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Akuma Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:11 p.m. PDT


Akuma Ultra Street Fighter 4 Character Guide


Character Overview
Guide by Nyoronoru

The demon is back and he's powerful. He has a myriad of offensive and defensive options that can be incredibly daunting to any opponent. Akuma's mixups are some of the best in the game and he has quite a few safe approaches and escapes, not to mention the damage and stun on his combos are definitely above the SSF4 average.

However, Akuma has the second worst stamina and stun behind Seth, so a couple of big combos can take him out fast. The tradeoff to Akuma is that there is a much smaller margin of error when it comes to his techniques because you can lose rounds faster than almost everyone. Akuma's defensive options are so good however that you can almost nullify this weakness if you play with precision.

Strengths
+ Power character. Big combos, big damage.
+ Air Fireballs.
+ Several safe approach moves.
+ Great anti-airs, including the Raging Demon.
+ A fast dash with very little recovery.
+ A diverse wakeup game.
+ Fastest walk speed in the game.

Weaknesses
- Small room for error with low stamina and stun.
- Has very few reliable ground normals for poking.
- Ground fireball is not suited for zoning.
- Neutral jump normals are not good for air-to-ground counters.
- Requires extremely good spacing in order to maximize his approach options.

Notable Normal Moves

Standing Hard Kick (Double Kick, Roundhouse Loop)
Nasty move. Knocks characters out of focus attacks and you can combo after it with a variety of crouching normal attacks, all of which are special cancelable. See the Combos section for more details.

If both hits of the move land on a blocking opponent, it is completely safe and places both characters in a neutral frame state. Unfortunately, there are some characters who will be able to duck under the second hit of this attack and punish you. These characters are:
  • Blanka, Cammy, Cody (Variable), C.Viper, Chun-Li, Dee Jay, Dhalsim, Evil Ryu, Juri, Ken, Rose, Rufus, Ryu, Yang, Yun

Crouching Hard Punch
Akuma's standard anti-air punch if you don't want to buffer a dragon punch. The hitbox is good but Akuma is not invincible during its execution so you can still get knocked out of it, especially if you don't input it quickly enough.

Overhead Chop (Zugai Hasatsu)
A double-hitting overhead attack. Another Akuma mixup tool. Also, Akuma steps pretty far forward when doing this, so you can quickly cancel the Chop into your Super to give it some added range.

Tenma Kuujinkyaku (Manual Dive Kick) [Air Only]
Performing this motion at the peak of Akuma's forward jump will cause him to change trajectories and do a dive kick attack. This dive kick doesn't have the same properties as Akuma's Demon Flip Dive Kick, but it's still a nice trick to throw off anti-airs from your opponent.
or
Jumping Medium or Light Kick
Both of these attacks are Akuma's crossup moves. Jumping Light Kick is more ambiguous and tougher to block than Jumping Medium Kick, but it's harder to combo afterwards with it.
Special Moves
or
Fireball (Gohadouken)
Damage
Light
60
Medium
60
Hard
60
EX
120

Properties

A fairly standard projectile where the strength of the button pressed determines the speed it travels. Use it to pester defensive opponents at far range. In FADC combos, a fireball is necessary to stun the opponent while Akuma dashes in and continues his big damage. See the Combos section for more details.

EX Version: This version hits twice, knocks down and is safe to use at point blank range. Good for keeping up knockdown momentum or making a dropped combo safe. Also, if you land this in the corner, you can follow up with a Shoryuken for extra damage.

or Air Fireball (Zankuu Hadouken)
Damage
Light
40
Medium
40
Hard
40
EX
80

Properties

One of the best projectiles in the game for controlling both the ground and air. To maximize its effectiveness you must understand its properties. The Light version travels the slowest and travels at the steepest angle, and the Hard version travels the fastest at the shallowest angle. No matter the strength of the fireball thrown, Akuma has a small amount of ground recovery after each one so you must make sure your fireball makes contact with the opponent.

Akuma can throw these fireballs out very close to the ground, both right after he jumps and right before he lands. You don't want opponents jumping over them or slipping underneath them to attack you. Throwing air fireballs out raw against opponents who are not knocked down can be very risky, so you'll want to choose your angles carefully.

Merely jumping back and throwing fireballs can be effective in small doses, but there are quite a few strategies to put an end to runaway tactics. Using them as your opponent wakes up is very effective as it forces them to block, then you can apply a safe offensive mixup.

If the opponent starts using Focus Attacks to absorb your air fireballs, do a Demon Flip to attack them while they are dashing out of the animation. If you time it correctly the opponent will be forced to block your upcoming attack. Also note that if you manage to land your air fireballs against an airborne opponent then you can juggle the opponent with a Shoryuken or an EX Hurricane Kick before they land.

EX Version: This attack throws out two fireballs that are the Medium and Hard versions. These are very hard to avoid for any character and buys even more time for Akuma to attack the opponent as they are pinned down.

or
Red Fireball (Shakunetsu Hadouken)
Damage
Light
50
Medium
70
Hard
99
EX
141

Properties

All red fireballs start up at the same speed, but the Light version recovers the fastest while only hitting once. The Hard version hits three times but recovers the slowest, Medium hits twice and is a mix of the two. If you're in a projectile war, then this projectile can force your opponent to respect Akuma since he can throw multi-hit projectiles without EX meter.

The bad news is that Akuma can't control the speed that the fireball travels, making it easy for any character to jump over and avoid. The startup is heavily telegraphed and easily punishable if not done from the right distance, so you'll rarely have a chance to fire off red fireballs unless you are performing FADC combos or trying to chip opponents while they are standing up.

EX Version: The EX Red fireball is a three-hit projectile with the Light version's recovery along with some extra damage. Not really worth using meter on unless you are very much in a particular situation where it is required.

or
Demon Flip (Hyakki Shuu)
Damage
Punch
110
Kick
70
Slide
100
Throw
150

Properties

When Akuma flips forward to attack, the Kick button pressed determines how far he travels before you can choose an option. As a reminder, the Demon Flip is a pretty heavily telegraphed move. If you just throw it out there as a full screen approach then most characters will either jump back or backdash to punish you. Lots of good Akuma players will throw an air fireball to cover the path of their Demon Flip or will cancel into their Demon Flip from a normal move.
  • Kick (Dive Kick): Many characters have a lot of trouble defending against this move and to maximize your offense you'll want to be using the dive kick as the opponent is standing up from a knockdown. If you land this kick at any height you can combo immediately into a number of moves. It stays active the entire time until Akuma reaches the ground, and it is safe on block. Just an altogether great attack.

  • Punch (Palm): An armor breaking attack that places the opponent in an untechable knockdown if it lands. Also safe on block. If you whiff with this attack Akuma lands instantaneously next to the opponent, perfect for a throw or a dragon punch FADC attack. This does not have as many active frames as the Dive Kick so it's easier to whiff. If you want to assuredly make contact with this move you must activate it late. It can be blocked high or low, but the real power of it is in its left-right mixup on the ground.

  • Throw (Flip Grab): This is activated by pressing the throw buttons. Akuma's throw range on this attack is pretty small and you have to be precise. If you know your spacing then it should not be too difficult to land this. Akuma's throw whiff animation in this attack has more recovery than both his Dive Kick and Palm, so you can be punished.

  • No Input (Slide): Pressing nothing will cause Akuma to perform a slide kick that hits low. Very unsafe if blocked, but it knocks down on hit.
EX Version: This has the same startup as the regular Demon Flip, but it auto-tracks towards wherever the opponent is standing. It also travels through the air much faster.

You can cancel this version of the Demon Flip into EX Air Fireballs, which is useful for getting instant-air fireballs that will lock your opponent down. It also helps for getting big damage combos on the ground since you'll land while the opponent is being hit.

or
Hurricane Kick (Tatsumaki Zankuukyaku)
Damage
Light
70
Medium
120
Hard
160
EX
180

Properties

Akuma spins forward and if this move lands he juggles the opponent for good damage. The strength of the button pressed determines the distance traveled, and only the Hard Kick version is safe on block. The Light Hurricane Kick cannot hit crouching opponents but the Medium and Hard versions can, offering you a high damage combo option if the opponent is being comboed while crouching.

The Light Kick version is by far the most important, as it allows you to juggle the opponent into a Shoryuken or sweep anywhere on the screen. Comboing into Akuma's Light Hurricane Kick is extremely important for damage, stun and knockdowns. Certain characters can not get hit with a sweep after a Light Hurricane Kick though. These characters are:
  • Abel, Blanka, Dudley, Gen, Ibuki, Juri , Ken, M. Bison (Dictator), Makoto, Rufus, Ryu
Another use for the Aerial Hurricane Kick is a crossup attack. If you land this attack from air-to-ground, then Akuma can sweep the opponent as they are falling. Unlike the Light Hurricane Kick combo from the ground, nearly all characters can be swept after a crossup Aerial Hurricane Kick.

EX Version: Unlike the other Hurricane Kicks where you move forward, Akuma spins in place for big damage. It also places the opponent in a spinning knockdown where you can follow up with a Shoryuken in the corner. If you use it in the air, it will stop Akuma's trajectory and cause him to descend vertically. This is useful for avoiding ground attacks or traps.

or
Shoryuken (Dragon Punch)
Damage
Light
100
Medium
130
Hard
150
EX
190

Properties

Akuma's anti-air, and a very good one. The strength of the button pressed determines the amount of invincibility Akuma has when performing his dragon punch with the Hard version having the most invulnerability. Naturally, a whiffed or blocked dragon punch is extraordinarily unsafe.

If you are comboing after a Light Hurricane Kick and want the most meter the Hard Punch Shoryuken is the way to go. If you want to perform an FADC combo using the Shoryuken then you should always FADC after the second hit of the Hard Shoryuken. If you want to do a wakeup shoryuken and you are not sure when to FADC to safety, don't forget that you can FADC at any time up until the third hit of the Hard Shoryuken.

EX Version: Akuma is completely invincible until he reaches the peak of his Shoryuken when EX is used. It also does more damage and a lot more stun, making it applicable in combos where you need to finish off or stun the opponent.

or or
Teleport (Ashura Senkuu)
Doing this causes Akuma to slip through opponents and move around the screen. He cannot be struck or thrown during this time but he does have a small bit of recovery at the end of the teleport. The teleport movement is dictated as followed:

  • Punches, Forward DP: Almost full-screen towards the opponent.
  • Punches, Backwards DP: Almost full-screen away from the opponent.
  • Kicks, Forward DP: Half-screen towards the opponent.
  • Kicks, Reverse DP: Half-screen away from the opponent.
Some characters have quite a few problems with this teleport, mainly grapplers and anyone that can't attack across the screen quickly.

Still, the teleport is such a popular wakeup option that there have been many strategies devised to counter it. Keep an eye on your opponent's placement before committing to the teleport. If you are in the corner, it would be a much better idea to just simply block and force your way out.

Super and Ultra Moves

Super — Raging Demon
Damage
Super
330

Properties

Akuma poses and then moves forward very quickly to grab the opponent. The Super version of the Raging Demon is actually called a zero-frame grab, meaning that if the opponent does not jump before the flash of the Super's activation they will always get grabbed as long as they are in range. The range on this Super is very good but the damage is pretty low as a trade-off for using all your EX bars.

There are several easy setups for this grab Super. Empty jumping is popular, along with intentionally whiffing a Demon Flip Palm attack. Remember that since it starts up in zero frames, there's no way for the opponent to counter it with any move after the flash of the activation.


Ultra 1 — Wrath of the Raging Demon
Damage
Ultra 1
360-510

Properties

At first glance this Ultra may appear to be the exact same as Akuma's Super, but there are some varying properties. The first example is that Wrath of the Raging Demon has some startup invincibility allowing you to go right through some attacks unlike the Super Demon. It moves slower than the Super Demon and it does not have zero-frame startup, meaning that the opponent can smack you out of it with a throw-invincible move or just jump away from you to escape it.

One of the most important facts that is overlooked about Akuma is that he can cancel all of his normals on whiff or contact into his Raging Demon. The reason why this is normally harmless is because the Ultra is a command grab meaning that you can't combo into it from any attack that causes hit or block stun. The reason why this isn't so harmless after all is because you can use normals to extend the range of your Ultra or to trick your opponent into counterattacking when they shouldn't. You'll want your opponent to commit to a move that has a decent amount of recovery, and slide straight through it with the invincibility frames of the Raging Demon.

The most popular use of the Ultra is as an anti-air. To do this properly, it's best to cancel the Ultra from a sweep as your opponent is descending from their jump since performing a sweep decreases the size of Akuma's hitbox considerably, making him harder to hit. The sweep also gives Akuma added range on his Raging Demon and the startup invincibility frames will help you blow through whatever aerial attack your opponent is using.


Ultra 2 — Demon Armageddon
Damage
Ultra 2
335-500

Properties

Akuma spins and throws his leg out in a very slow arc. At first glance this Ultra seems rather worthless. It can't be landed directly after a Focus Attack, it whiffs on crouching opponents and it has a large amount of startup. The input is also fairly annoying, making it difficult if not impossible to use as an anti-air.

However, Akuma can cancel into this Ultra from his Teleport. There are many normal moves that can be canceled into a Teleport and into Demon Armageddon thus making it a comboable Ultra for Akuma. Using this knowledge comboing from a Focus Attack is now possible. Lastly, the second input for this Ultra does not have to be directly upwards to work. Going in either the up-back or up-forward directions will work as well.

Another use for the Demon Armageddon is to counter people trying to chase down your Teleport Escape. There are quite a few characters such as Yun and Yang that can punish your Teleport on reaction with special moves, but you can counter their punish attempts with this Ultra.

The Raging Demon is such a good Ultra for controlling the pace of the match, and the Demon Armageddon is a tough Ultra to hit confirm into. These two facts make it difficult to choose Ultra 2 for Akuma, but if your playstyle is based around quick hit confirms then this Ultra is recommended.

Combos
Important Note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

Cancel into Hard Punch Fireball
4 Hits
140 damage
If you try to tech a throw and get a crouching Light Kick instead, follow up with this meter building combo.


4 Hits
147 damage
Untechable knockdown combo.


Cancel into EX Fireball
5 Hits
192 Damage
Another hit confirm combo. Works well if the opponent is crouching while being hit and shoves the opponent towards the corner.


Light Hurricane Kick, juggle with Hard Punch Shoryuken
5 Hits
290 Damage
This is your standard punish combo if your opponent makes a big mistake. You can follow up with a Sweep if you want to apply knockdown pressure instead.


Hard Hurricane Kick
5 Hits
224 Damage
Make sure that it is a far standing Hard Kick, not a near one. You can link all of your crouching Light and Medium normal attacks after a standing Hard Kick, though it is range dependent.


Jump

Hard Punch Fireball Dash Forward
Light Hurricane Kick, juggle with EX Shoryuken
8 Hits
455 Damage
If you want to land big damage, then this combo is for you.


Focus Attack, Dash Forward EX Hurricane Kick
juggle with Hard Shoryuken         
9 Hits
348 Damage
Great damage on this corner-only combo.


Hard Shoryuken  Dash Forward Hard Red Fireball
5 Hits
219 Damage
If you do a reversal Shoryuken and plan on FADCing it, then use this combo if it lands. It's a reward for guessing correctly.


Hard Punch Teleport Demon Armageddon
3 Hits
420 Damage
Hit confirm to Ultra 2. The teleport cancel must be done extraordinarily fast.
Raging Demon Shortcut
At first glance the Raging Demon input looks a little daunting. It is a very unique Ultra input, but quite a long one compared to the other Ultras in the game. Luckily for Super Street Fighter 4 players, there is a shortcut to do the motion. This applies to both the Super and the Ultra Raging Demon. Instead of inputting the Super command one-by-one like this...





You can shorten it to this!



