Boom, the only thing you should do is throw an EX Gohadoken. Jumping in would be too risky because of Guile's cr. HP anti air. Absorbing his Sonic Boom with Focus can be risky too because he can follow up with any of his normals. Lastly, if you throw a Gohadoken to get rid of Sonic Booms at this range, Guile can follow it up with a backfist to hit you out of your recovery. You can throw an EX Gohadoken to counter Guile's Sonic Boom here, but you must see Guile throw a Sonic Boom first. If you just throw an EX Gohadoken, but you guess wrong, there's a chance you might either eat a jump in, or Guile can trade with his Ultra 2 if he has charge.

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg

Akuma's gameplan: Maintain the life lead and watch out for anything Dictator attempts on wake up.
Dictator's gameplan: Push Akuma to the corner and keep him trapped there. Punish all air fireball attempts with st. HK

LK Tatsu does NOT juggle into cr. HK.
The second hit of st. HK will only whiff against defensive crouch at farther ranges.


This is a matchup that both players will hate. Akuma players hate Dictator, and vice versa. The advantage between the two characters shift for every situation, and it's important to recognize to maintain any advantageous situations you may have at any given moment.

Round 1, Fight. You have the immediate advantage here. Dictator is going to have trouble getting in, because he only has one very risky tool to get around fireballs, which is his Headstomp. If Dictator starts the round by building meter with Devil's Reverse, always stay mobile. Throw some ground fireballs here and there and hope to catch him with on the way down. Just don't be too obvious, because that's when he's going to bonk you on the head. The worst thing you want to have happen at this point of the match is to lose the life lead. If he's not doing too many Devil's Reverse, then pester him with projectiles; there's very little he can do without meter.

Of course, unless if you got a perfect in Round 1 before he built any meter, he will have at least one bar. Now you really have to watch out, because there's so much he can do about your fireball game... if he has charge. You throw an air fireball from super high up, he'll go through you using EX Psycho Crusher. You throw any fireball on the ground, he'll go through you with his EX Knee Press. Always assess whether he has charge or not before you throw that fireball. Even then, you have to watch out when you throw an air fireball as well; Dictator can usually walk under it and peg you with his st. HK.

Against Dictator, you generally want to play defensive, but playing too defensive can have its consequences. He is dangerous up close, thanks to his 3 frame cr. LK that he can combo into, and his normals reach further than most of yours. Your cr. HK actually reaches longer than his st. MK, but whiff punishing it is really difficult because your spacing has to be near pixel perfect. At least if you whiff punish, you get a knockdown into setups, while he just gets measly 70 damage for whiff punishing a sweep. That said, if you end up playing too defensive, you'll end up pushing yourself to the corner, and that's exactly what Dictator wants. Always make sure you fight for space, because it's never fun when Dictator cages you in the corner. It's important to play footsies, even if his normals can be intimidating to deal with. Also, remember that it's a common tactic for good Dictator players to walk under an air fireball and hitting you with his st. HK, so learn to not play too defensive against him.

If you have him knock down, make sure you force him to lose charge. If he has no bar, always do Demon Flip and OS a palm into HK Tatsu; it's pretty much his only reversal option. Now if he has meter, always make sure you make him lose charge. It's never fun having to guess whether he's going to EX Psycho Crusher, EX Knee Press, EX Devil's Reverse, or Teleport on wake up. By making him lose charge, you only limit his wake up to EX Devil's Reverse and Teleport. Very rarely is he ever going to do EX Headstomp, because that is completely punishable on wake up. If you do Demon Flip Palm OS into Wrath of the Raging Demon, you'll only beat his EX Psycho Crusher and Teleport... anything else he does will make you waste that precious Ultra you had. It doesn't matter whether you're being too predictable and only going for cross ups, what's more important is to make sure you either force him to block or waste his meter.

One tool that can come in handy is the Super. If Dictator does EX Psycho Crusher, and you block it even at point blank range, you can always punish with Super.

If Dictator has you cornered, control your nerves. Just sit back and eat some LK Knee Press chip. He has an answer to everything you try. If he thinks you'll stick out a poke, he can either counter poke with st. MK or another LK Knee Press. If he thinks you're going to jump, he'll either st. HK or Headstomp... or even worse, he's going to j. MP into Ultra. You try to teleport, he'll either slide or throw you back into the corner. Just sit back and wait a bit. Sometimes it'll take 2 LK Knee Press, sometimes 4, sometimes even 10... eventually he's going to try something like walk up throw, Headstomp, or EX Psycho Crusher frame trap. Always look out for these possible moments to escape, rather than taking a risky guess to try to escape.

