Akuma (SFA2)

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Akuma's Objective is to establish close range. Akuma is a well-rounded character that can be played in a number of ways. Even so, Akuma's great combos and offense make him most effective in close range. Get in and use the diverse offensive tools at your disposal to pressure your opponent with combos and Custom Combos.

Moves List

Normal Moves

Zugai Hasatsu

  • → + MP

Senpu Kyaku

  • → + MK

Tenma Kujin Kyaku

  • (In air)At apex of jump press ↘ + MK


Seoi Nage

  • ← or → + MP or HP

Tomoe Nage

  • ← or → + MK of HK

Special Moves

Go Hado Ken

  • ↓↘→ + P

Zanku Hado Ken

  • (In Air)↓↘→ + P

Shakunetsu Hado Ken

  • →↘↓↙← + P

Go Shoryu Ken

  • →↓↘ + P

Tatsumaki Zanku Kyaku

  • ↓↙← + K
    • May also be done in air

Zenpo Tenshin

  • ↓↙← + P

Ashura Senku

  • ←↓↙ or →↓↘ + PPP/KKK

Hyakki Shu

  • ↓↘→↗ + P

Hyakki Go Zan

  • (During Hyakki Shu)Press nothing

Hyakki Go Sho

  • (During Hyakki Shu) P

Hyakki Go Sen

  • (During Hyakki Shu) K

Hyakki Go Sai

  • (During Hyakki Shu) → + P close to enemy

Hyakki Go Tsui

  • (During Hyakki Shu) → + K close to enemy
    • Can also be performed on a jumping opponent

Super Moves

Messatsu Go Hado

  • →↘↓↙←→↘↓↙← + P

Messatsu Go Shoryu

  • ↓↘→↓↘→ + Punch

Tenma Go Zanku

  • (In Air) ↓↘→↓↘→ + Punch

Shun Goku Satsu

  • LP LP → LK HP
    • Can only be performed with a full super bar

The Basics

Akuma's Objective

  • Establishing Mid-Range Offense

Your goal at mid-range is to land LP Shoryuken or cr.HK. Stand just outside of your opponents poke range and work your spacing as they move. From this distance, Hadouken beats a lot of low attacks , and its pretty difficult for your opponent to jump in on it on reaction. Anticipate the opponents attack, then throw a HP Hadouken. You can bait jumps by occasionally whiffing LP which may make them jump forward. If they do, counter with HP Shoryuken or a CC. If they don't, immediately follow up with another HP Hadouken.

You can also try walking into attack range to bait attacks from your opponent. Be ready to back away in anticipation of an attack and use cr.HK xx LP Zenpo Tenshin to whiff punish. Doing this allows you to be close enough to punish recovery roll attempts. Since it's unsafe to use recovery roll against Akuma, you can gain a positional advantage if you whiff punish with cr.HK. This sets up an option select depending on whether or not the opponent attempts a recovery roll. When you recover from LP Zenpo Tenshin, immediately perform cr.MK xx HP Hadouken. If your opponent does in fact recovery roll, the cr.MK hits cancelling into HP Hadouken for a quick 2 hit. However, if they don't, only cr.MK will come out, and you have ample time to walk forward and begin applying wake-up pressure.

  • Air Hadouken Pressure

Against opponents with strong air defense, you can jump forward from just outside mid-range and throw a LP Zanku Hadou. Because it is a projectile, it can be hard to anti-air effectively without meter. Whether or not it hits, you can apply mix-up pressure.

  • Tenma Kujin Kyaku(Divekick) Tactics

Read a ground attack and jump in on your opponent. When you reach the top of your jump arc,

Advanced Strategy



(Cr.MP,Link), cr.MK,GDK

Cr.LK x2 s.LK, MGS

Custom Combos






[CC]c.HK,s.HK,HP S.HDKx4[/CC]




Vs. Adon:

Vs. Akuma (self):

Vs. Birdie:

Vs. Charlie:

Vs. Chun-Li:

Vs. Dan:

Vs. Dhalsim:

Vs. Gen:

Vs. Guy:

Vs. Ken:

Vs. M. Bison (dictator):

Vs. Rolento:

Vs. Rose:

Vs. Ryu:

Vs. Sagat:

Vs. Sakura:

Vs. Sodom:

Vs. Zangief:

Street Fighter Alpha 2
Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief