Difference between revisions of "Akuma"

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(Hyaki Gotsui)
(Hyaki Gotsui)
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=====Hyaki Gotsui=====
=====Hyaki Gotsui=====
[[Kick Throw]] when close to opponent ([[SFA]],[[SvC2]]);
[[Kick Throw]] when close to opponent ([[SFA]],[[SvC2]])
===Super Moves===
===Super Moves===

Revision as of 19:59, 25 February 2007

Fights like Ryu and Ken, but has mastered the "murderous intent" of the style. Killed their master Gouken.


Move List

Standing Normal Punches

"Left Handed Jab"

LP while Standing (all games); LP while Standing Close (SFA2)
(Identical to Ryu's "Left Handed Jab")
A quick jab forwards with his left (near) hand.

"Right Handed Punch"

MP while Standing (SF2,SFA3,SF3), HP while Standing (SF2);HP (SFA2)
(Identical to Ryu's "Right Handed Punch")
A powerfull punch straight forwards with his right (far) hand.

"Palm Strike"

MP (SF3)
Akuma strikes straight forwards with his right palm.

"Left Handed Punch"

HP (SF3)
Similar to the standard "Left Handed Jab" except his stance is widened and he punches further and harder with his left hand.

"High Elbow"

LP while Standing Close (all games)
(Identical to Ryu's "High Elbow")
Akuma quickly hits his opponent on the head with his left elbow.

"Straight Elbow"

MP while Standing Close (SF2)
(Identical to Ryu's "Straight Elbow")
Akuma thrusts his right elbow into his opponent's chest.

"Gut Punch"

MP while Standing Close (SFA,SF3)
(Identical to Ryu's "Gut Punch")
Akuma punches his opponent in the gut with his right hand.

"Standing Uppercut"

HP while Standing Close (SF2); MP (SFA1,SFA2)
(Identical to Ryu's "Standing Uppercut")
Akuma performs a standing uppercut with his left arm.

Standing Normal Kicks

"Low Roundhouse Kick"

(Identical to Ryu's "Low Roundhouse Kick")
A quick, weak low roundhouse kick targeting his opponent's mid-leg area with the front of his foot.

"High Side Kick"

MK while Standing (SF2,SFA); LK while Standing (SF2); MK while Standing (SFA)
(Identical to Ryu's "High Kick")
Akuma leans back and performs a high side kick with his leading leg.

"Reverse Roundhouse Kick"

HK while Standing (all games); HK while Standing Close (SFA2)
(Identical to Ryu's "Reverse Roundhouse Kick")
Akuma performs a reverse roundhouse kick targetting his opponent's chin with his heel.

"Knee Jab"

LK while Standing Close (SF2)
(Identical to Ryu's "Knee Jab")
Akuma kicks forwards with his right leg, bending his knee slightly so that it bumps into his opponent.

"Knee Thrust"

MK while Standing Close (SF2)
(Identical to Ryu's "Knee Thrust")
Akuma thrusts his knee high into his opponent's gut.

"Axe Kick"

HK while Standing Close (SF2,SFA3,SF3); MK (SFA2)
(Identical to Ryu's "Axe Kick")
Akuma sends his foot straight up into the air and then it comes back down on his opponent.

Crouching Normals

"Crouching Jab"

D+LP (all games), D+MP (SF3)
(Identical to Ryu's "Crouching Jab")
Like Akuma's "Left Handed Jab" except he is crouching.

"Crouching Punch"

(Identical to Ryu's "Crouching Punch")
Like Akuma's "Right Handed Punch" except he is crouching.

"Rising Uppercut"

D+HP (all games)
(Identical to Ryu's "Rising Uppercut")
Akuma rises from a crouching position while performing an uppercut with his right hand.

"Quick Low Kick"

D+LK (all games)
(Identical to Ryu's "Quick Low Kick")
With his right knee planted on the ground, his left leg does a quick short low kick.

"Long Low Kick"

D+MK (SF2, SFA), D+LK (SF3)
(Identical to Ryu's "Long Low Kick")
While crouching, Akuma drops down further, sharing his weight between his right arm and bent right leg, and extends his left foot far forwards.

"Right Low Kick"

D+MK (SF3)
(Identical to Ryu's "Right Low Kick")
Akuma braces himself with his right arm, has his left knee bent forwards, and slides his right foot far forwards.

"Drop Sweep"

D+HK (all games)
(Identical to Ryu's "Drop Sweep")
While crouching, Akuma extends his right foot and twists about his left foot, often times tripping his opponent.

Normal Air Punches

"Air Jab"

LP while in air (all games)
(Identical to Ryu's "Air Jab")
Akuma jabs with is (near) left hand diagonally downwards.

"Air Elbow"

U+LP (SF3)
(Identical to Ryu's "Air Elbow")
Akuma brings down his left elbow on his opponent's head.

"Air Punch"

(MP or HP) in the air (SF2,SF3)
(Identical to Ryu's "Air Punch")
Akuma punches with his right (far) hand diagonally downwards.

"Forwards Air Punch"

U+HP (SF3)
(Identical to Ryu's "Forwards Air Punch")
Akuma punches straight forwards (presumably against an oppenent jumping at him) while jumping or descending vertically in the air.