If Dictator won the first round and he has some meter, round 2 is going to be pretty difficult. You have to play super careful and not make any mistakes, because losing the life lead at any point here is nearly equivalent to game over. Once he has the life lead, and he's holding down back, there's very little you can do to approach. You can try to get some sneaky jumps in here and there, but he can always EX Psycho Crusher to anti air you if he's always prepared. Even if he doesn't hit you, he still just ran away and avoided pressure, so he has room to hold down back again... and losing that one bar isn't a problem because he can use Devil's Reverse to build meter again if he wants to. If it's round 2 or 3, and he's holding on to the life lead with 2 or more bars while you have 2 or less... all I can say is good luck.

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg

Akuma's gameplan: Push Rose to the corner, get one knockdown to mix her up.
Rose's gameplan: Control Akuma's space with cr. MP xx Soul Spiral pressure, fight for as much space as possible.

LK Tatsu can be juggled into cr. HK.
The second hit of st. HK will whiff against defensive crouch.

At first glance, this may seem like a matchup in Rose's favour, but it's actually 6-4 in Akuma's favour.

It may seem discouraging to throw fireballs in this match, since she can absorb or reflect them and build tons of meter. The thing is you should throw fireballs... at closer ranges. A good range to throw them are somewhere just outside of her st. HK range, or even somewhere within it. If you're throwing fireballs at timings and places when Rose isn't expecting you to throw them, it's very difficult for her to react to it. Just be a little more careful when she has meter, because she can get through your fireballs with EX Soul Spiral. However, if you're always changing up your patterns (ie distances and timings), it can still be difficult for her to react in time.

Rose can be really annoying to fight against at footsie ranges however. She's going to pester you with normals like st. HK, slide, cr. MK, and occasionally cr. HK as well. Her st. HK is especially annoying to deal with, because it reaches long and her feet are off the ground, so it's difficult to whiff punish with something like a cr. MK or cr. HK. You can try an Option Select to deal with this however. You can try to do cr. MP, and buffer a Gohadouken while the cr. MP is still out. If you're at the right range, you can actually hit Rose's feet with cr. MP, and if it hits, you'll get a Gohadouken coming out. At that range, your fireball won't hit, but it will help push her to the corner.

Once you do have her cornered, you have a lot of things you can do to her. One thing to look out for is her slide, because it covers a lot of ground and will push you away. When you have her cornered, always dance around her cr. MP range, because her cr. MP XX Soul Spiral is another way she's going to try to push herself out of the corner. Also, when you dance at this range, and you successfully block her slide, you can usually punish her with a cr. LP hit confirm or even LP Goshoryuken. If you're lucky, and Rose hit you with a slide point blank, you can still punish her because she's -3 on hit. If you block just the tip end of the slide, don't bother pressing any buttons. She's going to counter hit you every single time, so just remain blocking.

If Rose is the one putting offensive pressure on you, be very careful about pressing buttons. She has an annoying frame trap in her close st. MK, which is throw invincible and is a fantastic frame trap. She's totally safe on block, and if she hits you, she can convert it into a combo. When fighting Rose, it's usually better to eat throws than to eat her combo's, because she won't be getting nasty ambiguous setups against you off of a hard knockdown. That of course is different if she has Soul Satellite equipped, but unless if you're cornered, you can usually teleport your way out. That is, if Rose doesn't predict which direction you would escape to. Even then, it's an annoying Ultra to deal with because it kills whatever momentum you had before.

There are some things that she can annoy you with though. Her cr. MP pressure is pretty annoying to deal with. Her cr. MP XX Soul Spark can be punished just by jumping forward after blocking her cr. MP. Her cr. MP XX Soul Spiral can be Ultra'd in between. Ultra 1 would lose to Soul Spark, but Ultra 2 would cover both options. Another cool trick is that if you block the tip of her cr. MP, and she does LP Soul Spiral, you can avoid it by doing a st. LK to raise your hurtbox and punish her. This is pretty distance specific, but you can always try it if you feel confident that you spaced yourself correctly.

When she's knocked down, unless you have Wrath of the Raging Demon equipped, this is a guessing game. You can try to OS Demon Flip Palm into cr. HK, which would beat her backdash, but lose to her EX Soul Spiral. You can try Demon Flip Throw, which would lose to backdash but beat her EX Soul Spiral (it has no throw invincibility). You have a bit of a guessing game to play, but if you have Ultra 1 equipped, you cover everything that she has on her wake up.