You can input the last three inputs of the Raging Demon at the same time to get the same result. It makes canceling the Ultra from a normal much easier and faster and also provides much less room for error.
Tips and Tricks
Akuma's air fireballs can cover almost all of his defensive openings, if you use them correctly. Since reversals are the name of the game in Super Street Fighter IV you may realize the value in the opponent never being able to do a reversal without getting punished for it. Light Air Fireballs give you the most approach time from the front after a knockdown. The same rule applies to Medium Air Fireballs, except that it's harder for the opponent to jump away from it.

If someone is trying to meet you air-to-air, simply throw out a Hard Air Fireball to interrupt them. Air fireballs can also cover the path of the Demon Flip, and the EX Air Fireball makes all of the previous options a whole lot easier.

Akuma's mixups are so varied and powerful that they are referred to as the "vortex" in discussion circles. Once you have a knockdown, Akuma has several options to get right back in the opponent's face safely over and over again. Never let up pressure with Akuma once you are on an offensive roll and keep knocking the opponent down with crossup Hurricane Kicks, Demon Flips, combos into your Shoryuken/Sweep, EX Fireballs and throws. All of these options are amplified in strength by Akuma's extremely fast walk speed.

Other Resources and Credit
You can find more information about playing Akuma on the Central Character Discussion Thread on the EventHubs.com forums
Contributions to this guide by Nyoronoru, LordofUltima, SeoulZombie and PhantomMonster.


Comments

Ryu_Apprentice said on March 11, 2010 at 4:42 a.m.

Pls guys, I am training to play well in SF4, below is some of my video's, I aint a pro I just need your inputs on what I should not do and what I should do to improve my game, I am about to enter a tourney soon and I think I dont have what it takes, I main Ryu Akuma and Gief

http://www.youtube.com/watch?v=CAryGj...

http://www.youtube.com/watch?v=xNc7ZH...

http://www.youtube.com/watch?v=-H9_NV...

http://www.youtube.com/watch?v=I7lNSn...

#1
Ryu_Apprentice said on March 11, 2010 at 11:22 a.m.

Thanks for all the comments,

#2
DemonShidoji said on March 16, 2010 at 2:11 a.m.

Just gonna add this here for the people wanting to learn good ways to initiate the Raging Demon and the Wrath of the Raging Demon special and ultra of Akuma's. The way that I can always get someone or the AI, is to do the Demon Flip followed by the grab overhead toss then Ashura Senkuu as the person gets up then once behind the person (you should end up right in behind the person - close up-) land the two lp's hit back and then lk hp) the two punches will most likely (almost always unless blocking) will set the person off balance and set you up for the special or ultra. I recommend trying this in training mode until you have it down completely and can do it every time you try. Also if you have the ultra bar to a max this combo can be used a great execution move and can get you out of a really tense situation.

#3
CCCP said on March 19, 2010 at 2:59 a.m.

I WANT SAUSAGES!!!

I think Gouken's better in IV. That's just me.

#4
cuttyb1987 said on March 28, 2010 at 2:04 a.m.

Didnt Seth killian say some people prefer the super street fighter version of Akuma over the old 1

#5
Cronzyy said on April 7, 2010 at 2:34 p.m.

RE: CCCP
IV is the only game Gouken appeared in BTW.

#6
cuttyb1987 said on April 8, 2010 at 12:07 p.m.

Akuma was in alpha and that was the best version of him then third strike and then some of the versus series then this crap version of him hahaha

#7
Rich said on April 27, 2010 at 4:08 a.m.

@ DemonShidoji.

Ultra or Super will push the opponent until he has been recovered from punches, and they can follow with a simple jump away, EX-move, light punches or kicks, counter ultra or super.

Akuma is invulnerable only in the startup of the Demon, in point blank range.

#8
cuttyb1987 said on April 28, 2010 at 9 a.m.

I like his ultra 2 its hit confirmable and its more of a guarantee to land then the raging demon

#9
Dark_Fantom said on May 22, 2010 at 10:25 a.m.

@ cuttyb1987 and all

How do you hit confirm his U2? Up 'till now i've been teleporting behind people and waiting till they thorw out poke.