Normal Air Kicks

"Air High Kick"

U + LK (SF2); U + MK (SF2)
(Identical to Ryu's "Air High Kick")
Akuma kicks his right leg high up to head level while in the air.

"Air Forwards Kick"

U + HK (SF2), U + MK (SF2)
(Identical to Ryu's "Air High Kick")
Akuma kicks his right leg straight forwards while in the air. His bent right arm also punches upwards.

"Air Fowards High Kick"

U + HK (SF2)
(Identical to Ryu's "Air Forwards High Kick")
While in the air, Akuma twists his body about and sends his right foot diagonally upwards and forwards.

"Jump Knee"

JD + LK (SF2, SF3), J + LK (SF3)
(Identical to Ryu's "Jump Knee")
While in the air, Akuma bends his left knee and aims it downwards and forwards. In SF2, his left hand also punches parallel to his knee, while in the SF3 version it just hangs down.

"Parallel Jump Kick"

JD + MK (SF2, SF3); JD + HK (SF2, SF3)
(Identical to Ryu's "Parallel Jump Kick")
While in the air, Akuma kicks his left leg diagonally and downwards. His left hand also punches parallel to his kick.


Seoi Nage

Punch Throw (all games)
(Identical to Ryu's "Seoi Nage")
Akuma grapples his opponent and tosses him over his shoulder.

Tomoe Nage

Kick Throw (SF2,SFA,SF3)
(Identical to Ryu's "Tomoe Nage")
Akuma grapples his opponents with his foot against his stomach, rolls onto his back, and tosses them across the stage with his foot away from his head.

Jigoku Guruma

Kick Throw (CvS2)

Special Normals

Zugai Hatatsu

A lunging "Karate chop" to the head.

Senpu Kyaku

(Identical to Ryu's Senpu Kyaku)
Akuma does a short hop forwards ending in a kick.

Tenma Kuujin Kyaku

UF then D + MK (SF3)

Special Moves


QCF+P (all games)
This move is pretty much the same thing as a Hadouken. Akuma gathers Chi into an energy ball and releases that energy towards an opponent. This move is always performed with QCF+P. The higher the strength of the punch button pressed, the faster the gohadouken travels across the screen. The Gohadouken is about half the size of a Akuma and is released at chest-level.

Shakunetsu Hadouken

HCF+P (SF2), HCB+P (SFA, SF3,CvS2)
This is a multi-hitting powerfull Hadouken similar to Ryu's own Shakunetsu Hadouken. When Akuma is not handi-capping himself (SSF2T Akuma and SFA2 Shin Akuma), this move has almost no startup or recovery time. Normally though, this move has considerable startup and recover times. The harder the punch button pressed, the longer Akuma charges it and the slower it travels across the screen. It will set an enemy on fire, dish out multiple hits, and knock them down.

Gou Shoryuken

DP+P (all games)
This is pretty much the same thing as Ryu's version of the Shoryuken. It is a rising dragon uppercut attack which moves slightly forwards (though not as forwards as Akuma's would later do). The higher the strength of the punch button used, the higher, farther, and harder the attack.

Zanku Hadouken

QCF+P (in air) (all games)
A Hadouken is released diagonally downwards towards the opponent.

Tatsumaki Zankukyaku

QCB+K (all games)
This is pretty much the same thing as a Tatsumaki Senpu Kyaku, although it doesn't travel as far across the screen. The Tatsumaki Senpukyaku is the third basic move characteristic of the Shotokan style of martial arts. Akuma leaps straight in the air with one leg while the other spins around in a fierce hurricane kick. While spinning, Akuma travels horizontally forwards across the screen. This move can also be performed in the air. The higher the strength of the kick button used, the longer, farther, and harder the attack.

Hyaku Shuu

QCF,UF+P (SF3); DP+K (SF3,SvC2)
Akuma rolls into a ball and lunges in an arc towards his opponent. The more powerfull the buttong pressed, the further he travels. This move is then followed up by one of the following moves:

Hyakki Gouzan

do nothing after a Hyaku Shuu (SFA,SF3,SvC2)
If no commands are issued after performing a Hyaku Shuu while he was in the air, Akuma will do a sliding kick as soon as he touches the ground.

Hyaki Goushou

P after a Hyaku Shuu (SFA,SF3,SvC2)
Akuma punches downwards on his opponent.

Hyaki Goujin

K after a Hyaku Shuu (SFA,SF3,SvC2)
Akuma kicks down on his opponent.

Hyaki Gousai

Punch Throw after a Hyaku Shuu when close to opponent's head (SFA,SvC2,SF3)
Akuma will grab his opponent by his shoulders, flip him in the air and toss him.

Hyaki Gotsui

Kick Throw when close to opponent (SFA,SvC2)

Super Moves

Messatsu-Gou Hadou



DQCF+P in air (SFA-A,SF3,SvC2)








D,D,D+3P (SF3)

Non-Attack Moves

Zenpo Tenshin


Ashura Senku

(DP or RDP) + (3P or 3K) (SFA); (DP or RDP) + (2P or 2K) (SF3)