As far as Ultra Combo's go, this is totally up to you, though I wouldn't choose Ultra Combo Double thanks to damage reduction. With Wrath of the Raging Demon, you can punish blocked EX Soul Spiral and Option Select her on wake up using Demon Flip Palm ~ Ultra 1 (covers backdash and EX Soul Spiral). On the other hand, you can try Demon Armageddon to punish her cr. MP XX Soul Spark / Soul Spiral pressure, or just land big damage combo if you get the opportunity. Take note that Demon Armageddon will not hit her EX Soul Spiral if you Option Select Demon Flip Palm ~ Ultra 2. It also won't hit her when she's crouching after a close st. HP if you cancel into it too quickly.

Overall, play very patient and push her to the corner. Once you limit her ability to move, there's very little she can do without taking big risks.

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg

Akuma's gameplan: Dominate the ground game with the use of Akuma's variety of fireballs. Fish for a hard knockdown.
Ryu's gameplan: Push Akuma to the corner without getting knocked down. Build meter to slowly discourage Akuma from fighting close.

LK Tatsu does NOT juggle into cr. HK.
The second hit of st. HK will whiff against defensive crouch.

This is mostly considered an even match, although some say Akuma has a slight advantage in this fight.

Akuma has the superior fireball game, since he has three different varieties of projectiles. He also has many different ways to build meter. For Ryu, he's usually limited to throwing out Hadokens or LP Shoryuken's to build meter. From fullscreen, this match is essentially nothing more than a stalemate; both characters have to take risks trying to get in. Akuma can pester Ryu with fireballs and his pokes, and one mistake from Ryu can give Akuma a hard knockdown. On the other hand, Akuma has to walk Ryu slowly as well, since he does not have much life to take that many trades or hits.

The first thing you want to do in this matchup is try to figure out patterns Ryu likes to do at footsie range. He relies heavily on his cr. MK and his Hadoken. Learning to find patterns at this range and countering them takes away a huge portion of Ryu's gameplan, and it helps you mount up your offense as well.

Akuma's most dominant range is just the tip of his cr. HK range. Ryu's options are limited, as Akuma's pokes at this range will usually outright beat Ryu's. At times, you'll even trip Ryu with a cr. HK before he can even throw out his Hadoken. Also, at the tip range of Akuma's cr. HK, Ryu's cr. MK will usually whiff if you're standing. There will be occasions where you'll need to crouch in case you didn't measure the distance correctly. Also, even though you're at cr. HK range, don't hesitate to walk up slightly to use cr. MK. This is a useful poke to use if you want to slowly push Ryu to the corner. Lastly, at this range, you can occasionally throw a Focus Attack to catch Ryu throw a careless fireball. Akuma takes a step back when he holds his Focus, so at times, Ryu's pokes might whiff. You can peg him if Ryu throws a Hadoken at you, since his outstretched hands will expand his hurtbox.

There are some ranges where Ryu has the advantage though. If you block Ryu's cr. MK XX Hadoken, it will push you away a bit, and that is exactly the range where Ryu has the upper hand. At this distance, most of your pokes aren't going to connect, but neither would his. At this range, you will likely throw fireballs, and this where you're at a disadvantage. Ryu's fireball is much faster than yours, so it's much harder for you to react to what he does if he throws a barrage of fireballs. Also, at this range, your jump in is much riskier than Ryu's. If Ryu jumps in, you're most likely going to get a Goshoryuken, and if it trades then you'll just get a Shakunetsu juggle. Of course, if you have Ultra 1 equipped, then it's a different story, but if Ryu survives, you're giving him a lot of meter. On the other hand, if you jump, Ryu's Shoryuken will likely do more damage if hits you clean, and it's even worse if you trade because he can juggle into either EX Hadoken, Super, or Ultra.

This fight can get a little more challenging if Ryu has meter built. The more meter he has, the more dangerous he can get up close. Even at Akuma's cr. HK tip range, it can get a little risky. Ryu throws an EX Hadoken, you get knocked down and you might lose whatever momentum you had in the ground game. Ryu will also gain some ground if he manages to hit you with an EX Hadoken. If he has at least two bars, you definitely do not want to mess with him. Anything that leads Ryu into his Shoryuken FADC U1 can give Ryu the momentum booster he needs, and he can land this off of an anti-air or a frame trap. Lastly, if Ryu has a full Super stocked up, this match can turn instantly into Ryu's favour. At this point, your options are way more limited than before. Ryu can punish a blocked cr. HK into Super, punish a back jump fireball with Super, punish mid range fireball, and even juggle a Shoryuken trade into Super.

You might think after reading that, Ryu probably wins this matchup. Well, before you reach that conclusion, notice that a lot of the advantages Ryu has in this matchup really boils down to having meter. Ryu is usually forced to spend bar to make this fight more honest, but Akuma usually doesn't need meter to do big damage. In fact, in this matchup, when it comes to offense, Akuma probably doesn't need meter that much. A lot of Akuma's meter usage may come from a defensive Shoryuken FADC or occasional EX Gohadokens to pester Ryu with. Outside of tools with meter, Akuma has superior options otherwise, ranging from superior ground game (better pokes, better fireball game, faster walkspeed) to the infamous Akuma mixups. Ryu doesn't have safe ways to escape the vortex; usually if you do a Demon Flip Kick to pressure Ryu on wakeup, and Ryu attempts a reversal Shoryuken, it will usually whiff. Ryu is usually forced to guess and block Akuma's vortex. What makes this fight honest is that Akuma can't keep knocking Ryu down over and over; he can't juggle LK Tatsu into cr. HK unlike he can for some other characters, so the vortex will eventually come to a halt at some point.

This is mostly an even matchup. In order to win this fight, you should always pay attention to how much meter Ryu has at all times. A meterless Ryu can't fight Akuma that well, but once Ryu gradually starts building those blue bars, it's a fight where you have to play more carefully. Work on trying to outzone him, and use Akuma's superior ground game to your advantage.

vs. Sagat

SSFIV-Sagat Face.jpg

Akuma's gameplan: Weaken Sagat's zoning game while slowly pushing Sagat to the corner.
Sagat's gameplan: Pester Akuma with Tiger Shots, well-spaced Tiger Knees, and variety of normals.

LK Tatsu can be juggled into cr. HK.
The second hit of st. HK will only whiff against defensive crouch at max range.

This is a matchup in Akuma's favour, but you definitely need to stay on your toes to win this matchup. Be patient; the biggest mistake when fighting Sagat is to recklessly rush him down and make mistakes. Sagat dominates in that aspect.

Akuma actually has a better fireball game than Sagat, so at full range, you have the advantage. Mix it up between Hadokens and Shakunetsu to give yourself momentum. You want to tell Sagat that his zoning game won't get him anywhere. Occasionally, don't throw a fireball at all to throw Sagat off. As long as you establish ground dominance with your projectiles, you're doing the right thing.

Things get a little trickier at footsie range. This is where your patience will be tested, as this is the range where Sagat dominates in this matchup. He's going to pester you with many, many things here. You want to consistently stay somewhere around your cr. MK range. Your goal in this matchup is to push Sagat to the corner, and Akuma's cr. MK does a great job in doing that. Mix it up between a normal cr. MK and a cr. MK XX Gohadoken, and you'll gradually start pushing him forward. Of course, it's Sagat's job to make sure he doesn't get cornered, so he's going to do everything he can to slow you down. A lot of his normals will lose to your cr. MK, save for Sagat's st. LK. Block every now and then when you reach your cr. MK range, because constantly throwing this out without thought can get punished by Sagat's st. LK.

You have to watch out for random low Tiger Shots he's going to throw at you, because each one you block will push you away. Resist the urge to jump at him if he pesters you; one bad jump in can cost you a huge chunk of your life with a Tiger Uppercut trade -> f. HK -> Ultra (if he has Ultra stocked). Also resist the urge to use Focus Attack. In fact, at this range you should never be using Focus Attack at all. You risk eating Sagat's normals (most of the ones he'll use at this range are two hitters), a Tiger Knee, or EX Tiger Shot. It's definitely not worth trying to absorb a regular Tiger Shot and hoping to catch him.

Also, at this range, watch out for Tiger Knees. Sagat will occasionally throw these out at ranges where it's safe on block. This is a pretty dangerous situation you might put yourself in; you either have to guess whether he'll throw you or frame trap you with a Tiger Uppercut. You're probably better off getting thrown than eating a random Tiger Uppercut, which can lead him to FADC'ing into big damage. Study this range well; you may occasionally be able to bait this out with a neutral jump and punish him. Don't rely on this too much though, because Sagat can counter your attempt to counter with a st. HK of his own.

Speaking of st. HK, Akuma's far st. HK is a great move to use in this fight... so long as you're not predictable with it. This is a 2-hitter normal attack that can also push Sagat closer to the corner. Akuma's cr. MK is still probably the better poke to use to push Sagat to the corner, as it's safer and and has less recovery. Abusing st. HK will result in Sagat neutral jumping to punish you for big damage.

Once you do push Sagat to the corner, make sure he never gets out. From this point on, mix it up between throwing neutral jump air fireballs for pressure and using a variety of your normals to prevent him from escaping. Also, watch for meter; Sagat can and will do EX Tiger Knee when you're not expecting it. It can be a very annoying move to deal with; you'll feel you did all that work of pushing Sagat to the corner for nothing. Stay calm, you haven't been pushed that far away just yet. Just be worried about either being thrown or frame trapped, and if you feel that it might be too risky to take any chances, just teleport away safely. You're better off losing a bit of positioning than losing a great deal of health.

If you do successfully land a hard knockdown against Sagat, he's definitely in your world. His big hurtbox makes him susceptible to side to side mixups, so take advantage of this situation while you can. Also, because Sagat has a big hurtbox, if you successfully hit Sagat with a cross up air Tatsu, you can juggle into Demon Armageddon for massive damage.

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg

Akuma's gameplan: Stop Zangief from getting in at all costs. Fight for every inch for space.
Zangief's gameplan: Push Akuma to the corner and keep him there. Build as much meter as possible to threaten with EX Red Focus combos.

LK Tatsu can be juggled into cr. HK.
Both hits of far st. HK will hit against defensive crouch.

Akuma VS Zangief matchup has always consistently been in Akuma's favour, but it's become a little more difficult from iteration to iteration. You have to pay attention to every single aspect in this fight, including meter, spacing, and time.

At the beginning of the match, the best thing to do is to abuse the hell out of your fireballs. Use regular Gohadoken and jump Zanku Hadoken's, but one thing I will tell you right now is that do not back away from Zangief. In other words, do not start the round by jumping back for an air fireball, or backing off before throwing a fireball. Good Zangief players want you to back away as much as possible, because they want to instill fear in you and force you to back yourself to the corner. Fighting Zangief with your back to the wall is never fun, so make sure you fight for every inch of space possible. One thing you must keep in mind of is that it's not very likely Zangief will just randomly do SPD while both of you are dancing around. Instead, he's going to be throwing out normals such as st. MP and st. LK to either hit you or whiff punish you. The only way he'll ever get big chunks of damage off of you in this situation is by jumping at you, so it's very important to anti-air every single jump-in he tries. One jump-in you fail to anti-air means losing that precious space you had on the stage to fight. Never give him the opportunity to jump-in, ever.

Once Zangief has meter, use projectiles more sparingly. Throw them at random intervals to keep him guessing, because you definitely do not want him close to you with his EX Banishing Flat. Even with the threat of this move, don't hesitate to throw fireballs here and there. If you throw these in ways that can make the opponent difficult to get a read on you, you are a lot less likely to get hit. You want to make sure you have different modes of fighting Zangief, and mix these up in between.

The first anti-Zangief strategy you want to use is throwing out pokes efficiently. Akuma has slightly better pokes, but Zangief's st. lk might rival them in some ways due to its speed. It's an excellent whiff punish tool, so stay around the range where it won't be as effective. There may be times when Zangief has meter, he will more than likely concentrate more on whiff punishing your pokes than to throw one of his out. If that's the case, don't be afraid to walk right up to him and throw him. You want to throw because if you attempt a frame trap or block string pressure, you risk eating a churned SPD. Of course, Zangief can beat this strategy by sticking out a cr. LP or cr. LK earlier than your throw and cancel that into EX Banishing Flat, so don't get too cocky and throw.

The second strategy to use in this matchup is to go crazy with your fireballs, even if he has meter. It may sound crazy, but you want to throw this at closer ranges, somewhere within your cr. MK range. Throwing projectiles at this range makes it very difficult for Zangief to react with EX Banishing Flat, and also makes jumping in risky if he guesses wrong. Mix up how many projectiles you want to throw; at this range, sometimes you just want to throw 2, sometimes 3, sometimes 4, hell, throw out 8 if you really want to mess with your opponent's head. Making Zangief second guess himself in these situations can frustrate him beyond words.

