Documente Academic
Documente Profesional
Documente Cultură
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)
Close MK: Now forces stand on hit; startup reduced to 4 frames from
5 frames; Hitbox expanded downward
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
Akuma
VITALS
Health:
850
Stun:
WALKING
Forward Walk
Speed:
Back Walk Speed:
Jump Total
Frames:
W-Ultra
Scaling:
75%
DASHING
0.055
0.04
Forward Dash
Distance:
Forward Dash Total
Frames:
Back Dash
Distance:
JUMPING
Jump Height
Apex:
850
1.76
40 (4+36)
1.00
18
0.90
25
8
Forward Jump
Distance:
1.92
Back Dash
Airborne:
10
Back Jump
1.92
Back Dash
Distance
Recovery:
THROWS
WAKE-UP TIMING
Forward Throw
Range:
0.91
Face Up Total
Frames:
31
Back Throw
Range:
0.91
21
Hyakki Gosho,
Armor
Demon
Breakers:
Armageddon
21
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
Active
Rcv Ad
ry v
On
Gu
ar
d
A
d
v
O
n
H
it
Close LP
Close MP
Close HP
Close LK
Close MK
Close HK
Close
Close
Close
Close
Close
Close
30
50
20
HL
ch/s
4
p/su
70
100
40
HL
sp/s
u
13 -1
100
200
60
HL
sp/s
u
26 -10 -6
40
50
20
HL
70
100
40
HL su
14 -2
+
1
2(4)4
17 -3
+
2
40*70
125*7
60*20 HL su*5
ch/s
3
p/su
Far LP
Far
30
50
20
HL
Far MP
Far
80
100
40
HL su
Far HP
Far
90
200
60
HL
Far LK
Far
40
50
20
Far MK
Far
80
100
40
Far HK
Far
50*30
Crouch
LP
Crouch
Crouch
MP
Crouch
Crouch
HP
Crouch
Crouch
LK
Crouch
Crouch
Crouch
+3
+2
+4
+
6
+
4
+
5
+
7
13 -1
+
2
sp/s
u
16 -1
+
3
HL
HL
13 -1
+
2
125*7
60*20 HL
5
2(8)2
16 -2
+
5
+1
+
4
30
50
20
HL
ch/s
3
p/su
+2
+
5
60
100
40
HL
sp/s
u
+2
+
5
100
200
60
HL
sp/s
u
20
50
20
ch/s
4
p/su
60
100
40
sp/s
23 -9 -4
+
3
13 -2 +
MK
Crouch
HK
Zugaihas
atsu
Move
Name
Neutral
Jump LP
u
Crouch
90
100
60
24 -9 -
17
2*2
17 -5 0
Hi
Can
t
Sta
Nickn Dama
Meter
cel
Stun
Le
rtu
ame
ge
Gain
Abili
ve
p
ty
l
Neutral
Jump
Neutral
Neutral
Jump
Jump MP
Active
Ad
v
Rcv On
ry Gu
ar
d
A
d
v
O
n
H
it
50
50
20
80
100
40
200
60
Neutral
Neutral
Jump
100
Jump HP
Neutral
Neutral
Jump
Jump LK
40
50
20
Neutral
Neutral
Jump
Jump MK
80
100
40
200
60
50
50
20
80
100
40
Neutral
Neutral
Jump
100
Jump HK
Diagon
Diagonal al
Jump LP Jump
Diagon
Diagonal al
Jump MP Jump
Diagon
Diagonal al
100
Jump HP Jump
Diagon
Diagonal al
Jump LK Jump
Diagon
Diagonal al
Jump MK Jump
200
60
40
50
20
70
100
40
200
60
100
40
Diagon
Diagonal al
100
Jump HK Jump
Tenmakuj (air)
inkyaku +
Move
Name
60
12 Until ground
Hi
Can
t
Sta
Nickn Dama
Meter
cel
Stun
Le
rtu
ame
ge
Gain
Abili
ve
p
ty
l
Focus
Level 1
Attack
Focus
(Level 1)
60
100
20
HL
Focus
Level 2
Attack
Focus
(Level 2)
80
150
40
Focus
Level 3
Attack
140
Focus
(Level 3)
200
Forwar
Goshoha d
Throw
130
Syuretto Back
130
Active
Ad
v
Rcv On
ry Gu
ar
d
A
d
v
O
n
H
it
10+
11
35 -21 2
1
HL
18+
11
35 -15 -
60
65
40
120
40
0.
91
20
120
40
0.