#10
cuttyb1987 said on May 23, 2010 at 11:46 p.m.

@ Dark_Fantom its hard but practice it The move is close standing hard punch back (kkk) teleport cancel u2
Its an easier way to do it without whiffing the kick but its possible tho

#11
Kensucks said on May 24, 2010 at 3:59 a.m.

Akuma has some setbacks true, but still my favorite character because of the way he plays. The only shame is that he's now high up on the tiers, and he is instantly unlocked in ssf4 meaning more people play with him and we original Akuma players don't stand out as much. Kind of a disappointment really.

#12
chrisagent75 said on May 24, 2010 at 2:07 p.m.

Akuma is still excellent as he is in Super Street
Fighter 4 as he was in the original.

#13
cuttyb1987 said on May 25, 2010 at 10:29 p.m.

Akuma doesnt have many flaws but since damage was nerf on everyone his lack of defense is cool

#14
Troppop said on May 28, 2010 at 9:40 a.m.

Is it just me, or is the timing on S.Hp/C.Hp to Ultra 2 retarded?

It whiffs about 90% of the time, doesn't matter if it's a instantaneous cancel from the teleport, the hit box seems to fly behind them.
Anyone know anything of this? only works on certain characters? Shouldn't it be a instant cancel?
I've managed to hit with it without being a instant cancel...
Anyone else got this problem?

#15
PwnDizzle0 said on June 13, 2010 at 9:44 p.m.

Dude Akumas the bomb

#16
cuttyb1987 said on June 16, 2010 at 10:10 p.m.

Troppop actually the timing for U2 isn't hard just practice it man and you will get it for real. S.HP KKK teleport cancel ultra 2 should be a three hit combo.
How are you trying to land the U2?

#17
Troppop said on June 19, 2010 at 4:25 a.m.

@ cuttyb1987

I use C.HP to PPP/KKK teleport cancel to ultra 2.
Using C.HP instead to use the SRK shortcut motion, making it a little easy, and then instantly cancel.
But I have also hit with it without it being instantly canceled. Perhaps the C.HP to ultra 2 mess up the distance?
And for the record, sorry if I sound mad but, it's not that I fail the motion, it's that it whiffs.

#18
cuttyb1987 said on June 24, 2010 at 8:12 p.m.

okay cool man I suggest u to try the s.hp it gives more stun I belive and its easier for me atleast to cance in the kkk teleport... But I play pad I don't about the stick

#19
PwnDizzle0 said on June 27, 2010 at 1:41 p.m.

Dude I LUV AKUMA HES THE BEST!!!!!!!!!!

#20
Jej said on June 30, 2010 at 6:07 a.m.

I tried some setup on C.HP to TP cancel to U2
and it seems you have several frames to make it

if your are fast, the red flames doesn't appears
however, you can link too if red flames appears

both of this timing work on Sagat, but the first one (the fastest one) whiff on Ken, and the second one link

I guess it's because Ken is smaller than Sagat, and when he took the punch on his stomach, he's crouching a little..

maybe cC.HP (for crouching high punch) to PPP/KKK teleport cancel to Ultra 2 would work much better

#21
cuttyb1987 said on July 8, 2010 at 9:14 a.m.

Anytime there crouching do the cr hp it lifts their chin-up and kkk/ppp U2 I'm afraid to do it online but I seen it work if someone jumps in on you and miss Srk be quick and you can get it

#22
kryptonkandor said on July 22, 2010 at 10:09 a.m.

I just want to say that i am vey thankful to whoever put this info up, my Akuma is getting pretty fearsome after only 2 days of training :)

#23
blargh_im_ded said on July 24, 2010 at 2:17 p.m.

rumors say that capcom is gonna add new characters and ultra combos as DLC, i think they should give akuma his kongo kokuretsu zan as his 3rd ultra combo if they did make this as a DLC. they should ken his shippu jinrai kyaku and ryu his shinku tatsumaki but with a little more epic-looking

#24
cuttyb1987 said on July 25, 2010 at 9:05 p.m.