When playing footsies, keep your fingers off of the HK button. You have no reason to use any version Akuma's HK, be it crouching or standing. Akuma's st. HK is -2 on block, so you give Zangief a free SPD if he blocks. You also risk eating a jump in or getting whiff punished if you use cr. HK... and since you can't cancel into Ultra 1 anymore, you have no reason to ever use this move.

However, let's say you managed to get Zangief in a hard knockdown state. It's usually ill-advised to go for Demon Flip mixups, because Zangief has an answer for each mixup attempt you try at him. Demon Flip Kick can be countered with a wake up Ultra 2 or a delayed Lariat, Demon Flip Throw can be countered with a wake up Ultra 2 or backdash into SPD, and Demon Flip Palm can be countered with wake up Ultra 2 or a delayed Lariat. Your best bet is to go for a meaty Shakunetsu chip. If you knock Zangief down with cr. HK, and he has no meter, use HP Shakunetsu. It's free chip, or if he wakes up with Lariat to avoid it, it's free punish for you. If he does have meter, use LP Shakunetsu instead, because a meaty LP Shakunetsu cannot be punished with an EX Banishing Flat. You're not doing much in the damage department, but you put yourself at a safer position by sticking with fireball chip.

Also, make sure you save up as much meter as you can possible if Zangief has Ultra 2 equipped. Akuma's EX Goshoryuken will keep you completely safe from this Ultra, so you should probably show Zangief that having Ultra 2 won't do him any good if you have a few bars by your side.

Speaking of meter, if Zangief has 4 bars stocked up, this matchup is probably in Zangief's favour. The threat of having EX Banishing Flat cancelled into EX Red Focus is enough to make you respect his ground game, because one predictable poke you throw out will result in you losing a ton of life. Try to find ways to bait out EX Banishing Flat here, because you want to make sure he loses at least one bar, or three if he wants to be safe. You can try this by throwing fireballs at the range where it'd be hard for Zangief to react, and then once you feel like you've planted an image in his head, go for feints more often.

In this matchup, the preferred Ultra would be Wrath of the Raging Demon. Zangief doesn't have a special move that does a great job chasing down teleports (his Banishing Flat is okay, but he has to guess which way you're going). Also, any combo into Demon Armageddon isn't going to do that much, since cancelling Ultra 2 off a teleport is going to scale the damage. You want to focus on anti-airs against Zangief, so Wrath of the Raging Demon is the more preferred Ultra in this matchup.