20
Throw
Move
Name
91
Hi
Can
t
Sta
Nickn Dama
Meter
cel
Stun
Le
rtu
ame
ge
Gain
Abili
ve
p
ty
l
GoHadok GoHad
en
oken
60
A
d
v
O
n
H
it
10/20 HL su
14
30 -4 0
GoHad
EX
100*1
GoHadok oken
60*60
-250/0 HL su
00
en
14
30 -1 -
Shakun
Shakunet etsu
su
Hadok
Hadoken
en
25
25 -4 -
25
32 -3 -
25
38 -1 -
19
25
Afte
r
lan
din g
16[
18]
50
100
Active
Ad
v
Rcv On
ry Gu
ar
d
200
10/30 HL su
Shakun
etsu
50*10 10/16*
HL su
Hadok 35*35
0
16
en
Shakun
etsu
10/16x
HL su
Hadok 33x3 35x3
3
en
EX
Shakunet
su
Hadoken
Shakun
etsu
70x2*
Hadok 47x3 100 -250/0 HL su
+1
8
en
Zanku
Zanku
Hadok
Hadoken
en
HL
14
en
40
50
5/20
Afte r
lan
din
g
9[1
1]
Goshor
Goshoryu
100[7
yuken
100
ken
0]
14
17
+1 -28 8
2*12
25
+1 -34 8
2*2*12
28
+1 -37 8
2*2*12
28
+1 -37 8
11
2(6)2
12
-9 +8
2(5)[2(5)2]
(5)1
16
+1 -8 2
2(5)[1(5)1]
13
(5)[1(5)1]
-1 +8
(5)1
11
1(3)1(3)1(3) 18
-1 1(3)1
+3
30/40 HL su
Goshor
30/30*
yuken 70*60 80*50
HL su*16
Goshor
70*50* 70*50 30/30*
su*yuken
HL
30
*30 10*10
*-
Goshor
EX
80*60* 100*5
su*s
Goshoryu yuken
-250/0 HL
3
50
0*50
u*su
ken
Tatsum
Tatsumak
aki
i
Zankuk
Zankukya
yaku
ku
70
50
20/20 HL
Tatsum
aki
80*40* 100*5 20/20*
su*Zankuk
HL
40
0*50 10*10
*yaku
Tatsum
aki
80*40 100*5 20/20*
su*Zankuk
HL
x3
0x3 10x3
(x3)
yaku
Tatsum
EX
Tatsumak aki
Zankuk 35x5 40x5 -250/0 HL
i
Zankukya yaku
ku
Air
Air
Tatsumak Tatsum
i
aki
Zankukya Zankuk
ku
yaku
60
50
10/30 HL
[2(6)2](6)2 Afte r
lan
din
g
10
Air
Tatsum
aki
Zankuk
yaku
Air
Tatsum
aki
Zankuk
yaku
70
80
50
50
10/30 HL
10/30 HL
Afte
r
lan
[2(6)2](6)2
din
g
10
Afte
r
lan
[2(6)2](6)2
din
g
10
Afte
r
1(3)1(3)1(3)
lan 1(3)1
din
g4
Air
EX Air
Tatsum
Tatsumak
aki
i
40x5 50x5 -250/0 HL
Zankuk
Zankukya
yaku
ku
Hyakkish Hyakki
u
shu
EX
Hyakki
Hyakkish
shu
u
-250/0 -
100
200
39+
7
15
Hyakki
Gozan
Hyakki
Gosho
Hyakki
Gozan
Hyakki
Gosho
Hyakki
Gojin
Hyakki
Gojin
Hyakki
Gosai
Hyakki
Gosai
110
200
20/-
0/40
0/30
HL
14 -11 -
27+
8
Afte
r
lan din
g4
Afte
r
27+
Until ground lan 11
din
g4
70
100
0/30
HL
150
150
0/60
0.
9
27+
3
Afte r
lan
din
g
17
Ashura
Senku
(Far)
Ashura
Senku
(Far)
Ashura
Senku
(Close)
Ashura
Senku
(Close)
Move
Name
Raging
Demon
Move
Name
Wrath of
the
Raging
Demon
Hi
Can
t
Sta
Nickn Dama
Meter
cel
Stun
Le
rtu
ame
ge
Gain
Abili
ve
p
ty
l
Raging
330
Demon
0.
1000/0 9
1+0
Hi
Can
t
Sta
Nickn Dama
Meter
cel
Stun
Le
rtu
ame
ge
Gain
Abili
ve
p
ty
l
Wrath
of the
510
Raging
Demon
Demon Demon
50*45
Armaged Armag
0[421]
don
eddon
Move
Name
Tot
al 53
Active
Ad
v
Rcv On
ry Gu
ar
d
A
d
v
O
n
H
it
13
36
Active
0/0
0.
9
0+5
33
0/0
HL
0+1
4
Hi
Can
t
Sta
Nickn Dama
Meter
cel
Stun
Le
rtu
ame
ge
Gain
Abili
ve
p
ty
l
Moves
Tot
al 61
Active
Ad
v
Rcv On
ry Gu
ar
d
A
d
v
O
n
H
it
19
46 -27 -
Ad
v
Rcv On
ry Gu
ar
d
A
d
v
O
n
H
it
Name
Nickname
Command
Close LP
Close Jab
Close
Notes
Aside from being able to combo into Akuma's cr. HK, you won't find
too many uses for this move.
Close MP Close Strong Close
File:Example. ~~ Uses and Strategies ~~
png
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.
Close HP Close Fierce
Close
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.
Close LK Close Short
Close
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.
Close MK Close Forward Close
png
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.
Close HK Close
Close
Roundhouse
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
Far LP
Far Jab
Command
Notes
File:Example. Far MP
png
Far Strong
Far Fierce
Far Short
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.
Far MK
Far Forward
File:Example.
png
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. Far HK
png
Far
Roundhouse
The second hit of far st. HK will whiff on the following characters
when they crouch block: Blanka, C.Viper, Cammy, Chun-Li, Cody
(will kick twice a bit up close), Decapre, Dee Jay, Dhalsim, Dudley
(will kick twice a bit up close), El Fuerte (only at further ranges),
Elena, Evil Ryu, Ibuki, Juri, Ken, M. Bison (at further ranges), Oni (at
further ranges), Poison, Rose, Rufus, Ryu, Sakura, Yang, Yun.
Crouching Normals
Name
Nickname Command
Notes
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.
Crouch MP Crouch
png
Strong
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.
Crouch MK Crouch
png
Forward
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
better range.
Neutral Jump Neutral Jump
Fierce
HP
File:Example.
~~ Uses and Strategies ~~
png
Like nj. MP, this can also be used to trap a jumping opponent to keep
him or her stay in the corner.
Neutral Jump Neutral Jump
Short
LK
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.
~~ Uses and Strategies ~~
png
This is a worse version of the nj. MK. It is slower, but it also has
decent range for air-to-air situations.
Diagonal Jumping Normals
Name
Nickname
Command
Notes
Although uses for j. LP is limited, you can use it for sneaky tick throw
setups off of safe jumps.
Diagonal Jump Diagonal Jump
Strong
MP
File:Example.
~~ Uses and Strategies ~~
png
File:Example.
~~ Uses and Strategies ~~
png
This move can have its uses. You can use it as a jump-in, for air-to-air
counters, or to bait out a Zanku Hadoken.
Diagonal Jump Diagonal Jump
Short
LK
Nicknam
Command Notes
e
Zugaihasatsu
Overhead
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
(in air)
Dive Kick
Focus Attacks
Name
Nickname
Focus
Attack
(Level 1)
Level 1 Focus
Command
Notes
Level 2 Focus
Level 3 Focus
Nickname
Forward
Throw
Command
or
+
Notes
Back Throw
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
File:Example.
GoHadoken
png
Nickname Command
Fireball
Notes
Red Fireball
File:Example. and his opponent are exchanging projectiles full screen, throwing a
png
Shakunetsu will help you gain more advantage. The opponent sees
Air Fireball
(in air)
Uppercut
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, most juggle moves will let you hit
a full HP Goshoryuken afterwards. These include LK Tatsu and a cross
up air Tatsu. 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
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 up
and he does the Siberian Blizzard Ultra, if you do a regular
Goshoryuken then he will catch you. If you use EX Goshoryuken to
anti-air, 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. Tatsumaki
png
Zankukyaku
Hurricane
Kick
Air Hurricane
Air Tatsumaki
Zankukyaku
Demon Flip
Demon Flip
Slide
No input after
performing
Kyakkishu
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.
Hyakki Gosho
png
Demon Flip
Palm
Perform during
Hyakkishu
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.
Hyakki Gojin
Perform during
Hyakkishu
Demon Flip
Dive Kick
Demon Flip
Throw
Perform during
Hyakkishu
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)
moves
Akuma
or
+
forward;
moves Akuma
backwards
Ashura Senku
(Close)
Kick Teleport
(close)
moves
Akuma
or
+
forward;
moves Akuma
backwards
Nickname
File:Example.
png
Raging Demon Super Combo
Command
Notes
Nickname
Wrath of the
Raging Demon
Ultra Combo I
Command
Notes
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. Demon
png
Armageddon
Ultra Combo
II
Can be used
in the middle
of Ashura
Senku
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.