I hope if they do add another ultra he needs the misogi move or the airfire ball or maybe something new thats usable in a fight

#25
lynx_vega said on July 31, 2010 at 8:15 p.m.

give hem an usable ultra??

he is a really good warrior right now, he sHK is very very very good, come quickly, do well damage and can combo, that nasty, have that tricky air fireballs and her teleport is very good too

dont you want to increases hes stamina too?? xD

#26
cuttyb1987 said on August 9, 2010 at 10:53 p.m.

Both Akuma ultras aren't as usable as ryu or ken's lets keep it real. I mean if he could FADC he would be more deadly like his stf3 days but his s. Hk is good but has it flaws against smaller characters so if he misses the second kick free punish for 30% damage

#27
lynx_vega said on August 10, 2010 at 11:38 a.m.

well give he an usable ultra but nerf another things, cuz akuma is actually one of the bests characters without that usable ultra

#28
Ryu_Apprentice said on August 12, 2010 at 1:20 p.m.

I dont think that Akuma needs another Ultra, remember in third strike he has no ex-moves and his supers werent powerful more than others but he still rocked, in SF4 he is also a beast (watch eida or momochi)taking of 300 damage average for all reasonable combos, his ultra is just for punishing serious errors and also fooling you opponent into thinking you are vulnerable. Ultra 1 can hit you from any position if you make a wrong move, Ultra 2 is kinda tough (have no experience with it) but his super has 0 frame start up so that's a guarantee supers around. get a knockdown do a demon flip and land the super (if the opponent is facing the screen in the turning animation) its then a guaranteed damage. Akuma is Powerful

#29
SF4junkie said on August 17, 2010 at 3:09 a.m.

Die One Thousand Deaths

U1 Set Up - bait jump attack FA, spam U1 inputs until activatetd
U2 Set Up - Deep j.hk, U2

Anyone play random vs random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

#30
cuttyb1987 said on September 12, 2010 at 3:39 p.m.

WOW Akumais my backup and he is getting a usable Ultra2 is now fadc usable my guess is that you SRK-fadc- teleport forward U2 wow I wonder if Momochi will comeback playing him

#31
Neighborhood said on September 18, 2010 at 9:46 a.m.

Im having trouble with Akuma's light tatsu linking to crouching H.kick (sweep).

I have seen replay with the input motions. Is either pressing all 3 kicks or M & H kick together.

I guess it has to do with plinking. But I just cant finish with the crouching H.kick.

Any advice?

#32
cuttyb1987 said on September 18, 2010 at 6:59 p.m.

@NeighborhoodIt all depends on who your are doing it two some people cant be swept

#33
lynx_ID said on September 30, 2010 at 11:08 p.m.

ohh good why they want to buff akuma and give hem a linked ultra?? why??

he is very powerfull right now....

this people alway want the easy way....

akuma need to be nerfed... but then people cry

#34
Cuban said on October 20, 2010 at 6:10 p.m.

SRK > FADC > U2.

Discuss. I personally am quite aroused although I can only imagine the wave of bitching to come.

#35
Rekkaken2468 said on November 4, 2010 at 2:17 p.m.

demon armageddon cant even be hit after a focus crumple unless yor facing a big character like sagat, hawk or gief

#36
cuttyb1987 said on November 6, 2010 at 6:31 p.m.

I think that would be a good thing for Akuma imo giving that its usable and comb able damage scaling may kill it but its worth it

#37
hoff0320xz said on November 10, 2010 at 6:49 p.m.

Hey, since Akuma's super is broken, instead of using Raging Demon when his super is charged, use this combo:

Jumping HK
Standing/Crouching HP
Cancel into LK Tatsumaki Zankukyaku
EX Goshoryuken (3 hits)
Focus Cancel
EX Shakunetsu Hadoken

It does 418 damage at full health, which is 88 more damage than his Raging Demon. It looks like a hard combo, but it really isn't. There are no links involved and it is a devastating combo. It'll really intimidate your opponent.
The non-EX version (counting out the FADC) of this move still does a maximum of 381 damage. THIS COMBO IS NASTY

#38
ehemisgod said on November 14, 2010 at 4:28 a.m.