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 2 6 11 3 6 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL sp/su 3 2 13 17 -1 4 14 19 Reset Reset - - - - - - -
Close HP Close Fierce.gif 100 200 60 HL sp/su 4 2 26 31 -10 -6 18 22 Reset Reset - - - - - - -
Close LK Close Short.gif 40 50 20 HL - 5 2 7 13 2 5 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 70 100 40 HL su 4 2 14 19 -2 1[2] 14 17[18] [] refers to vs crouching, distance restriction: 1.4 Forces stand Forces stand Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 6 2(4)4 17 32 -3 2[1] 18 23[22] [] refers to vs crouching Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 3 2 5 9 4 7 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 80 100 40 HL su 4 2 13 18 -1 2 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 90 200 60 HL sp/su 6 3 16 24 -1 3 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL - 3 2 8 12 1 4 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 80 100 40 HL - 9 2 13 23 -1 2 14 17 Distance restriction: 1.4 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 50*30 125*75 60*20 HL - 8 2(8)2 16 35 -2 5 16 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 3 2 7 11 2 5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 4 3 9 15 2 5 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL sp/su 6 4 23 32 -9 -4 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 2 9 14 0 3 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 3 13 20 -2 1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 6 3 24 32 -9 - 18 - Cannot be canceled into Wrath of the Raging Demon Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Zagaihasatsu Right.gif+Strong.gif 30*50 50*50 40*20 H - 17 2*2 17 37 -5 0 14 19 Forces stand Forces stand Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 4 7 - 10 - - Reset Reset - - - Lower body 1~10F - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 3 - 7 - - Reset Reset - - - Lower body 1~7F - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 3 - 8 - - Reset Reset - - - Lower body 1~8F - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 6 - 10 - - Reset Reset - - - Lower body 1~10F - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 4 - 9 - - Reset Reset - - - Lower body 1~5F - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 5 3 - 7 - - Reset Reset - - - Lower body 1~7F - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 7 - 10 - - Reset Reset - - - Lower body 1~10F - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 5 3 - 7 - - Reset Reset - - - Lower body 1~7F - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 6 3 - 8 - - Reset Reset - - - Lower body 1~8F - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 6 - 9 - - Reset Reset - - - Lower body 1~9F - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 3 - 8 - - Reset Reset - - - Lower body 1~5F - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 7 3 - 9 - - Reset Reset - - - Lower body 1~9F - - -
Tenmakujinkyaku Dive Kick 60 100 40 H - 12 Until ground - 6 9 Frame advantage listed as max possible, height restriction: 1.6 Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.667 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 1.667 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 40 106 - - - - Range: 1.667, Cannot hit prejump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.667, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 35 65 -15 - 22 - Range: 1.667, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 65 2 40 106 - - - - Range: 1.667, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 35 57 -15 - 22 - Range: 1.667, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Goshoha Forward Throw 130 120 40 0.911 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Syuretto Back Throw 130 120 40 0.911 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
GoHadoken GoHadoken 60 100 10/20 HL su 13 - 31 43 -4 0 - - Pursuit property, 16~17F cancellable, LP Flight Speed: 0.06, MP Flight Speed: 0.07, HP Flight Speed: 0.08 X Soft Knockdown Soft Knockdown - - - - - - -
EX GoHadoken GoHadoken EX.gif 60*60 100*100 -250/0 HL su 14 - 31 44 -1 - - - Pursuit property, 16~17F cancellable, Flight Speed: 0.08, Opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown - - - - - - JP: 0*1
Shakunetsu Hadoken Shakunetsu Hadoken Jab.gif 50 200 10/30 HL su 25 - 26 50 -4 - - - 27F cancellable, Flight Speed: 0.09 X Soft Knockdown Soft Knockdown - - - - - - JP: 2*2
Shakunetsu Hadoken Strong.gif 35*35 50*100 10/16*16 HL su 25 - 33 57 -3 - - - 28F cancellable, Flight Speed: 0.09 X Soft Knockdown Soft Knockdown - - - - - - JP: 2*2
Shakunetsu Hadoken Fierce.gif 33x3 35x3 10/16x3 HL su 25 - 39 63 -1 - - - 28~29F cancellable, Flight Speed: 0.09 X Soft Knockdown Soft Knockdown - - - - - - JP: 2*2
EX Shakunetsu Hadoken Shakunetsu Hadoken EX.gif 47x3 70x2*100 -250/0 HL su 19 - 27 45 12 - - - 21F cancellable, Flight Speed: 0.09, opponent gains 8x3 meter on hit X Soft Knockdown Soft Knockdown - - - - - - JP: 2*2
Zanku Hadoken Air Hadoken 40 50 5/20 HL - 14 - After landing 16[18] 30 - - - - [] refers to when performed on a back jump, height restriction: 0.2 X Soft Knockdown Soft Knockdown - - - - - - -