How do you link combos? Is there any particular timining I need to use?

#39
Mr_Clack said on January 10, 2011 at 2:48 a.m.

St. HK, a ONE button move that breaks focus, cancellable to combos, safe on block, fast startup, cant be avoided by most wide range.

Yeah I can see why scrubs use him.

#40
gtfopanda said on January 12, 2011 at 2:12 p.m.

@ #264

You just copy-pasted here the saltiness for which so many people in the news said you just don't know how to counter that move.

If you lose to scrubby Goukis who spam st.HK you should just go back to the basics.

#41
geokamo said on January 16, 2011 at 1:45 p.m.

Hard Shoryuken cancel into Teleport cancel into Demon Armageddon? Do they mean cl. st. HP?

#42
H3r01990 said on January 21, 2011 at 11:43 a.m.

Tch. I can't seem to do Akuma's Light Hurricane kick into Hard Shoryuken. I always the the time off, or sometimes it just does a hard punch
Help?

I just started using Akuma too...in case you were wondering...

#43
sleepythadon said on March 21, 2011 at 6:55 p.m.

http://www.youtube.com/watch?v=FsFORV...
Akuma gets thrashed double perfect style by Vega

#44
The_True_Gouki said on May 12, 2011 at 6:44 p.m.

#268

More like noob gets thrashed by skilled Claw player. Not to mention Claw player has 5x BP more than the noob. Troll better. Shoushi!

#45
Zanomaru said on May 22, 2011 at 12:03 p.m.

There's only 1 frame of difference between ryu's and gouki's hadoken (more startup but less recovery for gouki 15-44, 14-45 for ryu. Ground fireball zoning is not a weakness even if few akuma's players use it properly.

#46
ZangerGB4 said on September 8, 2011 at 4:25 p.m.

http://eckoboi410.xanga.com/754713660...

AKUMA SUPER AND ULTRA 1 GUIDE

Extremely thorough

#47
MaysTheCraze said on January 6, 2012 at 3:46 p.m.

Wow, Akuma's Standing Hard Kick is really good. Is there anyway to counter it even if you are forced to block both hits? Maybe an EX move?

#48
DragonEXecuTionER said on January 27, 2012 at 8 a.m.

he's a beast. that's all I have to say.

#49
Al_Capwn said on February 4, 2012 at 6:52 p.m.

The author forgot to mention that his dive kick has chip damage.

#50
abirzenith said on February 12, 2012 at 8:21 a.m.

Akuma used to be strong now im not soo sure,, im maining oni now,,akuma byee my demon!

#51
asadsidd said on May 2, 2012 at 5:36 p.m.

(This user was banned.)

#52
Bionic2307 said on January 10, 2013 at 6:30 a.m.

Weak? no way. Top Tier ma dude. with Akuma I kick ass!!

#53
ShoryuKick said on March 22, 2014 at 3:09 a.m.

Akuma is an offensive powerhouse with huge damage output. I wish more people would play him.

#54
BlackOnyxThunder said on April 14, 2014 at 2:34 p.m.

I love using Akuma's Ultra 2 (Demon Armageddon) as an anti-air! You can just imagine the look on your opponents faces when it lands! Lol...

#55
The_True_Gouki said on June 9, 2014 at 6:59 a.m.

Akumapproved.

#56
chrisagent75 said on June 18, 2014 at 10:39 a.m.

How do Red focus cancel into Ultra Raging demon?

#57
angelfire said on July 2, 2014 at 12:30 p.m.

A question; is it possible to do a mix-up against blanka? I´ve tried them all and it seems his shock counters everything. It easily catches me with the J.MK to get him from the back and also any demon-flip from the front. Blanka seems too small for the air-tatsu to get him and still the shock beats it. His shock beats everything that touches him. So, is it possible to do any mix-up as blank is getting up?
Thanks

#58
GammaChemical said on August 8, 2014 at 8:44 p.m.

USF4 Akuma combos, usf4 akuma counter hit combos and demon os

https://www.youtube.com/watch?v=L4SnO...

#59


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