EX Zanko Hadoken Air Hadoken EX.gif 40*40 50*50 -250/0 HL - 8 - After landing 9[11] 17 - - - - 2nd fireball active on 19F, opponent gains 10x2 meter on hit, height restriction 0.2 X Soft Knockdown Soft Knockdown - - - - - - -
Goshoryuken Goshoryuken Jab.gif 100[70] 100 30/40 HL su 3 14 17+18 51 -32 - 17 - [] refers to active frames 3~14F Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~2F Lower body: 3~16F Lower body: 3~16F 3~4F 6F~ -
Goshoryuken Strong.gif 70*60 80*50 30/30*16 HL su*[su] 3 2*12 25+18 59 -34 - 21 - [] refers to on hit only, builds 20*16 on block [2nd hit]: Soft Knockdown [2nd hit]: Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F Lower body: 6~16F Lower body: 6~16F - 6F~ JP: 0*1
Goshoryuken Fierce.gif 70*50*30 70*50*30 30/30*10*10 HL su*[su]*[su] 3 2*2*12 28+18 64 -37 - 21 - [] refers to on hit only, builds 20*10x2 meter on block [2nd~3rd hit]: Soft Knockdown [2nd~3rd hit]: Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F Lower body: 6~18F Lower body: 6~18F - 8F~ JP: 0*1*2
EX Goshoryuken Goshoryuken EX.gif 80*60*50 100*50*50 -250/0 HL su*su*su 3 2*2*12 28+18 64 -37 - 21 - Opponent gains 15*5x2 meter on hit, 10*5x2 on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~18F - - - 8F~ JP: 0*1*2
Tatsumaki Zankukyaku Hurricane Kick Short.gif 70 50 20/20 HL - 11 2(6)2 12+8 40 -9 - 13 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~20F - 7F~ -
Hurricane Kick Forward.gif 80*40*40 100*50*50 20/20*10*10 HL su*-*- 5 2(5)2(5)2(5)1 16+12 54 -8 - 21 - [1st Hit]: Forces stand, All others: Soft Knockdown [1st Hit]: Forces stand, All others: Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~26F - 7F~ -
Hurricane Kick Roundhouse.gif 80*40x3 100*50x3 20/20*10x3 HL su*-(x3) 5 2(5)1(5)1(5)1(5)1(5)1 13+8 57 -1 - 21 - [1st Hit]: Forces stand, All others: Soft Knockdown [1st Hit]: Forces stand, All others: Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower Body: 7~36F - 7F~ JP: 0*1*[1]*1*[1]*1 ([] Refers to backwards facing hits)
EX Tatsumaki Zankukyaku Hurricane Kick EX.gif 35x5 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18+3 48 -1 - 21 - [1st~4th Hits]: Forces stand, [5th Hit]: Soft Knockdown [1st~4th Hits]: Forces stand, [5th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 6~27F - 6F~ JP: 5x5
Air Tatsumaki Zankukyaku Air Hurricane Short.gif 60 50 10/30 HL - 9 2(6)2(6)2 After landing 10 36 - - - - 20 meter gained on block, height restriction 0.5 Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Air Hurricane Forward.gif 70 50 10/30 HL - 9 2(6)2(6)2 After landing 10 36 - - - - 20 meter gained on block, height restriction 0.5 Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Air Hurricane Roundhouse.gif 80 50 10/30 HL - 9 2(6)2(6)2 After landing 10 36 - - - - 20 meter gained on block, height restriction 0.5 Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Air Tatsumaki Zankukyaku Air Hurricane EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 After landing 4 27 - - - - Opponent gains 10x5 meter on hit, height restriction 0.5 Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 0*1*2*3*4
Hyakkishu Demon Flip - - 20/- - - - - - 39 - - - - 27~37f cancellable into followup, 1~37F cancellable into EX Zanku Hadoken, 40F lands and starts Hyakki Gozan (slide) - - - - - - - - - 5~39F -
EX Hyakkishu Demon Flip EX.gif - - -250/- - - - - - 39 - - - - 5~39F airborne, 27~37F cancellable into followup, 1~37F cancellable into EX Zanku Hadoken, 40F lands and starts Hyakki Gozan (slide), tracks opponent - - - - - - - - - 5~39F -
Hyakki Gozan Demon Flip Slide 100 200 0/40 L - 39+7 15 14 74 -11 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Hyakki Gosho Demon Flip Palm 110 200 0/30 HL - 27+8 2 After landing 4 40 - - - - Builds 20 meter on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Hyakki Gojin Demon Flip Dive Kick 70 100 0/30 HL - 27+11 Until ground After landing 4 - - - - - Builds 20 meter on block Forces stand Forces stand Reset Reset - - - - - - -
Hyakki Gosai Demon Flip Throw 150 150 0/60 0.9 - 27+3 2 After landing 17 48 - - - - X Hard Knockdown Hard Knockdown - - - - - - - - -
Ashura Senku (Far) Punch Teleport (far) - - - - - - - Total 61 61 - - - - Passes through opponent, can cancel into Ultra 2 until 44F, Distance Traveled: 3.96 - All: 1~49F - - - - -
Ashura Senku (Close) Kick Teleport (close) - - - - - - - Total 53 53 - - - - Passes through opponent, can cancel into Ultra 2 until 36F, Distance Traveled: 3.0 - All: 1~44F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Raging Demon Super Combo 330 0 -1000/0 0.9 - 1+0 36 13 49 - - - - Can be cancelled into when performing any normal, Opponent gains 20x15 meter on hit X Hard Knockdown - - - - All: 1F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Wrath of the Raging Demon Ultra Combo 1 15x26*120 0 0/0 0.9 - 0+5 33 19 56 - - - - Can be cancelled into when performing any normal other than crouching HK, Opponent gains 20x27 meter on hit X Hard Knockdown - - - - All: 1~6F - - - - -
Demon Armageddon Ultra Combo 2 50*450[50*371] 0 0/0 HL - 0+14 2 46 61 -27 - - - [] refers to damage when canceled from teleport, opponent gains 20*30 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~15F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: